Time to share this simple scene to show one way to use UberEviroment. This simple scene is made up of the figure and single wall behind. No floor and ceiling. Also she is nekkid from the waist down.

I also put a light Dome in (a flat bottom sphere) and applied a picture of an interior as I have true raytraced reflections on the eyes and jewellery. With true reflections as opposed to faking it with a reflection map you need something to reflect. I find a flat bottom sphere like what (Light Dome Pro 2 has) helps with giving something to reflect. UberEnviroment comes with two reflection Jpgs one for Outdoor and one for a Kitchen. I used the kitchen one on the light dome.
How many lights do you think this scene has?
It has one UberSpot and UberEnviroment 2.1 and that is it.
The UberSpot lights can use Light Gels similar to what Jad showed on page 9
http://www.daz3d.com/forums/viewthread/1201/P120/#18544 of this thread but with an image channel built in to the light itself, hence the Blinds shadow. This Spot was set to RayTrace Shadows with a slight orange/yellow light.
UberEnviroment settings shown below. No HDRI map involved. I am just using the light colour channel as the overall light colour. Notice I used 50 as the Maximum Trace Distance., default is 500. This will decrease render times. From memory this figure tells 3Delight how far apart objects are before it calculates ambient occlusion. 500 CM, half a meter, way too high for a portrait. You could get away with 25 for a scene like this
Next the shading rate: Here I used the default Max preset, normally when using the Indirect Lighting setting I would lower this down to 1 or as low as .10 as Indirect lighting needs super sampling to get the best results. I just chose the default max preset to show the results. If I get time I will render this at a lower shading rate and see how long it takes
The next image shows the Advanced Render settings I used. Notice the Pixel Samples x and y? Because I used DOF (Depth of Field) I had to increase these to 16 to get a clean blur. The more blur (lower the FStop is) the higher these need to be. I have not needed to go above 20 in the past.
Ok here comes the kicker. 18 hours to render at 750 x 1000 with a 32bit system, with 3 GB of Ram and Dual core. I would guess at 24 to 36 hours if I adjusted the UberEnviroment shading rate to 1. Which I will test.
You will get quicker render times if you fake Indirect Light by using extra Spot/distant/point lights. Something like a 5 or 7 spot light setup which is just an improvement on the 3 point lighting shown earlier in this thread
http://www.daz3d.com/forums/viewthread/1201/P30/#16096 . Just remember set up your Keylight (main light source) first, then work around the scene with Fill, back and bounce lights. All these other lights can be set to Diffuse lighting only. Meaning it won’t add any more specular highlights. But again this can be down to choice and the scene or the look you are wanting.
I would even go to the extent of setting all these other lights up with 100% soft shadows and raytraced shaodows. This willincrease render times but gives good results. This will reduce overlapping shadows. Bounce lights (shining upward) can have no shadows at all depending on the direction, as the light will go through objects and light behind them.
Since this thread is about lighting I won’t go in to the advanced skin shaders here. It would take me a week or more to get that info together. LOL
Oh and the Wall behind, the only light that got was from the UberEnviroment and it didn’t light up that well. Since I was using DOF I just applied 50% ambient in the Surfaces Pane and set the ambient colour to White. That made it light up a little more.
Here you will see two renders. The first the main finished render. I put the last render in to Photoshop Elements and duplicated it. Set the duplicate to “Screen” and set the opacity to 20%. That just mage it pop a little more. Yes I cloud have adjusted the light and re-rendered but I am not a render only type of person.

Also I added the highlights to the eyes postwork.
Hope that helps a little for the future.