Mental ray is a very good engine for rendering, I use simple render settings with final gather and GI.
Compositing
After rendering final image I extracted (ZDepth and Ambient Occlusion) passes.
You can extract ZDepth with render elements in render option and change min and max values to reach suitable pass.
Mental ray contains specific shader for generating ambient Occlusion pass; you should assign it to the surface map of a new mental ray material then assign this material to all objects in the scene.
After extracting the passes I move to Photoshop to composite them with each other:-
You can assign ambient occlusion by putting it in a new layer above original image layer then change blending mode to multiply.
You can assign ZDepth copying it to a new channel in photoshop and apply lens blur filter and playing with values
Finally you can add some color correction and adjust levels, add some effects as (glow) if you want.