I have a simple scene of the interior of a house (less roof). It does not in any way need to look realistic, just to be geometrically correct, therefore the walls and furnishings and fittings are simply constructed from primitive objects - cubes and cylinders etc.
The layout is fine, the problem is the lighting - very black shadows. The scene has the standard single directional light source.
What I need to do is provide overall diffuse lighting - equivalent to an overcast day.
I should point out that I am pretty much a novice on all this - lighting, shaders etc, though I have been reading a lot.
From what I read it appears that this is controlled by shaders, shaders being attached to materials, materials being applied to the objects. However, it doesn't seem to make much sense to me. Surely, a shader, if part of the object by virtue of being attached to the material, can only deal with how light might be reflected off the surface - but the light has to get there first.
Therefore, there must be a way of providing an overall diffuse light in the first place?
Or have I got this completely wrong? How does one get rid of the blackness on the non-illuminated side of an object? So far the only way I have found is to make the surface emit light, ie glow a bit, which surely must not be right.
