So in my scene I've got a set of direct lighting sources, and a skybox surrounding the entire scene, now the non-lit side of my meshes ( where lighting doesn't reach ) shouldn't realisticly be black, and since it's in space ( a part of the scene ), why not lit the meshes with the ambient skybox colors, as physically the skybox is the light reaching you from far ahead.
Assuming that I can accurately fetch the color on the mesh as if it was reflecting 100%, how would one go ahead and add this reflecting color to the final lighting output? ( Whilst still being physically accurate ).
If I wrote it in an awkward way please say it, so I can re phrase it.
Maybe this is simple and I'm just not seeing it.
Thank you for your time, I appreciate it.