About Lighting Channels And PostProcessVolume

I want to combine a scene and a character which both have their own lightings and both are excellent.
But their post process volumes are affecting each other.

Is there a way we separate the two post processes into two channels so they won’t affect each other?
Or is there a way to change the settings of the post process volumes to solve this problem?

Anyone who knows a solution or have an idea about it, please contact me.

Best regards,

IMHO without editing engine source code it’s not possible. The alternative would be to have camera capture with it’s own postprocessing that renders the character, and then take this RT and compose it with main view using postprocessing material (and probably rendering custom depth for character to do depth-masking) - but this will fail if character have any transparent parts, and AA will not be great either.