Hi celestia,
There’s a couple options…
OPTION 1 - Lighting Channels
One is to use the “lighting channel.” By default everything is set to 0. If you select your wall and switch it to only use Channel 1 or 2, it’ll ignore your point lights:
We’ve removed the direct effect of the light on the wall…
However, this doesn’t completely turning lighting off on the wall. For example, if I move the light and Mannequin close to the wall, you can see that the light is bouncing off the Manequinn and affecting the wall.
OPTION 2 - Unlit, Emissive Material
I’m guessing your material looks something like this.
And yep, it produces the standard effect.
If you set it to “Unlit” it does turn black. But you can see how the pin for the “Base Color” is now disabled - this Shading model isn’t using that pin.
You can switch it to “Emissive Color.”
That takes care of the lighting on the greenscreen, but creates a new problem…
The greenscreen’s emission is now emitting onto the other geometry
Depending on your needs, one option to get around this is to set it as the material of your SkySphere. Get rid of all the other things affecting the sky, and just set the SkySphere’s material to your new unlit green material.
We now have a lit character, with a background that’s a solid color and doesn’t turn the remaining geometry green.
I’m sure there are other ways to do this, but perhaps one of these two simple options will work for your use case?
Hope this helps, and good luck on your project!