I’m a bit of a newbie when it comes to proper lighting techniques, but I’ve been trying to recreate the following effect:
Notice how the environment is pitch black, the character is fully lit, and there even appears to be some sort of volumetric scattering/fog effect coming from the floor as a bit of additive lighting? How can this be achieved?
I feel I’ve come pretty close, but am missing something vital:
Adding spotlights to the scene also lights up the environment (which we don’t really want), and placing the character in a pitch black box messes up the volumetric effects.
Use Lighting Channels to prevent your lights affecting the environment. Leave the background assets on 0 and put the character only on 1, then set your lights to 1 only for it to be visible on just the character.
In this case, the volumetrics at the bottom are likely actual particles. Volumetric Fog suffers from temporal artifacts, so it doesn’t look that good with a lot of motion. But simply enabling the Volumetric Fog and controlling the intensity per light is the way to go.
Looks like that spotlight is using a light profile texture as well.
And it’s two or more light sources, the source light and a light backlight pointing at inverse direction.