How to make a Point Light to only affect the character mesh but not the world around it?

I’ve a peculiar question to ask this time. I have a character that only has a miner’s helmet light as only source of light to navigate the tunnels. However, I noticed that with that light as only source and even with all the bouncing light on surfaces, the character is too dark when looking at it from behind. So I had an idea to fake some “rim-lights” with 2 Point Lights so that the player can see just a little bit of the silhouette of the character when the tunnel is very dark because the light on the helmet has a very limited cone and is unable to get some rims on the upper part of the body to make the character to pop up a little more against the black background.

However, when I was about to tweak the Point Lights to dim their potency a little, I saw that they also illuminated the surroundings, appearing on every glossy material as invisible lamps following the player, clashing with the helmet’s light when getting closer to walls and the like.

Is there any way to make these to just affect the character’s mesh but not the surroundings? My setup for them is like this:
image
And how it looks right now on PIE. The point is that they shouldn’t illuminate the ball beneath nor appear on any glossy material at all but on the character.
light-dominance

Thanks in advance! I really like lightning in Unreal Engine but to get the most of the eye-candy, one needs to fake some bouncing lights from time to time for that extra factor :eye:

Hello Fermi,

Take a look at the Lighting Channels feature.

Let us know if you have any troubles implementing it.

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Thank you very much for pointing me to the answer. I used the channels as in the documentation and it worked like a charm :grin:

I’ll leave here the picture of the documentation that points you to where the light channels are and how to make it so that only the meshes that share the same channel with the lights gets to receive their light on them.

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