I’ve been able to exclude stationary lights from the volumetric fog by setting the volumetric scattering intensity to 0. But this value is not available in static mode… I have a few static lights for faking GI, and saving performances.
Unfortunately since the Volumetric Scattering Intensity is grayed out once the light is set to Static, there’s no obvious way other than disabling the static contribution to Volumetric Fog altogether in the Exponential Height Fog.
There’s one thing you could try if you want to rebake. You can force a Static light to bake with a IES profile by setting the light to Stationary, assigning the IES image, and then switch the light back to Static. You could try that with the Volumetric Scattering Intensity and see if that carries over. I’ve never tried that myself, but have wanted to disable fog from certain baked lights in the past.
There is just single volumetric lightmap. Same is used for movable objects and volumetrics. After bake volume don’t have any information of static light actors anymore. It’s just baked light at that point.
if any dev see my post, is this aa engine limitation it is technicaly impossible, or the option is just not yet available? For I understand what Kalle_H explain, but I would like to know if it’s an actual limitation of the technics behind VolFog.