Hello, i’m working with lights, I have directional light that casts shadows on the character and the world, where there is less light I add complementary points of light. The question is: is it possible in these points of light to illuminate only the world (objects) and prevent this additional light from being projected onto the character? I want the additional light to only illuminate the world and not the character. I compiled static and stationary light, but the light continues to illuminate the world and the character together.
Example: I would like the blue (static) light effect not to illuminate the character, but only to illuminate the world.
I tested configuring the objects for channel 2, it worked perfectly with Stationary Light, but with Static Light I didn’t get the same result, look. Thank you, This partially solved my problem, but I would like the same effect using Static Light because of the better performance
in ue5 you can bake without importance volume and it seems like it’s not generating any volumetric lightmap data where there is no volume. mildly controllable.
nvm… it did bake something into volumes, but… i shoehorned it. just allocated 0 memory for volumetric lightmaps. all static and baked there. lil bit of raytracing, but 0 light volume interaction.
Interesting, I will check this, I read in the article about the light and there is a limitation regarding the use of light channels in relation to static light in Unrel Engine 4, but by moving to Stationary or movable the problem is solved.