By default, any lights that you add to a scene—such as the IES and Spot lights from the Twinmotion Library—can directly affect and light all the objects and surfaces in the scene. With the Lighting channels feature in Twinmotion, you can control which objects and surfaces are directly affected by specific lights by assigning lighting channels to them.
When objects and lights share the same lighting channel(s), the objects can be directly affected by the lights. Likewise, when objects and lights do not share the same lighting channel(s), the objects are not affected by the lights.
The Lighting channels feature is visible in the Properties panel when you select an object or a light in the scene.
You can assign up to three lighting channels to objects and lights. By default all objects and lights are assigned to the same channel (Channel 0).
You can assign more than one channel to a light or an object. The image below illustrates this.
Assigned to Channel 1:
Light A
Left sphere and right sphere - Illuminated by Light A
Starting ground - Illuminated by Light A
Assigned to Channel 2:
Light B
Right sphere - Illuminated by Light A and B
Assigning Lighting Channels
You can assign lighting channels to one or multiple objects, object parts, and lights. However, you cannot assign lighting channels to objects and lights at the same time; you must assign lighting channels to objects and lights separately.
To assign one or more lighting channels, do as follows:
Open the Properties panel by clicking Properties in the footer.
In the viewport or Scene graph, select the objects, object parts, or lights, you want to assign to a lighting channel.
In the Properties panel, click Lighting channels to expand the section, then select the Enable check box.
Select or deselect the lighting channels to assign or unassign them from the objects or lights.
Limitations
Lighting channels are not currently supported in the Lumen rendering mode when the Reflections only or Full options are selected for the Ray lighting mode. When these options are used, lights still appear in the reflections and the global illumination of meshes, even if the lights and objects do not share the same channel.