Don't think so.
Just need a light to only illuminate 1 thing.
I have a light which I only want to
include a huge sphere around the scene. The sphere has a 360degree diffuse sky mapped on.
This is so I can control the brightness of the sky independently of the daylight.
So also need daylight to
exclude the sky sphere.
Edit:
Sigh. It would appear that the sky sphere is stopping the daylight from illuminating anything. Guessing this is because even though I positioned the sun inside the sphere, it's calculated as being outside, no matter how big the sphere.
An octane light inside the sphere will illuminate the scene but then there's no environment illumination.
Edit of edit:
Thinking about this I reckon the problem is the fact that we have adjustable pupils to change 'exposure' instantly in the real world whereas Octane does not.
Don't believe it's possible to have a scene lit well for both internal and external at the same time.
If the daylight or HDRI/exposure looks about right for exteriors then it's too dark for interiors. You can't move inside without changing something to increase the light.
If you increase the daylight/HDRI/exposure so that the interiors are nicely lit, then the extra energy just burns everything outside including the sky to pure white.
That's why I've been trying to have separate control for the brightness of the background so that once the animation moves inside you can darken the background sky so it doesn't burn out when you turn up the daylight/HDRI/exposure to lighten up the inside.
Tried keeping the light levels ok for the external bit and brightening up the inside with interior lights but it doesn't look right. It's not what would happen in reality.
Any ideas?
Edit of edit of edit
This looks useful...
viewtopic.php?f=32&t=72595&p=368673&hilit=hdri#p368673