# Best way to create part of a mesh that acts as a light source

**URL:** <https://forum.babylonjs.com/t/best-way-to-create-part-of-a-mesh-that-acts-as-a-light-source/16431>\
**Category:** Questions\
**Tags:** lighting\
**Created:** [December 8, 2020, 2:38pm UTC](https://forum.babylonjs.com/t/best-way-to-create-part-of-a-mesh-that-acts-as-a-light-source/16431 "2020-12-08T14:38:16Z")\
**Posts on this page:** 1\
**Showing post:** 22

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**Author:** ![Panuchka](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/panuchka/32/12054_2.png) [@Panuchka](https://forum.babylonjs.com/u/Panuchka)\
**Post date:** [August 5, 2021, 4:48pm UTC](https://forum.babylonjs.com/t/best-way-to-create-part-of-a-mesh-that-acts-as-a-light-source/16431/22 "2021-08-05T16:48:20Z")

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Yeah, the problem with this is that the meshes are instanced and the big boss said that you cannot use `includedOnlyMeshes` with instanced meshes, or that it only works with the main mesh? [Creating lights dynamically that effect instanced meshes with includedOnlyMeshes - #2 by Deltakosh](https://forum.babylonjs.com/t/creating-lights-dynamically-that-effect-instanced-meshes-with-includedonlymeshes/19597/2)  
Or so I at least understood 😃 So I can’t just instantiate the wall piece and try to tinker with what lights it accepts…

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