Lighting: (Headlight and Siren) for my Cop Car in my GFX

What I want to achieve:
I’m trying to make a Thumbnail for a City Game, specifically for their Police Department, but I can’t seem to get the lighting on the sirens nor the headlights clean and how I want them (sharp and not disturbing the other textures). To be specific, I want the headlights to show as I have them in the photo below with volumetric lighting and bloom, but for the sirens to still bring out the reflective texture on the police car as well as not making the street hard to look at because of the glossy, wet texture I used.
(This image is not rendered, only in the rendered view.)

The issues?
The problems are:
First of all, there is a large hue of purple due to the amount of red and blue mixing together.
Secondly, the volumetric lighting, bloom, and shadows make the headlights how I want them, but make a weird point that brings out the point/radius of the very center of the area lights for the sirens. Whenever I turn off volumetric lighting, it doesn’t emit the headlights how I would like them to be, but the sirens do look slightly better.

I’m also having a rough time making a realistic path of the headlights and sirens in the GFX, which I would love to get advice and how I can improve it.

What have I tried so far?
What I have tried to do is making the Volumetric Scatter node density higher to bring out the headlights whenever I turned off Volumetric Lighting and Bloom, however it didn’t affect much. I’ve also tried to make the area lights smaller so they don’t collide. It did look a little better for the sirens, but I wasn’t sure if I wanted to stick with it.

Through a lot of trial and error, I figured to try to stick with Volumetric lighting, so I tried making the area lights hide in with the car but it really did not help the area lights I had in the sky, and I still got the same result with the massive purple hue.
For my realistic pattern/direction of lighting for the taillights, sirens, and headlights… I’m stumped.

Please help.
I need as much help as I can get to fix the lighting on everything. I’m really struggling. HDRI wise I wanted to make it overcast, so I think that’s one of the few things I’m okay on.

Dumb question but… Did you try lowering the strength of the lights?

So I did play with the area lights. I tried making the red brighter than the blue and vise versa. It was successful towards the lower half of the GFX because you could clearly see the separation of the colors. However, since the lights are still pretty close together towards the top of the car, it still makes a bright purple hue from the top of the car down to the windshield and some of the bumper.

The only good news is that I managed to get a “mask” image so the street doesn’t reflect the light like crazy.

I’m starting to think that I should just accept how it is. :confused:
(Sorry for taking so long to see this!)

have you tried adding an emission node to the siren texture rather than using an area light?
definitely would work WAY better than an area light. to elaborate further on, the whole siren would illuminate rather than a single corner.

i don’t quite understand what you asked, but have you tried lowering the gloss?

also use the cones and stuff

I’ll be sure to give the siren itself an emission node, but what I’m worried about is that it doesn’t cover the amount of space I want it too, but it doesn’t hurt to try. Also, I did turn down the gloss once I added a mask to the street. There’s now no crazy glares nor insane glossiness on the vehicle and street.