hi guys
i have a related issue occuring in my workflow, i have a character, and nearby is a ball with a red surface shader on it
i am working on a solution to rebuild the beauty pass by using per light aov's in Nuke, using the direct and indirect versions of each aov. so, per light (there are 4 in my scene) - i have diffuse_direct, diffuse_indirect, specular_direct, specular_indirect and so on
trouble is, the red colour bleed onto the character (which is a result of the bright red ball) is appearing in equal amounts in every single per light indirect aov, this means that when they all get plus-ed together in nuke to rebuild the beauty, everything completely matches the original beauty perfectly EXCEPT the red colour bleed - which i would say is 4 times brighter than it should be.
so - any ideas how to get around this at all? i think i want the indirect effect of the emission to not appear in per light indirect passes, but don't know how!
many thanks for any help
the e