RaySwitchMtl Respect LightMtl in 3ds Max or Bloom/Glare multiplier in LightMtl

Not sure if this request belongs here or if someone knows a workaround but below is my issue.

In the past as well as currently, there are times where I need a CoronaLightMtl to be super bright to avoid changing lighting and exposure settings everywhere else. But when this happens, the Bloom/Glare gets decimated by this material. A workaround I tried to do was to use a RaySwitchMtl where the Global Illumination slot utilized the super bright material but the other three - Reflection, Refraction, Direct - would use a CoronaMtl or LightMtl at a much lower intensity but doesn’t emit light. Right now the Mtl in the GI slot is still acting as if the RaySwitchMtl is not there.

The other option would be a Bloom/Glare multiplier number in the material itself so that you can modify that specific light’s bloom output. For example, say I want the Bloom for said light to be 0.25x to reduce it or if you’re feeling crazy 8x for really dim lights to still show up in the Bloom pass.

So basically you are requesting better control for bloom and glare - for example some kind of per-light bloom and glare intensity, right? We already have it logged, and it could be done at some point, but not specific plans yet.
The LightMtl+RaySwitch issues are known too, but very hard to fix.

If the RaySwitch is too difficult - which I figured might be the case - then a per-Light or LightMtl Bloom/Glare multiplier would be fantastic.

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