Adding a little bit of glow to an object could be as simple as adding a weak emission shader to a normal one using the add shader node.
As for glowing under ultraviolet, you would need to fake that because there’s no render engine in existence which simulates light outside of the visible range.
how about controlling if possible the light source color with direct and ray length !
one color when it is close to the source then change it to a more mauve color like the ultra violet Black light
like in first post pic
Plug an emission shader into the volume socket of a glass surface shader. It works pretty well, but isn’t necessarily reactive to UV light, so you have to fake it with the emission strength.
I don’t think UV lights are on the development radar of any engine at the moment (and even if someone did code a UV component for Cycles lights, it’s not going to come overnight and be ready in the next buildbot build).
The only way I could see it being doable on the code level is for Cycles to get light group functionality and have the ability for shaders to react or appear only when rays from those lights are hitting the object (though using the ray intensity as a mask could be tricky to code for a path-based engine).
Mitsuba can render down to 320 nm. Most uv-a blacklights are in the 350 - 380 nm range. And I bet if you wanted to dig into the source, you could probably get that lower. The top limit wavelength is 950 nm, which is beyond the official visible wavelengths, though humans are capable of defecting up to 1000 nm.