Here is what I want to achieve: image on the left is straight out of Blender. It’s a basic diffuse sphere with skin-like color, HDR lighting and emission plane. In the right image I made object’s shadows more saturated and lights less saturated in Photoshop. It looks thousand times better. Can I somehow control this on material level? I mean can I change how color of shadows and lights behave with material nodes? For GPU/Cycles.
I know I can do it in post-processing, but it’s messy and difficult, because it affects whole scene and all objects that way. I know I can separate object with render layers and then use post-processing methods, but it’s just batshit crazy… It works for static renders, but not for animation with a lot of camera shots and light changes.