I am trying to add a glow effect to an object, but have the problem that this object is being viewed through a glass material. Thus it seems impossible to correctly produce an idmask.
If the glow object and glass object are in the same render layer, then I only get the bits not behind the glass.
If I put the glow object into a separate render layer then the idmask corresponds to a shape that does not take into account the refraction produced by the glass.
I attach a .blend to illustrate this. idmask_test.blend (574 KB)
Is there a way around this?