this might be a bit of a strange question, but basically I want to have part of a texture be bright even when in shadow but I don't actually want it to emit any light that will then interact with any other part of the scene. Currently my setup is like this: Texture that links to both Diffuse BSDF and Emission Nodes which then go into a Mix Node which also has the alpha map of the parts that I want to light up as a Fac entry. This works great for lighting up the texture but then pretty much messes up the scene because when rendering it in cycles it simply adds a lot of noise on the other materials.
Any idea what I could to differently here?