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I know that I can change the emission value of a material without increase the brightness of the object using "Is Camera Ray" socket of Light Path node, but how do I change it when the light is coming to camera through a glass? enter image description here

This above is the result I get when both emission values are the same.

But then, when I increase the emission to 100, the area where there's no glass it's fine, but through glass the Light Path node doesn't work.

How can I make the glass doesn't interfere on the brightness of the material?

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You can use a math node to add Is Camera Ray to Is Transmission Ray.

In this example the cube emits red rays for the camera and trough transparent materials, but emits green for all other rays.

enter image description here

Note also that for the light to go through the glass shader you might need the following node setup:

enter image description here as described in this link:How to illuminate the darkness inside glass objects in Cycles?

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  • $\begingroup$ Got it! It worked perfectly, thank you so much $\endgroup$ – Lucas Leme May 30 '17 at 17:39

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