VRay, FumeFX, GI, and sum bullshit
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Apologies in advance; this is a long one, but only because I wanna clarify as many details as possible...
So, I'm working on a model in 3DS Max that more or less has a physically-accurate glass lamp with a flame sticking out the top. The glass texture is a VRayMtl, and the problem is that in the FumeFX settings, to get sufficient light coming from it I've had to crank up the GI Modifier to 5. Although this has no impact on the appearance of the naked flame itself, when refracted through the glass texture it seems to take the flame's GI value into account and so appears wildly blown out and bright (see attached).
In 3DS Max 2012 this could be remedied simply by not using Refraction Interpolation in the glass texture settings, but recently I've updated to 3DS 2014, along with VRay 220.127.116.11 and FumeFX 3.5.4 (previously used versions were VRay 2.30.1 and FumeFX 3.0.1) and this no longer seems to yield the same result.
The obvious workaround would be to use multiple passes and composite them together, but shit sucks. There MUST be a solution.