It
is important to remember that specularity is a
reflection of a lightsource. Therefore, if a light
is bright enough to create an optical effect,
a specular highlight from that light should also
create an optical effect. Maya allows for this
via the use of Shader Glow.
By default, when shader glow is enabled on a shader, all parts of a surface
will appear to glow. But what we want is for just the specular, or brightest
areas, to glow. This can be accomplished by editing the Shader Glow node
accessible in Hypershade. Increasing the Threshold value will bias the glow
towards brightness.
Since
there can only be one Shader Glow node in a scene,
this means that all shaders with glow enabled
must have the exact same type of glow. This is
unfortunate, and may force you into situations
where you will need to render in layers.
note: always turn off Auto-Exposure on the Shader
Glow node. This can cause glow to flicker in
an animation. Lighting/Shading -> Make Light
Links.