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Principled shader emission slot for emitting light only


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Hi guys
 
I'd like to use a emission map that applies to the materials final output but does not contribute to the illumination and
another emission map that does the opposite. Not apply to the materials final output but contribute to the illumination. 
 
So the first is standard emission map with Emission Illuminates Objects > off.
 
How to add a second emission map that is used only for emitting light, but not affecting the materials final output.
Or is it possible to have the std. emission slot emit light, but not add to the final output?
 
Within principledshader/principledshadercore sits the pbremission node. I think I could copy this and layer it after the first one.
Then use std. with Emission Illuminates Objects > off and the new copy with Emission Illuminates Objects > on.
But how to turn off pbremission effect on the shader itself while keeping it emitting light?
 
Any ideas?
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