Emitter object shows up in reflection/transmission I'm stuck with this cycles scenario:

-I have a translucent tube inside a glass room

-The tube is being lit by an emitter object, which has ray visibility turned off for "camera"

-The emitter doesn't show up in the camera, but unfortunately it shows up in the glass material

-I can't turn off "transmission" ray visibility, because then the emitter doesn't light up the tube any more

-I would prefer a solution that doesn't require render layers, since compositing is hard because of partially transparent objects

My question is:
Is it possible to limit the transmission bounces for the emitter object, so that the rays hit the tube, but don't reach the glass?

Here is the render:



Here's the .blend:
I just added a light path node to the emitter material, with the Is Glossy Ray switching between emission and transparency, and got this.



Is this what you had in mind?

Edit: in case you'd ever want to control both Is Glossy Ray and Is Camera Ray from the shader instead of using the Ray Visibility tab in object properties, you can do that with a math node. Connect both Is Glossy Ray and Is Camera Ray to the math node via Add. Maximum also works. You will get zero only if both are zero, meaning you get visibility only if it's neither a camara ray nor a glossy ray, which is what we want.