Get glossy shading but no reflections (Cycles) If you use a glossy/shiny material, it will have certain shading. It will also reflect the world environment color, and nearby objects in the scene. Is there a way to make it so that you still have glossy shading, but that you don't get reflections?

EDIT: Picture for clarification. Here we have a sphere with Diffuse and Glossy mixed based on fresnel, with no roughness. So it is a very shiny, reflective sphere. We can see that it is shaded by the glossy node, being lighter towards the edges (as fresnel does.) It is also reflecting the blue cube. I would like it to keep its shading, but not pick up reflections of nearby objects. If I increase its roughness, it still reflects the cube, it just looks more blurred.

The purpose of this is to be able to do non-photorealism where I can control what my shading looks like without it also increasing reflections. For example, the settings that you would use it have large, hard-edged toony specular highlights would also result in those areas being very reflective, which is not how they behave in toon styles.
Here I have a sphere reflecting the two objects and environment.


If you don't want an object to be reflected just select it, go to the Object header and uncheck the Glossy box in the Ray Visibility panel.



If you want to see the objects reflected, but without the reflection of the environment, go to the World material settings in a Node Editor and set up the nodes as pictured below.