The problem with Robert's approach -- which I agree is an inspired idea -- is that it blurs everything, including things that aren't glowing. It's essentially the same as simply blurring the render, only MUCH slower.
I think your best option is simply to render two passes -- one with just glows (everything else black) and then use that layer, blurred, as an additive layer on top of the base render (with everything EXCEPT the glows).
I think I've said this elsewhere but it's basically how glows are implemented in 3d renderers which do post-processing. It's how I'd do it in Blender.
I think your best option is simply to render two passes -- one with just glows (everything else black) and then use that layer, blurred, as an additive layer on top of the base render (with everything EXCEPT the glows).
I think I've said this elsewhere but it's basically how glows are implemented in 3d renderers which do post-processing. It's how I'd do it in Blender.