If you render the object in a separate pass, you can isolate the glow to subcomponents. Basically, you'd be applying a black matte to everything in the default objects partition, then putting the desired subcomponents in a 2nd glow partition of that pass. The blur will process the entire object to which it's applied, but only the non-black areas will show any results of a glow. This could then be composited back into your scene. The black matte applied to the other objects in the scene will properly obscure the glow, so you don't have to worry about bleeding.
As for the material ID, it does exist in mental ray, but you'd have to write a shader to access that information or else render a tag channel and use a standalone tool that understands that format (such as the XSI compositor).
Matt
Matt Lind
Animator / Technical Director
Softimage certified instructor:
Softimage|3D
Softimage|XSI
speye_21@hotmail.com