Ok, without actually seeing what you're trying to achieve(I can see the site but not the image on it), you could try something like this;
I tried with a duplicated and slightly smaller object inside the other but, really, when adding luminosity that you want to make the surroundings glow with, you're losing out on all the outer reflective surface anyway because of the brightness overpowering it and, you'll also need a deal of transparency of the outer surface to see the glow beneath.
You could try simply replacing the reflective shader with a 'default shader' and giving it whichever colour you like for it's surface. Next, create a power fractal shader and edit its scales to ensure that they fit correctly to be discernible across the surface of the superegg, (no point putting scales in that are bigger than the object or you may end up with a completely covered/uncovered surface). Then, use the power fractal as the 'luminosity function' of the default shader.
You can make the luminosity any colour you like, here, I just picked a bright red to make it easily visible then, edited its value manually, to 30. That'll make the surroundings take on the colour of the luminosity(it really doesn't have to be such a high value to make the surroundings glow but, just for demo purposes).
Here's full coverage of luminosity:
[attachimg=#]
And, here's some negative 'colour offset'(-0.5) in the fractal function, leaving gaps in the luminous portion of the surface:
[attachimg=#]
Colour offset controls how much of each fractal colour is applied. Positive=more high colour, negative=more low colour.
Any colour-producing shader, or combination of multiple shaders, can be used as a function, you could even have multiple different luminosity colours. Also, don't forget that the 'Surface layer' also has a luminosity channel, and altitude/slope constraint tabs so you could control distribution of where you'd like it to appear.
Ha! I don't even know if this is of any use because I can't see your rendered image but, maybe it is.

Anyhow, the long and short of it is;
never use the current TG lightsources as a means to illuminate surroundings/atmosphere, just use luminosity.
Here's the negative offset version as a clipfile: [attachimg=#]
The noise is stretched across the X and Z and there is no 'colour roughness' in the fractal, so as to make it a smooth, flowing surface.
I hope that's of
some help.