UnrealBloom only on some selected objects

I am ashamed to say I wasted the entire day trying to figure this out and I now have to surrender.

I found this, [SOLVED] EffectComposer + Layers, which I believe to be the same thing I need, but Impossible for me to make work.

What I want:

To add bloom, but only on specific meshes. Specifically the body, but without affecting the chrome clothing around the body, I can’t just adjust the emissiveness on each material, because the env. map will be affected by the bloom as well, which makes the entire chrome material be affected, so I need to make a split render on separate layers.

import * as THREE from 'three'
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
import { OutputPass } from 'three/addons/postprocessing/OutputPass.js';
import Experience from './Experience.js'
import { UnrealBloomPass } from 'three/examples/jsm/postprocessing/UnrealBloomPass.js';

export default class Renderer
{
    constructor()
    {
        this.experience = new Experience()
        this.canvas = this.experience.canvas
        this.sizes = this.experience.sizes
        this.scene = this.experience.scene
        this.camera = this.experience.camera
        this.debug = this.experience.debug

        this.setInstance()
        this.instance.autoClear = false;
        this.setComposer()
        this.setTestCube()
    }

    setInstance()
    {
        this.instance = new THREE.WebGLRenderer({
            canvas: this.canvas,
            antialias: true
        })
        this.instance.toneMapping = THREE.CineonToneMapping
        this.instance.toneMappingExposure = 1.75
        this.instance.shadowMap.enabled = true
        this.instance.shadowMap.type = THREE.PCFSoftShadowMap
        this.instance.setClearColor('#211d20')
        this.instance.setSize(this.sizes.width, this.sizes.height)
        this.instance.setPixelRatio(this.sizes.pixelRatio)
    }

    resize()
    {
        this.instance.setSize(this.sizes.width, this.sizes.height)
        this.instance.setPixelRatio(this.sizes.pixelRatio)
    }

    setComposer()
    {
        this.composer = new EffectComposer(this.instance)
        this.renderPass = new RenderPass(this.scene, this.camera.instance)
        this.composer.addPass(this.renderPass)
        this.outputPass = new OutputPass()
        this.composer.addPass(this.outputPass)
        this.bloomPass = new UnrealBloomPass(
            1.5, // strength
            0.4, // radius
            0.85 // threshold
        )
        this.composer.addPass(this.bloomPass)

    }

    setTestCube(){
        const cube = new THREE.Mesh
        (
            new THREE.BoxGeometry(1, 1),
            new THREE.MeshStandardMaterial({color: 'white'})
        )
        cube.layers.set(1)
        this.scene.add(cube)
    }

    update()
    {
        this.instance.clear()

        this.camera.instance.layers.enable(1);   

        this.camera.instance.layers.set(1)        
        this.composer.render()
    
        this.instance.clearDepth();

        this.camera.instance.layers.set(0)
        this.instance.render(this.scene, this.camera.instance)
    }
}