It's hard to light highly saturated colored objects in a sophisticated manner, even when (and one might say especially when) using saturated light.
Suppose I have a bright red flag. Further suppose I wish its shaded areas to fall into a rich dark purple.
Easier said than done.

My first attempt might entail filling the dark areas of my waving red flag with a saturated purple light. As you can see from the images above, saturated purple light has no effect on a saturated red object because saturated red (1 0 0) times dark purple (.5 0 .5) only equals dark red (.5 0 0)
What I need to do is use the lighting of the flag as a matte into another texture map - a purple one.

First a create a second texture map in a deep rich purple.

Next I use surface luminance to control a blend between the red and purple flag textures.

It's not a bad idea. The only problem is Maya continues to LIGHT the flag. See how dark the shaded area still is? I don't want that effect.

I compensate for the lighting by DIVIDING the object's color by its own luminance. This effectively turns the Lambert lighting into a surface shader.

Ah, that's more like it! See how nice and purple the shaded region is? It's not just a darker version of the red flag; it's a whole other hue. Very painterly. Not at all CG-ish.
UPDATE 5/29/2006
If this line of thinking interests you, be sure to explore Maya's Ramp Shader, which addresses the issue of hue falloff in CG lighting.