No problem, I see the link is fixed.
as for the lighting, if it’s not too much trouble do try with an HDR, it might clear things up and solve the “glow” issue.
Thanks for the suggestion CubeGod. In the second image I did use an HDR with the emission planes and it does seem to respond well
Here’s another test render also using HDR:
I was testing the Subsurface Scatter node the other day and it appears to respond better than the translucent nodes to back-lighting. The effect of the SSS is much less when the distance between the opposite side of the mesh is further away. So it would not require jumping through hoops to prevent the unwanted glowing. It does not support GPU render though.
Oh wow, that looks amazing! (yay for HDR it tends to provide the best light while also being the quickest to set up, at least if you want natural lighting)
Alright. I’ts been a little while but in that time I have improved a little. I also went ahead and tried using actual skin textures for the first time.
I have this suggestion to improve your works. The mood of the scene is easier be done at post processing, having normal colors on the renderings will make much more sense to get nice materials, also from technical standpoint is better for the sake of a production pipeline to make minor adjustments at the end.
This is an extreme example but it will give you an idea.
Another little shot at anime realism. This time using particle hair… It didn’t go too well as it was quite difficult for me to style and the render takes forever.