Anybody has a good suggestion in how to produce the rim highlight with Cycles? Normally that rim highlight are the fine fibers of the material that get illuminated. Cycles has fur now but I am sure that my computer is uhm sowhat to slow for that kind.
I was thinking about a very light glossy coat with a fresnel or a ramp shader mixed over the diffuse base material.
now the cool thing would if it would be possible to connect to fresnel/color ramp combo to a ray node so that for example this effect is only overlaid where you would have an edge where a lot of light shines onto.