Is there a way (in blender) to blur or have light pass through outer edges of a mesh? May not be saying this correctly so I’m going to try it visually.
I don’t want to think of it more as ‘light bouncing off’ but a ‘light going through’ just the edges of a mesh.
Tried Sub Surface Scattering. It only helped a bit.
May be there’s no real answer, and I may have to fake in in Post Production. However, I’m thinking about doing some animation and to do it in post Will take forever. Any help will be appreciated.
I would do as Razorblade suggested for the hair
Having a material that trends to transparent at the tip is the classic way of getting the fine diffusion
For things like flesh then sub-surface scattering is usually the best
Otherwise the volume materials in Cycles are good to use
If physically, it is something severely damaged; if visually, then -post effect. Hair, made transparent at the ends would not produce this white half-circle cut in the back of the head. It is either light bouncing in the objective lenses due to distortions/ over exposition, saturation of nearby photocells or post production effect. In Blender you’re left with latter i guess.
While right mark would be light coming from the sun, left should be different light source - it would be not a natural behavior of light and too strong for the SSS imho.
Compositing can give sun visible light “in front” of the head and fresnel mixing in Emission component on grazing angles can make for the effect on hand.
I did not move Sun here “in front” but this is certainly possible and would work for animation too. Light on the “leaves” is material having emission in it.