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Description

Testing out her mouth rigging. It still needs some work.I tried a new method for making magic. It’s much easier to render but I don’t think it looks as good as the point density method in that last animation that I deleted from here.Anyways I’m bit annoyed with how dull her hair looks. It’s caused by me using limited global illumination instead of full. I prefer full but it increasing the render time like 5x (this took about 20 hours to render at 960x540)

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gabe2252
Non-Fungible Trixie -
Artist -

@iknowpony  
Thanks for the comparisons! The Full GI still looks best to me. You’re right that I should really spend the time to optimizing each bounces instead of the shot gun method of just turning on Full GI. I haven’t really tried custom hair shaders. I just use the principled hair shader. I might try a more simpler faster shader. I also haven’t really played with eevee much ether.
iknowpony
An Artist Who Rocks - 100+ images under their artist tag
Artist -

Looks nice. ^^
 
Limited GI vs Full GI stuff:
 
As of Blender 2.81 Beta on Vega 56 with 2048 Samples.  
Also of note Sampling > Advanced > Pattern > Correlated Multi-Jitter.  
And not Principled Hair (terribly slow), but Principled BSDF for hair.  
So…
 
Limited GI ~ Image ~ 120 sec  
Full GI ~ Image ~ 205 sec  
Limited GI, but “Max Bounces > Diffuse” set to 4 ~ Image ~ 150 sec
 
It’s not about Limited GI vs Full GI, they are only starting points. ^^
 
Or you can try EEVEE for uber-fast render. It’s not too bad for hair. Again, 2.81 Beta…  
For hair… Soft Shadows, Hair > Strip, 256 Samples (not 2048 :), Lamp > Shadow > Contact Shadows ON  
+flavoring… Ambient Occlusion (Trace Prescision 1), Screen Space Reflections (NO Half Res Trace, Trace Prescision 1)  
And… 13 seconds! ~ Image