for the scale, the head is about 4,2 si units high, so i use realistic scaling and arealights with mr's physical lights node.

here is a slighty tuned version with brighter lighting including the new ibl and also env reflections. this also shows that a real specmap is needed (spec is a bit to much in general) and not only one extracted from the dispmap. ;) i also used a bumpmap, gives some better reflection details.
bleeding is softer in this version.




