I wanted to render this image with a very indirect lighting and indistinct shadows. Therefore I set the blur on the shadow quite high. Since the blur is quite high I could use a low resolution on the shadows (Fig.08).

Fig. 08
Here I had another shaded pass on the bottom with Add as the blending mode and a Photo Filter layer to give it a warm, orange tint. On top is a solid color adjustment layer with Normal as the blending mode. It is masked with an inverted version of the shadow pass (Fig.09).

Fig. 09
The current pass can be seen in Fig.10 and the combined passed in Fig.11.
Rim Light
This pass was rendered with a normal light. The function of this light is to show the shape of the character, since it comes in from the side/back (Fig.12).

Fig. 12
This light has a high amount of blur, just as the key light. It is a bit unrealistic that this light hits some of the parts of the right side of the face (camera point of view), but I think it adds to the definition of the forms in the face (Fig.13).

Fig. 13
Again there's a shaded pass on the bottom with Add as the blending mode. Exposure controls the light intensity and Photo Filter gives it a cold, blue tint. On top is a solid color adjustment layer with Normal as the blending mode. It is masked with an inverted version of the shadow pass (Fig.14).

Fig. 14
The current pass can be seen in Fig.15 and the combined passed in Fig.16.