Nice job, first 3d model? Did you make your own bump map, reflection shaders on your own, or that was provided by the tutorial?
Are the sprinkles modeled then spread out using a scatter modifier or are they a displacement map?
Add some volumetric refraction to the glazed donut to alow some light to pass through the thinner areas.
Yeah, you just need to adjust the settings on the glaze shader.
Im not sure about blender terminology, but in 3ds max (but not all renderers) you can add volume to refraction so that thicker areas of the model look more opaque while thin areas have more transparency.
Actually, On second glance it looks like you already have that going on.
If you make a cube and only apply the glazing shader to it, do the edges appear more transparent that the middle?
Like this glass of milk rendered in fstorm, the edges appear more transparent than the thicker center.
View attachment 27758
Ahh, here, just puled this up from google. Its exactly what I was trying to get at lol