I'm trying to replicate this material in Cycles (the outer shell of the cell)
I think it's a principled shader with 0.94 transmission and 1.0 IOR, and a bump map, but when I use this parameters in Cycles this is what I get
My question is, in the example material, the surface has some roughness that is missing in my material, mine is shinier. Could it be an effect of the lighting setup? I would like to achieve this "silk" appearance of the reference material without sacrificing transparency.