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I'm trying to replicate this material in Cycles (the outer shell of the cell)

cell material

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

nodes

material result

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.

Thank you!

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By instinct, "silky" for me means:

  • more roughness
  • some subsurface scattering
  • added translucency
  • to enhance the bump effect, a IOR slightly less than 1 (0.99 works already!)

enter image description here

enter image description here

⚠ Blender 2.80 →

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IMO it might be as simple as a Glossy shader mixed to a Transparent shader:

material example

I also added a little roughness control, as your reference looks like it has some kind of noise.

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