While making an PBR Orange in blender cycles, I found the problem that the material color was very pallid. I don't know how to make a more appetising material so I came here in order to solve this problem. The model is iluminated by a plane with and emission shader. In the following image you can see in the top-left corner the actual CG orange, in the top-right corner the color I want to have and in the bottom the material node
Here's a quick explanation of the material. At the bottom a procedural bumb mapping generator for the orange conected to the displacement of the material, in the middle the color of the material (a noise texture to give a bit of variation) and at the top fresnel with a sistem to control the amount the of fresnel.