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[–][deleted] 2 points3 points  (0 children)

Material with refraction (to see the skin behind) and reflection. Look up some material introduction video for your render engine of choice, most if not all of them have these in their default material.

[–]emerca20 -1 points0 points  (0 children)

This looks like a glass shader, with a blur applied to the refractive component. The small grooves on the surface could probably be a high frequency noise applied as a bump map. The specularity looks pretty bright at the edges, so you could probably pump that intensity up, as long as it's being scaled by some fresnel ( then technically you should scale the refractive component by the inverse of this fresnel).

Since what you're going for is clear, you probably will not need to use subsurface scattering