This is something I am extremely fond of. Extremes working together for a common cause.
This is a fragment of a render I was working on. It features a combination of DS Default shader (which has recently been “retro-upgraded”, i.e. it has had the “skin” parameters exposed again without the need to recreate the material in the Shader Mixer – the way it was with the original DS release, the 1.x line; again, I am not that much of a dinosaur to have witnessed it myself – but I have seen ancient tutorials about using it…) and a geometry shell overlay with a shader doing “physically-based” highlights and reflection.
The “skin” parameters are a lovely addition to the toolset – not just for finetuning quick “fake SSS” on skin materials (which can look damn lovely in long shots and with a little postwork, particularly when using “toon-y” morphs), but for “fake Fresnel”, sort-of-velvet and similar effects. The rose uses the “skin” parameters with colours adjusted as appropriate for petals and leaves.