Tweaking new principled shader in blender cycles. Wanted to use it for PBR textures, refractive effect and for a subsurface scattering material.
All moddeling, lighting, texturing and post prod are made in Blender only.
There is just a quick compositing the bloom FX at the end of the node tree. Although the rest of the tree is a recomposition of the image because I rendered it in 2 layer to save VRAM :'(

Did you ever tried the recent tessellation experimental feature? It gave you the opportunity to create that kind of detail just by mixing textures in the node tree and connect it to the displacement output of the material itself.

All you need to do is to give an adaptive subdivision surface modifier.

Don't forget to switch in experimental mode in the render settings!