def METHOD_NAME(nw: NodeWrangler, base_hue=.3):
    h_perturb = uniform(-.1, .1)
    s_perturb = uniform(-.1, -.0)
    v_perturb = log_uniform(1., 2)
    def map_perturb(h, s, v):
        return *colorsys.hsv_to_rgb(h + h_perturb, s + s_perturb, v / v_perturb), 1.
    subsurface_ratio = .01
    roughness = .8
    mix_ratio = uniform(.2, .4)
    specular = .2
    color_1 = map_perturb(base_hue, uniform(.6, .8), .25)
    color_2 = map_perturb(base_hue - uniform(.05, .1), uniform(.6, .8), .15)
    cr = build_color_ramp(nw, nw.musgrave(uniform(5, 10)), [0, .3, .7, 1.],
                          [color_1, color_1, color_2, color_2])
    principled_bsdf = nw.new_node(Nodes.PrincipledBSDF, input_kwargs={
        'Base Color': cr,
        'Subsurface': subsurface_ratio,
        'Subsurface Radius': (.01, .01, .01),
        'Subsurface Color': map_perturb(base_hue, .6, .2),
        'Roughness': roughness,
        'Specular': specular
    })
    translucent_bsdf = nw.new_node(Nodes.TransparentBSDF, input_kwargs={'Color': cr})
    mix_shader = nw.new_node(Nodes.MixShader, [mix_ratio, principled_bsdf, translucent_bsdf])
    return mix_shader