Help replicating a material I'm trying to replicate this material in Cycles (the outer shell of the cell)



I think it's a principled shader with 0.94 transmission and 1.0 IOR, and a bump map, but when I use this parameters in Cycles this is what I get





My question is, in the example material, the surface has some roughness that is missing in my material, mine is shinier.  Could it be an effect of the lighting setup?  I would like to achieve this "silk" appearance of the reference material without sacrificing transparency.

Thank you!
IMO it might be as simple as a Glossy shader mixed to a Transparent shader:



I also added a little roughness control, as your reference looks like it has some kind of noise.