PBSDF THE ANY MATERIAL
While there are a couple of specialist materials, such as car paint, hair and skin, PBSDF really is meant to be a one size fits all material, capable of recreating almost any surface. In this simple scene all I changed was Metallic, SSS and Transparency, though do note SSS and Transparency have their own colour inputs for maximum flexibility.
The Distance input setting is model scale dependant, and is how far the light transmits through the object before being tinted by the colour, and gets progressively darker after that. If you follow the above rules, you can mix any material with another, or use the material mixer node within Lightwave.