“We create a small database of volumetric exemplars by scanning fabric samples with simple weave structures. To build an output model, our method synthesizes a new volume by copying data from the exemplars at each yarn crossing to match a weave pattern that specifies the desired output structure.”
Only insofar as it decouples the large texture from the weave scanned data.
Without the right set of scanned inputs for weave and volumetric structure, i highly doubt the results would come any close to the real thing.
Besides the fact that the scans are volumetric datasets of several hundred of megs, requiring many tens of gigs to render for the simplest of patterns (see samples. Mitsuba also has a scarf samplemade such, with detail inferior to that of similar cloth with vrscans…) though BF volumetric path tracing, you’d get a much better result using the VRScan of the type of cloth you want (say, white satin) and drive the color with whatever you please, leaving the BTF, and its intricate microscopic details, intact when reacting to lighting.
As for sheen (before your edit), i guess you realised by now that low GTR gloss (0.1 and lower) produces sheen (EP within the shader, layerable with a blend with the usual EP trick for mutiple spec layers.).
Changing IoR (or mapping the falloff manually between 0 and 1) and Tail Falloff allows for a more precise shaping of the effect intensity.
Below a shader with only a GTR spec @ gloss 0.05, and IoR 1.6 and Tail FallOff at 5.0, lit by a white dome.
There is some energy loss inherent to the very very low gloss, so avoid stacking Glossy Fresnel on the effect, lest it disappears.

