Back in office, adding some thoughts and 'disclaimers' I forgot to mention when posting the scene:
- based on what you want - high-res cheese hero asset or just another item on the table - your mileage will vary. I have not really checked different POVs, different lighting conditions etc so it's perfectly possible the shader will 'fall apart' when using in your scene
- I tried to use translucency but felt it was the wrong approach, SSS was faster and better to control IMO, if you think the look is off, try translucency/volumetric scattering instead
- play with the SSS depth parameter, lowering it will make the cheese more solid, probably needed depending on lighting
- reflection may be too high with too much gloss, currently the cheese looks quite 'moistly' (not sure if it's the right word here), having barely any real-world experience with this kind of cheese I can't really tell...
- with animation, you'll have to change displacement to scene units based, currently it's screen-space based
- I have used one of the photographic LUTs, using a different or no LUT at all will definitely produce a different (worse) look... you will probably have to tweak the shader then
I hope it's giving some a good starting point, or even an example of how *not* to do it if you don't like the result ;)