well, if ono was to program the material layers using instancing, i am sure he would modify it specificaly for the purpose and deffinitly not 200 units.
blender has an extrude, the only problem with extrude is that it doesnt move each vertex in respect to its normal, rather it scales the whole extruded model. also, extruding doesnt create whole new objects. the goal is to create a layer that is not attached to the first layer, and where each vertex is the same distance from its partner vertex in the first layer in respect to the first layers vertex's normal. just scaling an object down will cause cavities to have the scalled down layer on the outside. plus, by simply scaling the model down, you cant actualy edit each layer's size proportionaly with as much accuracy. here is an example:
the blue is what should be the outside of the "model"
the black is the "mesh"
the red is the normal facing the inside
and the green is the layer after the action
the original "mesh"
the layer after a simple scale down. notice how parts of the layer end up where the outside should be:
the layer after a dispaint/deflate:
