Yes,
Skin shouldn't be rendered with parallax bump mapping. Only very bumpy and preferably static surface emulations should be (steeply) parallaxed.
The new uber shader allows us to set a per-material bump mapping mode: BUMP_NORMAL, BUMP_PARALLAX, BUMP_STEEP, and BUMP_SELFSHADOW. The quality depends on how exactly occlusion, height, and specular maps match the geometry. The preset displacement values are hardcoded to best suit flat surfaces like brick roads, walls and fences. Wall fretwork (stucco) also renders quite nicely.

Here's the alien -- more smoothly normalized, ambiently occluded, deeply heightened, and heavily parallaxed.
