
It's a bundle of materials for Blender engine Cycles.
It makes using Cycles eaiser if you want render XNALara models.
Below the download is link to post with preview of all materials.
Update:
13.03.2014
- Fixed Hair so when Shader Normals strength is 1.0 the backside doesn't turn black
- Remade Wet and Sweat for more realistic effect (contain noise textures to make effect not look flat)
- Silk slightly improved and simplified
- Carpaint received weak blurred reflection
03.01.2014
- Improved Skin transculency
- Leather has more blurred specularity
- Cloth have some specularity now
18.12.2013
- Fixed bumpmap groups
- Leather isn't always black anymore
- Skin have slightly more blured specularity
- Deleted Iridescent Glass, Galvanized Metal and Colored Glass (first two, because they're not used by anyone; Colored Glass was doubling the Glass material)
How to set it as part of all new scenes:
1. Open material bundle version acording to your need. (CPU or GPU).
2. Press Ctrl+U to save it as a default startup scene
How to append specific materials to exsisting *.blend scenes:
1. Open your *.blend file
2. Press Shift+F1 to open appending menu
3. Go to place where BundleForXNALara.blend is on your HDD
4. Enter to it (it acts like a folder in append menu)
5. Open NodeTree folder
6. Double click on wanted material
Usage of materials:
1. When you have selected model, it already have some material, but no nodes for Cycles activated. So press Use nodes (it's on the right)
2. Select diffuse and choose needed group. ie. skin. it will load up and new node will apear in subwindow with nodes.
3. Transparent, Sweat, Wet are overlayers. Load them and then in Shader menu choose the wanted material.
4. When using Transparent I suggest to load the diffuse texture first and use Node view to connect texture's alpha with Transparent alpha input
5. To use Shader Normals load Normalmap texture and set Data from Color Data to Non-Color Data
Warnings:
- Eyeball material is transparent, glass like material. It works fine when using original TRU models (those have eyeball model around eyewhite and iris+pupil).
- To add alpha unfortunately you must use Nodes View to connect alpha channel.
- If you don't know how to make minibump smaller then
Cycles explanation
Or use some of my minibumps (for Lara/Doppelganger)
- Eye material is for perfectly round eyes (like ie. from Mass Effect models). Not for modded Tomb Raider models yet.
- Asphalt don't have bumpmapping on default, use textures for realism. Really!
- Transparency, Wet and Sweat materials are materials to which you must apply another material in Shader line
Tutorial may be complicated. If someone knows how to simplify it with out loosing any important info... Share your version. I'll fix my.

Also tweaks making this stuff better are also welcome.

I'll improve this post if additional effects (like spoiler, list etc.) will work correctly.
><><DOWNLOAD><><
File is in .zip so everyone can open it

Materials preview