Blender Cycles Materials Bundle

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Hiddenus
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Blender Cycles Materials Bundle

Post by Hiddenus »

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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. :D
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
Last edited by Hiddenus on Thu Mar 13, 2014 3:08 am, edited 5 times in total.
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Re: Blender Cycles Materials Bundle

Post by Dazzy »

Epic, I love this bundle, great for people that need help with materials :D
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Re: Blender Cycles Materials Bundle

Post by danniellahill »

ohhh this looks really interesting :D ive never tried to render anything in blender before however lol xD
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Re: Blender Cycles Materials Bundle

Post by Love2Raid »

Wow, this is awesome!! :shock:
I'm going to use this the next time I render in Cycles (hopefully I can find the time for that soon :runcry: ). :inlove:

Thanks! :D
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Re: Blender Cycles Materials Bundle

Post by Hiddenus »

Working with some new materials.
Pearl, bloom metal, galvanised metal and colored glass. Perhaps there will be more. But those older ones will require some modifications too I guess. To avoid having two materials with different names and same effect. :P
Any suggest about some other materials will be appreciated. ;)
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Re: Blender Cycles Materials Bundle

Post by Hiddenus »

Updated the bundle.

It have newer skin shader (doesn't use Subscatering Shader though, because it's supported only for rendering via CPU and I want to keep materials usable for CPU and GPU rendering users) and few other stuff.
Two shaders which are overlays. Wet and Sweat are working quite fine with skin (didn't test with other materials :D)
Also fixed some materials like Leather, Metal...
New materials: glowing plastic, Iredescent Glass...


Sorry for chaotic writing... Made in hurry.
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Re: Blender Cycles Materials Bundle

Post by Hiddenus »

Preview of materials in Bundle.

I'll try to keep them updated, so they'll look as they do in newest release.
Some of the materials have multiple images showing their specific effects


Asphalt Bloom Metal Bronze Carpaint Ceramite Chrome Cloth Eye Eyeball Glass
  • Default (good for windows, adjustable shadow transparency and color)
Glowing plastic Hair Handgun
  • Default (basicly contains Metal and Leather shaders. B&W mask required to separate them)
Iridescent Glass Leather Metal Mouth Plastic Silk Skin (for really dark specular textures)

Sweat Tires
  • Default (adjustable, but default mostly looks fine enough)
Transparency
  • Default (overlays transparency on chosen shader)
Wet
Last edited by Hiddenus on Thu Mar 13, 2014 3:32 am, edited 2 times in total.
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Re: Blender Cycles Materials Bundle

Post by Bluej97 »

Amazing Hiddenus ! :o

THANK YOU SO MUCH FOR YOUR HARDWORK ! :o :hug: The materials look really really fantastic ! :high:
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Re: Blender Cycles Materials Bundle

Post by Hiddenus »

Because I'm tweaking it all the time... I'm wondering few things. Beside tweaking it needs optimalisation.

First. The leather material. With my lastest update I released it with weaker roughness what in result gives the items mirror like effect. Can't say it's cool when it's set on flat surface. It just looks like mirror. When putting the bumpmaps... Then it looks better, yes, but some things doesn't have such or sometimes adding this would make it look worse in some cases.
So in short. Leather material requires fixing. Comment if you agree.

Another thing are... Unused materials. From my perspective usage of Silk material is pain in the ass and I don't use it anyway. Same goes to galvanized metal and in iridescent glass.
From what I was looking the Glass and coloured glass can get same effect, with only difference that colored glass never let's light through it.
So I guess some materials I think should just be deleted. And I'm listing them now:
1. Galvanized metal
2. Colored glass
3. Iridescent glass
4. Mouth (or upgrade)
5. Silk

I hope I'll get at least 10 votes about those materials. No comment about specific material in comment I'll treat as "keep it".
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Re: Blender Cycles Materials Bundle

Post by Love2Raid »

I think you could remove the ones you listed, yes. Since the regular glass one already has an option to change the colour, the other one is no longer needed. And I don't think many people would use the other ones. Not sure about 'silk', though.

Do you have any tips on rendering 'fur'? :P
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