Playing with Fuzz Geometry Node

I’ve been meaning to play around with this for ages but I got frustrated once and never picked it up until today.

The brand is a sports lifestyle brand, I think I’ll try and make some nice animation with the shot.

I’m sure there is logic to it, but I couldn’t work out why reducing the segments created a denser material, so if anyone can help with explaining that I’d be all ideas. I thought it would work like adding smoother kinks to individual fibres - maybe it does, but dropping the amount of segments meant the tennis ball looked a lot denser. I started with the value 50 and reduced it to 5. It took me agggeesss to get the fuzz to a point where I at least think it looks accurate - but I have been staring at it so long who knows… :man_facepalming:

I also found working with labels impossible, I had to apply the label to the core material any labels I believe went on to the original sphere shape rather than the fuzz, which was frustrating to work with. I ended up removing the fuzz, positioning the texture as a label and applying it to the diffuse of the fuzz (removing the label)

When I first got the label (that isnt a label) right, it looked off. I needed to go back and add a slight blur to it because it looked too perfect on the ball, like it was sprayed and the fibres never move since the spray. I think Oscar Rottink has asked before for a general gaussian blur node, I would have really appreciated that for this render, to save me going back and forth in different software.

Also a shout out to Will Gibbons as the UV mapping tutorial really helped adding that red stripe, It’s not intuitive to just give it a go without a tutorial, definitely need to do it a few more times to get it stuck in my head.

:v:

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Really nice, something fuzzy like this could also be a nice challenge.

About your segment issue/logic. I think you’re overthinking since I had the same. Increasing the segments will often give you way too many triangles which you’ve limited in the slider a bit lower.

So what happens is that if you increase the segments the limit gets reached way sooner so half of your fuzz won’t get rendered anymore. If you want to prevent it you can increase the max number of triangles but not sure how happy the CPU/GPU will be :slight_smile:

It should also show a warning not all fuzz is rendered but I’m not sure if that actually happens all the time, had some weird things with it in the past.

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Ahh thanks @oscar.rottink, that does clear it up! I did read the manual when playing around but did not realise that the triangle limit was being reached and therefore no changes were being made as i increased.
Yes I did get a warning in the top right, but things looked okay so I ignored it :sweat_smile:

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This is really cool, @harry.wills!

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This fuzz shader looks dope, bro!