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…
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.