You can't really do a furry surface with a regular PBR shader. You need a fur rendering system. For example VRayFur https://www.turbosquid.com/3d-models/tennis-ball-fur-3d-1144972
Hey everyone, I'm looking to create a photorealistic PBR (Physically Based Rendering) material/texture for a tennis ball. I'd like to capture my own photos of a real tennis ball and use those as the basis for the texture. I'm wondering if anyone has experience with this and could offer some guidance. Specifically, I'd love…
I think the OP is more interested in getting photosourced materials from 'any' sphere I had a small think about that and wondered if it were possible to apply the same technique used for HDR capture from a chrome ball I then stopped thinking and didn't investigate any further In terms of NERFs / Gaussian Splats for fur...…
Physically based materials in games IMO are true looking only for limited number of subjects. Like something plain plastic or metal. And even never look same in different renderers. Compare iray and GL in substance designer /painter for example. Anything complex like grass , asphalt surface , snow , velvet , anything fury…