Smash Render (Cycles)


I baked a rigid body world, then tweaked the positions a little to avoid geometry clipping.

11 Likes

How did you make the motion blur?

1 Like

I set up a rigid body simulation to get realistic ball and pin motion, then I just turned on motion blur in the render settings for cycles.

(In the end, I had some geometry clipping, so I baked the simulation to keyframes, moved the pins slightly, and re-keyframed them.)

2 Likes

Your answer is a bit fuzzy for me. Baking is an unknown territory.
But if you create an animation with a couple frames (motion blur). And saved them to .PNG, you could just pick a frame?

1 Like

That should probably work, but I haven’t done much with animations in blender yet, so don’t take my word for it, lol.

More than fuzzy to me, totally obscure. But motion blur is not something I have ever wanted or tried to do.

What did you do for ball material? That seems to be a thumb hole showing, looks nice and sort of big like it seems it should be. What lighting rig/setup are you doing? because the pin reflections look very good.

The ball material is procedurally generated using a noise texture and a few other nodes to distort, tweak and colorize it.

I modeled the thumb holes in the correct positions and dimensions (mostly) and applied a different material to those faces.

For the lighting, I tried to replicate a real bowling alley. I have just two lights: a warm area light to represent the lit building interior, and a harsher, cooler light above the pins to represent the fluorescent light illuminating them at the back of the lane.

1 Like

Privacy & Terms