How did you make the motion blur?
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.)
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?
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.