If you don’t mind having longish renders for your ball, you could look at the method for volumetric fur (concentric nor-mapped noise texture surfaces) at the bottom of this page: http://www.stormpages.com/eeshlo/otherBlender.html
I always assume that my hardware platform will eventually catch up
to the thing I want to do next.
I’ll have a look at FakeFur to see if I can persuade it to see things my way.
The whole point of a ball library would be to have the right ball for the job,
so having multiiple instances (good fuzzosity for a CU, fast renders for the
game (yellow for more modern players)) would be entirely on track.