Not too necessary for that few pieces to simplify the geometry to hair material. Sweep it!
If you are looking for it to be organic and flowy, you can create a connected tracer object to 2 point selections, and convert current state of the object. Then break it down into desired subdivisions.
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Try adding a “render” tag to the object (under rt click, hair tags, render).
I had this problem with thinking particles linked to a tracer object last night.
The other thing that I have found helpful (which happened by accident as I was preparing the file for a net render) was saving the project with assets prior to export. This places all the textures in one file and seems to help.
Sometimes it can be finicky when your camera is stairing directly at it. I find clicking and dragging up and down as opposed to left and right work best.
It’s all about motion. A reflection does not appear to be that reflective if it, or the object doesn’t move. Sometimes I rotate the sky object by a degree a frame, easily achieved with some espresso, or simple keyframes.
I also make sure I have a hard fillet cap (like 5 units with 1 subdivisions) to make light pop off the edges. If you are wondering about lighting, greyscale gorilla is obsessed with it. I use his hdri kit in just about every project I create.
All this is great, but it also helps to add planes with a luminance channel in your scene (or use greyscale gorilla’s light kit).