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How rasterization affects particles and replicators in Motion

When a group becomes rasterized, particles and replicator elements in that group are affected and may no longer interact with other layers and groups as expected. Particles and replicators still interact in 3D with elements in the rasterized group.

A 3D particle emitter can be rasterized independently of the group in which it resides. Consequently, the resulting particles may not interact as expected with objects inside the same group. For example, applying a Circle Blur filter to a particle emitter causes the particles to no longer intersect with other objects in the same group. The same operations that cause a 3D group to rasterize cause a 3D particle emitter to rasterize. To minimize this effect, apply the filter to the emitter’s source object, or deselect the 3D checkbox in the Emitter Inspector.

When a group or a 3D particle emitter is rasterized, the group can no longer intersect with objects outside the group. In the following image on the left, the nonrasterized group that contains the particle emitter intersects with elements from another group (when Render Particles is set to In Global 3D). In the image on the right, a Bloom filter applied to the star particles group has triggered a rasterization, so the emitter no longer intersects with elements from another group.

Canvas showing how 3D particles are affected by rasterization

Note: Unlike vector graphics, rasterized 2D groups may lose quality when scaled if the Fixed Resolution checkbox is selected in the Group Inspector.

In the following illustration on the left, the nonrasterized group that contains the replicator intersects with an image from another group. In the illustration on the right, a Gradient Blur filter applied to the replicator group has caused the replicator group to rasterize. As a result, the replicator no longer intersects with the image from another group.

Canvas showing 3D replicator before and after rasterization

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