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Editing & Post-Production

Particle effects render differently at final resolution than in the low-resolution preview.

Problem

Particle effects render differently at final resolution than in the low-resolution preview.

Solution

Root Cause / Diagnostic:
Many third-party particle engines (such as Trapcode Particular) calculate physics, emitter dispersion, and turbulence fields based on absolute pixel coordinates rather than percentage-based resolution vectors. When previewing at Half, Third, or Quarter resolution, the particle simulator operates on a downsampled grid, creating tighter groupings and altered velocity vectors. Upon full-resolution final export, the engine recalculates particle count, velocity, and dispersion over four times the pixel area, causing the effect to look sparse or misaligned.

Actionable Fix:
1. Switch composition preview resolution to 'Full' (1:1) before tweaking particle emitter size, velocity, and particle birth rate settings.
2. Lock the particle engine's internal physics simulation cache or bake particle emission data using a dedicated simulation cache file.
3. Export a representative 2-second test render at full master resolution and verify particle density against the art director's approved storyboard frame.

Pro Tip:
Pre-render heavy particle simulations to 16-bit float ProRes 4444 or image sequences (OpenEXR) before final timeline compositing to eliminate simulation divergence between preview and export.