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With the comp's and the layer's motion-blur switches on, the renderer hands effects the shutter (angle, phase, samples) — CC Particle World now uses it: eight to sixty-four sprite fields sampled across the shutter are averaged into the transfer, so fast particles draw the motion trails After Effects shows instead of one sharp frozen field. The GPU particle pass defers to the CPU while the shutter is open (catalog::gpu_supported), keeping the oracle identical on both backends. Tests: sim::particle_world_motion_blur_trails (blurred differs from sharp, lights more pixels, keeps alpha energy) and a catalog assertion for the CPU gate; effects 450 and gpu 212 lib tests pass; fmt and clippy -D warnings clean.