shit i have done to help fill in gaps between points like that: – copy the points a few times and offset each copy a different random amount along v if a pop sim, or if it’s procedural distortion keep N up to date through the distortion and move them at right angles to it to avoid making the shapes fluffier – transform to NDC, flatten in Z and calculate density by finding average distance of closest 10 points or whatever so you have a screen-space measure of how “piled up” the points are getting and can avoid adding too many in dense areas – render velocity or screen space tangent vector AOVs, dilate or infill them in comp, then vector motion blur which will follow the shapes and avoid blurring across them – vector blur in comp just based on image gradient – should be easy in cops now to do slope blur which blurs along contours instead of across, usually makes things look “silky”… it’s what you do for hair retouching in shampoo ads