You need to render it using the hardware render buffer and composite it in with a program that will do that (like after effects or shake). If you look at the render type drop-down list in your ParticleShape attributes under Render Attributes you can see that "cloud", "tube" and "blobby" both have (s/w) written after them. This means that they will be software rendered. All other particle types must be rendered using the hardware render buffer. Hope this helped