Thanks for your reply. But that is not same think. Imagine to bouncy 100 balls on the screen. Apply blur effect to balls when you create new and apply all balls(group) to single effect like colormatrix. sample code is bellow. thanks
local physics = require("physics") physics.setDrawMode("normal") physics.start() -- create borders local b1 = display.newRect(100,100,10,260) b1.anchorX, b1.anchorY = 0,0 b1:setFillColor(1,0,0) physics.addBody(b1, "static") local b2 = display.newRect(200,100,10,300) b2.anchorX, b2.anchorY = 0,0 b2:setFillColor(1,0,0) physics.addBody(b2, "static") local b3 = display.newRect(100,400,110,10) b3.anchorX, b3.anchorY = 0,0 b3:setFillColor(1,0,0) b3.rotation = 0 physics.addBody(b3, "static") local i = 0 local particles = {} -- generate random splashes/particles local function onEveryFrame( event ) local maxParticleCount = 600 if i % 1 == 0 then local dif = 10 if #particles \> maxParticleCount then dif = 0 end for i=1,dif do local tmp = display.newImage("3.png") tmp.x, tmp.y = math.random(160,190),math.random(160,200) -- apply blur effect to particle tmp.fill.effect = "filter.blur" physics.addBody(tmp, {friction=0.3, radius=2, density=0.1, bounce=0}) table.insert(particles, tmp) end --question is here: --and now, i must apply color matrix effect to entire particles --this ensures splashes looks like a water or somethink like that(i think) end i = i + 1 for k,v in pairs(particles) do if v.y \> 500 then table.remove(particles, k) v:removeSelf() end end end Runtime:addEventListener( "enterFrame", onEveryFrame )