I think the problem is that the “visible” side cannot always face camera because it will always be on a perspective angle between the far circle and the front circle. The beam layer, made 3D, is just a flat plane that has been angled back, so its Z vector is pointing up (or down) and to the right or left. If if always faced camera it would never have any perspective – the planes “normal” would always point dead into the lens.
What’s happening in your case is classic gimbal lock – as an object rotates in two axis, at some point the angles add up to an angle AE will want to represent another way and the object will flip. And you can end up viewing that object edge on – which is why its disappearing (the Beam effect has no thickness)
Trapcode’s 3D stroke would solve this. TC3D strokes have thickness. You apply the strokes to a 2D plane and then the render engine puts them in as close to true 3D as you can get in AE. And you can connect the ends of the “beams” via expressions to the anchor points of any 3D planes and they obey both motion blur and DOF rules in AE. But it costs of course.
I just tested Video Copilots Saber plug in (its free). You can get it to do the same through toWorld expressions because the beam is only 2D (like the Beam effect) but with it being only 2D (but looks 3D) you can’t easily do the DOF.
What about using a DOF map generated by your scene but used in another comp to get the blur on just the beam itself?
I’m trying to think of a way to have the beam layer point at something else in the scene so that its face is always visible “face on” even though its on an angle to the camera. Think of a cone – the tip is connected to the front most circle and the back most circle is connected to the outer edge of the circular base of the cone. The beam plane would lay along the surface of the cone with the normal of the beam plane aligning the cone’s angled surface normal.
Since you are animating the two hero circles you could add a 3D null and have the beam plane point at that, and then just animate the null in 3D space at the same time you animate the circles (or the camera) to keep the plane’s face at a decent angle to the camera.