Cinematic Video Close Up Bokeh Issues

Hi guys, hope you are all well.
I’m wondering if anyone can help. I’m trying to render out a cinematic video with an extreme close up and for some reason when I zoom in there’s a very strange artefact in the bokeh that appears around the object which I’m focusing on. It’s almost like this pixelated line that flickers with movement. Please see examples attached. I’ve been battling with it for a week now.
The camera is 16:9 DSLR with 4 aperture. I’m using high samples with TSR ( 16 temp, 8 spat).
I’ve tied everything at this point and would appreciate some help.

Thanks in advance.
Best wishes

Also had this issue and was unable to solve it in Unreal, Unreal’s just not good at extreme depth of field blur.

If you’re movie rendering, an option is to assign different objects to different layers, i.e. assign the objects you want to be blurred to their own layer and render out those objects with an alpha (translucency) https://www.youtube.com/watch?v=pZ6PpZ0y200

then hide those layers and render out the scene, then use a compositing program to add depth of field blur in post to the foreground/background render.

Total ball ache and not without issue i.e. potentially shadows being absent in areas, but it may be a better way. If you find a solution, let us know!

That’s great. Thank you for the tip.

I did actually find another way to fix that. It’s not 100% perfect but it’s much much better than before.
There’s a way to render using Movie Render Graph. It is a node based rendering system that in essence is the same as MRQ but for some reason it gives a better result and also more flexibility but more steps need to be taken. You can break the scene down into layers and render them all out at the same time and then composite them in Davinci or other editing software. I still haven’t found a way to fix the glassy out of focus objects but the pixelation and flickering is definitely gone.

Plus, if you have a massive scene or you’re using Metahumans with a hair simulation and it overloads and crashes when rendering, like what I had, it really helps to break different elements up into separate passes.

It does seem a bit daunting at first but once you get the knack of it it’s really easy.

Here’s a great tutorial video for Movie Render Graph:

I’m still going to look deeper into it and will let you know if I find a better way doing this.
I hope it helps so far.

Best wishes

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Nice, yeah I’ve never considered it for rendering out scenes that overload the GPU.. I might have to try it!

The Problem I usually have is with dense foliage i.e. forests. This seems to really tax the GPU, I have one scene where it’s causing the ground fog (using Ultra Dynamic Sky) to flicker. I’m not sure if you can split foliage into different layers.. I’ll have to look into it.

Yeah, you can separate as many different objects into different layers in the editor or even select any object by name in the render graph. Although I’m not sure if you can select just some parts of the foliage because usually all foliage is in one foliage actor. Unless you build your scene with that in mind and put different elements of the foliage in separate actors. Not sure.
But also what I forgot to mention in the previous message was that the foliage flicker and pixelation wasn’t there when I used the Movie Render Graph even without breaking the scene down into layers. I put the whole thing into one and that seems to have addresses these issues.

I’m still working through it.

Hope it helps.
Best wishes

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Does it still happen when not using TSR as your AA method in the render? Set to None?