Need Help: Using Custom Depth Stencils with Particles in Unreal Engine

I’ve been grappling with a challenge in my Unreal Engine project involving custom depth stencils and particles. Specifically, I’m using the Niagara particle system and trying to exclude my rain particle effect from a Kuwahara post-processing effect.

From what I’ve found on the internet, achieving this with Niagara might not be possible. I attempted to enable custom depth rendering on the particle actor, but it doesn’t seem to work.

My question is, has anyone successfully implemented custom depth stencils to exclude particles from post-processing effects in Unreal Engine using Niagara, or is this indeed a limitation of the system? Additionally, if Niagara proves to be unsuitable for this task, would it be feasible to accomplish it using the Cascade particle system instead?

I would greatly appreciate any insights, workarounds, or guidance on how to achieve this effect or whether it’s feasible with either Niagara or Cascade.

Thank you all for your assistance!