Use Post-Process Material to add custom Bokeh texture map?

In Unreal Engine versions before UE4.23 there was a feature called BokehDOF (Bokeh Depth of Field). This had a parameter input where you could import a bokeh texture map (aka an aperture map) to customize the characteristic of the bokeh when things where out of focus and match your bokeh to a certain look.

This method has since been deprecated and in the UE5 versions I can find a bokeh shape input, but its only available for lens flares and does not affect the actual bokeh in the new DOF rendering method called Cinematic DOF (Cinematic Depth of Field).

Does anyone know of some setting or place I can use these maps to customize the Cinematic Depth of Field bokeh with a bokeh map that I just don’t know about?

The only thing I have been able to find is the possibility to build a post process material for the Cine Camera Actor that uses a scene texture node and a custom depth node with a texture sample node to add in my texture map, which will take some tweaking to get right.

I am asking because its been alluded to that the new Secret Level Ep 4 Unreal Tournament Xan episode was made in Unreal Engine, and they clearly used custom bokeh textures for some of the close ups and it looked excellent.

Here is a screenshot form the UE3 documentation demonstrating the effect/input I’m looking for. Octane and other GPU renderers have this feature as well. I included a screenshot of a Greyscalgorilla map preview for reference as well.

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