---
title: "Bokeh in Maya"
canonical: "https://rmanwiki-26.pixar.com/space/RFM26/21037618/Bokeh%20in%20Maya"
format: markdown
---
> ⚠️ Do you need help setting up *[Depth of Field in Maya](https://renderman.atlassian.net/wiki/spaces/RFM26/pages/21037607)* in Maya or using *[Tilt-Shift in Maya](https://renderman.atlassian.net/wiki/spaces/RFM26/pages/21037626)* controls?


"Bokeh" is the name given to a side-effect of using Depth of Field where light sources or highlights form a shape where they are out of focus. The result is an almost "glittery" look that many people enjoy viewing.

In the below still from Pixar's *The* *Blue Umbrella* you can see light sources in the background have turned into circular blobs of colored light.


![The Blue Umbrella](media://f36bb8c6-df9e-4856-b47c-59f16dcc4eb6)


> ⚠️ Did you know that Bokeh effects are from a topic in optics called the Circle of Confusion?


They are available under the RenderMan Rollout in your camera Attribute Editor (AE) Panel.

These controls are called **Bokeh** in the menu.

![image](media://00ebc029-6d4d-41fb-8dbc-b207803fc2c3)

There are 4 controls and a convenient tooltip when you hover over the name or value fields. The controls from left to right and top to bottom are:

- Number of** Sides:** This determines the shape of the bokeh effect. If you choose fewer than three sides (triangle) the bokeh will be circular.
- **Angle **in Degrees**:** This controls the angle where sides meet for non-circular bokeh shapes (Number of Sides is greater than 2).
- **Roundness: **Values from 0 to 1 make the shape bow or flex outwards making it more rounded. Values from 0 to -1 bow inwards and make for sharper points.
- **Density:** This controls the brightness across the bokeh shape. 0 to 1 makes it brighter at the outer edge like a catadrioptic lens (look it up, quite interesting). 0 to -1 makes it brighter in the center and falloff towards the edges.