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Orthographic camera problem for isometric renders

PostPosted: Fri Feb 16, 2024 9:24 pm
by Jlutch
Ortho.JPG
I'm posting this here because I haven't seen any recent thread updates on the subject. Please point me toward one that offers a solution if I've missed it.
As far as I can tell there still isn't a working solution for "zooming" in and out using an orthographic octane camera that will match what you see in the viewport.
If you zoom using the "zoom" parameter, it will match the viewport, but at a certain point the scale changes, ie as you pull back, the octane render will be increasingly further zoomed out than what you're seeing in the viewport.
If you keep your zoom at 1 and use the "focus distance" parameter to push in and pull out, the viewport doesn't change.
The attached still shows the discrepancy when using "zoom" to pull out.
Does anyone have a solution for this? If this is indeed an issue inherent to the plugin (and not a result of me overlooking something), is there a plan to fix the problem?

Thanks in advance.

Ortho.JPG

Re: Orthographic camera problem for isometric renders

PostPosted: Mon Feb 19, 2024 1:10 pm
by AWOLism
No solution here either, just adding that I would also love to have a functioning viewport/live viewer match with orthographic camera.

Re: Orthographic camera problem for isometric renders

PostPosted: Mon Feb 19, 2024 10:18 pm
by aoktar
Parallel camera and orthographic option of camera tag that looks like matching the perpective.

Re: Orthographic camera problem for isometric renders

PostPosted: Tue Feb 20, 2024 8:46 am
by KeeWe
You can clearly see it doesn't. I had this problem 2 1/2 years ago and it's a pitty it's still a problem. In every other engine/DCC this just works.

viewtopic.php?f=30&t=77384&hilit=isometric

If you need pixel perfect animation, octane's solution just doesn't work.

Re: Orthographic camera problem for isometric renders

PostPosted: Wed Feb 21, 2024 5:16 pm
by Cristal
I always have the same issue, it would be great to have a properly "isometric" tag that matches the viewport under octane camera settings.
By the way I found this on the website:

https://www.behance.net/gallery/109996839/Camera-Guide-for-Octane-Render?locale=es_ES

I think is pretty useful

Isometric View
This will create a true isometric view, where all sides of a cube (length, width, depth) measure the same.

1. If you’re using the Thin Lens camera type, check the Orthographic checkbox. If you’re using the Universal Camera type, set the Camera mode to Orthographic.

2. Set the Camera rotation to H:45°, P:-35.264°, B:0° for a true isometric angle.

3. Pan your scene around using the camera’s position values. Use only two dimensions to move around in. If your DCC’s coordinate system is y-up (like C4D), use the X and Y position values. If it’s z-up (like Blender), use the X and Z values.

4. Zoom in or out using the Scale of View setting in some DCCs, or the camera objects’s focal distance in others. The focal length also affects this.

Re: Orthographic camera problem for isometric renders

PostPosted: Thu Feb 22, 2024 2:44 am
by aoktar
I'm trying to simulate the isometric camera in plugin. Some test drive will help me to be sure that's fine for different cases.

Re: Orthographic camera problem for isometric renders

PostPosted: Tue Apr 02, 2024 2:54 pm
by AWOLism
Hi Aoktar! :)
Did you have any luck with getting it to work?
I might have a project coming up where this would be useful.

Re: Orthographic camera problem for isometric renders

PostPosted: Tue Apr 02, 2024 5:14 pm
by aoktar
AWOLism wrote:Hi Aoktar! :)
Did you have any luck with getting it to work?
I might have a project coming up where this would be useful.

Haven't you tried latest stable builds? It is implemented

Re: Orthographic camera problem for isometric renders

PostPosted: Thu Apr 04, 2024 12:39 pm
by AWOLism
aoktar wrote:
AWOLism wrote:Hi Aoktar! :)
Did you have any luck with getting it to work?
I might have a project coming up where this would be useful.

Haven't you tried latest stable builds? It is implemented


Oh, sorry, I had completely missed that. My bad.
I just tested the new build, but I'm not sure about the correct use to get the same viewport and live viewer/picture viewer result.
What I did here in the attached test file was:
- Create an Octane Camera
- Switch to "projection: parallel" under camera object properties
- Turn on "orthographic" under the Octane Camera tag Thinlens tab

Is that the intended use? I still get a mismatch between viewport and Octanes render. Or do I misunderstand something?

Unrelated, the new "1,2,3" navigation in the Live Viewer is such a great quality of life improvement! :D
screenshot_parallell_camera.jpg

Re: Orthographic camera problem for isometric renders

PostPosted: Fri Apr 05, 2024 8:44 am
by aoktar
AWOLism wrote:
aoktar wrote:
AWOLism wrote:Hi Aoktar! :)
Did you have any luck with getting it to work?
I might have a project coming up where this would be useful.

Haven't you tried latest stable builds? It is implemented


Oh, sorry, I had completely missed that. My bad.
I just tested the new build, but I'm not sure about the correct use to get the same viewport and live viewer/picture viewer result.
What I did here in the attached test file was:
- Create an Octane Camera
- Switch to "projection: parallel" under camera object properties
- Turn on "orthographic" under the Octane Camera tag Thinlens tab

Is that the intended use? I still get a mismatch between viewport and Octanes render. Or do I misunderstand something?

Unrelated, the new "1,2,3" navigation in the Live Viewer is such a great quality of life improvement! :D
screenshot_parallell_camera.jpg


It's not working like that!
Select Isometric option in camera object, it will work as Isometric without doing anything in Camera Tag.