Orthographic camera problem for isometric renders
Moderators: ChrisHekman, aoktar
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.
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.
viewtopic.php?f=30&t=77384&hilit=isometric
If you need pixel perfect animation, octane's solution just doesn't work.
6850k // 32 GB // 1080, 1080 Ti, 2080 Ti // Win 10 // C4D 19.068
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/1099968 ... cale=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.
By the way I found this on the website:
https://www.behance.net/gallery/1099968 ... cale=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.
Haven't you tried latest stable builds? It is implementedAWOLism 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.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Oh, sorry, I had completely missed that. My bad.aoktar wrote:Haven't you tried latest stable builds? It is implementedAWOLism 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.
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!

- Attachments
-
- Octane Parallell Camera Test 01.zip
- (98.46 KiB) Downloaded 29 times
C4D R2023 + Octane 2022.1 | Windows 10 Pro | 64 gb ram | 1 x RTX3090
It's not working like that!AWOLism wrote:Oh, sorry, I had completely missed that. My bad.aoktar wrote:Haven't you tried latest stable builds? It is implementedAWOLism 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.
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!![]()
Select Isometric option in camera object, it will work as Isometric without doing anything in Camera Tag.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw