There are differences in Blender's panoramic camera settings and in Octane's one... So, Blender knows nothing about Octane's "Pan mode"+"FOV X"+"FOV Y" panoramic camera settings, so there is no way for Blender to draw viewport according to changing of these Octane's settings. This is the reason why in panoramic camera mode "what you see in Blender viewport" and "what you see in Octane's rendered image" are different. For example try to set Octane's "Pan mode" as "Spherical", "FOV X" 360, and "FOV Y" 35, look at rendered Octane's live preview - and try to achieve absolutely the same view in Blender's viewport using Blender renderer.r-username wrote:I'm still having an issue with rendering animations with the pano camera that match my frame.
I have a scene that is looking through the camera and it's framed 16:9, the actual blender/octane viewport is larger.
- If I use a perspective camera and render I get a 1280x720 file that matches my framed camera (good)
- If I use a pano camera, I get a 1280x720 file of the entire viewport that has been scaled to fit 1280x720. This does not match my framed camera. (not good)
It would seem blender/octane is rendering the entire viewport and in the case of perspective cameras it's croping the viewport render (ok) and in the case of pano cameras its scaling the viewport render.
But this is the purpose of Octane's "Live render mode" - you can set the Octane's panoramic camera settings controlling "what you get in the view" in Octane live render mode, and then use these settings in final render. Otherwise - the native Blender code must be rewritten to conform to Octane's panoramic camera settings, and this is a bad idea...