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Viewport Jaggies
Posted: 22 September 2022 07:16 PM   [ Ignore ]  
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I’m working to create an “isometric-style” view of a building without distorting the object too much. I set up a camera rig that limits the axes of motion, and found an angle that matches some reference art from Getty (the look we’re trying to emulate).

While playing around with the focal length on the lens, the viewport suddenly went jaggy on me (see attached). The view renders fine, but the viewport is a wreck - like I have a PolyFX object active. I figure I did something to discombobulate the camera, but nothing I try makes a difference.

It makes me think I’ve inadvertently tweaked a setting somewhere that will pop up in the last seconds before delivery and bite me.

Does it look jaggy to you?

I also don’t understand why the viewport grid plane is vertical - so far as I know everything was built on the standard XYZ ground plane, but that’s not how it appears in the viewport.

All these oddities make me wonder if I’ve done something fundamentally backward here.

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Posted: 22 September 2022 08:31 PM   [ Ignore ]   [ # 1 ]  
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Hi fordmar,

Render the view, and all is clear.

You are aware that Cinema 4D has an Isometric camera, right?
https://help.maxon.net/c4d/2023.0/en-us/Default.htm#html/OCAMERA-ID_OBJECTPROPERTIES.html#CAMERA_PROJECTION

Example
https://www.dropbox.com/s/yqlxxkmgb5tkvpa/CV3_2023_drs_22_REis_01.c4d.zip?dl=0

Yes, the Workplane was set in a different direction
https://help.maxon.net/c4d/2023.0/en-us/Default.htm#html/51902.html#PLUGIN_CMD_1027593

Cheers

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Posted: 23 September 2022 05:03 PM   [ Ignore ]   [ # 2 ]  
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Joined  2019-07-22

Yes, I played with the isometric camera, but it has very limited adjustments - most aggravating is it doesn’t align with the workplane I’m building on - I have to collect everything in a Null and rotate it 90 degrees (like you did in your demo) to get the proper angle. Which I’d rather not do. Maybe that’s the definition of isometric - I don’t use it much.

Thank you for insight on managing the workplane! I must have hit a shortcut key accidentally that re-aligned the workplane without realizing it.  I’m switching between PC and Mac and sometimes forget where I am.

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Posted: 23 September 2022 05:33 PM   [ Ignore ]   [ # 3 ]  
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Thanks for the reply, fordmar.

The iso view is similar, like when the “Sensor Size, Filmgate” format would be the same as the editor window shows. (I do assume that you are not interested here in DOF-blur. So, leave it as it is.)

From my days learning to be a technical draftsman, the definition of ISO was that objects close or far are drawn in the same size. As with all lenses, to “compress” the space, as that is what it is, the camera must be far away, much more than the objects in the scene are apart from each other. (Lenses do not compress, never have, the distance ratio among all parts does, i.e., the camera is far away)

To get there without using the ISO camera, the idea would be (going by practical lenses) to use a 1000mm lens, which requires moving the camera way back. In that way, the distance camera to the object group is more extensive, while the distance inside of the object group should be much smaller.

Then those artifacts show up. One trick would be to use N~P to switch on Editor View> Options> Back Face Culling. Perhaps that is all you need with a far-away camera.

The Workplane can be set to camera, or any other direction.

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
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Posted: 23 September 2022 05:48 PM   [ Ignore ]   [ # 4 ]  
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P.S.:

https://www.dropbox.com/s/xzor5eag4x2kbat/CV3_2023_drs_22_REiv_01.c4d.zip?dl=0

Just use the Null: R.P value to adjust

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
https://www.youtube.com/user/DrSassiLA/playlists

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