Does anyone know of a workaround to get the orthographic camera to work with a background image? Or, does anyone know if this bug was fixed in any of the more recent daily builds?
(feel free to direct me elsewhere if I am not asking this question in the right place). Thanks.,
The mention has been removed from the known issues list.See:http://overshoot.tv/ticket/3135#comment-621 What I am wondering is: Is this supposed to be fixed in the current version or in the next?
It’s not really a bug, in orthographic mode all the ray directions are parallel, therefore they will all result in the same value being looked up from the environment texture.
I think that what you are explaining is how the internal engine is computing (rendering) the background. However, it does not correspond to what the user would expect. As it is, having a picture as world background seems pretty useless: what I get with an orthographic camera is a unified background with one colour, at if the renderer picked one pixel from the image and applied it everywhere in the background.The question remains: how to set a picture background with an orthographic camera.
I’m explaining why it isn’t a bug. I guess you could have a background option to intersect a sphere that isn’t infinitely large (as the background is now). Then you’d need to have a setting of how large that sphere is, which the user would have to adjust. At this point, you’re not that far away from just have the user use geometry.
The question remains: how to set a picture background with an orthographic camera.
That’s not really the same issue. You can just use geometry as a background.
Ooops!
I think I misunderstood what the OP was talking about.
OP is talking about the image in the background of the 3D window, to aid with modelling, right?
I originally thought he talked about the world texture background, which I still cannot get to work with an orthographic camera. Maybe I should start a new thread about it…
What do you mean by “geometry as a background”? You’re talking about the 3D windown background, right?
This is not a bug. The environment is infinitely far away, only if that wasn’t the case could it work differently. I grant you that this becomes an issue if you are stubborn enough to not work around it like any artist should be able to (some programs don’t even have the concept of an environment image).
Please pardon my ignorance: I am a perpetual Blender beginner. In order to better understand what I believe you are telling me, I have just spent the last few hours trying to catch up with some recent (last 2 years) Blender development that I had mostly ignored so far.
I want to use Freestyle with the Blender internal renderer. For lack of time and skills, I am not trying to do an overly complicated ‘artsy’ scene. I just need a paper-texture world background. My animation will consist of very simple objects/characters + a lot of text.
I simply need a static background that does not interact in any way with my animation. And I wanted that with an orthographic camera.
Far from me the idea to be stubborn. I have really tried very hard to understand what you mean, and I did some research accordingly (actually between the time you posted your comment above up until now), but I still don’t see how I can simply achieve the deceptively simple thing I am after: simple animated text on a completely static background (an image texture that does not change, regardless of camera movements, etc). How would you achieve this?
I can achieve this very easily with a perspective camera. I still don’t know why it doesn’t work with an orthographic camera. I still don’t get what’s the work around.
You speak of an “emission shader”. Is this something Cycles specific?
Yes, I assumed you were using Cycles.
I want to use Freestyle with the Blender internal renderer.[…]
I simply need a static background that does not interact in any way with my animation.
I assumed you wanted an environment map surrounding the scene. In this case, you can use the “paper sky” option (world settings) and “View” coordinates for the world texture.