First off, I apologize if this is in the wrong section, as there’s no rigging or really animation in this particular problem, but this forum seemed the most apt, as my issue has to do with camera motion.

My problem is as follows: I have an orthographic camera at a theoretically arbitrary angle (in this case, 54.736 degrees along the x axis, no other rotation). I rotated the scene (sans camera) 45 degrees around the z axis so that I can pan the camera directly along x and y, thus giving me true isometric projection and easy camera motion. My camera is at an orthographic scale of 25.

Then I have a landscape that I modeled that is quite large. My goal is to prerender this landscape in true isometric projection in tiles that are 512px square. When setting up my keyframes to render out the animation I noticed that while moving along the x axis by 25 works perfectly, moving along the y axis by 25 doesn’t move enough, creating overlap in the resulting images. This is clearly due to the fact that this isn’t top-down, therefore along the y axis more than 25 units are being displayed, but in several hours of searching I’ve been unable to find a solution to find how many are.

So my question, then, is this: In this situation, how do I determine how many units are being displayed along the y axis, especially with an arbitrary rotation of the camera’s x axis (for example, if I decided to go with video game isometric projection of 60 degrees)? To put it another way, how many units must the camera pan along the y axis to create seamless tiles of a single terrain mesh when given a certain x rotation on the camera?