Vector math for "de-perspective" transform?

Does somebody have an example of calculations that are needed to make an object appear isometric when viewed from perspective camera? Inverse of camera matrix or som,ething like that? Preferably so it can work in Geometry Nodes

This is a hard one… IDK if this is called…

but my first idea was to use a simple modifier( taper ) but according to the camera “looking”… (to re-deform it so that is look like isometric)
…but… i have no idea how… :sweat_smile:

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This reverse perspective patch could help
rcam/rcam_20200608_01.diff at master · sungreen/rcam · GitHub

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Interesting… after this i also just found the original (?) thread:

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There is an Addon with a similar setting.

AlICe_lab/pohlke: Create canonical axonometric and oblique projection cameras. Add-on for Blender 3. - pohlke - Codeberg.org

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So many good suggestions, thanks! I’ll need to try all that out

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