I want to be able to make 1 or several meshes at once use the effect of being orthographic in perspective view. For example, a cube looks orthographicaly flat or even while other cubes can look as if they are in perspective. I have not found any way as blender is just basic perspective or orthographic view for the whole scene. Any means, even using nodes of some kind to create this effect would be nice. Another point would be to have an intensity driver and you can blend or morph the mesh invidually between a perspective and orthographic view effect. Also if this is to be done, would the mesh having this effect act weirdly if it is a child or the parent of another mesh or if it has shape keys applied to it. Again, I don't think this effect is in blender natively, which is why I want to ask is there a way to fake it (either with nodes or some code, but I do not know coding as of the moment).

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    $\begingroup$ Maybe this is useful? blender.stackexchange.com/questions/111133/… $\endgroup$
    – taiyo
    Aug 29, 2023 at 6:39
  • $\begingroup$ Thank you! This is a start. So, a way to do it is to create separate scenes and blend them in the compositer. I also wanted an intensity/ morphing driver between a mesh being orthographic and in perspective. I'm not sure how to go about that.... $\endgroup$ Aug 29, 2023 at 17:53
  • $\begingroup$ Not sure if that's possible. Afaik see, there is no option to set a custom projection matrix of a camera. $\endgroup$
    – taiyo
    Aug 29, 2023 at 19:47
  • $\begingroup$ How about some sort of morphing node that mimic the effect while in perspective view, sort of warping the mesh to fake that orthographic look. I recon there would be some math involved, especially to make it look orthographic no matter the camera angle.... $\endgroup$ Aug 29, 2023 at 20:58
  • $\begingroup$ Had the same thought. Have a look at Shape Keys docs.blender.org/manual/en/latest/animation/shape_keys/… which let you morph meshes. Given the base shape key for perspective view, you would need to calculate the vertices' orthographic positions from the current camera view and save that in a relative shape key. But well, i think this will be tough. $\endgroup$
    – taiyo
    Aug 29, 2023 at 21:11

1 Answer 1


To combine orthographic and perspective shots, see here Assign camera to renderlayer.

For the part asking for an morph between perspective and orthographic view, you can animate some properties based on your finding from your comments. Sorry for the lazy screenshot, but it should show all necessary things. The values are handmade until it looked convincing, surely one can derive formulas for this. You need to animate (from red to green):

  • the Focal length of the camera (to fake infinite focal length)
  • the camera's position (to fake infinite distance)
  • the near (Clip Start) and far (End) plane of the camera's frustum (to keep the z-fighting problems away)

enter image description here

The above setup gives me this result, after frame 50 i can see barely any differences anymore:

enter image description here

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    $\begingroup$ Thank you so much for this, it's exactly what I am looking for. $\endgroup$ Aug 30, 2023 at 0:55
  • $\begingroup$ @taiyo is this basically the dolly zoom effect? $\endgroup$ Aug 30, 2023 at 3:24
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    $\begingroup$ @HarryMcKenzie yea, look like it! It didn't realize that :) $\endgroup$
    – taiyo
    Aug 30, 2023 at 5:25
  • $\begingroup$ I've actually heard and seen it used in film, but the effect was different looking than this. Maybe this is just a more extreme version. $\endgroup$ Aug 30, 2023 at 9:07

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