Material does not render in Orthographic camera

Not sure if this is the best place to ask, but here goes…

[FONT=Slack-Lato]Does the Orthographic camera setting in a character blueprint have any inherent differences as far as rendering is concerned? When I change from Perspective to Ortho, the material on my character is not rendered. Going back fixes it. Any idea why? That’s the only change that’s been made. Or, is there something that could be set in the material that would cause it to not show up? It’s a material that is from one of Epic’s sample projects and I know nothing about material parameters and such so I’m out of my depth.

Any help would be appreciated.

It’s possible that some material/rendering features don’t work in orthographic view, I’m betting that SSR doesn’t work since the depth will be a problem.

Here’s the material I’m using. What is SSR and is it likely to be used here?


Screen Space Reflection, it adds real-time reflections but requires that things that are reflected be visible in the image, and it uses the Normal and Depth passes as a part of the calculation for the reflection. It’s possible that the normal and depth passes don’t render in orthographic space since there’s no depth. In your case, it’s probably the Fresnel node there that’s causing it not to render in orthographic since that depends on the direction a surface is facing, try plugging in the diffuse color directly and see if it renders the same in orthographic.

Sorry for my ignorance, but what do you mean? I don’t see anything called diffuse color. I’m not at all familiar with all the workings of a proper material setup. I can plug and unplug to see what kind of result I get, but no idea what things are called so if Diffuse is what a particular node defaults to I don’t know anything about it. Thanks.

FWIW, I tried plugging in the base color to the top of the texture sample that goes into the Fresnel and that didn’t work. Assuming that’s what you meant since the Fresnel might be the issue. Not sure what else to try.

Base Color is the diffuse color, if it’s not that, then there’s something weird going on, either a bug or something you did, since it should render things in the orthographic viewports and that should mean it should render in an orthographic camera.

I ended up making a copy of the material, deleted the Fresnel node and the multiply that went nowhere and it works fine now. Weird that it didn’t work by just bypassing it. Like you said, maybe it’s something I did wrong. Had to update multiple versions of this that I’m using, but it’s fine now. Strange, but it works so I’m good. Thanks for pointing me in the right direction.

Saved my bacon in 2020 :stuck_out_tongue: Thanks.