Blender setup for orthographic image rendering I want to use blender to render some stuff for use with a 2D orthographic view with a scale that 1x1 blender unit is 64x48 pixels.

I set the camera up by hand (as I would use for normal 3D renders). This is fine for rendering my buildings etc., but causes slight issues around the edges of tileable objects, getting semi transparent pixels where I need solid ones (I used a simple cylinder/"pipe" for testing with the end-faces removed), as well as some unexpected shading effects. While rendering each of the individual pipe parts looks OK, if I then combine them later onto a tile grid, it becomes apparent the edges are not quite right.

I assume because my manual positioning was not perfect. I could fix those manually in an image, but would really rather not have to, especially for my more complex models.

It also seems id have to play manually with the resolution, orthographic scale, and camera position to handle different tile sizes (e.g. this pipe is 1x1, but some objects with be 2x1, 2x2, 5x5, etc.). Is there a better and more automatic way to position the camera for such rendering?


Some of the individual 64x96 renders, the edge pixels are not quite right.


When they are put together on a tile-grid.


EDIT: Can anyone explain @quiliup answer, because if I render that I get the exact same thing, what does it solve?
As you have many questions, here are many answers:

Position

In orthographic mode, it is not important, how far away the camera is from the object (but stay within the clipping bounds). The position parallel to the object should be set and tweaked as you wish.

Tilt

As you already calculated right, the tilt of the camera downwards is $\alpha \approx 41.4°$. Here's how to calculate it for the orthographical view:

$\cos\alpha = \frac{48\text{ pixels}}{64\text{ pixels}} = \frac{3}{4} \implies\alpha = \cos^{-1}(0.75)\approx 41.4096221°$

the other rotation axes should stay untouched (parallel to the grid)

Orthographical Size &amp; Resolution

This depends on how many grid squares you want to have in view. So we define, you want to have $m$ squares vertically and $n$ horizontally in view of your render.

If $n\ge m$ set the orthographical size to $n$.

The Render dimensions resolution: X-value is $n\cdot64$ px; Y-Value is $m\cdot48$ px.



The whole algorithm also works for different values $p,q\in\mathbb{N}$ with $p\ge q$ instead of $p=64$ Pixels and $q=48$ Pixels



With the above explained setup I got this render:





EDIT:

Fire Lancer pointed out that he wants a tileable setup.
Here's the setup with the blend file: