Getting view clipping of my mesh

Okay, I’m getting “user view” clipping that I didn’t expect, and I can’t find documentation about it anywhere. I have a mesh that is 740 units wide, ranging with x-ccordinate values from 0 to 740 (z max is 120 units, y max is 220 units). When I press NUM1 I see the front of the entire mesh okay (I’m zoomed out just enough).

If I then press the middle mouse button and drag left, so my “user view” of the mesh starts “rotating”, suddenly the closest parts and furtherist parts of the mesh are being clipped away and are not showing. So, I suppose there is some min/max “view” range being enforced. Is there some way to change this so I don’t get this clipping? BTW, NUM0, camera view, always shows everything okay (I set camera clip start to 0.10, and end to 1200).

The viewport “camera” has its own clipping range. Select View menu ->View Properties and adjust the Clip Start and Clip End.

Actually, during my continued digging around, CD38, I discovered that, but doing it only helped some, but thanks for confirming my discovery. I still got clipping, just not quite as much.

I still couldn’t find the documentation I wanted, but I’ve been experimenting around, and think I figured out the problem. Does anybody know if I’m on the right track (do you, CD38?)? I know that Blender has a units value max range of 1000. So, with my mesh over 700 units in size, I’m pushing the limits. What I did was scale my entire object by 0.1 in all 3 dimensions. Now, as I rotate my object around (using middle-mouse click and drag), I never see any clipping of my view. So, all of the measurements/sizes I was using to construct my mesh: I now need to divide any future values by 10 before I apply/use them.