I read the common problems, but it looks like this is not common enough.
So I want to model a space object, a habitat that is a ring ~3 million kms in diameter, 1 AU from the sun. The problem is, to create the feeling of such largeness, you have to have a camera really close (~2 meters) from the surface, and depending on the scale with adjusted “zooming”.
The problem is, Blender seems to be using 32 bit floating points, which are not precise enough for this (remember, the relative precision is the same in the whole range).
Is there a solution for this problem? A build with doubles or some other 64 bit number (fixed points are good as well), or some trick I can play?
Could you fake the perspective - change the scaling of objects depending on distance, so distant object are closer and smaller than they should be. This would only needs to be done for very distant objects. I think the cleverness would be 1) how to do this for features in this ring world that transitioned from near to distant., and 2) how to do this for a moving camera or for moving objects.
The problem is, to create the feeling of such largeness, you have to have a camera really close (~2 meters) from the surface, and depending on the scale with adjusted “zooming”.
These words don’t make any sense to me although Ricky obviously has successfully digested them…! If you re talking about trying to construct a large surface every point of which contains detail enough to zoom into and yet be able to zoom out and show the entire construct from a distance, you will run out of memory to hold that much geometry before camera precision becomes an issue. this is the same issue as trying to model the earth in orbit around the sun in correct scale but still be able to zoom to the earth’s surface and show people waling around etc.
There are many tutorials on how to zoom into a planet surface from orbit; perhaps one of those might be applicable. it’s mostly about blending a zoom between several different models.
Dru: no, i don’t really want to have details. I talk about the fact that if you create the ring in a 30 unit box, you will have to put the camera really close to the surface to create the illusion of you (the camera) being on the surface looking up to the huge thing. I’m not sure enough in my knowledge about viewports and such, but I would say that you have to tinker with the camera settings to give the view of a human standing and looking around, without eye enhancements.
SJB: that might work, but I have no idea how. How do you dynamically distort a ring? And that wouldn’t work on the close surface I think.