Yes, objects are cut off when in camera view, it is like a clipping mask, if I move th camera closer then they appear, and if I move it back less appear. It does it when rendering too, so its a big problem. Can someone help me?!!!
you need to increase your camera’s clip end setting…
select the camera in object mode, go to the edit buttons (F9), and increase the clipping end value… (it must be a big scene , default value is 100).
Helpful Hint: If you turn on the limits button, a line will show up in the 3d view (but not the render) that shows you the limits of what the camera will see. (The new release will also show the focal point of the camera for the new defocus node!)
Awesome, thanks!
I have another question; Is there a way to change the color of the cursor?
No.
and ten char…
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Oh that sucks, I can’t see the darn thing, always have to find it.
Another question plz: How can I change object’s layers? I tried looking, but didn’t find it.
select the object, go to object mode, press [m] key.
after it you can change the layer which you are currently looking at with the buttons [1], [2], … [0]. you can also view (select) multiple layers by using the shift key to choose another.
I hope I didn’t misunderstand your question
Select the object (in object mode and press M key, then select the layer that you want to movi it to from the popup window.
You can change the background colors, header colors, etc - in order to make your cursor more visible - just pull down the top header and choose themes…you’ll be able to figure it out from there. Be warned that this may make other things harder to see.
It doesn’t neccesarily have to be big scene, … it can be a scene with big objects When that happens it’s pretty easy to move the camera past 100 units, and also for the “view camera” to exceed the 500 unit clip distance.
I guess somebody likes those defaults, but in my default file I have them set to the max.
Mike
that’s what I also thought when I heared the first time of this limit. In my opinion blender shouldn’t limit the camera by default. Maybe we should make a request in bugzilla.
Thanks everyone for your replies!!! oh and happy new year!
The only reason there is a limit is to speed up rendering. Given that most of our users have PC’s that are three gens behind Andy’s or Broken’s, the limits throughout Blender give reasonable performance with limited resources. If the default wasnt there, we would get complaints about long render times.
Ok, you had me curious there, granted I only tried a couple of scenes, but I get no difference in render times …for admittedly simple scenes that are only taking ~15-45 seconds to render, regardless of what the camera clip settings are. I set the clipping on the minimum to include the objects, then set at 5,000.
Where would the clipping make a difference in render time? … and not obviously to clip out objects, unless that’s what you meant.
MIke
I got a question, why is that when in Blender the objects take up 350MB of RAM and if I save them as .obj and import to Bryce they are only 35MB???
The whole point of clipping is to be able to set your camera anywhere and shoot something. (for animation)
Lets say your character is standing infront of a object and your camera is behind the object, but you like the angle. In live action you would simply remove the object and place it back when rendering from a different angle, that can be somewhat (can’t think of a word) in blender. So instead you would set the camera to render what is after the object.
Also, if you are doing a scene inside of a house, in live action a section of the house would be cut off. In blender you can set the camera to render after the wall.
Nice!
What objects do you have that could possibly take up that much memory? I just added a 100 x 100 uv sphere , subsurf level 4, which takes up 50 mb in object mode, 194 mb in edit mode. I did this in optimized Blender which seems to handle it much better than regular Blender (regular version crashed at level 4 every time). Going up to subsurf level 5 crashed optimized version every time too. I have a gig of ram. As far as I’m aware, Blender just isn’t capable of handling geometry on a scale that massive.
Rambo Baby - I made a city
Ok!
Another question;
Can someone tell me if Blender has Infinite Planes? or is there way around it?
As far as I know the limit is not in blender itself but in your computer. I just created a blank blender file and inserted 4,096 planes. But then I didn’t want to duplicate the created planes anymore because it would take my computer too long. (900 Mhz, 640 MB RAM)
You can scale them as lerge as you want. Just use the transform properties window (Ctrl in object mode) Pressing the link scale button will keep you from having to enter the values in all 3 (X,Y,Z) fields. I just scaled one to 10,000 blender units and tried to render with AO on and it brought my dual core to a screeching halt.
Exactly, it doesn’t work.
If blender had infinite planes, then they could be used for clouds, landscapes, and oceans.
Well, it was rendering a high def frame with AO and, after about a minute, it only had about 5% of 2 tiles rendered. It’s the AO that was causing it to take so long. Another render w/o AO saw about 1000% increase in render speed, but it was still as slow as Christmas with that huge plane.