It looks like the biggest object Blender will actually render in game engine, and maybe in any mode, is 5000 BU, and the smallest is .001 BU. Is there any way to override this? Even if it requires modifying the source code and custom building a super-fast graphics machine, I’m still interested in the answer.
If you’re curious why I am asking . . .
I am working on a simulation of the Apollo voyage to the moon for a science camp. I know that the usual way to do such large-scale things in Blender is to hang the really big objects (like the earth and the moon) in the background. But I want to make this more realistic. I want the kids to be able to actually take the Apollo spacecraft from Earth orbit to a translunar trajectory and then into lunar orbit, all to scale, and over the space of the actual three days it took for the Apollo astronauts to get to the moon
The problem is that the minimum and maximum blender units don’t accommodate enough orders of magnitude to keep the earth and the Apollo spacecraft to scale. As I said above, it looks like the biggest object that Blender will actually render is 5000 BU, and the smallest is .001 BU. For short, I refer to .001 BU as 1 BU-k (one thousandth of a BU).
Well, the earth has a diameter of about 12,742,000 m, meaning that if I give the earth a diameter of 5,000,000 BU-k (5000.000 BU), each BU-k equals about 2.5 m. But the Apollo command and service module was about 11 m tall (4.4 BU-k) and just under 4 m in diameter (1.6 BU-k). So I can render the basic shape of the Apollo, but not any details (windows, thrusters, etc.). That’s why I’m looking for a way to override the BU restrictions.
Sorry if this is one of those you-need-something-way-more-powerful-than-Blender questions, but it can’t hurt to ask . . .