Say there’s a metal sphere of the diameter of the earth. It’s completely hollow inside and a character is in the absolute center of the sphere. The entire inside surface of the sphere is illuminated by soft light.
Im trying to make this scene at proper scale. so a 2 meter human surrounded by a metal sphere of a diameter of 12,742 km.
will it be possible to get the scale correct? the PoV will be of the character’s eyes. so thats where the camera will be.
This is simply not possible to show both in one image.
If you want to represent a human by 1 pixel of image, earth has to be 6371000 pixels wide in image.
You don’t have a screen able to display the whole picture.
If you try, you will have to scroll to try to find 1 pixel.
The same way, if you want a drawing where size of character is 1 mm, Earth will be more than 6 kilometers.
That will be very costly to try to print that.
That is not possible to distinguish both objects at same time on your screen.
But that is possible to build a 3D scene that contains both objects at scale 1.
In a 3D Scene, you can zoom in and zoom out.
You can define clipping values of 3D View to see earth, after you zoomed out, and see character, after you zoomed in.
That is possible to animate a camera zoom and output an animation of that.
But zoom can be done at any speed. You are loosing sense of scale.
You can try a slide of camera at constant speed to get a sense of scale.
But that will be an extremely boring animation where most of time of animation will be about mantle.
A ratio Earth/man can be handled by Blender. But not a ratio Sun/man. That is too big.
You can create a 12,742km wide sphere in proper scale - no problem, but if there is nothing else than nobody can identify the scale and it will look absolutely boring.
At this scale, the inside of a sphere is going to look completely flat. @zeauro is right, physical accuracy here isn’t an option, you’re going to have to fake this