Stan Pancakes, thanks Scaling up this is lifehack, but not the solution:)
And in 3ds max object with size 1mm looks good, just like a large.
I tried this, I have not seen any effect it
I tried this, I have not seen any effect it
Have you tried it?
I tried, there is no difference
for me itâs not a big problem, most of the time I model in orthographic view, but switch to perspect view and the nightmare begins. You can see yourself on the previous viewport screenshot
I agree
but my job is not to add boxes to the scene
it is not suitable for me.
I create the scene and modeling given the size of the real objects.
This is not my whim, it is a necessity, I import the previously created objects, export new objects.
If scale them all, watch out for their size, apply the scale for all - Itâs a nightmare.
No, I will never do that.
The problem is not in scale units, the problem is if you zoom too close to the small object, geometry becomes transparent.
What youâre describing might be a viewport issue⌠but really, scaling is the answer (hence the benefit of using Blender units). You say that other software displays small scales fine, and thatâs likely true. But whatâs also likely to be true is that theyâre scaling, too. Itâs just done transparently so users donât notice. A possible solution here (and one thatâs been requested in the past) would be to configure the baseline unit for each unit system. Metric currently works with the meter as the baseline. If you could set the baseline to, say, a centimeter, youâd have reduced display issues. Youâd still have to scale up your model to that baseline, though.
I think guessed.
Blender somehow in a different way sizes uses.
Other packages are âcheatersâ, they automatically scales the scene, depending on the selected units.
I have to repeat advice already given: Set your Scene scale to 0.01 or so. That shouldnât change any of the internal math, but the units will now be displayed differently, e.g at 0.01 scale 1 BU = 1cm. That way, youâll have no problem zooming in on a 1mm large object. Note that when you change this setting, all the objects in your scene will also be scaled, which explains why you didnât see any effect.
In any case, here are hardware limits to floating point and zbuffer precision and you need to have reasonable clipping planes (both near and far, keep both close to avoid Z fighting).
There used to be a bug in the Constant detail size in the Dyntopo mode, which I reported. They fixed it. But I would have wished they made the circle at least three times as big in the 30% default. Or an option to set the size at certain percentage. Itâs hard to estimate sizes at this radius size in 30 units increments.
I know you can enter the size by pressing Shift+D, then size number, so I can live with it. No problem. Just wondering.
. On the left side cubeâs rotation along the hair is correct, blender version 2.71. The right side opened in 2.74 gives wrong result. Donât know how to fix it. Here is a blend file https://www.sendspace.com/file/c4aywq
No, pixel values do not get that because size corresponds to what you see on the screen. Brush size is the same, in a WYSIWYG fashion. The edge detail is going to have the same size as what you see on screen.
Edit:
As always I will remind people to only use the thread to -confirm- bugs and then report them in the tracker if confirmed. Dumping some info here and assuming developers will fix it is wrong.
I was trying this today as an alternative to baking for small camera moves, as even with the baketool its such a hassle itâs quicker just to render normally.
set view to camera.
go to edit mode on the mesh
project uv from view
render the view
apply that render as a texture to the mesh, using the uv map you created in 3.
It actually worked for the shapes, but for the plane on the ground the mapping is miles off, even though it likes up perfectly in the UV editor (see screenshot)
@forferdeilig: Subdivide the plane a bunch, Project From View with just one big face will provide huge distortion, this has been discussed multiple times, and actually quite recently in the support section as well.
Itâs the expected behavior, and itâs actually fairly common problem in CG, affecting many UV layouts. The reason is that you donât have a real quad patch here, but two triangles. The UV coordinates are interpolated across those, causing distortion as illustrated here:
The more you subdivide your plane, the less distortion you will have. While the renderer in theory could support quad patches directly, just using triangle subdivision is the simple and practical solution.