Unlocking the viewport so I can see large scenes
RemiliaSutton
Posts: 173
Is there a way to unlock the viewport in blender 2.9x so I can see all of reeeeally large scenes like cityscapes or scenes from reeeeally high up? Is there a built in setting I have to toggle? Or do I have to purchase an addon and if so what where and for how much? Moving the city around to fit in the area that the viewport is not cutting off doesn't always work and Shrinking the cityscape causes it's own set of headaches. An high altitude scenes are currently a no go.
help please....
im new to blender just FYI. I'm trying to learn more Cg software to expand my creative horizons
Comments
Depends exactly what you mean. If your scene looks like it is just vanishing. Press N key, go to view tab, and add some 0's to the "end" box. That will allow the camera to see farther without just vanishing. If you just want to fit more into your view, and it's not vanishing, try lowering the "focal length" in the same view tab.
Note that increasing the distance between clipping planes will create rendering artifacts, so make sure to adjust the near plane as well.
Really? I never noticed that one. Usually I am adding zeros to the close pane so I can zoom in closer, so I suppose it's not as drastic affect being able to zoom in a tiny bit more, VS being able to see a few miles further.
IIRC, I think it has to do with Blender losing floating point precision when the range is too great. So if there's too much space between them, you'll see artifacts.
Like you, I also immediately drop that near clipping plane and I agree it's never an issue there.
Ummmm what are clipping planes? Where are they? Again newbie to blender speaking
Press N in the 3D Viewport and go to the "View" header. It will be the first two fields, as RL_Media said.
And hit ctrl-alt-space to maximize you screen realestate. Better yet, select Window|New Window and move it to a second monitor if you have one.
The clipping planes are the minimum and maximum distance from the viewpoint where Blender will render objects.
I used to know how to do this and tried it with a scene. I have a scene with Urban Future 3 (several animations made too) and Blender chokes on it when trying to navigate. I finally started placing cameras using the X/Y/Z corrdinates and rotating till I could see what was needed. Was faster than trying to scroll around using the geometric calculations of Blender. The other thing people do is scale items down and adjust the cameras accordingly.
This claims to have a feature that does what I'm looking for. Anyone use this to deal with my issue of things like brainmuffin is talking about?
https://blendermarket.com/products/physical-starlight-and-atmosphere
That plugin is awesome and you should have it anyway, but it doesn't have anything to do with viewport navigation. It sets up environmental textures to light your scene naturally. As far as I know, it has nothing to do with the scene geometry at all. When it talks about altitude, it is talking about the properties of the Earth's atmosphere and how it affects sunlight.
But getting back to your original problem, if you want to display many objects far away, it's better to make very low poly versions of the objects, and distribute them over a surface using a hair particle system. Or better, yet, learn how to get the new Geometry Nodes to do it for you. Or even better still, buy a scatter plugin. There is no point in making Blender render geometry that you won't even be able to make out.
Can you get the same effect you are looking for with a 2D drawing as a backdrop?
I can't get the same effect with a 2d backdrop or scattering as that's not what I'm trying to accomplish. I'm trying to do a really large scene for example a large Daz scene imported into blender but it's cut off around the sides like those sides vanished or something. Same with other really large scenes like terrains. I'm trying to fix that. Hence the the viewport unlock question. Any help from anyone?
I found this. It has a few suggestions: