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Author Topic: Objects far away are invisible  (Read 23780 times)

Tanzim

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Re: Objects far away are invisible
« Reply #15 on: June 26, 2008, 07:25:23 am »

Well, think about it, in real life could you see something 12 KM away?
Unless it was HUGE, no, but you are right to have environments that large if they are in real life (I'm assuming that your/your program's aiming for photo-realism)
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Gregory

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Re: Objects far away are invisible
« Reply #16 on: June 26, 2008, 09:22:41 am »

Thanks, Steve. 

I think there is a z-limits bug or two in Anim8or that could be causing this.  I'm looking into a fix.  You should be able to set these values.
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Gregory

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Re: Objects far away are invisible
« Reply #17 on: June 27, 2008, 03:29:38 am »

Well, think about it, in real life could you see something 12 KM away?
Unless it was HUGE, no, but you are right to have environments that large if they are in real life (I'm assuming that your/your program's aiming for photo-realism)

Yes, you can.  Here's an example at sea, and in the mountains you can see much farther.

It's simple, really. If you want to know the distance to the horizon you simply have to know your height of eye. That is the distance that your eyes are off the surface of the water. If you're in a jon boat, that would probably be about three feet (if you are sitting like you should be in a jon boat). If you were standing at the water's edge, your height of eye is the distance from your eye to your feet.

Once you know your height of eye you simply plug that into the following formula:

1.17 times the square root of your height of eye = Distance to the horizon in nautical miles

For example, let's say you are on the water in a friend's sport fishing boat and your height of eye is 9 feet above the surface of the water. The formula to calculate distance to the horizon is:

1.17 times the square root of 9 = Distance to the horizon in nautical miles.

1.17 * 3 = 3.51 nautical miles

If you want to calculate the distance at which an object becomes visible, you must know your height of eye and the height of the object. You then do the same calculation for your distance to the horizon and the object's distance to the horizon and add the distances together. For example:

You have the same height of eye of 9 feet so your distance to the horizon is still 3.51 nautical miles. You're approaching a port that has a lighthouse that is shown on your chart to have a height of 81 feet. Using the same formula you would find that 1.17 times the square root of 81 (1.17 * 9) = 10.53 nautical miles (the light house can be seen 10.53 nautical miles over the horizon)

By adding the two together: 3.51 + 10.53 = 14.04 nautical miles, you should be able to see the lighthouse when you are 14.04 nautical miles away.

As you can see from the illustration, because of the curvature of the earth, the higher your height of eye the farther you can see, and vice versa.

http://www.boatsafe.com/kids/distance.htm



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Tanzim

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Re: Objects far away are invisible
« Reply #18 on: June 27, 2008, 06:24:46 am »

Never mind, but I did say "HUGE"objects
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Steve

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Re: Objects far away are invisible
« Reply #19 on: July 13, 2008, 06:04:37 pm »

I've fixed several Z-Min and Z-Max problems.  See http://www.anim8or.com/smf/index.php?topic=881 for more information.
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Gregory

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Re: Objects far away are invisible
« Reply #20 on: July 14, 2008, 10:10:55 pm »

Thanks, Steve.  Is this in the current .097b download or for a future release?
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Steve

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Re: Objects far away are invisible
« Reply #21 on: July 21, 2008, 04:39:18 pm »

It'll be in the next preview.
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Gregory

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Re: Objects far away are invisible
« Reply #22 on: July 21, 2008, 10:57:29 pm »

Good news.  Thanks.  When is the next preview?
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hihosilver

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Re: Objects far away are invisible
« Reply #23 on: July 21, 2008, 11:01:41 pm »

Gregory:  If he knew already, I'm sure Steve would have announced it.  He gets out previews as quickly as he can, but not without some good solid updates.  Please don't hound Steve with questions about when the next version will be out.  You can be sure he's working hard on it.
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