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Le 2025-11-18 à 11:37, Lourdes a écrit :
> "Bald Eagle" <cre### [at] netscape net> wrote:
>> If you search the forums, you will likely find that this is due to trying to
>> model the scene in "realistic units".
>> (Lookup "Ringworld", for instance)
>> Also, this ought to still be in the FAQ.
>>
>> Numbers in a computer can only be so large, and so the numbers themselves "get
>> clipped" and suffer from floating point accuracy issues.
>>
>> Scale everything down so that your number are less than maybe 1E9 or so, and I'm
>> sure that you'll see an improvement.
>>
>> Welcome.
>>
>> - BE
>
> I tried to scale everything down but it didnt work... clipping still occurs.
> I had everything modelled in km so the distance of the sun reached numbers of
> 1e9 but now that I changed everything to decameters (1decameter=10km) is still
> not working. I tried also megameter (1 megameter=1000km) but still no good
> results.... what else can I try? Or can it be something else what is causing the
> problem?
>
The problem is the range between the close objects and the far objects.
If you have distances with a ratio of 1e6 to 1, you will have clipping
issues.
Don't change the scale of the foreground objects. Don't change the
distance to the foreground objects. Keep the 1 unit = 1Km scale for the
close objects.
DO make the background objects 1000 to 10000 times closer and smaller.
Use the parallel attribute for your light_source. Here, the scale can
becomes 1 unit = 1000 Km to 1 unit = 10000Km, possibly even more.
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