Print at Jul 11, 2020, 6:57:00 PM

Posted by Puybaret at Sep 22, 2017, 4:59:43 PM
Re: Hither and yon?
There's no frustrum in rendering quality 3 and 4, that's why the rendered image is black as soon as the camera is placed in a wall. But at the opposite, the image because very noisy if the elevation of the camera is very high, and that's the reason why I limited it to 100 m.

With OpenGL (i.e. in the 3D view and at quality 1 and 2), the changes I programmed should give more predictable and usable results: when the camera is within the (approximated) bounding box which contains all the items of the scene, the front clip distance (hither) is 2,5 cm and the back clip distance (yon) is 3000 x 2,5 = 75 m (3000 is a recommended ratio between those distances).
When the camera is out of that bounding box (which is not the last case you submitted), the front distance is equal to the distance between the camera and the closest face of that box, or if it's smaller, the distance between the camera and the floor at the intersection of the floor and the bottom of the viewing frustrum. The back clip distance is normally 3000 farther, except if there's some chances that the horizon is cut too close of the camera. I could make a drawing if necessary to explain this rule.
How to apply this new rule in your case: don't create a scenery object that will surround the camera completely, so you're sure that you can place the camera out of that scenery box. The farther the camera will be of that box, the larger the front and back clip distances will be. For example, if you want the back clip distance to be equal to 450 m, you should be at 450 / 3000 = 0,15 m = 15 cm of the box. This is not so far! smile

Hope you can achieve what you want to do with these new rules and without the obligation to add in a future version some new fields to enter the front and/or back clip distances. I really feel that this kind of information isn't for the public primarily targeted by Sweet Home 3D.
Emmanuel Puybaret, Sweet Home 3D developer