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Author Topic: TV Camera view adjustments?  (Read 1253 times)
harikumar001
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« on: November 28, 2010, 08:54:16 AM »

Hey all,

Hope you are having a nice day.

Posting a new topic after a while now. I was working on an application and something about the realism of the 3d visuals of my application does not feel right. My scene has a room with furniture items which can be added or deleted. The application works perfectly like I wanted, but the view seems incorrect. By incorrect I mean the furniture items and walls look slightly smaller. I want the users to have a perspective view walkthrough of the room. But somehow the size does not feel correct. Feels like a giant entered a small room.

For instance, my room of 5ft length and breadth appears smaller when compared to a person walking in a 5ft x 5ft room in real world. I hope you get what I mean. Cant get the perfect ratio. What I am doing now is, to draw a wall 5ft long, I multiply an arbitrary value of 20 to get the length in TV3D units. Means 5ft = 100 TV3D units, is the length of the wall I draw using AddWall3D.

Its something about the camera I would like to believe. I am not able to adjust how the camera views stuff. Are there any particular settings in TV3D that can help me with that?

Regards
« Last Edit: November 28, 2010, 08:57:01 AM by harikumar001 » Logged
Mithrandir
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« Reply #1 on: November 28, 2010, 02:58:44 PM »

You can change the view angle of the camera. Higher view angle will make the it look like viewer is smaller. The default is 60 degrees I guess.
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SylvainTV
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« Reply #2 on: November 30, 2010, 07:47:00 AM »

Yes more specifically the FOV of the camera Smiley
Don't use 45° either, it tends to make things look weird if I remember well.
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Regards

Sylvain Dupont
TrueVision3D Developer
sylvain@truevision3d.com

TV3D IRC at http://chat.truevision3d.com or on server irc.truevision3d.com #Truevision3D. Come talk with us !
jviper
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« Reply #3 on: December 01, 2010, 04:59:53 PM »

It could also be you are simply moving the camera too fast. Since the engine has no abstract concept of how big items are so the size is only an illusion. If you have for example a room that is 10 units which you want to be 10 meters long, moving at 10 units per second is going to make the room is smaller than 10 meters (that or it will seem like you're running, which you would most likely not be doing in a room 10 meters long). A speed of 0.5 units per second would be more appropriate for walking speed.
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JAbstract.....Don't just imagine, make it happen!
micmanos
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« Reply #4 on: December 02, 2010, 07:05:54 AM »

http://codinghorror.typepad.com/.a/6a0120a85dcdae970b0120a86d9495970b-pi

An image to explain what FOV is and how it's used.

TIPS:

1. The smaller the FOV, the more your view will be ZOOMED in, which means that objects will appear much-much closed than they really are.

2. Human eye has a 120 degree FOV but it's not right to put that into effect.

3. FPS games usually go from 70 to 100 degrees, while Flight sims go from 45 to 70. Strategy games may go to 110.

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