Using Nuke to Test The Rules of Perspective Drawing and Measure a Flat Earth v4.0
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The author used the 3D capability of The Foundry’s Nuke6 software to model a sphere representing Planet Earth at a scale of 1:396 (one CG unit = 10 miles, or 52,800 ft), scaled to the Earth’s diameter of 7,917.5 miles.
A camera, (named Camera A-Level Camera) was added to the scene, equipped with a wide-angle (8mm) lens and a 24x16mm aperture window. The camera was oriented horizontally, level with the topmost surface of the Earth sphere, and was animated to move upward over 120 increments from a start point at the conventional viewer eye height of 5ft 7in (five feet seven inches), until (and if) a height was reached when the Earth’s horizon would drop out of the bottom of the film frame.
This simultion was run in two variations (level camera rising to a scale height of 336.5 miles, and a camera making the same rise but tilting downward to keep the horizon in frame). The simulations together demonstrated the basic validity of one basic rule of perspective: that all receding parallell line appear, if continued far enough, will meet at the same point, and will meet at the height of the observer's eye.
But we also showed that the vanishing point does NOT always coincide with the horizon. Take that, Fillipo Brunelleschi!
And if that's not important enough, we also ran a further simulation on a flat Earth, and we were able to determine that if the Earth were flat, it would have a diameter of a measly 1,531 miles, give or take a few feet. And we found likely reasons why you stiil couldn't sail a boat off the edge.
In the words of Leonardo da Vinci, “Art is never finished, only abandoned.” The author encourages anyone who finds errors in this paper, or wishes for any weird reason to pursue this investigation further, to please let the author know. Inquiries and critiques directed to http://[email protected] will be answered promptly.
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