A great feuture would be if it was possble to do bigger projects. not only 1000 (something) you know the thing you can edit in the view properties. I am doing a city with a medium level of details and then I have to do it pretty big.
Robin.
Bigger viewing limits
Moderators: jesterKing, stiv
I have done that to good effect, but you can run into problems since Blender uses single-precision floating point. It seemed when the camera was far from the origin, there was some trouble rendering small details of nearby objects. I suspected this was due to precision limits. In simple terms, to get the distance between the camera and a nearby object, the positions must be subtracted. Since they are far from the origin, this requires subtracting one large number from another, which results in a loss of precision. I'd have to slog through the transformation matrices used to do this to see if this is what really happens, but I suspect it does. At any rate, things seemed to work better if I kept the camera near the origin and moved the world around it, instead of moving the camera around in the world.xand wrote:in edit mode, you can model as big as need and scale down the object to the requested size.
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The other problem I ran into was resolution limits with the z-buffer causing things to disappear behind my ground plane in some frames of my animation. (See the thread "Feature Request: negative zoffset")
Create big object, duplicate linked (Alt+D), Move duplicated object to hidden layer, scale original object as desired. When editing needed, edit duplicated object at fullsize... But I personally would like to see wide limits in every aspect. Model to 10^n (n=1/10..10) units, large precision, ... no limits if they are not hardware 
