从图形的角度来看,Unity 中的距离单位是任意的,与现实世界的测量值不对应。虽然这为设计提供了灵活性和便利性,但是传达对象的预期尺寸并不是那么容易。例如,玩具车即便可能是真实物体的精确比例模型,看上去也会与真实尺寸车辆有所不同。
影响对象给人的大小尺寸印象的一个重要元素是透视角度随着对象长度的变化情况。例如,如果从后面观看玩具车,那么玩具车前面仅比后面的距离远一点点。由于距离不远,透视角度产生的影响相对较小,因此在车前面与车后面的尺寸比例相差很小。但如果是正常尺寸的汽车,那么车前部与车后部之间与摄像机的距离将相差几米,因此透视角度的影响将更加明显。
要让对象看上去很小,透视线仅应该在其深度上略微偏离。为此,您可以使用比默认值 60 度更窄的视野,并将摄像机移动得更远以补偿增加的屏幕尺寸。相反,如果希望让对象看起来很大,请使用宽视野 (FOV) 并拉近摄像机。当这些透视变换技巧与其他明显的技巧(比如从高于正常的有利位置俯视“小”物体)一起使用时,得到的结果会非常逼真。
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