Scale of your scene becomes important here, as you will likely find numerical inaccuracies in one end of the animation if you don't make sure the scale is somewhere between what is comfortable in either end.
If possible, it can help you to do transitions between LOD versions of your scene in obscuring cloudlayers or motionblurred camera shakes. It requires a lot of hard work making it seamless - no satellite generated map will get you all the way in, and I have often found it difficult to get sufficient detail in the middle range between satellite texturemaps and aerial stills. Prepare for a lot of landscaping, and, going into a city with skyscrapers, a fair amount of citymodeling too. Good luck! Morten Den 12. november 2013 kl. 13:41 skrev Ed Manning <[email protected]>: > Depends on so many factors -- how quickly you're moving, does your landing > zone stay in frame the whole time or do you fly over the horizon to get > there, can you fly through clouds to create a transition, etc. etc. > > Mainly try very hard to map out a single smooth trajectory and stick to it > -- don't try to use, say, an aerial still from the wrong perspective for a > section. Try to keep everything truly 3D -- there's a surprising amount of > parallax on things like landforms, clouds and buildings when you're moving > ridiculously fast. It's also super hard to match color, sun angle, > contrast, detail, and noise from multiple stills at different scales. > > Good luck, let us see the final! > > > On Tue, Nov 12, 2013 at 7:09 AM, Paul Griswold < > [email protected] > <mailto:[email protected]> > wrote: > > Has anyone on the list done the shot where you start from space and fly > > towards the earth, eventually landing at street level? > > > > In this case, I'm being asked about flying in to a recognizable location > > rather than a generic city in the future/alternative sci-fi universe. > > Specifically Soho in NY. > > > > I'd appreciate any tips or warnings about what methods work well & what to > > avoid. > > > > Thanks, > > > > Paul > >

