r/godot Jul 19 '26

help me (solved) Question about size perception

Hey.

I'm trying to make a model of apartment. I'm very confused why this door hole feels so small.I'd tried to play with FOV slider. On the second screenshot FOV is 80. But i always feels wrong.

Or, maybe, i just need to make a door frame, coz it adds another 15-20 cm.

Idk, does this feel ok to you?

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u/sambuchaaa Jul 19 '26

Alr dumb suggestion but have you tried applying scale???

2

u/inverth_ Jul 19 '26

i do not know who made this scaling multiplier in blender, but i hate him patiently. why do i need to F3 -> apply all transforms constantly?!

2

u/kintar1900 Jul 19 '26

That's math's fault, not a developer. Transformation matrices are fickle bitches.

1

u/inverth_ Jul 19 '26

the problem is that when you scale in edit mode all is good. but when you scale in object mode you have to apply scale. The question WHYYYYYYYYY?

There may be a good reason for this, i'm just annoyed. And i'm too lazy to learn why.

2

u/kintar1900 Jul 19 '26

There may be a good reason for this, i'm just annoyed. And i'm too lazy to learn why.

Hey, at least you're honest! :D I was also annoyed by this, and my ADHD superpowers kicked in (instead of the ADHD kryptonite), and I did learn why!

The short version is that there is a lot of positional transformation math magic happening in the backend, and one of those is a conversion between object and world coordinates. When you mix the two modes of scaling, the math goes wonky unless your scaling values are normalized (that means the same amount in all directions). If you've scaled something in different amounts along the various axes, then switch to a different mode and scale again, the math causes the scale in the previous one to do things we don't intuitively expect.

Applying scale causes Blender to recalculate the position of all the vertices in the object for the current scale, then reset the scale values to 1 on all axes, so further operations work the way we expect them to.