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Change Angsizing Usage (THIS AFFECTS MORE THAN 1000 CALCULATIONS!!!!!)

Personally, I think we're better off sticking with human eye properties as the default, but with the corrected vertical FOV to 60 degrees. I went out of my way to explain how drawings are fundamentally different from photography or filmography, even though practically everything I said pretty much just amounts to "you can't expect artists to draw as if they got cameras instead of squishy nerves for eyes." I am for adding practically every "unless stated otherwise" statement (which is practically everything else throughout the thread, so Kulf gets that much), though.
The main argument for using a 60° field of view is that 'drawings are made in conjunction with vision, so comic panels should have a field of view equal to that of the human eye.' Is this the only argument, or is there something more?
 
btw did we ever reach a decision for when the horizontal POV should be used, I did just use in one calc to get much more accurate results for the POV for a TV show and it was a lot more accurate to what the actual distance should have been from rather using vertical
 
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btw did we ever reach a decision for when the horizontal POV should be used, I did just use in one calc to get much more accurate results for the POV for a TV show and it was a lot more accurate to what the actual distance should have been from rather using vertical
For movie and TV show panels, the horizontal FOV should be used as the default.
 
We seem to need further help here. 🙏
I've provided all I can, Ant. The only thing else I really have is one of the comic panels one of the OP provided merely further supports the idea that drawings are based on the human eye rather than a camera.:



I mean, you can't really believe comic panels are camera-based when the artist made an arbitrary measuring stick based on their own idea on how big a tile is.

Nothing on my side of the court changes. Any further message I would say would just be parroting.
 
Basically what flashlight said for any comic format the horizonal PoV shouldn't be used but as I said already I did find more accurate results when using it for films and TV so it definitely does work there
 
I've provided all I can, Ant. The only thing else I really have is one of the comic panels one of the OP provided merely further supports the idea that drawings are based on the human eye rather than a camera.:



I mean, you can't really believe comic panels are camera-based when the artist made an arbitrary measuring stick based on their own idea on how big a tile is.

Nothing on my side of the court changes. Any further message I would say would just be parroting.

The argument regarding the use of the human central vision's 60° as a standard for comic and manga panels lacks a solid foundation. The fact that panels are designed with human perception in mind does not necessarily mean they are limited to a predetermined 60° field of view. There are numerous examples that contradict this idea, such as panels focusing on specific details like a character’s face or other concrete elements. As I mentioned earlier, even if I were to draw a room exactly as I perceive it, that doesn’t imply the resulting panel would strictly adhere to 60°, especially if the panel’s composition doesn’t exactly encompass the same field as my central vision in real life.
I have shown that attempting to use a 60° FOV for panels that include depth comparisons—for example, the distance between Daredevil and a car—often yields inconsistent results that fall short of typical assumptions. This doesn’t mean these panels are exceptions to the “norm” of the human field of view; rather, it highlights that such a norm doesn’t actually exist.
Regarding the manga panel I referenced, it does not support the idea that panels align with central vision. By analyzing the size of the tiles in that panel, it was calculated that the field of view should be greater than 80°.
 
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Basically what flashlight said for any comic format the horizonal PoV shouldn't be used
He's not really arguing that. Moreover, if you use a 60° FOV for the height of extremely wide horizontal panels, you would be implying that the horizontal FOV exceeds 100°, which should result in visible distortions.

but as I said already I did find more accurate results when using it for films and TV so it definitely does work there
I’ve already explained in the OP why using the horizontal FOV provides more accurate results in movies and TV shows.
 
To achieve a more effective review, I suggest dividing the process into three reviews by category:
  1. Movies and series
  2. Comics and manga
  3. Video games
This way, we can approach each area in a more organized and specific manner.

So far, there is a consensus that what I mentioned about the FOV in movies and series is correct. If we can focus on defining a standard value for the FOV, we could apply it to calculations related to these formats. Once that review is complete, we could proceed with analyzing the FOV in comics, manga, and video games.


For movies and series, I suggest a horizontal field of view of 60°, as it falls within the values commonly used in cinematography. Alternatively, we could also consider a fixed value like 65.5° or 54.4°.
Wh6Y4mj.jpeg

35 mm and 50 mm Lenses (Standard Lenses)
  • 35 mm: This lens is considered slightly wide-angle, offering a broad field of view without distorting perspective too much. It is commonly used for indoor scenes or situations where a larger portion of the environment needs to be shown without making objects appear distorted.
  • 50 mm: Considered the standard lens closest to what the human eye sees in terms of perspective. It does not produce distortion and is ideal for medium shots and general takes.

24 mm and 28 mm Lenses (Wide-Angle)
  • 24 mm: Used for wide shots that capture more of the environment. Ideal for landscapes, action scenes, or small interiors where more space needs to be encompassed.
  • 28 mm: This is a wide-angle lens that does not distort as much as more extreme lenses (like the 18 mm), making it suitable for shots where a broad view is needed without distortion.
Lens Focal LengthDiagonalVerticalHorizontal
24mm84.1°53.1°73.7°
28mm75.4°46.4°65.5°
35mm63.4°37.8°54.4°
50mm46.8°27.0°39.6°

Value table source:
 
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To achieve a more effective review, I suggest dividing the process into three reviews by category:

  1. Comics and manga
How are you planning to get FOV for any panel with random height/length ratio?

Because you can find a case where current 70 degree value can cause unrealistic results but same can happen for any other value too.
 
How are you planning to get FOV for any panel with random height/length ratio?

Because you can find a case where current 70 degree value can cause unrealistic results but same can happen for any other value too.
Comics and manga aren't counted under the current stuff


The OP should be adjusted for films and tv
 
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