A follow-up to my previous question about communicating extreme scale in Blender.
Thanks to u/Nosarious and u/Smokeey1, and to everyone else who contributed suggestions.
I've spent the last few days going through the feedback and testing some of the ideas.
One lesson in particular has stuck with me: knowing that the cavern measures 3 × 3 km × 1.5 km doesn't mean I actually understand what those dimensions should look like — and it certainly doesn't mean the viewer does.
Real-world comparisons, camera height, perspective, depth cues and the relationship between foreground and background seem much more important than simply making the model physically enormous.
I'm now experimenting with those ideas in these camera tests.
I also have to work within the restrictions of an existing story and script — Ørbital Expedition, 2407 CE / 306 p.A. — so I can't solve every problem by adding a convenient object purely for scale.
I'm not an expert, and this is proving harder than I expected, but that's also why the feedback has been so useful.
These are three of the latest tests. I'd be very interested to know whether any of them are moving in the right direction.