This week's Workbench Wednesday is discussion on the best ways to achieve the look of scenic depth in our model layouts and dioramas. A good backdrop is just the beginning as we explore the ideas behind designing scenes for maximum scenic depth and dramatic impact. Thanks for watching! Dave
Wide Open Spaces when we model a
railroad that's a lot of what we're
actually modeling the space between
things and that implies a certain amount
of Scenic depth but what does that mean
why should we care about it how can we
fake it how can we simulate it and how
can we actually model it for real well
stick around to find out because that's
the topic for today's workbench
Wednesday
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Howdy Folks Dave here at Thunder Mesa
Studio on a workbench Wednesday hope
your day is going great whenever and
wherever you happen to be watching so
scenic depth what are we talking about
here um basically it's the idea that
when you look at something like a model
or
diarama uh things that are closer to you
appear closer to you and then there are
are things that appear to be farther
away giving the illusion of depth and
distance so there's a foreground a
middleground and a background now this
gets into the idea of staging scenes I'm
going to talk about that briefly before
we get more into the scenic depth idea
when you stage a scene uh it's generally
conceded by most people in the theater
and movies and television and uh you
know Illustrated and things like that
people that know about this kind of
stuff that when you stage something
that's kind of flat and parallel uh to
the viewer with very little perspective
revealed that tends to read as comedic
and you know think about your favorite
comic strip or uh situation comedy for
good examples most of the time those are
staged very flat with without a lot of
depth now go and watch a an old western
by you know Howard Hawks or John forward
where these these vast distances the
scenes have an enormous amount of depth
and drama and that's the key word there
drama because when you stage things with
a lot of depth and distance the human
mind reads them as much more
dramatic and scenes with depth and
distance are at least to my mind much
more believable now if you're just
building say a locomotive or a single
Standalone structure a piece of rolling
dog for a contest or something like that
you don't need to think about Scenic
depth but if you are trying to create a
a little miniature world something that
brings people into the story immerses
them in this little miniature Universe
you're trying to create then you really
do need to give it some thought if
you're building a layout or diarama like
that and are there ways to simulate
Scenic depth because without it your
scene's not going to look very realistic
are there ways to fake it and is there
any way to design for it and plan for it
so it actually happens naturally well
yes there are and we're going to get
into all of those in recent decades
there's been a real move towards shelf
type around the walls layouts as opposed
to Island style layouts like your
traditional you know 4 by8 sheet of
plywood and you know there's a lot of
good reasons for that it's can be seen
as a much more effective use of your
ailable space uh everything is within
easy reach but it does come at a cost
you sacrifice a little bit of Scenic
depth when you do that you can have a
backdrop behind it in fact with a
shallow shelf type or around the walls
layout you almost have to have a
backdrop um and that will add to the
illusion of depth but that only goes so
far because with a shallow scene there's
something very important that is is
missing and that is
Parallax well what is Parallax well
that's a fancy word for how some things
appear closer to you and some things
appear farther away we've all had the
experience of you know riding in a car
down the highway or even a train and
things Close to You are going by very
fast while things further away are going
away are going by much more slowly
things in the middle distance travel at
a different speed things way off in the
background travel much more slowly if
the moon's up in the sky it can appear
not to be moving at all that's Parallax
and it's our one of our ways that our
brains process you know distance what's
closer to us and what's farther away
it's one of the ways that we perceive
that and with shallow scenes No matter
how good the backdrop is there's simply
no Parallax you can't fake it not unless
you've got something like Lucas film's
you know LED screen volume where it's
all computer controlled and you can you
know artificially create Parallax as
people move around you know but you you
can't do it on the budget of most model
railroaders that's for sure so shallow
shelf type aroundthe wall style layouts
often look very good in still
photos but they lose a little something
when people are interacting with them in
person when you're moving around through
the space because the Parallax just
isn't there and even though we might not
be able to articulate that we might not
know the concept or know what it is we
instinctively miss it when it's not
there because that's what we're used to
seeing as an indicator of depth and
distance and that's why I remain a big
fan still of the old school Island style
layouts or layouts with peninsulas like
the Thunder Mesa layout here a lot of uh
around the walls style layouts also
incorporate a peninsula or two and
that's a great thing uh it makes a great
use of the available space but a modern
trend has been to bict the peninsula
with a backdrop right down the middle of
it like a two-sided backdrop basically
rendering the peninsula nothing more
than a couple of freestanding shelves in
the middle of the room and cutting off
the Long View that depth that it would
naturally create there are some
instances where it might be appropriate
to BCT a peninsula with a backdrop uh
but most of the time I I think it's
actually a design mistake a better
option in my view is to plan for Scenic
depth from the very beginning you can
use the dead space in the aisles between
peninsulas and wall sections as Found
Real Estate effectively separating
things into foreground middle ground and
background with everchanging Vistas as
people move around and interact with the
layout paying close attention to sight
lines and the vertical separation
between the highest scenery and the
lowest can result in deep dramatic
scenes that look like they go on forever
combining a Scenic Peninsula with
sections of the layout which are up
against the wall or the backdrop gives
you a Best of Both Worlds opportunity
creating deep dramatic views while still
keeping the operational advantages of an
aroundthe walls style plan and the
foreground scenes in one area can also
play the role of distant background for
other scenes that are across the aisle
not every scene on a model railroad can
or will be perfect but it is possible to
pick out a few special viewing angles
where everything comes
together circling back to the idea of a
backdrop whether it be painted or
photographic it is a great way to help
extend your miniature World off into the
distance to create that illusion of
Scenic depth but you're faking Scenic
depth here you are tricking the eye with
a painted surface a flat 2D surface and
there are a couple of things a couple
little tips and tricks I want to share
on how to do that more
effectively maybe this should go without
saying but the colors in your backdrop
should match the colors on your 3D
scenery and a really easy way to achieve
this is like I did here on Calico
mountain is to use the same paint
however the colors on your backdrop
should be a little bit more m Ed they
shouldn't be as saturated as your
painted scenery if the colors in the
backdrop are more saturated or brighter
than the colors on your scenery it's
going to bring all that forward and
you're going to destroy that illusion of
depth you don't want the backdrop
scenery to clash or look like it's
closer to you than the foreground
scenery that's a good thing to remember
with photographic backdrops as well
sometimes they can be a little bright a
little garish a little bit in yourr face
and trct from the modeled foreground
scenery and a way to get around that a
way to mitigate that is to desaturate
that photographic backdrop a little bit
another Pitfall you want to try to avoid
is having the lighting be wrong on your
backdrop uh I made a decision early on
with the Thunder Mesa layout and I
talked about it in my video on layout
lighting that the sun in this world is
up high and to the left so all the
Shadows on the backdrop will be on the
right hand side and then I arrange the
lighting the track lighting up above to
match that angle to the best of my
ability so you don't have that visual
contradiction it's something that people
might not pick up on intellectually but
their brain will pick up on it and it'll
just look wrong to them so pay attention
to where the lighting is com coming from
and keep all the Shadows consistent on
your backdrop keep them all on the same
side even if it winds all the way around
the room the shadow should always be on
the right or on the left and they
shouldn't swap places another thing is
to try and create depth using
atmospheric perspective can you see how
each layer of this Canyon each Cliff
face looks like it's a little bit
further away and that's achieved by
mixing more of the sky color in with the
paint color as you go back so this has
much more of the sky color in it than
this and this has much more of it than
that and so on until you fade off
completely back into the distance
um one thing you want to avoid is
mathematical perspective that's where
you know it's precisely calculated so
that it looks right from one angle it
won't work when you're moving around the
layout and looking at it from different
places there'll just be one spot where
that works we've probably all seen this
uh but that's why you want to use
atmospheric perspective instead which is
kind of a cheat it's a bit of Illusion
earing but believe me it works now those
places on the layout where everything
comes together where there's something
interesting in the foreground uh in the
midr and vast expanses of model real
estate in the background I call those
primary viewing angles and as I move
forward with thunder Mesa 2.0 I'm always
checking the sidelines to find the areas
of maximum interest of Maximum Scenic
depth for the most dramatic and
interesting scenes I've gotten in the
habit of using uh the camera as a design
Aid especially on an area of the layout
I'm not sure exactly how to proceed I'll
take a lot of photos and I'll go back
and look for anything that you know
anything any visual contradiction that
uh destroys the illusion of depth and
distance sometimes it might cause me to
you know build the fascia a little bit
lower so you don't see that it doesn't
take you out of the scene when you're
looking from one side of the layout to
the other so if you haven't used the
camera as a design tool I highly
recommend it it can really help clarify
things for you when you look at them
through the viewfinder a rather easy way
to enhance the illusion of depth is to
have things that are in front of the
track so that the trains will pass
behind those so you have scenery in
front of and behind the trains it's been
said that um the modeled landscape that
we do is the stage and the train are the
actors so you want to have your actors
passing behind some of the scenery as
well as in front of it you just you
don't want to just have them traversing
along the edge of a Shelf with all of
the scenery behind it it'll really
really enhance the illusion of depth to
have scenery trees uh rockwork whatever
cacti out in front of the trains as well
as behind them since I'm modeling Canyon
Country here on the Thunder Mesa layout
it's easy for me to think of the aisle
as deep uncen Canyons between the
peninsula and you know the parts of the
layout up against the backdrop and as I
move forward on Thunder maesa 2.0 and
get ready to construct new sections of
layout back here I'm keeping in mind as
I mentioned earlier where that fascia is
going to be located where the scenery is
going to end because when I look across
from you know say track level on that
side I don't want to see fascia up here
I want to see Rock work because seeing
fascia would take you right out of the
scene and you know really destroy that
illusion of depth and distance naturally
there are a lot of variables that work
here including the relative height of
the viewer but using your own eye level
as a benchmark is a good place to start
as any for me uh my primary viewing
angles are designed to have their most
impact when looked at from very close to
eye level now it's worth pointing out
that this technique of you know looking
through a peninsula towards model
scenery in the background to create
maximum Scenic depth that's not limited
to modelers of Canyon Country or
mountainous scenery in fact you know
most of the world is not flat even
places that seem flat are really not
flat you know there's Rolling Hills
everywhere just about even if you model
the Great Plains there are still some
low Hills Ravines stream beds and things
like that that you can use as a
separator between scenes I suggest you
give it a try so it is possible to you
know create the illusion of believable
depth and distance including Parallax
and a rather modest amount of space but
you have to plan for it and use all of
the tips and tricks at your disposal to
pull it off you know have a painted
backdrop or a photographic backdrop that
doesn't clash with the forr use
atmospheric perspective uh use your
peninsulas to create parallel so when
people look through the scenery in the
front at the scenery in the back they
get that illusion where the things
closer to them are moving faster than
the things back in the distance that
will make their brain think that this
thing goes on forever and is much bigger
than it actually is anyway those are my
favorite tips and techniques for Scenic
depth I hope you enjoy the video if you
have techniques of your own that I left
out or anything you'd like to discuss
further you can put it down in the
comments below if you enjoyed the video
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