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Vanishing Point Hunt

find the vanishing points and the eye level

round
score
best

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Finding the eye level and where the edges meet

The sheet shows a small city block seen through a real lens: a level pinhole camera and solid blocks standing on the ground. Hidden in it are the horizon — the height the camera sits at — and two vanishing points, one for each direction the blocks face. Press anywhere to drop the dashed guide, slide it onto the eye level and park a ⊕ on each point; the markers ride the line, because both points sit on it. Or press “trace edges” and drag along two receding edges of one wall: where the strokes cross is that point, and the horizon falls out of the crossings.

Extending two edges of the same wall until they kiss is the easel habit the drill is built around, and here the habit is checked against exact geometry rather than an answer somebody eyeballed. The eye-level rule comes with it: eye height is the unit, so a base sitting just under the horizon is far off and one dropped low in the frame is close, while a roof standing above the horizon is taller than you are. Three scenes make a round, each tighter — smaller blocks, shorter edges, a point crowding the frame.

Scored on distance alone

Only placement counts: the eye level is worth 40% of a scene and each vanishing point 30%. A small bullseye pays full credit — 1.5% of the sheet’s height for the horizon, 2% of its width for a point — so a clean 100 is reachable, and credit fades to zero by 12% of the height and 15% of the width. Those bands carry an absolute pixel floor, widen slightly on a mouse or a finger, and open gently on scene 1 before tightening by scene 3. A round is the mean of three, and every reveal draws the true horizon, both points and each construction edge extended into them. No model is grading it — the score is the distance from your marker to a point the camera fixed before the scene was drawn.

More form & perspective drills: Rotate & Place · Ellipse in Plane · Cylinder Ends · the whole catalogue