I am an absolute beginner in three.js (today first day of exploration) and I am confused about the role of the 'near' and 'far' parameters that are passed to the perspective camera.
The reason why I am asking is because I don't really understand why these parameters are useful at all. The only thing that really seems to matter is the fov angle in combination with the aspect ratio, which would implicitly seem to define the viewbox (frustum), albeit not necessarily the depth of the frustum. Wouldn't it be more logical that near and far parameters (the depth) are automatically generated based on the objects that we want to render, rather than having to set them explicitly?
Reason I'm asking is because it would seem that when an object is placed behind the 'far' parameter of the perspective camera (object's z-axis), it just drops off (which I'm having a hard time comprehending why that makes sense. You wouldn't want to let an object drop off on the z-axis, simply because you made a mistake in setting the 'far' parameter not far enough. Since you set the far parameter yourself at some constant value at the beginning of your script, it seems kind of buggy.
So my question is, based on what criteria do you really determine what the near and far parameters should be (rather than just some random values, which all tutorials / books seem to do)? This may be a rather dumb question, as it seems obvious from all material I've read that these parameters are inherently supposed to be understood as I cannot seem to find an explanation for it. (Probably I'll often be here with a myriad of these sort of dumb questions, lol).