While object positions, vertex locations are not clamped, larger values become increasingly imprecise.
To get an idea of the precision you can work with using different scales.
Here’s a table of scales and their associated accuracy.
For a rough rule of thumb, values within -5,000/+5,000 are typically reliable (range of 10,000).
Internally single precision floating point calculations are used.
The maximum number of frames for each scene is currently 1,048,574, and allows for continuous shots for durations of:
|24 fps:||12 hours, 8 seconds.|
|25 fps:||11 hours, 39 seconds.|
|30 fps:||9 hours, 42 seconds.|
|60 fps:||4 hours, 51 seconds.|
In practice, a finished work is typically composted of output from many scenes. So this limit does not prevent you from creating longer works.
Fixed strings are used internally, and while it is not useful to list all limits, here are some common limits.
Used for data-block names, modifiers, vertex groups, UV layers…
Multi-byte encoding means some Unicode characters use more than a single ASCII character.