Working Limits#

Space#

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:

10:

1/1,048,576th

100:

1/131,072th

1,000:

1/16,384th

10,000:

1/1,024th

100,000:

1/128th

1,000,000:

1/16th

힌트

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.

Time#

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 minutes.

25 fps:

11 hours, 39 minutes.

30 fps:

9 hours, 42 minutes.

60 fps:

4 hours, 51 minutes.

참고

In practice, a finished work is typically composed of output from many scenes. So this limit does not prevent you from creating longer works.

Text Fields#

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…

directory:

767

file-name:

255

file-path:

1023

identifier:

63

참고

Multi-byte encoding means some Unicode characters use more than a single ASCII character.