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.