Limites de funcionamento#

Espaço#

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:

1/1.048.576 Unidades

100:

1/131.072 Unidades

1,000:

1/16.384 Unidades

10,000:

1/1.024 Unidades

100,000:

1/128 Unidades

1,000,000:

1/16 Unidades

Dica

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.

Tempo#

A quantidade máxima de quadros (fotogramas) para cada uma das cenas atualmente é de 1.048.574, e permite a tomada contínua para durações de:

24 qps (fps):

12 hours, 8 minutes.

25 qps (fps):

11 hours, 39 minutes.

30 qps (fps):

9 hours, 42 minutes.

60 qps (fps):

4 hours, 51 minutes.

Nota

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

Campos de texto#

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…

diretório:

767

nome de arquivo:

255

caminho de arquivo:

1023

identificador:

63

Nota

A codificação em múltiplos bytes significa que alguns caracteres Unicode utilizam mais do que um único caractere ASCII.