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.