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.