If the movement parameter is too large, the model will tear
p
plateau
17 Dec 2021
3 Comments
m
muhuk
Looks like floating point errors. Floating point numbers provide more precision near zero. As the number represented gets larger and larger small details are lost.
But I noticed you are doing this in
Object Mode
, so your mesh data is not corrupted, if you move your object back near the origin it will not be distorted.
If you want to model very large scale stuff, you can change what
1 Blender unit
represents in
Scene -> Units
panel. By default 1 unit is 1 m, you can change the
Unit Scale
to
1000
so that 1 unit represents 1km. Note that when you import things into your scene you will need to re-scale them.
2
p
plateauAuthor
Thank you very much for your answer, so I should avoid large displacement in the future, or the model should not be large?
m
muhuk
Personally I try to keep the bounding box of my scene within 10000 blender units. This is not a scientific estimate.
Similarly keeping a model's local space's bounding box within 10000 blender units (or even less) could be a good idea.
If you need larger distances (both in object mode and edit mode) increase the
Unit Scale
.
Also similar thing applies to near & far planes BTW. There is a lot more precision near where near plane is. (I mentioned this because you might see z-fighting in scenes with a very large bounding box)
3 Comments
Looks like floating point errors. Floating point numbers provide more precision near zero. As the number represented gets larger and larger small details are lost.
But I noticed you are doing this in
Object Mode, so your mesh data is not corrupted, if you move your object back near the origin it will not be distorted.If you want to model very large scale stuff, you can change what
1 Blender unitrepresents inScene -> Unitspanel. By default 1 unit is 1 m, you can change theUnit Scaleto1000so that 1 unit represents 1km. Note that when you import things into your scene you will need to re-scale them.Thank you very much for your answer, so I should avoid large displacement in the future, or the model should not be large?
Personally I try to keep the bounding box of my scene within 10000 blender units. This is not a scientific estimate.
Similarly keeping a model's local space's bounding box within 10000 blender units (or even less) could be a good idea.
If you need larger distances (both in object mode and edit mode) increase the
Unit Scale.Also similar thing applies to near & far planes BTW. There is a lot more precision near where near plane is. (I mentioned this because you might see z-fighting in scenes with a very large bounding box)