Using the default scene, if I select everything (cube, camera, lamp) and move everything very far away (say X = 999999, Y = 888888, Z = 777777) from the World Origin, the camera sees and renders the cube and the grid floor as if they were shaken objects in all 3 axis.

That problem happens at least in Blender 2.92 Release and Blender 2.83.13 LTS.

What's the cause of that problem ? How to solve it ?

My goal is to be able to move any object, any rigged character, any light and any camera anywhere in a huge world (X, Y and Z ranging from -999999 to 999999), without such visual artifact.

Thanks in advance for helping me!


1 Answer 1


Internally, Blender uses floating-point numbers to represent vertex coordinates. Floating point numbers can represent a very wide range of values, but they grow increasingly imprecise at very large or very small scales. The Working Limits section of the Blender documentation gives some example precisions at various scales.

If you want to work with very large coordinate values, you can use the Unit Scale scene property to globally scale everything in the scene into the numerically stable range. Of course, this has the consequence of making smaller values less precise, so you ultimately just need to pick a scale and stick to it.

  • $\begingroup$ I looked at the Blender documentation sections you pointed me. Following the rule of thumb, I will separate my world in many parts, to always have values within a reliable range of some 10,000.units (meters in my case). Thanks a lot, Alexis. $\endgroup$
    – RWLuckyLuc
    May 7, 2021 at 1:19

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