is it my blender or after scaling a triangle down as much as blender allows (manually) breaks something, so far as to not being able to then scale the triangle back up?
You can run into floating-point number issues in blender — essentially, for really small or really large numbers the representation of those numbers in the computer gets increasingly inaccurate, since each number has only a limited amount of computer memory. For the same reason you can get flickering if zooming in really close, or setting the clipping plane extremely close to the camera.
There can be issues in many computer programs when overwriting values to very small values and trying to scale them back up again. For a simplified example, picture this:
“Any” programs will round up a certain decimal, this is because you couldn’t keep in memory an infinite number of decimal for every stored values. Let’s say that we round up at the 1x10 -³ (0.001) Blender is way more precise, but this is for explanation’s sake.
You have a 1.25m object, so the size is 1.250 m. No problem there. You decide to scale it down to 1% of its size. It now mesure 0.0125m but since it round it up, the program overwrite the dimension to 0.013m. If you then tell blender to scale it 100 time it NEW size, it will now mesure 1.3m
This is what happens if you scale in edit mode, or with 2 “Scale” commands.
Now you can still get the scale back to normal if you change the transform panel’s scale value for the object since it never really change the intrinsic size of the object, only it’s scale.
let me know if you have more questions!
cool. thanks for the replies. i guess not many people run into these issues cause who works with nano objects but there could be some user friendly way of telling the user, “hey, scalling that much will get you into trouble”. still, thanks for the replies. more assured it’s not something just on my end.
You should change your scene units if you work with tiny models (this can be usefull for many reasons).