Top view for camera has no translation or rotation.
Align camera to view precisely and automatically, without manual fiddling
How to convert current view as camera?
Oops, realized after making gif q asked for perspective rather than ortho. ie don't change to ortho, however ortho is IMO may be a better way to make text look 2D.
In the cameras property ...
You have to expand the Viewport Overlays settings (The button on the right of the two intersecting circles in the top right of the interface) and there you can select which axes to display, on the very first line.
In hopes this can help not just you but also people finding this thread in future, here's some things to check to better understand the problem:
disconnect the image texture from the shader and manually set the base color to see if it's a texture issue at all (in OP's case it isn't)
change the background color (World Properties tab ) to see if the issue is ...
It looks like you have hidden the faces below the top, which means, in Edit Mode with the bottom faces selected you've hit the H key to Hide Selected Faces or with the top faces selected you've hit Shift+H to Hide Unselected Faces
In the left window you've set the shading option to Rendered, then even hidden faces are visible. To let them reappear in Solid ...
You do this using the solid view settings. They can be accessed in the dropdown menu in the top right corner of your screen, as shown in the picture. Copying the settings I use gets it pretty similar to the picture you posted.
Fixing the material output to match what the 3D layer is using per above suggestion fixed the problem.
The image of the Shader Editor above shows that the Material Output node is set to Cycles. But Blender has several render engines, Cycles and Eevee in particular.
In the image of the 3D View above, the view is set to show Materials. (Circle highlighted in ...
When you first open your file, and you see the viewing angle you would like to preserve, begin by creating a new camera with Shift + a to bring up the Add menu, and then choose Camera from the list. The new camera will appear at the location of the 3D Cursor, which is typically located at the World Space origin when the startup file first loads.
What you are ...
You can press Numpad 5 shortcut for toggling Between Orthographic and Perspective.
You can click on the circled icon to toggle the view type as well.
You are looking for the icon to look like below:
If it still isn't automatic try the user preferences under Edit > Preferences
Make sure that this is set up as so.
You can then save your pref using the ...
Look on a timeline view. There's a dropdown labelled "Playback". If you click that, you'll get a pop-up menu. In that menu, there's a field labelled "Sync". Click in that field and select "Frame Dropping".
The render.opengl() operator is working fine for all modes. But notice that it takes a screenshot of the first viewport found, quoting the docs: "Take a snapshot of the active viewport". So in case you have multiple 3d viewports open at the same time it takes the first one in the area list of your screen (Screen.Areas).
Obviously the simplest ...
You can do this using shader node too(Procedurally)
Follow this node group:
Value node gives the fade effect. Play with the values to get the desired effect.
P.S. Make sure you join both the objects
P.P.S If you wanna change the axis on which the fading occurs, change the value of last greater than node with Y or Z output from separate XYZ node
Your screenshot shows that you've added the red material to material slot 2, so I guess there is a white material in slot 1. By default the complete object gets the first material. So the easiest way would be to delete the white material from the cylinder if that's the only one you want to show up.
Another way would be (if you want different colors on the ...
With the armature selected, in the CloudRig panel, under Outfits, you can choose if you want to mask or display the legs and arms. This is shown in the walktrough video at 1:00.
How it is done
The object "GEO-rain_body" has a Mask modifier (the 3rd one in the modifier pile). It masks every vertex belonging to the "mask_modifier" ...
To echo @brockmann (who commented), eight samples is very, very, very low. If your graphics card is working with cycles render, I would at least use 512 samples and work from there.
Edit: I was unable to find questions on what samples are, so I guess I’ll explain it myself. A “sample” is one shot of data for rendering, and more shots mean better looking ...
Keep context object centered on largest viewport in screen.
The view is set up similarly to the camera, ie it looks down its $-Z$ axis.
Rotate an object to camera view
Access view orientation from python?
whereas meshes are normally $Z$ up $-Y$ forward.
The view_align method below, looks for the largest 3d view, then using its matrix aligns the context ...
The simple answer is start with a cube, but really, I think you're asking how to model. There are a lot of great tutorials on YouTube. Grant Abbitt has a great series on beginning modeling. You should start here: https://www.youtube.com/watch?v=7MRonzqYJgw&list=PLn3ukorJv4vs_eSJUQPxBRaDS8PrVmIri. But there are many ways to learn Blender, and many ...
I figured it out.
Go to Texture Paint mode
Copy a new window by mousing over the top right of the window and then dragging left to create another window on the right
Change that window to show your model by click Editor Type in the very top left corner of the window and select 3D Viewport. Then to the right of that select Texture Paint
A transparent material still costs vertex transformation, BVH calculation, and fill rate, so a mask modified mesh will have better performance. The difference between the two will probably not be large enough to notice.
Viewport vs. render doesn't matter-- a viewport is a render-- although you'll have slightly different costs depending on rendering engine (...
In 2.8+, enabling and disabling of these graphical manipulator controls has moved into the Gizmos dropdown (tooltip: Show gizmos of all types) of the 3D Viewport.
The enable boxes are in the sub-section titled "Object Gizmos" for which there are checkboxes: Move, Scale, and Rotate.
How the issue was resolved:
I was able to fix the issue by giving each hair object a new name. The previous objects were named "RemeshedHair.00X" with "X" being incremented every time I created a new object. After changing the names to "Hair front/Hair side/Hair back" the UVs were able to be applied properly.
My hypothesis on ...
Open the Viewport Overlays popover in the upper right of 3d viewport, to the left of the Viewport Shading Mode buttons, the downward arrow next to the two overlapping circles.
Check Statistics. If it doesn't appear, try going to a different display mode (Wireframe or Solid) then back to Rendered Mode.
You should then see render progress, as well as the ...