A frame number is associated with a scene (bpy.data.scenes["Scene.rear"].frame_current), and all view-ports are associated with the selected scene.
So you could possibly create another (temp edit) scene (Link All), use menu: Window :: New Main Window, and set the scenes differently in each main window. You can then also set the current frame ...
Following up on your commentary, (in particular @ChristopherBennett 's first observation,) there may be other factors, but you certainly would have to match [focal length and distance to camera].
This is a Dolly Zoom from 150mm to 15mm:
The Photoshop version is shot with a wider lens.
I think it's important to mention, focal length doesn't affect how the sphere is perceived, other than it's apparent size. That is, changing focal length alone, doesn't affect the "fish-eye" effect. Increasing the focal length moves the sensor away from the pinhole, making it see less. What really alters the way an object is perceived, is the ...
I hope this is better: Another way I just found is to deselect the "Show overlays" button in the top right corner of the 3D-viewport window. Yes, you can't see the cameras :(, but when you want to see a specific camera or show keyframes or something like that, you can just select it in the "outliner" window (the one that has all the ...
I always thought I mainly collapsed and split windows more or less by coincidence but it is quite easy:
If you want to split a window as you already did, go into the top left corner of the window until the cursor becomes a cross. Then left-click and drag.
If you want to collapse a window, you go to the bottom-left corner of the window above until the ...
As a commenter said, you need to switch out of solid preview mode to see textures. Check out this menu in the top right corner of the 3D View editor:
That rightmost option (excluding the pull down) will make the 3D viewport show the full render result of the scene at a (by default) lower sample count. To get a usable image from the perspective of the camera ...
If you have a camera in the scene, and you use and of the commands that align your view with a camera's view, then the 'nudge' mode numpad keys (2, 4, and 8) are "locked out". To be able to resume using them you can use numpad 0 as a toggle.
In 2.93 and later you can enable the 3D Navigation built in add-on
This adds the 3D Navigation tab to the ...
Open the preferences with Edit > Preferences, go to the Keymap panel and type "View Roll" in the search bar while Name is selected.
Expand the two first entries under 3D View :
Click on Numpad 4 and scroll your wheel up, click on Numpad 6 and scroll your mouse down.
I was looking for the same thing. It would be nuts to have to do this per object. Super simple (in 2.93). See the following image (that I found on a polycount forum post) that illustrates how to turn it on and off simply for everything in your view:
In recent versions, viewport updates are not computed for Objects that:
Are disabled in Viewports in the Outliner.
Are also not required by any Viewport-enabled Objects in the depsgraph.
So to quickly make changes without waiting for viewport updates on every input, you may disable the heaviest objects in the Outliner, then select them in the Outliner.
@Gandalf3 answer still applies, this is just update for Blender 2.9+.
In Blender 2.9+, to display an object's bounding box, you have to select it (in viewport or through the outliner) and then go to Object Properties Tab > Viewport Display.
There you'll find the option Display As with Textured option selected by default. To display the bounding box, you ...