Just enlarge the toolbar from its right:
As you can see rapidly in the gif above, there are three display modes:
Icons in one column (scrollable)
Compact two columns (see picture below)
Icons and names in one column (scrollable also)
I'm no architect, but this should only depend on your camera alignment.
1 point perspective - camera aligned to 2 axis
2 point perspective - camera aligned to 1 axis
3 point perspective - camera not aligned to any axis
As given in the link in the comment and mentioned by @haarigertroll mathematically these are special cases of the one point perspective.
The reason why the actual wire is partially hidden is because the actual geometry is affected by the Subdivision Surface Modifier and you see a modified version of the mesh, even in Edit Mode.
I'd suggest go to the Modifier Panel and enable 'On Cage' option of the ...
According to your image you can use Rigid Body physics.
Add sphere as Particle in Physics properties add Rigid Body > type Active > Collision Shape Sphere
Add sphere as Emitter, enable Particles System > source Volume > Render as Object
Go to modifier properties and press Convert
Add sphere as Collider object, go to physics properties ...
You can create a driver for the visibility of low poly and high poly versions, such that the high poly version of the model is shown when the camera is close, while the low poly version is shown when the camera is not close.
With both a high poly and a low poly made, select the high poly and look on properties/object/visibility. Right click on the checkbox ...
Check your Outliner, or press AltH to unhide everything, you have a plane that is hidden in Viewport but not in Render, and it makes a big shadow on your scene.
Here you can see how the hidden plane is interfering with the light:
You can make them unselectable.
In the outliner click on the funnel icon to open the filter controls. Enable the controls for selectability:
The arrow icon controls if an object is selectable.
Just for reference, the other icons are:
Selectability (mouse cursor icon)
This is useful for if you have placed something in the scene and do not want to ...
The screen space reflections in Eevee especially with highly reflective materials, for example metal with 0 roughness or glass like yours, will always show the environment like a mirror.
In Material Preview (Eevee is used, even if Cycles is set as render engine), you have a few HDRIs to choose from and if no Background is set up manually, Blender will use it'...
The yellow dot is the origin of the object.
To move it, select your mesh in object mode and then:
right click or object menu up there--> set origin--> "geometry to origin" or
"origin to geometry" as you want to do
You could create 2 objects, one for the ground:
Select some random vertices and move them up:
Extrude the whole plane down:
Create the sea:
Give it a Subdivision Surface modifier. Give it a Displace modifier with a texture Cloud in order to have a bit of noise, with Coordinates > Object and an empty as Object that you will move and keyframe. At last, ...
In user preferences, if you use "Emulate Numpad", it gives the regular 1-0 numbers the same functionality as the Numpad:
Of course, if you don't want to go to the trouble of remapping your keys, you can always just select it manually from the view menu:
You can do it with the latest Blender Version (2.92+) and custom properties :
Download the latest version (At least 2.92+, which is currently in Beta but should be officially released pretty soon).
Select your object, and create your custom property, named "country".
In the value field, you can input a string of characters. Don't forget to press ...
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 ...
If your 3D Viewport Shading mode is set to "Material Preview", then these settings become relevant. For example, if you have a glass material and set the Blend mode to "Opaque", it is not transparent (just like in the render settings for Eevee).
You can change Eevee settings there, without switching render engines.
When you press the 1 key in object mode, it hides all the collections except the first one. Likewise, if you press 2 it will hide all the collections except for the second one, and so on.
To unhide a collection click the eye icon to the right of the name of the collection.
From your screenshot, your lamp is only rated as outputting 1 Watt of power. You are effectively trying to illuminate your scene with around 6 Watts of power - 1/10th of a 60W lightbulb, presumably at many metres (Blender Units) range - so your scene is almost completely dark.
You need to simply increase the output of those lamps to more reasonable levels - ...
I don't think that is an option, but here are some general tips.
In Rendered View, there's a button in the top right to pause rendering.
In Render Properties there's a Simplify section you can use to cut down several of the most taxing effects without having to make any changes to the objects in the scene.
If the problem is not the scene geometry, but ...
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.
This is a really old issue, but for anyone coming here recently you can now disable the emitter from the viewport the same way you would to the render. The option is located in the "Viewport Display" section of the particle settings. The option looks exactly the same as it does in the "Render" section where you would hide the emitter from ...