Is there a way to make the horizon visible in Blender 3, either in the work interface or in a render?
It could be with an infinite floor plane, or some sort of environment object that can display a sky. There doesn’t seem to be anything in the Viewport Overlays, and I can’t think of where else such an option might be.
You can use the world shader editor to do this, you would have to use the scene world in viewport shading options. The colour ramp has 2 stops green-Blue.
I am not sure if you want just a line that represents the horizon, if that is the case a setup like this will do it. The colour ramp has 3 stops very close to each other Black-green-black
Thank you, that works quite well! The first method in particular gets me the exact results I was looking for.
It’s a rather elaborate process; I wouldn’t have expected this much setup just to show the horizon. Still, I’m glad there’s at least a way to make it happen.
Yes it is a little elaborate I do not know of a one click way.
I think the problem is that the concept “horizon” is dependent on your world.
In Blender z = 0 does not necessarily have to be “the horizon”
You could be modelling underneath the sea, up a high mountain, or out in space etc
In the world shader settings you could also map the horizon to be at a different level with a mapping node before the separate xyz (changing the z location).
The Hosek / Wilkie option in the sky texture node also gives you a sky with the horizon at 0 (and a more simple node setup).
I suppose there could be any number of complications, including the curvature of the planet if the camera is high above a realistic span of terrain…
But on a level plane, I would have been content with a general approximation in which the software simply checks where the horizontal grid lines are less than, say, 0.1 pixels apart, and just put the horizon there.
The perspective lines going to the horizon in the blender grid seem to go to infinity. I need a fixed horizon line at the end of the grid lines like in the image here. help please