Lighting doesnt show in blender 2.8 render tab - blender

I cant seem to get my lighting to work in the render tab.
I have lights in it and they have a high strenght yet it doesnt show anything.
Im kinda new to blender so apologize in advance if the answer is obvious
Image

Bro do this open viewport shading in the top right corner beside of solid, preview, rendered and turn on scene light

Related

Flickering material in Blender

I have some problems with a material on a large plane.
It is a simple plane with a texture on it. When I add a simple image texture, the material looks fine. But if I then make the camera move in an animation, the material is flickering and acting wierd in the horizon. I figure that it is because the image texture is getting very small when it's far away, so it renders it a little different on each frame. I can also see that if I disconnect the displacement it stops. So it's maybe a displacement problem and not and image problem.. I don't know :) But is there a way to make this stop. Maybe a way to make it render with less detail when it's far away? Or a way to make the image texture only appear when it's close to the camera? Or something else?
Best
Michael

Blender Show Solid Color Instead of Texture

I'm very new to Blender (I use Blender 2.8.3). I give my objects some texture but I don't know why the texture won't show up both in the viewport and when I render it.. How ever, the other texture () has no problem. I've tried this way from https://artisticrender.com/blender-viewport-shading-guide/. But I think already have my (or haven't I?). Thank you in advanced.
The most common problem is that we can't see a texture or color that we added to our shader. This is most often because we are still stuck in solid viewport mode.
To resolve it, just change from solid viewport mode to material preview mode in the top right corner of the 3D viewport.
Material viewport mode will set up a default lighting with no shadows so that you can see your materials in full. There are a few settings related to this viewport mode as well that we will cover later.

Unexpected behavior after zooming into a 3D object with OrbitControls + Three.js

So, I have this code. It's a small 3D scene with a ground, a red box, a custom loaded building and a rotating "sun". I'm delegating camera navigation to OrbitControls script, as it fits the most the way I want the camera to behave, however, there is a little weird problem: after I zoom in into a 3D object within this scene, rotate a little, then zoom out to "leave" the object, the zoom out process takes a billion scrolls. It's a weird behavior and I'm sorry if I'm not clear enough; once I'm in I have to scroll like forever, and every frame it seems to move "out of" the object very slowly, like the camera state is somehow screwed up.
I'm sorry if this very question has been already asked, I looked for this issue and tried stuff from other topics that seemed the same, but it didn't work.
#Edit
Wow, something even weirder. I tested zooming in this example, indefinitely, then the zoom in started to grow VERY slowly (just like in my code). Am I misunderstanding something? It looks as if the amount of zoom-in's somehow blocked rendering or something.
WestLangley tip actually solved my problem. Setting minDistance prevented the camera to zoom in infinitely, despite the actual rendering only showing a small step into the scene.

how to create a bubbles game UI in android

I want to create a bubbles like game in android and I'm not sure how to draw the graphics.
Should I use canvas ? Every bubble should be a bitmap or maybe an image view ?
Another thing, I want to be able to rotate / scale the bubbles.
I've tried with bitmaps and canvas but wasn't able to rotate the bubbles.
Image view for every bubble looks like a mess to me.
Your help is appreciated.
Thanks
If you want to make a game, I would suggest using a Canvas, and put the Canvas over most, or all, of your layout. Creating anything but the most basic game using the regular UI structures would be a nightmare.
It sounds like you've gotten to the point where you can load the bubble images and draw them to the canvas, which is good. As for rotating the bubbles, use this:
Matrix rotator = new Matrix();
rotator.postRotate(90);
canvas.drawBitmap(bitmap, rotator, paint);
That was from an answer to this SO question, which was more specifically about rotating bitmaps on a Canvas.
For more information on making games in Android, this book was pretty helpful for me.
Hope that helps!

as2 dynamically change flash movie clip colour onRollover

Hi I have a flash map of the world
onRollover a region changes color
onRollout changes back no probs
BUT
I dont want to tween these as my flash file is massive
Can any point me to a tutorial or have any ideas at all.
I cannot do buttons as i need smooth transition also between rollover and rollout.
I have trawled the net and have found nothing to help me in as2.
I really would appreciate any help at all - miss_j2000
To do tweening programatically in AS2, you use the Tween class. There's a good tutorial on Kirupa on how to use it.