user: How do I use View in Blender? Include parameters, examples, warnings and best practices.

assistant: ### View Panel

The *View* panel lets you change other settings regarding the 3D Viewport.

Focal Length
:   Control the focal length of the 3D Viewport camera.

Clip Start/End
:   Adjust the minimum and maximum distances for geometry to be visible.
    Geometry closer than *Start* or further away than *End* will not be shown.

Local Camera
:   Allow this 3D Viewport to have its own [active camera](navigate/camera_view.xhtml),
    separate from the global active camera that’s defined in the scene.
    The selector next to the checkbox lets you choose this camera.

Passepartout
:   Show [camera passepartout](../../render/cameras.xhtml#bpy-types-camera-show-passepartout)
    when in [camera view](navigate/camera_view.xhtml#bpy-ops-view3d-view-camera).

Render Region
:   Use the [Render Region](navigate/regions.xhtml#editors-3dview-navigate-render-region).
    Defining the region with `Ctrl`-`B` will automatically enable this option.

    Note that if you’re viewing the scene through the active camera, this option has no effect –
    in this case, you instead need to use the checkbox Output Properties ‣ Format ‣ Render Region
    in the Properties editor. This will affect not just the viewport, but also the final render.

#### View Lock

Lock to Object
:   Lets you select an object to become the point of interest of the viewpoint.
    The view will then orbit around, and zoom towards, that object.
    This option is not available when viewing the scene through the active camera.

Lock – To 3D Cursor
:   Makes the 3D Cursor the point of interest of the viewpoint.
    This option is only available when *Lock to Object* is not active.

Lock – Camera to View
:   When looking through a camera, the camera becomes “glued” to the view
    and will follow it around as you navigate.
    The camera frame will be outlined with a red dashed line.

Lock – Rotation
:   Prevent changes to the orientation and perspective of the 3D Viewport.

### 3D Cursor

Location
:   The location of the 3D Cursor.

Rotation
:   The rotation of the 3D Cursor.

Rotation Mode
:   Method for calculating rotations, additional information can be found
    in the [manual’s appendix](../../advanced/appendices/rotations.xhtml).

    Euler:
    :   Coordinate axes are aligned to the [Euler](../../glossary/index.xhtml#term-Euler) axis,
        allowing you to see the discreet XYZ axis underlying the Euler rotation,
        as well as possible [Gimbal Lock](../../glossary/index.xhtml#term-Gimbal-Lock).

    Axis Angle:
    :   The X, Y, and Z coordinates define a point relative to the object origin.
        This point and the origin define an axis around the W value defines the rotation.

    Quaternion:
    :   X, Y, Z and W correspond to the [Quaternion](../../glossary/index.xhtml#term-Quaternion) components.

### Collections

The *Collections* panel shows a list of [collections](../../scene_layout/collections/index.xhtml)
and can be used to control their visibility.
If a collection contains objects, there is a circle to the left of its name.

Local Collections
:   Allows setting collection visibility per viewport rather than globally.

Hide in Viewport (eye icon)
:   Shows or hides the collection.

You can also “isolate” a collection by clicking its name. This will show the collection
as well as its ancestors and descendants, and hide all other collections.

### Annotations

See [Annotations](../../interface/annotate_tool.xhtml) for more information.