{"id":102470,"date":"2021-12-04T21:36:40","date_gmt":"2021-12-04T19:36:50","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-3-0"},"modified":"2021-12-04T21:36:40","modified_gmt":"2021-12-04T19:36:50","slug":"vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-3-0","status":"publish","type":"post","link":"https:\/\/prohoster.info\/cs\/blog\/news\/vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-3-0","title":{"rendered":"Vyd\u00e1n\u00ed svobodn\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 3.0","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Organizace Blender Foundation zve\u0159ejnila vyd\u00e1n\u00ed svobodn\u00e9ho bal\u00ed\u010dku 3D modelov\u00e1n\u00ed Blender 3.0, vhodn\u00e9ho pro \u0159e\u0161en\u00ed r\u016fzn\u00fdch \u00faloh souvisej\u00edc\u00edch s 3D modelov\u00e1n\u00edm, 3D grafikou, v\u00fdvojem po\u010d\u00edta\u010dov\u00fdch her, simulac\u00ed, renderov\u00e1n\u00edm, kompozic\u00ed, sledov\u00e1n\u00edm pohybu, socha\u0159sk\u00fdm modelov\u00e1n\u00edm, vytv\u00e1\u0159en\u00edm animac\u00ed a mont\u00e1\u017e\u00ed videa. K\u00f3d je distribuov\u00e1n pod licenc\u00ed GPL. Hotov\u00e9 sestavy byly vytvo\u0159eny pro Linux, Windows a macOS.      <\/p>\n<p>Hlavn\u00ed zm\u011bny v Blender 3.0:  <\/p>\n<ul>\n<li class=\"l\"> Bylo aktualizov\u00e1no u\u017eivatelsk\u00e9 rozhran\u00ed a navr\u017eeno nov\u00e9 t\u00e9ma. Prvky rozhran\u00ed se staly kontrastn\u011bj\u0161\u00edmi, a menu a panely maj\u00ed nyn\u00ed zaoblen\u00e9 rohy. Pomoc\u00ed nastaven\u00ed si lze p\u0159izp\u016fsobit mezery mezi panely a zvolit \u00farove\u0148 zaoblen\u00ed roh\u016f oken. Bylo sjednoceno vzhled r\u016fzn\u00fdch widget\u016f. Byla vylep\u0161ena realizace n\u00e1hled\u016f a m\u011b\u0159en\u00ed n\u00e1hled\u016f. Kompletn\u011b p\u0159epracov\u00e1no rozhran\u00ed pro line\u00e1rn\u00ed nefotorealistick\u00e9 renderov\u00e1n\u00ed (Freestyle). Byly roz\u0161\u00ed\u0159eny mo\u017enosti spr\u00e1vy oblast\u00ed: \u00fahlov\u00e9 z\u00f3ny akc\u00ed nyn\u00ed umo\u017e\u0148uj\u00ed posouvat jak\u00e9koli sousedn\u00ed oblasti, p\u0159id\u00e1n nov\u00fd oper\u00e1tor uzav\u0159en\u00ed oblasti, vylep\u0161eny operace zm\u011bny velikosti oblast\u00ed.     <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed svobodn\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 3.0\" src=\"\/wp-content\/uploads\/2021\/12\/156786279c347a267011f9558f203221.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Byl p\u0159id\u00e1n nov\u00fd editor \u2014 Prohl\u00ed\u017ee\u010d p\u0159ipojen\u00fdch prvk\u016f (Asset Browser), kter\u00fd usnad\u0148uje pr\u00e1ci s r\u016fzn\u00fdmi dopl\u0148kov\u00fdmi objekty, materi\u00e1ly a bloky prost\u0159ed\u00ed. Byla poskytnuta mo\u017enost definovat knihovny prvk\u016f, skupinov\u00e9 uspo\u0159\u00e1d\u00e1n\u00ed prvk\u016f do katalog\u016f a p\u0159ipojit metadata, jako jsou popisy a \u0161t\u00edtky, pro usnadn\u011bn\u00ed vyhled\u00e1v\u00e1n\u00ed. Je mo\u017en\u00e9 p\u0159i\u0159adit k prvk\u016fm libovoln\u00e9 miniatury.    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed svobodn\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 3.0\" src=\"\/wp-content\/uploads\/2021\/12\/aa3f3a5f488a93606d2e1fb523319493.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Byla vylep\u0161ena renderovac\u00ed syst\u00e9m Cycles, co\u017e vedlo k v\u00fdrazn\u00e9mu zv\u00fd\u0161en\u00ed v\u00fdkonu renderov\u00e1n\u00ed pomoc\u00ed GPU. Tvrd\u00ed se, \u017ee d\u00edky nov\u00e9mu k\u00f3du prov\u00e1d\u011bn\u00e9mu na stran\u011b GPU a zm\u011bn\u011b pl\u00e1nova\u010de se ve srovn\u00e1n\u00ed s p\u0159edchoz\u00ed verz\u00ed rychlost renderov\u00e1n\u00ed typov\u00fdch sc\u00e9n zv\u00fd\u0161ila 2-8kr\u00e1t. D\u00e1le byla p\u0159id\u00e1na podpora hardwarov\u00e9ho zrychlen\u00ed v\u00fdpo\u010dt\u016f pomoc\u00ed technologi\u00ed NVIDIA CUDA a OptiX. Pro GPU AMD byl p\u0159id\u00e1n nov\u00fd backend zalo\u017een\u00fd na platform\u011b AMD HIP (Heterogeneous Interface for Portability), kter\u00fd nab\u00edz\u00ed C++ Runtime a dialekt C++ pro vytv\u00e1\u0159en\u00ed p\u0159enositeln\u00fdch aplikac\u00ed na z\u00e1klad\u011b jedin\u00e9ho k\u00f3du pro GPU AMD a NVIDIA GPU (AMD HIP je zat\u00edm dostupn\u00fd pouze pro Windows a diskr\u00e9tn\u00ed karty RDNA\/RDNA2, zat\u00edmco pro Linux a star\u0161\u00ed modely grafick\u00fdch karet AMD bude k dispozici ve verzi Blender 3.1). Podpora OpenCL byla ukon\u010dena.    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed svobodn\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 3.0\" src=\"\/wp-content\/uploads\/2021\/12\/30e8ac6a32ab9c4c21580c69167afb96.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Kvalita a citlivost interaktivn\u00edho vykreslov\u00e1n\u00ed viewportu byla podstatn\u011b zlep\u0161ena i p\u0159i zapnut\u00e9m re\u017eimu p\u0159ekryt\u00ed. Tato zm\u011bna je obzvl\u00e1\u0161t\u011b u\u017eite\u010dn\u00e1 p\u0159i nastavov\u00e1n\u00ed osv\u011btlen\u00ed. Byly p\u0159id\u00e1ny samostatn\u00e9 p\u0159edvolby pro viewport a vzorkov\u00e1n\u00ed. Zlep\u0161eno adaptivn\u00ed vzorkov\u00e1n\u00ed. P\u0159id\u00e1na mo\u017enost nastavit \u010dasov\u00e9 omezen\u00ed renderov\u00e1n\u00ed sc\u00e9ny nebo renderov\u00e1n\u00ed do dosa\u017een\u00ed stanoven\u00e9ho po\u010dtu vzork\u016f.         <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed svobodn\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 3.0\" src=\"\/wp-content\/uploads\/2021\/12\/8da1969058671a05f0c4ed10aa93c00c.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Do verze 1.4 byla aktualizov\u00e1na knihovna Intel OpenImageDenoise, co\u017e umo\u017enilo zv\u00fd\u0161it \u00farove\u0148 detail\u016f po odstran\u011bn\u00ed \u0161umu ve viewportu a p\u0159i fin\u00e1ln\u00edm renderov\u00e1n\u00ed. Ve filtru pr\u016fchodu byla p\u0159id\u00e1na nov\u00e1 nastaven\u00ed pre-filter pro \u0159\u00edzen\u00ed potla\u010den\u00ed \u0161umu pomoc\u00ed pomocn\u00e9ho albedu a norm\u00e1l.    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed svobodn\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 3.0\" src=\"\/wp-content\/uploads\/2021\/12\/b6d160e2c98030bf285753585610928e.jpg\" style=\"display:block;margin: 0 auto;\" \/><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed svobodn\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 3.0\" src=\"\/wp-content\/uploads\/2021\/12\/8dd211e133a309598accce181178f5e2.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Byl p\u0159id\u00e1n re\u017eim Shadow Terminator pro odstran\u011bn\u00ed artefakt\u016f na hranici sv\u011btla a st\u00ednu, kter\u00e9 jsou typick\u00e9 pro modely s velk\u00fdm krokem polygon\u00e1ln\u00ed s\u00edt\u011b. D\u00e1le byla nab\u00eddnuta nov\u00e1 implementace zachyt\u00e1va\u010de st\u00edn\u016f, kter\u00e1 podporuje odra\u017een\u00e9 sv\u011btlo a ambientn\u00ed osv\u011btlen\u00ed, a tak\u00e9 nastaven\u00ed pro \u0159\u00edzen\u00ed pokryt\u00ed re\u00e1ln\u00fdch a syntetick\u00fdch objekt\u016f. Kvalita barevn\u00fdch st\u00edn\u016f a p\u0159esn\u00fdch odraz\u016f p\u0159i m\u00edch\u00e1n\u00ed 3D s re\u00e1ln\u00fdmi z\u00e1b\u011bry byla zlep\u0161ena.        <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed svobodn\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 3.0\" src=\"\/wp-content\/uploads\/2021\/12\/da089790943c5a61f0c88aa67ba56a0c.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Do re\u017eimu podsubsurface scattering byla p\u0159id\u00e1na podpora pro zm\u011bnu anizotropie a indexu lomu.    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed svobodn\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 3.0\" src=\"\/wp-content\/uploads\/2021\/12\/d7e3c3e562a8a6b22b5f4f3ef5cebef1.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Ve rendrovac\u00edm enginu Eevee, kter\u00fd podporuje fyzik\u00e1ln\u011b korektn\u00ed real-time renderov\u00e1n\u00ed a pou\u017e\u00edv\u00e1 pouze GPU (OpenGL) pro vizualizaci, byla v\u00fdkonnost p\u0159i editaci velmi velk\u00fdch m\u0159\u00ed\u017eek zv\u00fd\u0161ena 2-3 kr\u00e1t. Byly implementov\u00e1ny uzly \u201eD\u00e9lka vlny\u201c (Wavelength) a \u201eAtribut\u201c (Attribute, pro definici vlastn\u00edch atribut\u016f m\u0159\u00ed\u017eky). Zaji\u0161t\u011bna je pln\u00e1 podpora atribut\u016f generovan\u00fdch geometrick\u00fdmi uzly.      <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed svobodn\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 3.0\" src=\"\/wp-content\/uploads\/2021\/12\/aaf65e4a8b0810c250add20dce3989c3.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Bylo roz\u0161\u00ed\u0159eno rozhran\u00ed pro spr\u00e1vu geometrick\u00fdch objekt\u016f zalo\u017een\u00e9 na uzlech (Geometry Nodes), ve kter\u00e9m byl p\u0159epracov\u00e1n zp\u016fsob definov\u00e1n\u00ed skupin uzl\u016f a nab\u00edzena nov\u00e1 syst\u00e9m atribut\u016f. Bylo p\u0159id\u00e1no p\u0159ibli\u017en\u011b 100 nov\u00fdch uzl\u016f pro interakci s k\u0159ivkami, textov\u00fdmi daty a instancemi objekt\u016f. Byla zv\u00fd\u0161ena p\u0159ehlednost vazby uzl\u016f pomoc\u00ed barevn\u00e9ho rozli\u0161ov\u00e1n\u00ed uzl\u016f a spojovac\u00edch lini\u00ed. Byla p\u0159id\u00e1na koncepce pol\u00ed pro organizaci p\u0159ed\u00e1v\u00e1n\u00ed dat a funkc\u00ed, kter\u00e1 je zalo\u017een\u00e1 na vytv\u00e1\u0159en\u00ed operac\u00ed z z\u00e1kladn\u00edch uzl\u016f a jejich vz\u00e1jemn\u00e9m spojov\u00e1n\u00ed. Pole umo\u017e\u0148uj\u00ed obej\u00edt se bez pou\u017e\u00edv\u00e1n\u00ed pojmenovan\u00fdch atribut\u016f pro meziskladov\u00e1n\u00ed dat a bez pou\u017eit\u00ed speci\u00e1ln\u00edch uzl\u016f \u201eAttribute\u201c.    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed svobodn\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 3.0\" src=\"\/wp-content\/uploads\/2021\/12\/63cf17c9b6337f15c1995bf2157467c5.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Do rozhran\u00ed geometrick\u00fdch uzl\u016f byla p\u0159id\u00e1na podpora pro objekty text (Text) a k\u0159ivka (Curve) s plnou podporou syst\u00e9mu atribut\u016f, jako\u017e i mo\u017enost pr\u00e1ce s materi\u00e1ly. Uzly k\u0159ivky (Curve Nodes) umo\u017e\u0148uj\u00ed pr\u00e1ci s daty k\u0159ivky ve stromu uzl\u016f \u2014 s poskytovan\u00fdmi primitivy k\u0159ivky prost\u0159ednictv\u00edm uzlov\u00e9ho rozhran\u00ed nyn\u00ed lze prov\u00e1d\u011bt resampling, pln\u011bn\u00ed, o\u0159ez\u00e1v\u00e1n\u00ed, nastaven\u00ed typu spline, p\u0159evod na m\u0159\u00ed\u017eku a dal\u0161\u00ed operace. Uzly textu (Text Nodes) umo\u017e\u0148uj\u00ed manipulaci s \u0159et\u011bzci prost\u0159ednictv\u00edm uzlov\u00e9ho rozhran\u00ed.      <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed svobodn\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 3.0\" src=\"\/wp-content\/uploads\/2021\/12\/76e660a4ba618d9cdd1bcffc7e2f64cc.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> V neline\u00e1rn\u00edm video editoru (Video Sequencer) byla p\u0159id\u00e1na podpora pro pr\u00e1ci s stopami obr\u00e1zk\u016f a videa, n\u00e1hledem n\u00e1hled\u016f a transformac\u00ed stop p\u0159\u00edmo v oblasti n\u00e1hledu, podobn\u011b jako je to implementov\u00e1no v 3D pohledu. Krom\u011b toho umo\u017e\u0148uje video editor p\u0159i\u0159adit libovoln\u00e9 barvy k stop\u00e1m a p\u0159id\u00e1n re\u017eim p\u0159eps\u00e1n\u00ed t\u00edm, \u017ee um\u00edst\u00ed jednu stopu na druhou.    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed svobodn\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 3.0\" src=\"\/wp-content\/uploads\/2021\/12\/c4dfb82802a835315d0a4e95d8922a06.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Byly roz\u0161\u00ed\u0159eny mo\u017enosti inspekce sc\u00e9n pomoc\u00ed virtu\u00e1ln\u00edch br\u00fdl\u00ed, v\u010detn\u011b mo\u017enosti vizualizace ovlada\u010d\u016f a navigace teleportac\u00ed skrze sc\u00e9nu nebo letu nad sc\u00e9nou. P\u0159id\u00e1na podpora 3D br\u00fdl\u00ed Varjo VR-3 a XR-3.    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed svobodn\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 3.0\" src=\"\/wp-content\/uploads\/2021\/12\/c9dba0ca1bc6664115374dce91062261.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Byly p\u0159id\u00e1ny nov\u00e9 modifik\u00e1tory do syst\u00e9mu dvourozm\u011brn\u00e9ho kreslen\u00ed a animace Grease Pencil, umo\u017e\u0148uj\u00edc\u00ed vytv\u00e1\u0159et skici v 2D a pot\u00e9 je pou\u017e\u00edvat ve 3D prost\u0159ed\u00ed jako trojrozm\u011brn\u00e9 objekty (na z\u00e1klad\u011b n\u011bkolika ploch\u00fdch skic v r\u016fzn\u00fdch \u00fahlech se vytv\u00e1\u0159\u00ed 3D model). Nap\u0159\u00edklad byl p\u0159id\u00e1n modifik\u00e1tor Dot Dash pro automatickou generaci te\u010dkovan\u00fdch \u010dar s mo\u017enost\u00ed p\u0159i\u0159azen\u00ed r\u016fzn\u00fdch materi\u00e1l\u016f a posun\u016f pro ka\u017ed\u00fd segment. V\u00fdrazn\u011b byla zv\u00fd\u0161ena v\u00fdkonnost art lini\u00ed. Byla provedena pr\u00e1ce na zlep\u0161en\u00ed pohodl\u00ed p\u0159i kreslen\u00ed.    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed svobodn\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 3.0\" src=\"\/wp-content\/uploads\/2021\/12\/94e1a18448ec6f3af22007a2e8f46f56.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> V\u00fdrazn\u011b bylo zkr\u00e1ceno na\u010d\u00edt\u00e1n\u00ed a ukl\u00e1d\u00e1n\u00ed soubor\u016f ve form\u00e1tu .blend d\u00edky pou\u017eit\u00ed kompresn\u00edho algoritmu Zstandard m\u00edsto gzip.\n<li class=\"l\"> Byla p\u0159id\u00e1na podpora importu soubor\u016f ve form\u00e1tu USD (Universal Scene Description), navr\u017een\u00e9m spole\u010dnost\u00ed Pixar. Podporov\u00e1n je import m\u0159\u00ed\u017eek, kamer, k\u0159ivek, materi\u00e1l\u016f, objemov\u00fdch parametr\u016f a osv\u011btlen\u00ed. Byla roz\u0161\u00ed\u0159ena podpora form\u00e1tu Alembic, pou\u017e\u00edvan\u00e9ho k reprezentaci 3D sc\u00e9n.    <\/ul>\n<p>      <center><div class=\"youtube-placeholder\" data-id=\"QRqY_20ti9A\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/QRqY_20ti9A\/hqdefault.jpg\" alt=\"P\u0159ehr\u00e1t video\" loading=\"lazy\" width=\"480\" height=\"360\" style=\"width:100%;height:auto;\">\r\n        <div class=\"play-button\"><\/div>\r\n    <\/div>  <\/center>  <center>  <div class=\"youtube-placeholder\" data-id=\"JZIFWEY3l6k\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/JZIFWEY3l6k\/hqdefault.jpg\" alt=\"P\u0159ehr\u00e1t video\" loading=\"lazy\" width=\"480\" height=\"360\" style=\"width:100%;height:auto;\">\r\n        <div class=\"play-button\"><\/div>\r\n    <\/div>    <\/center><br \/>\n<br \/>Zdroj: <a content=\"nofollow\" rel=\"nofollow\" 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