{"id":139000,"date":"2025-07-17T17:11:58","date_gmt":"2025-07-17T15:12:02","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-4-5"},"modified":"2025-07-17T17:11:58","modified_gmt":"2025-07-17T15:12:02","slug":"vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-4-5","status":"publish","type":"post","link":"https:\/\/prohoster.info\/cs\/blog\/news\/vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-4-5","title":{"rendered":"Vyd\u00e1n\u00ed svobodn\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 4.5","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Organizace Blender Foundation publikovala vyd\u00e1n\u00ed svobodn\u00e9ho bal\u00edku 3D modelov\u00e1n\u00ed Blender 4.5, vhodn\u00e9ho pro \u0159e\u0161en\u00ed r\u016fzn\u00fdch \u00faloh spojen\u00fdch s 3D modelov\u00e1n\u00edm, 3D grafikou, v\u00fdvojem po\u010d\u00edta\u010dov\u00fdch her, simulac\u00ed, renderingem, kompozitn\u00edmi pr\u00e1ci, sledov\u00e1n\u00edm pohybu, socha\u0159sk\u00fdm modelov\u00e1n\u00edm, vytv\u00e1\u0159en\u00edm animac\u00ed a st\u0159ihem videa. K\u00f3d je distribuov\u00e1n pod licenc\u00ed GPL. Hotov\u00e9 sestavy byly vytvo\u0159eny pro Linux, Windows a macOS. Vyd\u00e1n\u00ed z\u00edskalo status vyd\u00e1n\u00ed s roz\u0161\u00ed\u0159enou dobou podpory (LTS) a bude podporov\u00e1no do \u010dervence 2027. Tak\u00e9 pokra\u010duje podpora LTS v\u011btve Blender 4.2, aktualizace pro kterou budou vytv\u00e1\u0159eny do \u010dervence 2026. Podpora LTS v\u011btve Blender 3.6 byla ukon\u010dena.    <\/p>\n<p>Mezi p\u0159idan\u00fdmi vylep\u0161en\u00edmi:  <\/p>\n<ul>\n<li class=\"l\"> V renderovac\u00edm enginu EEVEE byla zavedena pln\u00e1 podpora backendu pro vykreslov\u00e1n\u00ed za pou\u017eit\u00ed grafick\u00e9ho API Vulkan. Ve srovn\u00e1n\u00ed s p\u0159edchoz\u00ed verz\u00ed byla v\u00fdrazn\u011b zv\u00fd\u0161ena v\u00fdkonnost p\u0159i pou\u017eit\u00ed Vulkan a \u00farove\u0148 funkcionality Vulkan backendu byla uvedena do paritn\u00edho stavu s backendem zalo\u017een\u00fdm na OpenGL (nap\u0159\u00edklad byla p\u0159id\u00e1na podpora OpenXR, Subdivision a USD\/Hydra). Pro spr\u00e1vnou funkci Vulkan backendu se doporu\u010duje pou\u017e\u00edvat nejnov\u011bj\u0161\u00ed verze grafick\u00fdch ovlada\u010d\u016f a Mesa. Ve v\u00fdchoz\u00edm nastaven\u00ed se st\u00e1le pou\u017e\u00edv\u00e1 backend OpenGL.\n<li class=\"l\"> Nahr\u00e1v\u00e1n\u00ed textur bylo v\u00edce ne\u017e dvakr\u00e1t zrychleno (z 5,7 sekund na 2,5 sekundy) a doba spu\u0161t\u011bn\u00ed byla v\u00fdrazn\u011b zkr\u00e1cena (ze 7,2 sekund na 4 sekundy). V\u00edcevl\u00e1knov\u00e1 kompilace st\u00ednov\u00fdch shader\u016f je nyn\u00ed povolena ve v\u00fdchoz\u00edm nastaven\u00ed. Byla p\u0159id\u00e1na mo\u017enost v\u00fdb\u011bru metody kompilace shader\u016f (v\u00edcevl\u00e1knov\u00e1 nebo extern\u00ed proces).\n<li class=\"l\"> Bylo p\u0159id\u00e1no nov\u00e9 vlastnost &#171;Offset norm\u00e1ly st\u00ednov\u00e9ho termin\u00e1toru&#187; (Shadow Terminator Normal Offset), kter\u00e9 umo\u017e\u0148uje posunout paprsky od povrchu, aby se sn\u00ed\u017eila artefakt st\u00ednov\u00e9ho termin\u00e1toru na n\u00edzkopolygon\u00e1ln\u00ed geometrii.\n<li class=\"l\"> Byl implementov\u00e1n algoritmus Reverse-Z k redukci artefakt\u016f v hloubkov\u00e9m buffru.\n<li class=\"l\"> Byla p\u0159id\u00e1na podpora pro p\u0159enesen\u00ed operac\u00ed kusov\u00e9ho vytv\u00e1\u0159en\u00ed hladk\u00fdch povrch\u016f (Subdivision) na stranu GPU.\n<li class=\"l\"> Byla p\u0159id\u00e1na mo\u017enost &#171;&#8212;profile-gpu&#187; pro ukl\u00e1d\u00e1n\u00ed do souboru profile.json dat profilace, kter\u00e1 zahrnuj\u00ed informace o zat\u00ed\u017een\u00ed CPU a GPU.\n<li class=\"l\"> Do n\u00e1stroj\u016f pro pr\u00e1ci s geometrick\u00fdmi uzly byly p\u0159id\u00e1ny moduly pro import soubor\u016f ve form\u00e1tech CSV, PLY, OpenVDB (.vdb), STL, Wavefront a TXT. Pro import souboru sta\u010d\u00ed soubor p\u0159et\u00e1hnout my\u0161\u00ed do editoru geometrick\u00fdch uzl\u016f v re\u017eimu drag&#038;drop.        <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2025\/07\/drag-drop-geometry-nodes-files.mp4\" type=\"video\/mp4\"><\/video>  <\/center>\n<p>Do n\u00e1stroj\u016f pro pr\u00e1ci s uzly byla p\u0159id\u00e1na mo\u017enost sbalen\u00ed panel\u016f. V editoru geometrick\u00fdch uzl\u016f byla p\u0159id\u00e1na podpora pro zm\u011bnu norm\u00e1l m\u0159\u00ed\u017eky. Pro nastaven\u00ed norm\u00e1ly byla p\u0159id\u00e1na uzel &#171;Set Mesh Normal&#187;. Pro zasazen\u00ed hodnot do \u0159et\u011bzce byla navr\u017eena uzel &#171;Format String&#187;, a pro porovn\u00e1n\u00ed \u0159et\u011bzc\u016f - uzel Match String.      <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed svobodn\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 4.5\" src=\"\/wp-content\/uploads\/2025\/07\/345433193adc96b122196ed3ac721ca3.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>          <\/p>\n<li class=\"l\"> V syst\u00e9mu kompozitov\u00e1n\u00ed (Compositor) byly implementov\u00e1ny procedur\u00e1ln\u00ed uzly pro vytv\u00e1\u0159en\u00ed textur, a tak\u00e9 byla p\u0159id\u00e1na podpora typov\u00fdch uzl\u016f, jako je Vector Math, Vector Rotate, Mix Vector, Math a Clamp. Byla p\u0159id\u00e1na mo\u017enost urychlen\u00ed operace odstran\u011bn\u00ed \u0161umu pomoc\u00ed GPU.    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed svobodn\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 4.5\" src=\"\/wp-content\/uploads\/2025\/07\/92ba77231ca2cfa8effe9da5c2a5f893.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Byly roz\u0161\u00ed\u0159eny mo\u017enosti syst\u00e9mu dvourozm\u011brn\u00e9ho kreslen\u00ed a animace Grease Pencil, kter\u00fd umo\u017e\u0148uje vytv\u00e1\u0159et skici v 2D a n\u00e1sledn\u011b je pou\u017e\u00edvat v 3D prost\u0159ed\u00ed jako trojrozm\u011brn\u00e9 objekty (na z\u00e1klad\u011b n\u011bkolika ploch\u00fdch skic z r\u016fzn\u00fdch \u00fahl\u016f se vytv\u00e1\u0159\u00ed 3D model). Byla zaji\u0161t\u011bna integrace se syst\u00e9mem kompozitov\u00e1n\u00ed (Compositor). P\u0159id\u00e1n nov\u00fd renderovac\u00ed pr\u016fchod, kter\u00fd vych\u00e1z\u00ed viditeln\u00e9 tahy a v\u00fdpln\u011b Grease Pencil do samostatn\u00e9 vrstvy, co\u017e m\u016f\u017ee b\u00fdt u\u017eite\u010dn\u00e9 pro izolaci, zes\u00edlen\u00ed nebo aplikaci efekt\u016f na prvky Grease Pencil b\u011bhem kompozitov\u00e1n\u00ed. Byla p\u0159id\u00e1na mo\u017enost deaktivovat renderov\u00e1n\u00ed Grease Pencil pro ka\u017edou vrstvu (View Layer) pomoc\u00ed mo\u017enosti Filter. Byla realizov\u00e1na nov\u00e1 metoda vyhlazov\u00e1n\u00ed (SSAA), kter\u00e1 \u010din\u00ed \u010d\u00e1ry hlad\u0161\u00edmi. Byla p\u0159id\u00e1na podpora exportu animovan\u00fdch SVG soubor\u016f.    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed svobodn\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 4.5\" src=\"\/wp-content\/uploads\/2025\/07\/058e92eb96fdd9657d4595b8e7805e8d.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<p>Byly p\u0159id\u00e1ny n\u00e1stroje (Node Tools), kter\u00e9 umo\u017e\u0148uj\u00ed pou\u017e\u00edvat uzly pro vytv\u00e1\u0159en\u00ed objekt\u016f Grease Pencil. Byly p\u0159id\u00e1ny nov\u00e9 uzly pro v\u00fdpl\u0148 barvou, nastaven\u00ed hloubky a vyhlazen\u00ed tah\u016f v Grease Pencil.      <\/p>\n<li class=\"l\"> V UV editoru byla poskytnuta mo\u017enost zobrazen\u00ed UV rozvinut\u00ed pro aktivn\u00ed nebo v\u0161echny vybran\u00e9 objekty, nez\u00e1visle na aktu\u00e1ln\u00edm re\u017eimu, v\u010detn\u011b editoru obr\u00e1zk\u016f. Viditelnost a pr\u016fhlednost UV rozvinut\u00ed lze m\u011bnit prost\u0159ednictv\u00edm kontextov\u00e9ho menu Overlays.      <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2025\/07\/uvs_in_obmode.mp4  \" type=\"video\/mp4\"><\/video>  <\/center>\n<li class=\"l\"> Byl p\u0159id\u00e1n nov\u00fd typ objekt\u016f &#171;Bodov\u00e9 mra\u010dno&#187; (Point Cloud) pro zobrazen\u00ed velk\u00e9ho mno\u017estv\u00ed jednotliv\u00fdch bod\u016f ve 3D prostoru. Ka\u017ed\u00fd bod v bodov\u00e9m mra\u010dnu m\u016f\u017ee ukl\u00e1dat dal\u0161\u00ed atributy, jako je r\u00e1dius, poloha a barva. Nov\u00fd objekt je v\u00fdrazn\u011b v\u00fdkonn\u011bj\u0161\u00ed ne\u017e b\u011b\u017en\u00e9 m\u0159\u00ed\u017eky a m\u016f\u017ee b\u00fdt pou\u017eit k vizualizaci skenovan\u00fdch 3D dat a modelov\u00e1n\u00ed \u010d\u00e1stic.       <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed svobodn\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 4.5\" src=\"\/wp-content\/uploads\/2025\/07\/96ef94fb48a8586fdcaee99d2253e07e.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Byla aktivov\u00e1na \u00favodn\u00ed sekvence inspirovan\u00e1 novou hrou DOGWALK od Blender Studio. Hra byla vytvo\u0159ena v \u017e\u00e1nru interaktivn\u00edho p\u0159\u00edb\u011bhu (d\u00edt\u011b ven\u010d\u00ed psa v zimn\u00edm lese a zdob\u00ed sn\u011bhul\u00e1ka skryt\u00fdmi p\u0159edm\u011bty) a rozv\u00edjela se pro vylad\u011bn\u00ed n\u00e1stroj\u016f pro pou\u017eit\u00ed Blenderu jako platformy pro v\u00fdvoj asset\u016f a hern\u00edch \u00farovn\u00ed pro engine Godot.     <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed svobodn\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 4.5\" src=\"\/wp-content\/uploads\/2025\/07\/1294cd8195e79c2b3c57c8ac571b16f3.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> V re\u017eimech socha\u0159sk\u00e9ho modelov\u00e1n\u00ed, texturace a malby na vrcholech se objevila mo\u017enost n\u00e1hodn\u00e9ho generov\u00e1n\u00ed odst\u00ednu, sytosti a hodnoty barvy, jak pro cel\u00fd tah, tak pro jednotliv\u00e9 tahy \u0161t\u011btce.        <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2025\/07\/ffmped.mp4\" type=\"video\/mp4\"><\/video>  <\/center>\n<li class=\"l\"> V re\u017eimu socha\u0159sk\u00e9ho modelov\u00e1n\u00ed pro n\u00e1stroj &#171;O\u0159ezat&#187; (Trim) byl implementov\u00e1n nov\u00fd \u0159e\u0161itel Manifold, kter\u00fd se pou\u017e\u00edv\u00e1 pouze s rozvinuteln\u00fdmi m\u0159\u00ed\u017ekami. Manifold pracuje rychleji ne\u017e re\u017eim Fast, kter\u00fd byl nyn\u00ed p\u0159ejmenov\u00e1n na Float. Nov\u00fd \u0159e\u0161itel je zalo\u017een na stejnojmenn\u00e9 knihovn\u011b, ji\u017e pou\u017eitou v modifik\u00e1toru Boolean a geometrick\u00fdch uzlech.        <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2025\/07\/blender_45_trim_manifold_sculpt.mp4\" type=\"video\/mp4\"><\/video>  <\/center>\n<li class=\"l\"> Pokra\u010duje modernizace u\u017eivatelsk\u00e9ho rozhran\u00ed. V editorech nod\u016f bylo zjednodu\u0161eno p\u0159id\u00e1v\u00e1n\u00ed nod\u016f do r\u00e1mc\u016f (sta\u010d\u00ed stisknout kl\u00e1vesu F po vybr\u00e1n\u00ed uzl\u016f).             <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2025\/07\/node_editor_frames.mp4\" type=\"video\/mp4\"><\/video>  <\/center>\n<li class=\"l\"> V editoru vlastnost\u00ed byla p\u0159id\u00e1na mo\u017enost skr\u00fdt nepou\u017e\u00edvan\u00e9 z\u00e1lo\u017eky pro sn\u00ed\u017een\u00ed p\u0159epln\u011bnosti v rozhran\u00ed (nap\u0159. v pracovn\u00edm prost\u0159ed\u00ed pro st\u0159ih videa lze skr\u00fdt z\u00e1lo\u017eky Object a Shading).        <center>  <video controls=\"\" style=\"width: 300px; height: 400px; max-width:100%\"><source src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2025\/07\/hide_properties_tabs.mp4\" type=\"video\/mp4\"><\/video>  <\/center>\n<li class=\"l\"> V prohl\u00ed\u017ee\u010d\u00edch asset\u016f a soubor\u016f byl implementov\u00e1n re\u017eim zobrazen\u00ed obsahu ve form\u011b horizont\u00e1ln\u00edho seznamu, co\u017e umo\u017e\u0148uje um\u00edstit v\u00edce obsahu na obrazovku. Bylo zaji\u0161t\u011bno rozd\u011blen\u00ed dlouh\u00fdch \u0161t\u00edtk\u016f na dva \u0159\u00e1dky s prioritn\u00edm zobrazen\u00edm za\u010d\u00e1tku a konce \u0161t\u00edtku (aby bylo vid\u011bt i p\u0159\u00edponu souboru).        <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2025\/07\/asset_file_browser_preview_size.mp4\" type=\"video\/mp4\"><\/video>  <\/center>\n<li class=\"l\"> V prohl\u00ed\u017ee\u010di asset\u016f byl implementov\u00e1n re\u017eim Screenshot Capture pro rychl\u00fd n\u00e1hled upravovan\u00fdch asset\u016f, kter\u00fd nevy\u017eaduje p\u0159echod k renderov\u00e1n\u00ed (pro n\u00e1hled sta\u010d\u00ed vybrat oblast na obrazovce).          <center>  <video controls=\"\" style=\"width: 500px; height: 400px; max-width:100%\"><source src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2025\/07\/ffmped-1.mp4\" type=\"video\/mp4\"><\/video>  <\/center>\n<li class=\"l\"> Ve neline\u00e1rn\u00edm video editoru (Video Sequencer) bylo vylep\u0161eno cacheov\u00e1n\u00ed obsahu. V oblasti n\u00e1hledu byla implementov\u00e1na podpora HDR.\n<li class=\"l\"> V tabulkov\u00e9m editoru byla p\u0159id\u00e1na mo\u017enost voln\u00e9ho m\u011bn\u011bn\u00ed po\u0159ad\u00ed sloupc\u016f a jejich \u0161\u00ed\u0159ky.\n<li class=\"l\"> Byla zaji\u0161t\u011bna mo\u017enost hromadn\u00e9ho importu n\u011bkolika soubor\u016f SVG.\n<li class=\"l\"> Byla p\u0159id\u00e1na mo\u017enost nastaven\u00ed barev zpr\u00e1v o chyb\u00e1ch, varov\u00e1n\u00edch a informa\u010dn\u00edch zpr\u00e1v\u00e1ch.\n<li class=\"l\"> Pro syst\u00e9my Linux byly p\u0159id\u00e1ny velk\u00e9 kurzory pro monitory s vysokou hustotou pixel\u016f.\n<li class=\"l\"> Byla zaji\u0161t\u011bna kompatibilita se specifikac\u00ed CY2025, kter\u00e1 definuje n\u00e1stroje a knihovny referen\u010dn\u00ed platformy VFX.\n<li class=\"l\"> V katalogu dopl\u0148k\u016f je nab\u00edzena 497 bezplatn\u00fdch roz\u0161\u00ed\u0159en\u00ed a 128 t\u00e9mat designu.      <\/ul>\n<p>      <center>  <div class=\"youtube-placeholder\" data-id=\"wPhA0imjvVs\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/wPhA0imjvVs\/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\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=63593\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041e\u0440\u0433\u0430\u043d\u0438\u0437\u0430\u0446\u0438\u044f Blender Foundation \u043e\u043f\u0443\u0431\u043b\u0438\u043a\u043e\u0432\u0430\u043b\u0430 \u0432\u044b\u043f\u0443\u0441\u043a \u0441\u0432\u043e\u0431\u043e\u0434\u043d\u043e\u0433\u043e \u043f\u0430\u043a\u0435\u0442\u0430 3D-\u043c\u043e\u0434\u0435\u043b\u0438\u0440\u043e\u0432\u0430\u043d\u0438\u044f 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