{"id":184221,"date":"2026-11-11T23:40:33","date_gmt":"2026-11-11T21:40:36","guid":{"rendered":"https:\/\/prohoster.info\/blog\/news\/vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-5-3"},"modified":"2026-11-11T23:40:41","modified_gmt":"2026-11-11T21:40:41","slug":"blender-5-3-open-source-3d-modeling-software-released","status":"publish","type":"post","link":"https:\/\/prohoster.info\/cs\/blog\/news\/blender-5-3-open-source-3d-modeling-software-released","title":{"rendered":"Uvoln\u011bn\u00ed svobodn\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 5.3","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 5.3, kter\u00fd je vhodn\u00fd pro \u0159e\u0161en\u00ed r\u016fzn\u00fdch \u00fakol\u016f spojen\u00fdch s 3D modelov\u00e1n\u00edm, 3D grafikou, v\u00fdvojem po\u010d\u00edta\u010dov\u00fdch her, simulac\u00ed, renderingem, kompozic\u00ed, sledov\u00e1n\u00edm pohyb\u016f, socha\u0159sk\u00fdm modelov\u00e1n\u00edm, vytv\u00e1\u0159en\u00edm animac\u00ed a st\u0159ih\u00e1n\u00edm videa. K\u00f3d je distribuov\u00e1n pod licenc\u00ed GPL. Hotov\u00e9 verze jsou vytvo\u0159eny pro Linux, Windows a macOS. Tak\u00e9 se nad\u00e1le podporuj\u00ed LTS verze Blender 5.2 a 4.5, aktualizace pro kter\u00e9 budou vytv\u00e1\u0159eny do \u010dervence 2027 a 2028 podle toho. <\/p>\n<p>Mezi p\u0159idan\u00fdmi vylep\u0161en\u00edmi:<\/p>\n<ul>\n<li class=\"l\"> Ve v\u00fdchoz\u00edm nastaven\u00ed je v Linuxu a Windows pou\u017eit backend s grafick\u00fdm API Vulkan.\n<li class=\"l\"> Byla p\u0159id\u00e1na vestav\u011bn\u00e1 podpora techniky 3D Gaussian Splats, kter\u00e1 umo\u017e\u0148uje reprodukovat 3D sc\u00e9ny na z\u00e1klad\u011b fotografi\u00ed a vide\u00ed a vykreslovat je ve form\u011b mra\u010dna bod\u016f m\u00edsto polygonov\u00e9 s\u00edt\u011b, co\u017e umo\u017e\u0148uje dos\u00e1hnout fotorealistick\u00e9 kvality p\u0159i renderov\u00e1n\u00ed. Ka\u017ed\u00fd bod v mra\u010dnu p\u0159edstavuje miniaturn\u00ed prot\u00e1hlou 3D kouli s informacemi o velikosti, rotaci a barv\u011b. Podporuje se import mra\u010dna bod\u016f z soubor\u016f ve form\u00e1tu PLY, SPZ a glTF, zpracov\u00e1n\u00ed pomoc\u00ed geometrick\u00fdch uzl\u016f, n\u00e1hled pomoc\u00ed 3D viewportu a rendering ve stroj\u00edch EEVEE a Cycles.\n<p><center><br \/>\n<video controls=\"\" style=\"width: 500px; height: 300px; max-width:100%\" loading=\"lazy\" preload=\"none\"><source src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2026\/11\/gaussian_splat_dogwalk.mp4\" type=\"video\/mp4\"><\/video><br \/>\n<\/center><\/p>\n<li class=\"l\"> V renderovac\u00edm enginu Cycles byla implementov\u00e1na podpora disperze v shaderu \u201ePrincipled BSDF\u201c (Bidirek\u010dn\u00ed rozptylov\u00e1 distribu\u010dn\u00ed funkce), kter\u00e1 umo\u017e\u0148uje realistick\u00e9 vykreslov\u00e1n\u00ed skla s odlesky nebo odrazy jako u drah\u00fdch kamen\u016f. P\u0159i vykreslov\u00e1n\u00ed skla je tak\u00e9 realizov\u00e1na podpora anizotropn\u00ed drsnosti, p\u0159i kter\u00e9 je rozost\u0159en\u00ed odraz\u016f prodlou\u017eeno v jednom sm\u011bru, jako na brou\u0161en\u00e9m kovu.\n<p><center><img decoding=\"async\" src=\"\/wp-content\/uploads\/2026\/11\/058b7821799da375ba4e257aad21236d.png\" style=\"display:block;margin: 0 auto;\" \/><\/center><\/p>\n<li class=\"l\"> V Cycles byla p\u0159id\u00e1na podpora technologie pro odstran\u011bn\u00ed \u0161umu DLSS 4.5 Ray Reconstruction vyvinut\u00e9 spole\u010dnost\u00ed NVIDIA, kter\u00e1 pou\u017e\u00edv\u00e1 AI modely k dopln\u011bn\u00ed chyb\u011bj\u00edc\u00edch detail\u016f p\u0159i \u0161k\u00e1lov\u00e1n\u00ed obr\u00e1zku v n\u00edzk\u00e9m rozli\u0161en\u00ed. P\u0159i n\u00e1hledu pou\u017eit\u00ed DLSS umo\u017e\u0148uje dos\u00e1hnout kvality bl\u00edzk\u00e9 fin\u00e1ln\u00edmu renderu a odstranit mezikroky \u0161um p\u0159i animaci. Re\u017eim je podporov\u00e1n pouze v p\u0159\u00edpad\u011b, \u017ee je k dispozici GPU NVIDIA a propriet\u00e1rn\u00ed ovlada\u010de s\u00e9rie 620.x. Nav\u00edc byla na platform\u011b Windows implementov\u00e1na podpora \u010dip\u016f NVIDIA RTX Spark.<br \/>\n<center><img decoding=\"async\" src=\"\/wp-content\/uploads\/2026\/11\/e51d01ff6d6378e0d8b1749787b23099.png\" style=\"display:block;margin: 0 auto;\" \/><\/center><\/p>\n<li class=\"l\"> V renderovac\u00edm enginu EEVEE byly implementov\u00e1ny uzly pro nastaven\u00ed reakce materi\u00e1l\u016f na jednotliv\u00e9 zdroje sv\u011btla, co\u017e lze vyu\u017e\u00edt k zohledn\u011bn\u00ed barvy, intenzity, sm\u011bru a vzd\u00e1lenosti ke zdroji sv\u011btla pro realizaci slo\u017eit\u00fdch efekt\u016f, jako jsou duhov\u00e9 p\u0159echody.\n<li class=\"l\"> V EEVEE byla p\u0159id\u00e1na podpora panoramatick\u00fdch kamer a renderov\u00e1n\u00ed v re\u017eimu 360\u00b0 s pou\u017eit\u00edm rovnostrann\u00fdch objektiv\u016f (equirectangular pro virtu\u00e1ln\u00ed reality), kubick\u00e9 projekce (cubemap), efekt\u016f \u201eryb\u00ed oko\u201c a \u201ezrcadlov\u00e9 koule\u201c.\n<p><center><br \/>\n<video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\" loading=\"lazy\" preload=\"none\"><source src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2026\/11\/eevee_cycles_fisheye.mp4\" type=\"video\/mp4\"><\/video><br \/>\n<\/center><\/p>\n<li class=\"l\"> V syst\u00e9mu kompozice (Compositor) byly realizov\u00e1ny efekty-modifik\u00e1tory, kter\u00e9 se aplikuj\u00ed na sc\u00e9nu a umo\u017e\u0148uj\u00ed obej\u00edt se bez nastavov\u00e1n\u00ed \u0159et\u011bzc\u016f uzl\u016f pro dosa\u017een\u00ed takov\u00fdch efekt\u016f, jako je z\u00e1\u0159e, ztmaven\u00ed roh\u016f a barevn\u00fd halos. Krom\u011b toho byly pro pou\u017eit\u00ed v Compositoru upraveny 17 uzl\u016f, mezi nimi\u017e jsou uzly-skupiny, jako Combine Bundle, a uzly pro matematick\u00e9 a logick\u00e9 operace. Rychlost p\u0159ehr\u00e1v\u00e1n\u00ed se p\u0159i pou\u017e\u00edv\u00e1n\u00ed GPU pro v\u00fdpo\u010dty zv\u00fd\u0161ila a\u017e dvojn\u00e1sobn\u011b. Efekt stylizace na olejov\u00e9 malby (Anisotropic Kuwahara) byl zrychlen a\u017e 10kr\u00e1t na Apple GPU, dvojn\u00e1sobn\u011b na GPU NVIDIA a o 25-30 % na CPU. Bylo implementov\u00e1no mezipam\u011bti p\u0159ehr\u00e1v\u00e1n\u00ed.\n<p><center><br \/>\n<video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\" loading=\"lazy\" preload=\"none\"><source src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2026\/11\/compositor_scene_effects_stack.mp4\" type=\"video\/mp4\"><\/video><br \/>\n<\/center><\/p>\n<li class=\"l\"> Byla p\u0159id\u00e1na podpora projekt\u016f, ke kter\u00fdm mohou b\u00fdt p\u0159i\u0159azeny p\u0159eddefinovan\u00e9 nastaven\u00ed, knihovny asset\u016f, prom\u011bnn\u00e9 a \u00favodn\u00ed obr\u00e1zek (p\u0159i\u0159azen\u00ed dopl\u0148k\u016f k projekt\u016fm bude p\u0159id\u00e1no v dal\u0161\u00ed verzi).\n<p><center><img decoding=\"async\" src=\"\/wp-content\/uploads\/2026\/11\/b11ac338ba51da257c977c1c6d81c7cb.png\" style=\"display:block;margin: 0 auto;\" \/><\/center><\/p>\n<li class=\"l\"> Knihovny asset\u016f jsou nyn\u00ed zpracov\u00e1v\u00e1ny jako roz\u0161\u00ed\u0159en\u00ed a jsou dostupn\u00e9 p\u0159es kartu \u201eZ\u00edskat roz\u0161\u00ed\u0159en\u00ed\u201c vedle dopl\u0148k\u016f a t\u00e9mat.\n<p><center><img decoding=\"async\" src=\"\/wp-content\/uploads\/2026\/11\/ca61e0dbd50d1113d9b3e9b58fef8bda.png\" style=\"display:block;margin: 0 auto;\" \/><\/center><\/p>\n<li class=\"l\"> Mo\u017enosti syst\u00e9mu dvoudimenzion\u00e1ln\u00edho kreslen\u00ed a animace Grease Pencil byly roz\u0161\u00ed\u0159eny, co\u017e umo\u017e\u0148uje vytv\u00e1\u0159et skici v 2D a n\u00e1sledn\u011b je vyu\u017e\u00edt 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 formuje 3D model). Byla p\u0159id\u00e1na podpora v\u00fdb\u011bru oblast\u00ed v re\u017eimu kreslen\u00ed bez nutnosti p\u0159ep\u00edn\u00e1n\u00ed do re\u017eimu \u00faprav.\n<p><center><br \/>\n<video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\" loading=\"lazy\" preload=\"none\"><source src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2026\/11\/gp_draw_mode_select.mp4\" type=\"video\/mp4\"><\/video><br \/>\n<\/center><\/p>\n<p>Byl p\u0159id\u00e1n n\u00e1stroj \u201eVykrajova\u010d\u201c (Carver), kter\u00fd umo\u017e\u0148uje vykrajov\u00e1n\u00ed vybran\u00fdch oblast\u00ed s mo\u017enost\u00ed zachov\u00e1n\u00ed obrysu, na rozd\u00edl od maz\u00e1n\u00ed.<\/p>\n<p><center><br \/>\n<video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\" loading=\"lazy\" preload=\"none\"><source src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2026\/11\/gp_carver_tool.mp4\" type=\"video\/mp4\"><\/video><br \/>\n<\/center><\/p>\n<p>Byla p\u0159id\u00e1na mo\u017enost zal\u00e9v\u00e1n\u00ed n\u011bkolika oblast\u00ed najednou pomoc\u00ed vykreslov\u00e1n\u00ed vektoru zal\u00e9v\u00e1n\u00ed po uzav\u0159en\u00fdch oblastech. Tak\u00e9 byla implementov\u00e1na pln\u011b funk\u010dn\u00ed gradientn\u00ed v\u00fdpl\u0148 s neomezen\u00fdmi barvami a transforma\u010dn\u00edmi body.<\/p>\n<p><center><br \/>\n<video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\" loading=\"lazy\" preload=\"none\"><source src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2026\/11\/gp_multifill.mp4\" type=\"video\/mp4\"><\/video><br \/>\n<\/center><\/p>\n<li class=\"l\"> Byl p\u0159id\u00e1n re\u017eim zrcadlov\u00e9ho odrazu kamery (Flip View), kter\u00fd umo\u017e\u0148uje posoudit sc\u00e9nu p\u0159i n\u00e1hledu jako p\u0159es zrcadlo, aby bylo mo\u017en\u00e9 si v\u0161imnout zk\u0159iven\u00ed a asymetrie.\n<p><center><br \/>\n<video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\" loading=\"lazy\" preload=\"none\"><source src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2026\/11\/blender_53_flip_camera_qf_ffmped2.mp4\" type=\"video\/mp4\"><\/video><br \/>\n<\/center><\/p>\n<li class=\"l\"> Byla implementov\u00e1na funkce zapamatov\u00e1n\u00ed nastaven\u00ed p\u0159i importu USD soubor\u016f do kolekc\u00ed, co\u017e umo\u017e\u0148uje opakovan\u00fd import aktualizovan\u00fdch soubor\u016f jedn\u00edm kliknut\u00edm.\n<li class=\"l\"> V neline\u00e1rn\u00edm video editoru (Video Sequencer) je realizov\u00e1n re\u017eim mont\u00e1\u017ee se posunem (Ripple), p\u0159i n\u011bm\u017e odstran\u011bn\u00ed a \u00faprava prvk\u016f vede k automatick\u00e9mu posunut\u00ed doleva v\u0161ech n\u00e1sleduj\u00edc\u00edch prvk\u016f na \u010dasov\u00e9 ose bez zanech\u00e1n\u00ed \u201emezer\u201c, a vlo\u017een\u00ed prvk\u016f zp\u016fsobuje posunut\u00ed doprava pro uvoln\u011bn\u00ed pot\u0159ebn\u00e9ho m\u00edsta. Krom\u011b toho jsou dostupn\u00e9 re\u017eimy p\u0159eorganizace prvk\u016f s posunem ostatn\u00edho obsahu a p\u0159eps\u00e1n\u00ed na jin\u00e9 prvky.\n<p><center><br \/>\n<video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\" loading=\"lazy\" preload=\"none\"><source src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2026\/11\/ripple_edit_modes_blender_53.mp4\" type=\"video\/mp4\"><\/video><br \/>\n<\/center><\/p>\n<p>Byla navr\u017eena nov\u00e1 varianta n\u00e1stroje pro \u0159ez\u00e1n\u00ed videa \u2014 Blade 2.0, kter\u00e1 n\u00e1zorn\u011b ukazuje, kde p\u0159esn\u011b prob\u011bhne \u0159ez, zobrazuje \u010d\u00edslo sn\u00edmku v bod\u011b \u0159ezu a tak\u00e9 zobrazuje n\u00e1hled sn\u00edmku pod kurzorem.<\/p>\n<p><center><br \/>\n<video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\" loading=\"lazy\" preload=\"none\"><source src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2026\/11\/blade_tool_1_ffmped.mp4\" type=\"video\/mp4\"><\/video><br \/>\n<\/center><\/p>\n<li class=\"l\"> V rozhran\u00ed Outliner (navig\u00e1tor po struktu\u0159e a hierarchii sc\u00e9ny) byla implementov\u00e1na mo\u017enost uspo\u0159\u00e1d\u00e1n\u00ed objekt\u016f v libovoln\u00e9m po\u0159ad\u00ed, nikoli pouze podle abecedy.\n<p><center><br \/>\n<video controls=\"\" style=\"width: 300px; height: 200px; max-width:100%\" loading=\"lazy\" preload=\"none\"><source src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2026\/11\/ui_outliner_sort.mp4\" type=\"video\/mp4\"><\/video><br \/>\n<\/center><\/p>\n<li class=\"l\"> V bo\u010dn\u00edch panelech v\u0161ech editor\u016f byla implementov\u00e1na podpora vyhled\u00e1v\u00e1n\u00ed vlastnost\u00ed nebo oper\u00e1tor\u016f stisknut\u00edm Ctrl+F.\n<p><center><img decoding=\"async\" src=\"\/wp-content\/uploads\/2026\/11\/3f686251618d99784a4d0509a71bbb5b.png\" style=\"display:block;margin: 0 auto;\" \/><\/center><\/p>\n<li class=\"l\"> Do rozhran\u00ed byla integrov\u00e1na mo\u017enost vyu\u017eit\u00ed Markdown pro form\u00e1tov\u00e1n\u00ed textu, v\u010detn\u011b koment\u00e1\u0159\u016f v editorech uzl\u016f.\n<p><center><img decoding=\"async\" src=\"\/wp-content\/uploads\/2026\/11\/024b14e411e81a4aa7b44abc95a563f0.png\" style=\"display:block;margin: 0 auto;\" \/><\/center><\/p>\n<\/ul>\n<\/ul>\n<p>Zdroj: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=66665\">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 Blender 5.3, 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\u043c\u043e\u0434\u0435\u043b\u0438\u0440\u043e\u0432\u0430\u043d\u0438\u0435\u043c, \u0441\u043e\u0437\u0434\u0430\u043d\u0438\u0435\u043c \u0430\u043d\u0438\u043c\u0430\u0446\u0438\u0438 \u0438 \u043c\u043e\u043d\u0442\u0430\u0436\u043e\u043c \u0432\u0438\u0434\u0435\u043e. \u041a\u043e\u0434 \u0440\u0430\u0441\u043f\u0440\u043e\u0441\u0442\u0440\u0430\u043d\u044f\u0435\u0442\u0441\u044f \u043f\u043e\u0434 \u043b\u0438\u0446\u0435\u043d\u0437\u0438\u0435\u0439 GPL. \u0413\u043e\u0442\u043e\u0432\u044b\u0435 \u0441\u0431\u043e\u0440\u043a\u0438 \u0441\u0444\u043e\u0440\u043c\u0438\u0440\u043e\u0432\u0430\u043d\u044b \u0434\u043b\u044f Linux, Windows \u0438 macOS. \u0422\u0430\u043a\u0436\u0435 \u043f\u0440\u043e\u0434\u043e\u043b\u0436\u0430\u0435\u0442 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u0438\u0432\u0430\u0442\u044c\u0441\u044f LTS-\u0432\u0435\u0442\u043a\u0438 Blender 5.2 \u0438 4.5, 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