{"id":49216,"date":"2020-02-17T20:42:40","date_gmt":"2020-02-17T17:42:40","guid":{"rendered":"https:\/\/prohoster.info\/blog\/blog_prohoster\/vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-2-82"},"modified":"2020-02-17T20:42:40","modified_gmt":"2020-02-17T17:42:40","slug":"vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-2-82","status":"publish","type":"post","link":"https:\/\/prohoster.info\/cs\/blog\/vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-2-82","title":{"rendered":"Vyd\u00e1n\u00ed voln\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 2.82","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p><noindex><a rel=\"nofollow\" href=\"https:\/\/www.blender.org\/press\/blender-2-82-released\/\">Byl zve\u0159ejn\u011bn<\/a><\/noindex> vyd\u00e1n\u00ed svobodn\u00e9ho bal\u00edku 3D modelov\u00e1n\u00ed <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\">Blender 2.82<\/a><\/noindex>, kter\u00fd zahrnoval v\u00edce ne\u017e tis\u00edc oprav a vylep\u0161en\u00ed, p\u0159ipraven\u00fdch b\u011bhem t\u0159\u00ed m\u011bs\u00edc\u016f od vyd\u00e1n\u00ed  <noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=51914\">Blender 2.81<\/a><\/noindex>.<\/p>\n<p><noindex><a rel=\"nofollow\" href=\"https:\/\/www.blender.org\/download\/releases\/2-82\/\">Hlavn\u00ed<\/a><\/noindex> <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\">zm\u011bny<\/a><\/noindex>:<\/p>\n<ul>\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\/Physics\">P\u0159id\u00e1no<\/a><\/noindex> nov\u00fd backend pro simulaci plynu, kou\u0159e, ohn\u011b a tekutin, realizovan\u00fd na z\u00e1klad\u011b r\u00e1mce pro simulaci fyzik\u00e1ln\u00edch proces\u016f <noindex><a rel=\"nofollow\" href=\"http:\/\/mantaflow.com\/\">Mantaflow<\/a><\/noindex>. Pro simulaci tekutin byl pou\u017eit nov\u00fd trojkomponentn\u00ed <noindex><a rel=\"nofollow\" href=\"https:\/\/gitlab.ethz.ch\/toml\/flip-solver\">FLIP Solver<\/a><\/noindex>;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/thumb\/3\/31\/Blender2.82_mantaflow_fire_crossmind.png\/1600px-Blender2.82_mantaflow_fire_crossmind.png\"><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed voln\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 2.82\" src=\"\/wp-content\/uploads\/2020\/02\/fe743c95e8d536d246369801842cf00e.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Vylep\u0161ena simulace nafukov\u00e1n\u00ed obal\u016f vzduchem (balony, nafukovac\u00ed matrace atd.), stejn\u011b jako odrazu m\u011bkk\u00fdch t\u011bles, je\u017e se m\u00edrn\u011b deformuj\u00ed p\u0159i p\u00e1du nebo stla\u010den\u00ed;\n<p><center><video src=\"https:\/\/wiki.blender.org\/w\/images\/3\/3c\/Cloth-high-res.mp4\" style=\"max-width: 100%; max-height: 100%; width: 480px; height: 270px;\" controls=\"\" width=\"480\" height=\"270\"><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/File:Cloth-high-res.mp4\">https:\/\/wiki.blender.org\/wiki\/File:Cloth-high-res.mp4<\/a><\/noindex><\/video><br \/>\n<\/center><\/p>\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\/Textures\">Byla implementov\u00e1na<\/a><\/noindex> podpora syst\u00e9mu mozaikov\u00fdch <noindex><a rel=\"nofollow\" href=\"https:\/\/ru.wikipedia.org\/wiki\/UV-%D0%BF%D1%80%D0%B5%D0%BE%D0%B1%D1%80%D0%B0%D0%B7%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5\">UV-unwrap<\/a><\/noindex> textur UDIM, kter\u00e9 umo\u017e\u0148uj\u00ed rozd\u011blit jednu texturu na n\u011bkolik soubor\u016f, p\u0159i\u010dem\u017e ka\u017ed\u00fd z nich obsahuje svou UV- oblast. UDIM-textury mohou b\u00fdt vytv\u00e1\u0159eny, otev\u00edr\u00e1ny a ukl\u00e1d\u00e1ny jako b\u011b\u017en\u00e9 obr\u00e1zky. Pro ka\u017edou texturu mohou b\u00fdt libovoln\u011b p\u0159id\u00e1v\u00e1ny nebo odstra\u0148ov\u00e1ny sou\u010d\u00e1sti (tiles), ale p\u0159i prohl\u00ed\u017een\u00ed nebo \u00faprav\u00e1ch jsou v\u0161echny komponenty slou\u010deny a zobrazeny jako celek. Podpora UDIM-textur je implementov\u00e1na v renderovac\u00edch engin\u00e1ch Eevee a Cycles, stejn\u011b jako v editoru obr\u00e1zk\u016f a v 3D zobrazen\u00edch;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/02\/udim-04.jpg\"><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed voln\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 2.82\" src=\"\/wp-content\/uploads\/2020\/02\/6413af4f86581a0492ad481c2decc340.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\/Import_%26_Export\">P\u0159id\u00e1no<\/a><\/noindex> nov\u00fd modul exportu ve form\u00e1tu <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Source\/Architecture\/USD\">USD<\/a><\/noindex> (Universal Scene Description), vyvinut\u00fd spole\u010dnost\u00ed Pixar. USD soubory mohou popisovat slo\u017eit\u00e9 rozlo\u017een\u00ed sc\u00e9n s r\u016fzn\u00fdmi 3D zobrazen\u00edmi, podporuj\u00ed nedestruktivn\u00ed \u00fapravy (p\u0159episov\u00e1n\u00ed m\u00edsto nahrazov\u00e1n\u00ed), mohou odkazovat na dal\u0161\u00ed soubory a jsou optimalizov\u00e1ny pro spolupr\u00e1ci velk\u00e9ho po\u010dtu \u00fa\u010dastn\u00edk\u016f. V nov\u00e9m vyd\u00e1n\u00ed byla tak\u00e9 vylep\u0161ena podpora importu a exportu glTF a zaji\u0161t\u011bna kompatibilita s <noindex><a rel=\"nofollow\" href=\"https:\/\/vfxplatform.com\/\">VFX Reference Platform 2020<\/a><\/noindex>;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/5\/51\/Blender-2.82-USD-usdview-spring.png\"><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed voln\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 2.82\" src=\"\/wp-content\/uploads\/2020\/02\/b1963c76a1c4d95f8205cc14122b5cbb.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> ve renderovac\u00edm enginu Cycles <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\/Cycles\">realizov\u00e1no<\/a><\/noindex> mechanismus potla\u010den\u00ed \u0161umu <noindex><a rel=\"nofollow\" href=\"https:\/\/developer.nvidia.com\/optix-denoiser\">OptiX<\/a><\/noindex>, p\u0159edan\u00fd spole\u010dnost\u00ed NVIDIA a pou\u017e\u00edvaj\u00edc\u00ed metody strojov\u00e9ho u\u010den\u00ed. Mechanismus podporuje hardwarov\u00e9 akcelerace na kart\u00e1ch NVIDIA RTX, v\u010detn\u011b mo\u017enosti vyu\u017eit\u00ed v\u00edce GPU. OptiX je rychlej\u0161\u00ed ne\u017e d\u0159\u00edve dostupn\u00e9 metody potla\u010den\u00ed \u0161umu a m\u016f\u017ee b\u00fdt aplikov\u00e1n p\u0159i p\u0159edb\u011b\u017en\u00e9m zobrazen\u00ed nebo fin\u00e1ln\u00edm renderov\u00e1n\u00ed obr\u00e1zk\u016f (pro animaci zat\u00edm nen\u00ed dostate\u010dn\u011b stabiln\u00ed);\n<p><center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed voln\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 2.82\" src=\"\/wp-content\/uploads\/2020\/02\/1ea6e0fbf46af4482ff093fa3f0670df.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/center><\/p>\n<li class=\"l\"> V Cycles byly tak\u00e9 vylep\u0161eny st\u00ednov\u00e9 uzly. Byla p\u0159id\u00e1na mo\u017enost definovat vlastn\u00ed vizualiza\u010dn\u00ed pr\u016fchody pomoc\u00ed nov\u00e9ho uzlu AOV Output, kter\u00fd m\u016f\u017ee b\u00fdt um\u00edst\u011bn kdekoli v r\u00e1mci stromu st\u00edn\u016f.<br \/>\n Pro geometrick\u00e9 uzly byla p\u0159id\u00e1na mo\u017enost \u201eRandom Per Island\u201c, kter\u00e1 umo\u017e\u0148uje n\u00e1hodn\u011b m\u011bnit textury nebo barvy r\u016fzn\u00fdch komponent\u016f s\u00edt\u011b. Do uzlu Math byly p\u0159id\u00e1ny nov\u00e9 operace trunc, snap, wrap, compare, pingpong, sign, radians, degrees, cosh, sinh, tanh, exp, smoothmin a inversesqrt. Do uzlu Map Range byly p\u0159id\u00e1ny nov\u00e9 re\u017eimy interpolace Linear, Stepped Linear, Smoothstep a Smootherstep. V uzlech Noise a Wave bylo vylep\u0161eno zav\u00e1d\u011bn\u00ed deformac\u00ed, kter\u00e9 se nyn\u00ed uplat\u0148uje rovnom\u011brn\u011b ve v\u0161ech sm\u011brech, nikoli jen diagon\u00e1ln\u011b. Rendering na platform\u011b Windows byl v\u00fdrazn\u011b zrychlen, jej\u00ed v\u00fdkon se nyn\u00ed p\u0159ibl\u00ed\u017eil Linuxu a macOS;<\/p>\n<li class=\"l\"> do renderovac\u00edho enginu Eevee, kter\u00fd podporuje fyzik\u00e1ln\u011b korektn\u00ed rendering v re\u00e1ln\u00e9m \u010dase a pou\u017e\u00edv\u00e1 pouze GPU (OpenGL) pro vizualizaci, <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\/EEVEE\">byla p\u0159id\u00e1na<\/a><\/noindex> mo\u017enost n\u00e1hledu vizualiza\u010dn\u00edch pr\u016fchod\u016f 3D zobrazen\u00ed ve Viewportu, kter\u00e1 umo\u017e\u0148uje vybrat, kter\u00fd pr\u016fchod bude zobrazen v re\u017eimu renderov\u00e1n\u00ed sc\u00e9ny. V sou\u010dasn\u00e9 dob\u011b je n\u00e1hled k dispozici pro vizualiza\u010dn\u00ed pr\u016fchody Combined, Ambient Occlusion, Normal, Mist, Subsurface Direct a Subsurface Color;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/02\/viewport-1-combined-1.jpg\"><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed voln\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 2.82\" src=\"\/wp-content\/uploads\/2020\/02\/331775efce982de0d5b34115ad002801.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> V Eevee byla tak\u00e9 provedena zlep\u0161en\u00ed kvality a zv\u00fd\u0161en\u00ed v\u00fdkonu vizualiza\u010dn\u00edch pr\u016fchod\u016f. Bylo zaji\u0161t\u011bno spr\u00e1vn\u00e9 kombinov\u00e1n\u00ed pr\u016fhledn\u00fdch materi\u00e1l\u016f s efekty objemov\u00e9ho ztv\u00e1rn\u011bn\u00ed;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/c\/c1\/Capture_d%E2%80%99%C3%A9cran_du_2020-02-04_16-13-17.png\"><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed voln\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 2.82\" src=\"\/wp-content\/uploads\/2020\/02\/42ca3c9c851b1b43f47c12f63c8de791.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/3\/3e\/EEVEE_282_volume_fix_after.png\"><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed voln\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 2.82\" src=\"\/wp-content\/uploads\/2020\/02\/601b24c8c1e3d290892e10ececa9edcf.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\/Sculpt\">Byly p\u0159id\u00e1ny<\/a><\/noindex> nov\u00e9 n\u00e1stroje a oper\u00e1tory pro socha\u0159sk\u00e9 modelov\u00e1n\u00ed a malov\u00e1n\u00ed, byly aktualizov\u00e1ny \u0161t\u011btce. Byl uveden n\u00e1stroj Slide\/relax, kter\u00fd umo\u017e\u0148uje m\u011bnit topologii s\u00edt\u011b, ani\u017e by do\u0161lo k deformaci objemu, a tak\u00e9 n\u00e1stroj Multiplane scrape pro vytvo\u0159en\u00ed ostr\u00e9ho okraje mezi dv\u011bma rovinami s\u00edt\u011b. Byl navr\u017een nov\u00fd oper\u00e1tor Mask Slice pro vylou\u010den\u00ed ozna\u010den\u00fdch vrchol\u016f ze s\u00edt\u011b s vypln\u011bn\u00edm vznikl\u00fdch pr\u00e1zdn\u00fdch m\u00edst a vytvo\u0159en\u00edm nov\u00fdch objekt\u016f z odstran\u011bn\u00fdch vrchol\u016f;\n<li class=\"l\"> V Grease Pencil <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\/Grease_Pencil\">vylep\u0161eno<\/a><\/noindex> u\u017eivatelsk\u00e9 rozhran\u00ed, byly implementov\u00e1ny nov\u00e9 vlastnosti v\u00fdpln\u011b a vrstev, byl zaveden n\u00e1stroj na vytv\u00e1\u0159en\u00ed materi\u00e1l\u016f. Byl p\u0159id\u00e1n nov\u00fd modifik\u00e1tor pro vytvo\u0159en\u00ed sousedn\u00edch \u010dar vedle origin\u00e1lu;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/f\/f1\/Multiple_Stroke_Modifier.png\"><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed voln\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 2.82\" src=\"\/wp-content\/uploads\/2020\/02\/f6afbd9bec3e8e9641a0f6be834f2566.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> V <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\/UI\">u\u017eivatelsk\u00e9 rozhran\u00ed<\/a><\/noindex> ve mnoha n\u00e1stroj\u00edch, stejn\u011b jako v UV Editoru, byla implementov\u00e1na podpora gizmo (ukazatel os sou\u0159adnic pro nastaven\u00ed \u00fahlu pohledu na sc\u00e9nu nebo zm\u011bnu polohy objektu na sc\u00e9n\u011b). Byla p\u0159id\u00e1na koncepce z\u00e1lo\u017en\u00edch n\u00e1stroj\u016f (Fallback Tools), kter\u00e1 umo\u017e\u0148uje vybrat alternativn\u00ed akci b\u011bhem pou\u017eit\u00ed aktivn\u00edho n\u00e1stroje. Skupinov\u00e1n\u00ed nastaven\u00ed \u0161t\u011btc\u016f bylo zm\u011bn\u011bno. V editoru animac\u00ed (Graph Editor) byl p\u0159epracov\u00e1n rozhran\u00ed v\u00fdb\u011bru a transformace kl\u00ed\u010dov\u00fdch sn\u00edmk\u016f a manipul\u00e1tor\u016f;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/d\/d9\/Fallback_Tools.png\"><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed voln\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 2.82\" src=\"\/wp-content\/uploads\/2020\/02\/85f08195847ba35c39c6222be1193297.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> P\u0159i aktivaci re\u017eimu pro v\u00fdvoj\u00e1\u0159e (Developer Extras) v nastaven\u00ed se nyn\u00ed objevuje nov\u00e1 z\u00e1lo\u017eka, kter\u00e1 umo\u017e\u0148uje aktivovat a testovat experiment\u00e1ln\u00ed funkce, kter\u00e9 je\u0161t\u011b nejsou p\u0159ipraveny k \u0161irok\u00e9mu pou\u017eit\u00ed;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/6\/6e\/Preferences_Virtual_Reality_Examples.png\"><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed voln\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 2.82\" src=\"\/wp-content\/uploads\/2020\/02\/ac90b27234b95f11746a641fa3fbad31.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> V n\u00e1stroj\u00edch pro modelov\u00e1n\u00ed ve n\u00e1stroji a modifik\u00e1toru zkosen\u00ed (Bevel) <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\/Modeling\">se objevila<\/a><\/noindex> p\u0159id\u00e1na mo\u017enost pou\u017eit\u00ed modifikovan\u00fdch profil\u016f. P\u0159id\u00e1n Cutoff Vertex Mesh, zjednodu\u0161en\u00fd zp\u016fsob vytv\u00e1\u0159en\u00ed mesh pro nahrazen\u00ed vrchol\u016f. Nov\u00e9 modifik\u00e1tory Weld pro spojen\u00ed skupin vrchol\u016f, jejich\u017e vzd\u00e1lenost nen\u00ed v\u011bt\u0161\u00ed ne\u017e zadan\u00e1 prahov\u00e1 hodnota, a Solidify pro vytvo\u0159en\u00ed siln\u00fdch hran p\u0159i v\u00edce ne\u017e dvou sousedn\u00edch ploch\u00e1ch;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/9\/98\/Custom_Bevel_Profile_Release_Notes.png\"><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed voln\u00e9ho syst\u00e9mu 3D modelov\u00e1n\u00ed Blender 2.82\" src=\"\/wp-content\/uploads\/2020\/02\/d348954c0ffa34085d7de85ec1245bc5.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\/Add-ons\">Byly p\u0159id\u00e1ny<\/a><\/noindex> nov\u00e9 dopl\u0148ky Import Palettes, PDT, Add Node Presets, Collection manager, Sun position a Amaranth toolkit. Byly aktualizov\u00e1ny dopl\u0148ky Rigify, Add Mesh Extra objects a BlenderKit.\n<\/ul>\n<p><center><br \/>\n<div class=\"youtube-placeholder\" data-id=\"EfF2wDXalgU\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/EfF2wDXalgU\/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><\/p>\n<p><noindex><a rel=\"nofollow\" name=\"link\"><\/a><\/noindex><\/p>\n<p>Zdroj: <a \ncontent=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=52373\">opennet.ru<\/a><\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041e\u043f\u0443\u0431\u043b\u0438\u043a\u043e\u0432\u0430\u043d \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 2.82, \u0432 \u043a\u043e\u0442\u043e\u0440\u044b\u0439 \u0432\u043e\u0448\u043b\u043e \u0431\u043e\u043b\u0435\u0435 \u0442\u044b\u0441\u044f\u0447\u0438 \u0438\u0441\u043f\u0440\u0430\u0432\u043b\u0435\u043d\u0438\u0439 \u0438 \u0443\u043b\u0443\u0447\u0448\u0435\u043d\u0438\u0439, \u043f\u043e\u0434\u0433\u043e\u0442\u043e\u0432\u043b\u0435\u043d\u043d\u044b\u0445 \u0437\u0430 \u0442\u0440\u0438 \u043c\u0435\u0441\u044f\u0446\u0430 \u0441 \u043c\u043e\u043c\u0435\u043d\u0442\u0430 \u0432\u044b\u043f\u0443\u0441\u043a\u0430 Blender 2.81. \u041e\u0441\u043d\u043e\u0432\u043d\u044b\u0435 \u0438\u0437\u043c\u0435\u043d\u0435\u043d\u0438\u044f: \u0414\u043e\u0431\u0430\u0432\u043b\u0435\u043d \u043d\u043e\u0432\u044b\u0439 \u0431\u044d\u043a\u0435\u043d\u0434 \u0434\u043b\u044f \u0441\u0438\u043c\u0443\u043b\u044f\u0446\u0438\u0438 \u0433\u0430\u0437\u0430, \u0434\u044b\u043c\u0430, \u043e\u0433\u043d\u044f \u0438 \u0436\u0438\u0434\u043a\u043e\u0441\u0442\u0438, \u0440\u0435\u0430\u043b\u0438\u0437\u043e\u0432\u0430\u043d\u043d\u044b\u0439 \u043d\u0430 \u043e\u0441\u043d\u043e\u0432\u0435 \u0444\u0440\u0435\u0439\u043c\u0432\u043e\u0440\u043a\u0430 \u0441\u0438\u043c\u0443\u043b\u044f\u0446\u0438\u0438 \u0444\u0438\u0437\u0438\u0447\u0435\u0441\u043a\u0438\u0445 \u043f\u0440\u043e\u0446\u0435\u0441\u0441\u043e\u0432 Mantaflow. \u0414\u043b\u044f \u0441\u0438\u043c\u0443\u043b\u044f\u0446\u0438\u0438 \u0436\u0438\u0434\u043a\u043e\u0441\u0442\u0438 \u043f\u0440\u0438\u043c\u0435\u043d\u0451\u043d \u043d\u043e\u0432\u044b\u0439 \u0442\u0440\u0451\u0445\u043a\u043e\u043c\u043f\u043e\u043d\u0435\u043d\u0442\u043d\u044b\u0439 FLIP Solver; \u0423\u043b\u0443\u0447\u0448\u0435\u043d\u0430 \u0441\u0438\u043c\u0443\u043b\u044f\u0446\u0438\u044f \u0440\u0430\u0437\u0434\u0443\u0442\u0438\u044f [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":49217,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[],"tags":[],"class_list":["post-49216","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.3 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041e\u043f\u0443\u0431\u043b\u0438\u043a\u043e\u0432\u0430\u043d \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\" \/>\n\t<meta name=\"robots\" content=\"max-image-preview:large\" \/>\n\t<meta name=\"author\" content=\"Yuri Gagarin\"\/>\n\t<link rel=\"canonical\" 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