{"id":84386,"date":"2020-06-07T13:42:03","date_gmt":"2020-06-07T11:42:03","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-2-83"},"modified":"2020-06-07T13:42:03","modified_gmt":"2020-06-07T11:42:03","slug":"vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-2-83","status":"publish","type":"post","link":"https:\/\/prohoster.info\/cs\/blog\/news\/vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-2-83","title":{"rendered":"Vyd\u00e1n\u00ed svobodn\u00e9ho 3D modelovac\u00edho syst\u00e9mu Blender 2.83","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p><noindex><a rel=\"nofollow\" href=\"https:\/\/www.blender.org\/press\/blender-2-83-release\/\">P\u0159edstaven\u00ed<\/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\/2.83\">Blender 2.83<\/a><\/noindex>, kter\u00fd obsahuje v\u00edce ne\u017e 1250 oprav a vylep\u0161en\u00ed, p\u0159ipraven\u00fdch b\u011bhem t\u0159\u00ed m\u011bs\u00edc\u016f od jeho vyd\u00e1n\u00ed  <noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=52373\">Blender 2.82<\/a><\/noindex>. P\u0159i p\u0159\u00edprav\u011b nov\u00e9 verze bylo hlavn\u00ed pozornost v\u011bnov\u00e1no optimalizaci v\u00fdkonu \u2014 zrychlena pr\u00e1ce undo, tu\u017eky pro skicov\u00e1n\u00ed a n\u00e1hledu renderov\u00e1n\u00ed. V enginu Cycles byla p\u0159id\u00e1na podpora adaptivn\u00edho vzorkov\u00e1n\u00ed. Byly p\u0159id\u00e1ny nov\u00e9 n\u00e1stroje pro socha\u0159sk\u00e9 modelov\u00e1n\u00ed Cloth Brush a Face Sets. Bylo realizov\u00e1no potla\u010den\u00ed \u0161umu s podporou akceler\u00e1tor\u016f NVIDIA RTX. Byla poskytnuta prvn\u00ed podpora virtu\u00e1ln\u00ed reality na z\u00e1klad\u011b standardu OpenXR a mo\u017enost importu soubor\u016f OpenVDB.<\/p>\n<p><center><br \/>\n<div class=\"youtube-placeholder\" data-id=\"YbL-rJv3BpI\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/YbL-rJv3BpI\/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>Blender 2.83 je ozna\u010den jako prvn\u00ed LTS (Long Term Support) vyd\u00e1n\u00ed v historii projektu, kter\u00e9 lze pova\u017eovat za stabiln\u00ed z\u00e1klad, pro n\u011bj\u017e budou prov\u00e1d\u011bny aktualizace s odstran\u011bn\u00edm v\u00e1\u017en\u00fdch chyb <noindex><a rel=\"nofollow\" href=\"https:\/\/blender.org\/donwload\/lts\">vytv\u00e1\u0159eny<\/a><\/noindex> b\u011bhem dvou let. Opravy budou pojmenov\u00e1ny 2.83.1, 2.83.2 atd. Podobnou praxi <noindex><a rel=\"nofollow\" href=\"https:\/\/code.blender.org\/2020\/05\/long-term-support-pilot\/\">pl\u00e1nuje<\/a><\/noindex> pokra\u010dovat i v n\u00e1sleduj\u00edc\u00edch v\u011btv\u00edch. Nap\u0159\u00edklad po Blendu 2.83 za\u010dalo v\u00fdvojov\u00e9 obdob\u00ed Blenderu 2.9x, v r\u00e1mci kter\u00e9 se pl\u00e1nuje vydat \u010dty\u0159i verze \u2014 2.90, 2.91, 2.92 a 2.93. Verze 2.93, stejn\u011b jako 2.83, se stane LTS. V roce 2021 se pl\u00e1nuje vyd\u00e1n\u00ed verze 3.0, kter\u00e1 ozna\u010d\u00ed p\u0159echod na nov\u00fd nep\u0159etr\u017eit\u00fd syst\u00e9m \u010d\u00edslov\u00e1n\u00ed vyd\u00e1n\u00ed.<\/p>\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/code.blender.org\/wp-content\/uploads\/2020\/05\/release_cadence_4th_wall-1-1536x336.png\"><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed svobodn\u00e9ho 3D modelovac\u00edho syst\u00e9mu Blender 2.83\" src=\"\/wp-content\/uploads\/2020\/06\/69467d4bb689238e148bd80632605a5d.png\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<p><noindex><a rel=\"nofollow\" href=\"https:\/\/www.blender.org\/download\/releases\/2-83\/\">Hlavn\u00ed<\/a><\/noindex> <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.83\">zm\u011bny<\/a><\/noindex> v Blenderu 2.83:<\/p>\n<ul>\n<li class=\"l\"> Byla p\u0159id\u00e1na podpora importu a renderov\u00e1n\u00ed soubor\u016f <noindex><a rel=\"nofollow\" href=\"https:\/\/www.openvdb.org\/\">OpenVDB<\/a><\/noindex> s pou\u017eit\u00edm nov\u00e9ho objektu \u201e<noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.83\/Volumes\">Volume<\/a><\/noindex>\u201c. Soubor OpenVDB m\u016f\u017ee b\u00fdt generov\u00e1n Blenderem z mezipam\u011bti syst\u00e9mu simulace plynu, kou\u0159e, ohn\u011b a tekutin, nebo m\u016f\u017ee b\u00fdt p\u0159ed\u00e1n z extern\u00edch aplikac\u00ed, jako je Houdini. Form\u00e1t OpenVDB byl navr\u017een spole\u010dnost\u00ed DreamWorks Animation a umo\u017e\u0148uje efektivn\u00ed ukl\u00e1d\u00e1n\u00ed a manipulaci se sparsn\u00edmi objemov\u00fdmi daty, diskr\u00e9tn\u00edmi ve 3D m\u0159\u00ed\u017ek\u00e1ch.\n<p><center><br \/>\n<video controls=\"\" style=\"width: 640px; max-width:100%\" poster=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/06\/Screenshot-from-openvdb_combined_edit.mov.png\" src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/06\/openvdb_combined_edit.mov?x28234\"><\/video><br \/>\n<\/center><\/p>\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.83\/Virtual_Reality\">Byla p\u0159id\u00e1na<\/a><\/noindex> po\u010d\u00e1te\u010dn\u00ed podpora virtu\u00e1ln\u00ed reality, kter\u00e1 je zat\u00edm omezena mo\u017enost\u00ed inspekce trojrozm\u011brn\u00fdch sc\u00e9n pomoc\u00ed VR headset\u016f p\u0159\u00edmo z Blenderu (pouze v re\u017eimu zobrazen\u00ed, zm\u011bna obsahu zat\u00edm nen\u00ed podporov\u00e1na). Podpora je zalo\u017eena na implementaci standardu <noindex><a rel=\"nofollow\" href=\"https:\/\/www.khronos.org\/openxr\/\">OpenXR<\/a><\/noindex>, kter\u00fd ur\u010duje univerz\u00e1ln\u00ed API pro vytv\u00e1\u0159en\u00ed aplikac\u00ed virtu\u00e1ln\u00ed a roz\u0161\u00ed\u0159en\u00e9 reality, stejn\u011b jako sadu vrstvi\u010dek pro interakci s hardwarem, abstrahuj\u00edc\u00edmi rysy konkr\u00e9tn\u00edch za\u0159\u00edzen\u00ed. S Blenderem lze pou\u017e\u00edvat jak\u00e9koliv platformy, kter\u00e9 podporuj\u00ed OpenXR, jako jsou Windows Mixed Reality a Oculus Rift ve Windows a <noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=53049\">Monado<\/a><\/noindex> v Linuxu (SteamVR zat\u00edm nen\u00ed podporov\u00e1n, proto\u017ee neimplementuje OpenXR).\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/f\/ff\/VR_Oculus_Tram_Station.png\"><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed svobodn\u00e9ho 3D modelovac\u00edho syst\u00e9mu Blender 2.83\" src=\"\/wp-content\/uploads\/2020\/06\/3bff7af4c9079f74e741d2f4b8ee7adf.png\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> V enginu Cycles byla implementov\u00e1na mo\u017enost pou\u017eit\u00ed mechanismu potla\u010den\u00ed \u0161umu OptiX ve <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.blender.org\/manual\/en\/latest\/editors\/3dview\/introduction.html\">3D Viewportu<\/a><\/noindex> p\u0159i n\u00e1hledu, stejn\u011b jako p\u0159i kone\u010dn\u00e9m rendrov\u00e1n\u00ed. Implementace OptiX je otev\u0159en\u00e1 spole\u010dnost\u00ed NVIDIA, pou\u017e\u00edv\u00e1 metody strojov\u00e9ho u\u010den\u00ed, pracuje rychleji ne\u017e d\u0159\u00edve dostupn\u00e9 metody potla\u010den\u00ed \u0161umu a podporuje hardwarov\u00e9 urychlen\u00ed na kart\u00e1ch <noindex><a rel=\"nofollow\" href=\"https:\/\/www.nvidia.com\/ru-ru\/geforce\/20-series\/rtx\/\">NVIDIA RTX<\/a><\/noindex>.\n<li class=\"l\"> Byl p\u0159id\u00e1n nov\u00fd n\u00e1stroj pro socha\u0159sk\u00e9 modelov\u00e1n\u00ed \u201eCloth Brush\u201c, kter\u00fd vyu\u017e\u00edv\u00e1 metody simulace fyzik\u00e1ln\u00edch proces\u016f k vytvo\u0159en\u00ed realistick\u00fdch z\u00e1hyb\u016f na oble\u010den\u00ed a automatick\u00e9mu formov\u00e1n\u00ed p\u0159irozen\u011b vypadaj\u00edc\u00edch k\u0159ivek.\n<p><center><br \/>\n<video controls=\"\" style=\"width: 640px; max-width:100%\"  poster=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/06\/Screenshot-from-Clothbrushdemo.mp4-1.png\" src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/06\/Cloth-Brush-Demo-1.mp4\"><\/video><\/center><\/p>\n<p>V nastaven\u00ed \u0161t\u011btce byly implementov\u00e1ny vlastnosti simulace hmotnosti a tlumen\u00ed, dal\u0161\u00ed posuvn\u00edky pro omezen\u00ed vlivu simulace, sedm re\u017eim\u016f deformace \u0161t\u011btce s radi\u00e1ln\u00edm a ploch\u00fdm typem poklesu. <\/p>\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/06\/cloth_settings.jpg\"><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed svobodn\u00e9ho 3D modelovac\u00edho syst\u00e9mu Blender 2.83\" src=\"\/wp-content\/uploads\/2020\/06\/3f20bd3d5d0978465fb38a541d3eb76d.png\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<p>Krom\u011b toho, v n\u00e1stroj\u00edch pro socha\u0159sk\u00e9 modelov\u00e1n\u00ed  <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.83\/Sculpt\">byla p\u0159id\u00e1na<\/a><\/noindex> nov\u00fd \u0161t\u011btec \u201eClay Thumb\u201c, napodobuj\u00edc\u00ed deformaci hl\u00edny prsty a akumuluj\u00edc\u00ed materi\u00e1l b\u011bhem \u00faderu. Bylo p\u0159id\u00e1no \u0161t\u011btec \u201eSmooth Brush\u201c, tak\u00e9 dostupn\u00fd v Mesh Filter, kter\u00fd odstra\u0148uje plochy a zachov\u00e1v\u00e1 objem objektu. \u0160t\u011btec \u201eLayer Brush\u201c byl zcela p\u0159epracov\u00e1n, dopln\u011bn o n\u00e1hled v\u00fd\u0161ky vrstvy, na kterou ukazuje kurzor, zahrnuj\u00edc\u00ed vylep\u0161enou podporu masek a zbaven\u00fd vzniku artefakt\u016f p\u0159i opakovan\u00e9 zm\u011bn\u011b jedn\u00e9 oblasti. V polygon\u00e1ln\u00edm filtru (Mesh Filter) byl p\u0159id\u00e1n nov\u00fd re\u017eim zpracov\u00e1n\u00ed okraj\u016f (Sharpen), kter\u00fd zpev\u0148uje hrany a automaticky vyhlazuje ploch\u00e9 povrchy.<\/p>\n<p><center><video controls=\"\" style=\"width: 640px; max-width:100%\" src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/05\/sculpt_filter_sharpen.mp4\"><\/video><\/center><\/p>\n<p>Byla navr\u017eena nov\u00e1 syst\u00e9m &#171;Face Sets&#187; pro \u0159\u00edzen\u00ed viditelnosti jednotliv\u00fdch \u010d\u00e1st\u00ed polygon\u00e1ln\u00ed s\u00edt\u011b (mesh) v re\u017eimech modelov\u00e1n\u00ed a malov\u00e1n\u00ed. Face Sets je vhodn\u00fd pro re\u017eimy zam\u011b\u0159en\u00e9 na pou\u017eit\u00ed \u0161t\u011btc\u016f, automaticky skr\u00fdv\u00e1 \u010d\u00e1sti povrchu a umo\u017e\u0148uje dos\u00e1hnout v\u011bt\u0161\u00edho ovl\u00e1d\u00e1n\u00ed p\u0159i pr\u00e1ci s polygon\u00e1ln\u00edmi s\u00edt\u011bmi slo\u017eit\u00fdch tvar\u016f a p\u0159ekr\u00fdvaj\u00edc\u00edch se povrch\u016f.<\/p>\n<p><center><video controls=\"\" style=\"width: 640px; max-width:100%\" src=\"https:\/\/wiki.blender.org\/w\/images\/7\/7b\/Relax_Face_Sets_Mesh_Filter.mp4\"><\/video><\/center><\/p>\n<li class=\"l\"> \u00dapln\u011b <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.83\/Grease_Pencil\">p\u0159eps\u00e1na<\/a><\/noindex> realizace skicovac\u00edho tu\u017eky (Grease Pencil), kter\u00e1 umo\u017e\u0148uje vytv\u00e1\u0159et n\u00e1\u010drty pro 2D animaci.<br \/>\n N\u00e1stroje se staly v\u00fdrazn\u011b rychlej\u0161\u00edmi a l\u00e9pe integrovan\u00fdmi s Blenderem. P\u0159i manipulaci s objekty v Grease Pencil se nyn\u00ed pou\u017e\u00edv\u00e1 obvykl\u00fd pracovn\u00ed postup, jak\u00fd se pou\u017e\u00edv\u00e1 i p\u0159i pr\u00e1ci s polygon\u00e1ln\u00edmi m\u0159\u00ed\u017ekami v Blenderu. Barvy okraj\u016f nejsou omezeny na jeden materi\u00e1l a pro ka\u017ed\u00fd bod m\u016f\u017ee b\u00fdt nastavena vlastn\u00ed barva. Byl p\u0159id\u00e1n nov\u00fd vykreslovac\u00ed engine, kter\u00fd poskytuje mo\u017enost kombinace <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.blender.org\/manual\/en\/latest\/sculpt_paint\/sculpting\/hide_mask.html\">masky<\/a><\/noindex>. Efektn\u00ed modifik\u00e1tory byly p\u0159epracov\u00e1ny pro zv\u00fd\u0161en\u00ed kvality, v\u00fdkonnosti a flexibility pou\u017eit\u00ed. V re\u017eimu rychl\u00fdch tah\u016f je zaji\u0161t\u011bno automatick\u00e9 vyhlazov\u00e1n\u00ed \u010dar, aby se zabr\u00e1nilo vzniku zlomenin a ostr\u00fdch \u00fahl\u016f. P\u0159ibli\u017en\u011b dvakr\u00e1t byla zv\u00fd\u0161ena v\u00fdkonnost pr\u00e1ce s soubory obsahuj\u00edc\u00edmi velk\u00e9 mno\u017estv\u00ed tah\u016f, a tak\u00e9 bylo urychleno vyhlazov\u00e1n\u00ed p\u0159i rychl\u00e9m kreslen\u00ed.<\/p>\n<p><center><video controls=\"\" style=\"width: 640px; max-width:100%\" poster=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/06\/Screenshot-from-GP_VertexPaint_03.mp4.png\" src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/05\/GP_VertexPaint_03-chopped.mp4\"><\/video><\/center><\/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\/2.83\/EEVEE\">byla p\u0159id\u00e1na<\/a><\/noindex> podpora 10 dodate\u010dn\u00fdch pr\u016fchod\u016f pro kompozici. Aktualizace implementace vyrovn\u00e1vac\u00ed pam\u011bti osv\u011btlen\u00ed umo\u017enila zbavit se artefakt\u016f na \u0161vech a efektu roztahov\u00e1n\u00ed pl\u00e1tna. Byla p\u0159id\u00e1na mo\u017enost pou\u017eit\u00ed vysoce kvalitn\u00edch norm\u00e1l, kter\u00e9 umo\u017e\u0148uj\u00ed zbavit se neadekv\u00e1tn\u00edho zobrazen\u00ed textur zp\u016fsoben\u00e9ho probl\u00e9my s n\u00edzk\u00fdm rozli\u0161en\u00edm norm\u00e1l na hust\u00fdch polygon\u00e1ln\u00edch m\u0159\u00ed\u017ek\u00e1ch.<br \/>\nV re\u017eimu n\u00e1hledu materi\u00e1lu byla zjednodu\u0161ena \u00faprava \u00farovn\u011b rozost\u0159en\u00ed pozad\u00ed HDRI. P\u0159i zpracov\u00e1n\u00ed geometrie vlas\u016f je zaji\u0161t\u011bna podpora m\u00edch\u00e1n\u00ed s alfa hash, re\u017eimu transparentnosti a m\u00f3d\u016f m\u00edch\u00e1n\u00ed st\u00edn\u016f.<\/p>\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/e\/e8\/Hair_alpha.png\"><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed svobodn\u00e9ho 3D modelovac\u00edho syst\u00e9mu Blender 2.83\" src=\"\/wp-content\/uploads\/2020\/06\/be114ee2717c572d9201beb2245ebd4f.png\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Byly roz\u0161\u00ed\u0159eny mo\u017enosti integrovan\u00e9ho video editoru (Video Sequencer). Byla navr\u017eena implementace diskov\u00e9 vyrovn\u00e1vac\u00ed pam\u011bti, kter\u00e1 umo\u017e\u0148uje uchov\u00e1vat vyrovn\u00e1vac\u00ed sn\u00edmky nikoli v RAM, ale na disku. Na pruz\u00edch byla zaji\u0161t\u011bna podpora nepr\u016fhlednosti a mo\u017enost p\u0159edb\u011b\u017en\u00e9ho poslechu zvuku. Byla p\u0159id\u00e1na nov\u00e1 panel pro \u00fapravu posledn\u00ed operace.<br \/>\n<center><noindex><a rel=\"nofollow\" href=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/06\/blender_vse.png\"><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed svobodn\u00e9ho 3D modelovac\u00edho syst\u00e9mu Blender 2.83\" src=\"\/wp-content\/uploads\/2020\/06\/36a2a1bcc42772ee9af7a5eae346e11b.png\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Do renderovac\u00edho enginu Cycles byla p\u0159id\u00e1na podpora adaptivn\u00edho vzorkov\u00e1n\u00ed, kter\u00e9 automaticky sni\u017euje po\u010det vzork\u016f v oblastech s n\u00edzkou \u00farovn\u00ed \u0161umu. V d\u016fsledku toho se da\u0159\u00ed dos\u00e1hnout zv\u00fd\u0161en\u00ed rychlosti renderov\u00e1n\u00ed a rovnom\u011brn\u011bj\u0161\u00edho rozlo\u017een\u00ed \u0161umu.\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.83\/Cycles\">Byla vylep\u0161ena<\/a><\/noindex> Implementace shaderov\u00fdch uzl\u016f. V uzlu Wave Texture se objevily nov\u00e9 re\u017eimy v\u00fdb\u011bru sm\u011bru pohybu vlny, mo\u017enost ovl\u00e1d\u00e1n\u00ed posunu f\u00e1ze a zv\u00fd\u0161en\u00ed detailnosti za\u0161um\u011bn\u00fdch textur. Byly zlep\u0161eny uzly &#171;White Noise Texture&#187;, &#171;Math&#187; a &#171;Vector Math&#187;. Byly p\u0159id\u00e1ny nastaven\u00ed pro zjednodu\u0161en\u00ed ot\u00e1\u010den\u00ed a sv\u00edjen\u00ed vektor\u016f, v gener\u00e1toru b\u00edl\u00e9ho \u0161umu byla p\u0159id\u00e1na mo\u017enost barevn\u00e9ho v\u00fdstupu.\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/06\/white-noise_color.png?x67059\"><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed svobodn\u00e9ho 3D modelovac\u00edho syst\u00e9mu Blender 2.83\" src=\"\/wp-content\/uploads\/2020\/06\/76f87cd8a36c04be84bdc02aeb1c13f4.png\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Do pluginu pro spr\u00e1vu kolekc\u00ed byla p\u0159id\u00e1na podpora kolekc\u00ed sc\u00e9n a byl realizov\u00e1n nov\u00fd panel QCD (Quick Content Display), kter\u00fd umo\u017e\u0148uje nastavit a\u017e 20 kolekc\u00ed ve form\u011b slot\u016f, dostupn\u00fdch pro rychl\u00fd n\u00e1hled prost\u0159ednictv\u00edm widgetu.<br \/>\n<center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/3\/37\/Collection_Manager_blender_2.83.png\"><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed svobodn\u00e9ho 3D modelovac\u00edho syst\u00e9mu Blender 2.83\" src=\"\/wp-content\/uploads\/2020\/06\/48bc882949617dcf2fe8faa2fb2431a1.png\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Bylo roz\u0161\u00ed\u0159eno a aktualizov\u00e1no mnoho modifier\u016f, v\u010detn\u011b<br \/>\nCorrective Smooth, Ocean, Remesh, Solidify, Surface Deform a Warp.<\/p>\n<li class=\"l\"> Byla provedena rozs\u00e1hl\u00e1 optimalizace v\u00fdkonu. Byla zrychlena pr\u00e1ce operac\u00ed zp\u011btn\u00e9ho vracen\u00ed zm\u011bn (undo) v re\u017eimech &#171;Object&#187; a &#171;Pose&#187;.<br \/>\nV re\u017eimu socha\u0159sk\u00e9ho modelov\u00e1n\u00ed bylo implementov\u00e1no odlo\u017een\u00e9 obnoven\u00ed Viewportu, co\u017e urychlilo navigaci v polygon\u00e1ln\u00edch s\u00edt\u00edch s velk\u00fdm po\u010dtem bun\u011bk. Nov\u00fd mechanismus rozli\u0161en\u00ed koliz\u00ed umo\u017enil simulaci tkanin a\u017e 5kr\u00e1t rychleji. Simulace kapalin a plyn\u016f v objektech Effector byla znateln\u011b zrychlena. Zkr\u00e1tila se doba na\u010d\u00edt\u00e1n\u00ed soubor\u016f s \u010d\u00e1sticemi a polygon\u00e1ln\u00edmi s\u00edt\u011bmi v syst\u00e9mech simulace kapalin a plyn\u016f.<\/p>\n<li class=\"l\"> V 3D Viewportu byly vylep\u0161eny operace v\u00fdb\u011bru velk\u00e9ho po\u010dtu drobn\u00fdch objekt\u016f a byla p\u0159epracov\u00e1na syst\u00e9m \u0159\u00edzen\u00ed barev (kompozitov\u00e1n\u00ed nyn\u00ed prob\u00edh\u00e1 v line\u00e1rn\u00edm barevn\u00e9m prostoru).\n<li class=\"l\"> Byla p\u0159id\u00e1na mo\u017enost exportu metasf\u00e9r (Metaball) ve form\u00e1tu USD (Universal Scene Description) jako vypo\u010d\u00edtan\u00fdch polygon\u00e1ln\u00edch s\u00edt\u00ed.<br \/>\nVylep\u0161en export a import ve form\u00e1tu glTF (GL Transmission Format).<\/p>\n<li class=\"l\"> Ve spr\u00e1vci soubor\u016f byl implementov\u00e1n re\u017eim rychl\u00e9ho vyhled\u00e1v\u00e1n\u00ed soubor\u016f (Ctrl+F), byla p\u0159id\u00e1na podpora souborov\u00fdch atribut\u016f a skryt\u00fdch soubor\u016f.\n<\/ul>\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=53101\">opennet.ru<\/a><\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u0440\u0435\u0434\u0441\u0442\u0430\u0432\u043b\u0435\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 2.83, \u0432 \u043a\u043e\u0442\u043e\u0440\u044b\u0439 \u0432\u043e\u0448\u043b\u043e \u0431\u043e\u043b\u0435\u0435 1250 \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 2.82. \u041e\u0441\u043d\u043e\u0432\u043d\u043e\u0435 \u0432\u043d\u0438\u043c\u0430\u043d\u0438\u0435 \u043f\u0440\u0438 \u043f\u043e\u0434\u0433\u043e\u0442\u043e\u0432\u043a\u0435 \u043d\u043e\u0432\u043e\u0439 \u0432\u0435\u0440\u0441\u0438\u0438 \u0431\u044b\u043b\u043e \u0441\u043e\u0441\u0440\u0435\u0434\u043e\u0442\u043e\u0447\u0435\u043d\u043e \u043d\u0430 \u043e\u043f\u0442\u0438\u043c\u0438\u0437\u0430\u0446\u0438\u0438 \u043f\u0440\u043e\u0438\u0437\u0432\u043e\u0434\u0438\u0442\u0435\u043b\u044c\u043d\u043e\u0441\u0442\u0438 &#8212; \u0443\u0441\u043a\u043e\u0440\u0435\u043d\u0430 \u0440\u0430\u0431\u043e\u0442\u0430 undo, \u044d\u0441\u043a\u0438\u0437\u043d\u043e\u0433\u043e \u043a\u0430\u0440\u0430\u043d\u0434\u0430\u0448\u0430 \u0438 \u043f\u0440\u0435\u0434\u043f\u0440\u043e\u0441\u043c\u043e\u0442\u0440\u0430 \u0440\u0435\u043d\u0434\u0435\u0440\u0438\u043d\u0433\u0430. \u0412 \u0434\u0432\u0438\u0436\u043a\u0435 Cycles \u0434\u043e\u0431\u0430\u0432\u043b\u0435\u043d\u0430 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u0430 \u0430\u0434\u0430\u043f\u0442\u0438\u0432\u043d\u043e\u0433\u043e \u0441\u044d\u043c\u043f\u043b\u0438\u043d\u0433\u0430. \u0414\u043e\u0431\u0430\u0432\u043b\u0435\u043d\u044b \u043d\u043e\u0432\u044b\u0435 \u0438\u043d\u0441\u0442\u0440\u0443\u043c\u0435\u043d\u0442\u044b \u0441\u043a\u0443\u043b\u044c\u043f\u0442\u0443\u0440\u043d\u043e\u0433\u043e [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":84387,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-84386","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.3 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041f\u0440\u0435\u0434\u0441\u0442\u0430\u0432\u043b\u0435\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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