{"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\/fr\/blog\/vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-2-82","title":{"rendered":"Sortie de Blender 2.82, un syst\u00e8me de mod\u00e9lisation 3D libre.","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p><noindex><a rel=\"nofollow\" href=\"https:\/\/www.blender.org\/press\/blender-2-82-released\/\">Publi\u00e9<\/a><\/noindex> lancement d'un paquet gratuit de mod\u00e9lisation 3D <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\">Blender 2.82<\/a><\/noindex>, qui comprenait plus de mille corrections et am\u00e9liorations, pr\u00e9par\u00e9es au cours de trois mois depuis la sortie.  <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\/\">Principales<\/a><\/noindex> <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\">modifications<\/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\">Ajout\u00e9<\/a><\/noindex> un nouveau backend pour la simulation de gaz, de fum\u00e9e, de feu et de liquide, mis en \u0153uvre sur la base du framework de simulation de processus physiques. <noindex><a rel=\"nofollow\" href=\"http:\/\/mantaflow.com\/\">Mantaflow<\/a><\/noindex>. Pour la simulation de liquide, un nouveau composant \u00e0 trois \u00e9l\u00e9ments a \u00e9t\u00e9 utilis\u00e9. <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=\"Sortie de Blender 2.82, un syst\u00e8me de mod\u00e9lisation 3D libre.\" src=\"\/wp-content\/uploads\/2020\/02\/fe743c95e8d536d246369801842cf00e.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> La simulation de gonflement de la coque par l'air (ballons, matelas gonflables, etc.) a \u00e9t\u00e9 am\u00e9lior\u00e9e, ainsi que la restitution des corps souples, l\u00e9g\u00e8rement d\u00e9form\u00e9s lors de la chute ou de la pression.\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\">Mise en \u0153uvre de<\/a><\/noindex> prise en charge du syst\u00e8me de d\u00e9pliage <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<\/a><\/noindex> textures UDIM, permettant de diviser une texture en plusieurs fichiers, chacun contenant sa propre zone UV. Les textures UDIM peuvent \u00eatre cr\u00e9\u00e9es, ouvertes et enregistr\u00e9es comme des images ordinaires. Pour chaque texture, il est possible d\u2019ajouter ou de supprimer de mani\u00e8re arbitraire des tuiles, mais lors de la visualisation ou de l'\u00e9dition, toutes les tuiles sont combin\u00e9es et affich\u00e9es comme un tout. La prise en charge des textures UDIM a \u00e9t\u00e9 mise en \u0153uvre dans les moteurs de rendu Eevee et Cycles, ainsi que dans l'\u00e9diteur d'images et les visualisations 3D.\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/02\/udim-04.jpg\"><img decoding=\"async\" alt=\"Sortie de Blender 2.82, un syst\u00e8me de mod\u00e9lisation 3D libre.\" 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\">Ajout\u00e9<\/a><\/noindex> un nouveau module d'exportation au format <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Source\/Architecture\/USD\">USD<\/a><\/noindex> (Universal Scene Description), d\u00e9velopp\u00e9 par Pixar. Les fichiers USD peuvent d\u00e9crire des mises en page de sc\u00e8ne complexes avec diff\u00e9rentes visualisations 3D, supportent l'\u00e9dition non destructive (suroverride au lieu de remplacement), peuvent faire r\u00e9f\u00e9rence \u00e0 d'autres fichiers et sont optimis\u00e9s pour la collaboration d'un grand nombre de participants. La nouvelle version am\u00e9liore \u00e9galement la prise en charge de l'importation et de l'exportation glTF et assure la compatibilit\u00e9 avec <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=\"Sortie de Blender 2.82, un syst\u00e8me de mod\u00e9lisation 3D libre.\" src=\"\/wp-content\/uploads\/2020\/02\/b1963c76a1c4d95f8205cc14122b5cbb.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Dans le moteur de rendu Cycles <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\/Cycles\">mis en \u0153uvre<\/a><\/noindex> un m\u00e9canisme de suppression de bruit <noindex><a rel=\"nofollow\" href=\"https:\/\/developer.nvidia.com\/optix-denoiser\">OptiX<\/a><\/noindex>, fourni par NVIDIA et utilisant des m\u00e9thodes d'apprentissage automatique. Le m\u00e9canisme prend en charge l'acc\u00e9l\u00e9ration mat\u00e9rielle sur les cartes NVIDIA RTX, y compris avec la possibilit\u00e9 d'utiliser plusieurs GPU. OptiX est plus rapide que les m\u00e9thodes pr\u00e9c\u00e9demment disponibles de suppression de bruit et peut \u00eatre appliqu\u00e9 lors de la pr\u00e9visualisation ou du rendu final des images (il n'est pas encore suffisamment stable pour l'animation).\n<p><center><img decoding=\"async\" alt=\"Sortie de Blender 2.82, un syst\u00e8me de mod\u00e9lisation 3D libre.\" src=\"\/wp-content\/uploads\/2020\/02\/1ea6e0fbf46af4482ff093fa3f0670df.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/center><\/p>\n<li class=\"l\"> Dans Cycles, les n\u0153uds de shader ont \u00e9galement \u00e9t\u00e9 am\u00e9lior\u00e9s. La possibilit\u00e9 de d\u00e9finir des passes de rendu personnalis\u00e9es \u00e0 l'aide du nouveau n\u0153ud AOV Output a \u00e9t\u00e9 ajout\u00e9e, qui peut \u00eatre plac\u00e9 \u00e0 n'importe quel endroit dans l'arbre des shaders.<br \/>\n Pour les n\u0153uds g\u00e9om\u00e9triques, une option \u00ab Random Per Island \u00bb a \u00e9t\u00e9 ajout\u00e9e, permettant de randomiser les textures ou les couleurs pour diff\u00e9rents composants du maillage. De nouvelles op\u00e9rations trunc, snap, wrap, compare, pingpong, sign, radians, degrees, cosh, sinh, tanh, exp, smoothmin et inversesqrt ont \u00e9t\u00e9 ajout\u00e9es au n\u0153ud Math. De nouveaux modes d'interpolation Linear, Stepped Linear, Smoothstep et Smootherstep ont \u00e9t\u00e9 int\u00e9gr\u00e9s au n\u0153ud Map Range. Les n\u0153uds Noise et Wave ont b\u00e9n\u00e9fici\u00e9 d'am\u00e9liorations en mati\u00e8re de distorsion, qui sont d\u00e9sormais appliqu\u00e9es uniform\u00e9ment dans toutes les directions, et non seulement en diagonale. Le rendu sur la plateforme Windows a \u00e9t\u00e9 consid\u00e9rablement acc\u00e9l\u00e9r\u00e9, avec une performance d\u00e9sormais proche de celle de Linux et macOS;<\/p>\n<li class=\"l\"> Dans le moteur de rendu Eevee, qui prend en charge le rendu physiquement correct en temps r\u00e9el et utilise uniquement le GPU (OpenGL) pour la visualisation, <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\/EEVEE\">ajout\u00e9<\/a><\/noindex> la possibilit\u00e9 d'apercevoir les passes de rendu des visualisations 3D dans le Viewport, permettant de choisir quelle passe sera affich\u00e9e lors du rendu de la sc\u00e8ne. Actuellement, l'aper\u00e7u est disponible pour les passes de rendu Combined, Ambient Occlusion, Normal, Mist, Subsurface Direct et 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=\"Sortie de Blender 2.82, un syst\u00e8me de mod\u00e9lisation 3D libre.\" src=\"\/wp-content\/uploads\/2020\/02\/331775efce982de0d5b34115ad002801.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Des am\u00e9liorations ont \u00e9galement \u00e9t\u00e9 apport\u00e9es \u00e0 la qualit\u00e9 et \u00e0 la performance des passes de rendu dans Eevee. Un bon m\u00e9lange de mat\u00e9riaux transparents avec les effets de volum\u00e9trie a \u00e9t\u00e9 assur\u00e9.\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=\"Sortie de Blender 2.82, un syst\u00e8me de mod\u00e9lisation 3D libre.\" 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=\"Sortie de Blender 2.82, un syst\u00e8me de mod\u00e9lisation 3D libre.\" 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\">Ajout\u00e9s<\/a><\/noindex> de nouveaux outils et op\u00e9rateurs pour la sculpture et le dessin, ainsi que des brosses mises \u00e0 jour. Un outil Slide\/relax a \u00e9t\u00e9 mis en \u0153uvre, permettant de modifier la topologie du maillage sans d\u00e9former le volume, ainsi qu'un outil Multiplane scrape pour cr\u00e9er un bord aigu entre deux plans du maillage. Un nouvel op\u00e9rateur Mask Slice a \u00e9t\u00e9 propos\u00e9 pour exclure les sommets marqu\u00e9s du maillage en remplissant les vides form\u00e9s et en cr\u00e9ant de nouveaux objets \u00e0 partir des sommets supprim\u00e9s.\n<li class=\"l\"> Dans le crayon \u00e0 esquisse (Grease Pencil) <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\/Grease_Pencil\">am\u00e9lior\u00e9<\/a><\/noindex> une interface utilisateur, de nouvelles propri\u00e9t\u00e9s de remplissage et de couches ont \u00e9t\u00e9 mises en \u0153uvre, ainsi qu'un outil pour cr\u00e9er des mat\u00e9riaux. Un nouveau modificateur a \u00e9t\u00e9 ajout\u00e9 pour cr\u00e9er des hachures adjacentes \u00e0 c\u00f4t\u00e9 de l'original.\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/f\/f1\/Multiple_Stroke_Modifier.png\"><img decoding=\"async\" alt=\"Sortie de Blender 2.82, un syst\u00e8me de mod\u00e9lisation 3D libre.\" src=\"\/wp-content\/uploads\/2020\/02\/f6afbd9bec3e8e9641a0f6be834f2566.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Dans <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\/UI\">interface utilisateur<\/a><\/noindex> dans de nombreux outils, ainsi que dans l'UV Editor, le support des gizmos a \u00e9t\u00e9 mis en place (indicateur des axes de coordonn\u00e9es pour d\u00e9finir l'angle de vue de la sc\u00e8ne ou modifier la position d'un objet dans la sc\u00e8ne). Le concept d'outils de secours (Fallback Tools) a \u00e9t\u00e9 ajout\u00e9, permettant de choisir une action alternative lors de l'application d'un outil actif. La regroupement des param\u00e8tres des brosses a \u00e9t\u00e9 modifi\u00e9. Dans l'\u00e9diteur d'animation (Graph Editor), l'interface de s\u00e9lection et de transformation des images cl\u00e9s et des gestionnaires a \u00e9t\u00e9 retravaill\u00e9e.\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/d\/d9\/Fallback_Tools.png\"><img decoding=\"async\" alt=\"Sortie de Blender 2.82, un syst\u00e8me de mod\u00e9lisation 3D libre.\" src=\"\/wp-content\/uploads\/2020\/02\/85f08195847ba35c39c6222be1193297.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Lors de l'activation du mode d\u00e9veloppeur (Developer Extras) dans les param\u00e8tres, un nouvel onglet appara\u00eet, permettant d'activer et de tester des fonctionnalit\u00e9s exp\u00e9rimentales qui ne sont pas encore pr\u00eates pour une utilisation g\u00e9n\u00e9rale.\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=\"Sortie de Blender 2.82, un syst\u00e8me de mod\u00e9lisation 3D libre.\" src=\"\/wp-content\/uploads\/2020\/02\/ac90b27234b95f11746a641fa3fbad31.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Dans les outils de mod\u00e9lisation de l'outil et du modificateur de biseau (Bevel) <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\/Modeling\">est d\u00e9sormais<\/a><\/noindex> la possibilit\u00e9 d'utiliser des profils modifi\u00e9s. Le Cutoff Vertex Mesh a \u00e9t\u00e9 ajout\u00e9, un moyen simplifi\u00e9 de cr\u00e9er des maillages pour remplacer des sommets. De nouveaux modificateurs Weld ont \u00e9t\u00e9 propos\u00e9s pour fusionner des groupes de sommets dont la distance ne d\u00e9passe pas une valeur seuil sp\u00e9cifi\u00e9e, et Solidify pour cr\u00e9er des bords \u00e9pais en pr\u00e9sence de plus de deux faces adjacentes.\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=\"Sortie de Blender 2.82, un syst\u00e8me de mod\u00e9lisation 3D libre.\" 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\">Ajout\u00e9s<\/a><\/noindex> nouvelles extensions Import Palettes, PDT, Add Node Presets, Collection manager, Sun position et Amaranth toolkit. Les extensions Rigify, Add Mesh Extra objects et BlenderKit ont \u00e9t\u00e9 mises \u00e0 jour.\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=\"Lire la vid\u00e9o\" 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>Source : <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 5.0.2 - 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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