{"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\/pt\/blog\/news\/vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-4-5","title":{"rendered":"Lan\u00e7amento do sistema de modelagem 3D livre Blender 4.5","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>A organiza\u00e7\u00e3o Blender Foundation publicou a vers\u00e3o do pacote 3D de modelagem gratuita Blender 4.5, adequado para resolver diversas tarefas relacionadas a modelagem 3D, gr\u00e1ficos 3D, desenvolvimento de jogos, simula\u00e7\u00f5es, renderiza\u00e7\u00e3o, composi\u00e7\u00e3o, rastreamento de movimento, modelagem escultural, cria\u00e7\u00e3o de anima\u00e7\u00f5es e edi\u00e7\u00e3o de v\u00eddeo. O c\u00f3digo \u00e9 distribu\u00eddo sob a licen\u00e7a GPL. Compila\u00e7\u00f5es prontas est\u00e3o dispon\u00edveis para Linux, Windows e macOS. A vers\u00e3o recebeu o status de lan\u00e7amento com suporte estendido (LTS) e ser\u00e1 suportada at\u00e9 julho de 2027. A ramifica\u00e7\u00e3o LTS do Blender 4.2 continua a ser suportada, com atualiza\u00e7\u00f5es at\u00e9 julho de 2026. O suporte para a ramifica\u00e7\u00e3o LTS do Blender 3.6 foi encerrado.    <\/p>\n<p>Entre as melhorias adicionadas:  <\/p>\n<ul>\n<li class=\"l\"> O motor de renderiza\u00e7\u00e3o EEVEE implementou suporte total para o backend de renderiza\u00e7\u00e3o utilizando a API gr\u00e1fica Vulkan. Em compara\u00e7\u00e3o com a vers\u00e3o anterior, houve um aumento substancial no desempenho ao usar Vulkan, e o n\u00edvel de funcionalidade do backend Vulkan foi elevado \u00e0 paridade com o backend baseado em OpenGL (por exemplo, suporte para OpenXR, Subdivis\u00e3o e USD\/Hydra). Para o funcionamento correto do backend Vulkan, recomenda-se usar vers\u00f5es recentes dos drivers de gr\u00e1ficos e Mesa. Por padr\u00e3o, o backend OpenGL continua a ser utilizado.\n<li class=\"l\"> O carregamento de texturas foi acelerado em mais de duas vezes (de 5,7 segundos para 2,5 segundos) e o tempo de inicializa\u00e7\u00e3o foi significativamente reduzido (de 7,2 segundos para 4 segundos). A compila\u00e7\u00e3o de shaders agora \u00e9 multithread por padr\u00e3o. Foi adicionada uma configura\u00e7\u00e3o para escolher o m\u00e9todo de compila\u00e7\u00e3o de shaders (multithread ou em um processo separado).\n<li class=\"l\"> Foi adicionada uma nova propriedade &#171;Deslocamento da Normal do Terminador de Sombra&#187; (Shadow Terminator Normal Offset), permitindo deslocar raios da superf\u00edcie para reduzir o artefato do terminador de sombra em geometria de baixo pol\u00edgono.\n<li class=\"l\"> Foi implementado o algoritmo Reverse-Z para reduzir artefatos no buffer de profundidade.\n<li class=\"l\"> Foi adicionada a capacidade de deslocar opera\u00e7\u00f5es de subdivis\u00e3o de superf\u00edcies suaves para o GPU.\n<li class=\"l\"> Foi adicionada a op\u00e7\u00e3o &#171;&#8212;profile-gpu&#187; para salvar no arquivo profile.json dados de perfil, incluindo informa\u00e7\u00f5es sobre a carga no CPU e GPU.\n<li class=\"l\"> Ferramentas para trabalhar com n\u00f3s geom\u00e9tricos agora incluem m\u00f3dulos para importar arquivos nos formatos CSV, PLY, OpenVDB (.vdb), STL, Wavefront e TXT. Para importar arquivos, basta arrast\u00e1-los com o mouse para o editor de n\u00f3s geom\u00e9tricos.        <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>Nas ferramentas para trabalhar com n\u00f3s, agora \u00e9 poss\u00edvel recolher pain\u00e9is. O editor de n\u00f3s geom\u00e9tricos adicionou suporte para alterar as normais da malha. Para definir a normal, foi adicionada o n\u00f3 &#171;Definir Normal da Malha&#187;. Para substitui\u00e7\u00e3o de valores em strings, foi oferecido o n\u00f3 &#171;Formatar String&#187;, e para correspond\u00eancia de strings, o n\u00f3 &#8212; Correspond\u00eancia de String.      <center><img decoding=\"async\" alt=\"Lan\u00e7amento do sistema de modelagem 3D livre Blender 4.5\" src=\"\/wp-content\/uploads\/2025\/07\/345433193adc96b122196ed3ac721ca3.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>          <\/p>\n<li class=\"l\"> No sistema de composi\u00e7\u00e3o (Compositor), foram implementadas nodos processuais para cria\u00e7\u00e3o de texturas, al\u00e9m do suporte a nodos padr\u00e3o como Vector Math, Vector Rotate, Mix Vector, Math e Clamp. Agora \u00e9 poss\u00edvel acelerar a opera\u00e7\u00e3o de remo\u00e7\u00e3o de ru\u00eddo usando GPU.    <center><img decoding=\"async\" alt=\"Lan\u00e7amento do sistema de modelagem 3D livre Blender 4.5\" src=\"\/wp-content\/uploads\/2025\/07\/92ba77231ca2cfa8effe9da5c2a5f893.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Expandiu-se as fun\u00e7\u00f5es do sistema de desenho e anima\u00e7\u00e3o 2D Grease Pencil, permitindo criar esbo\u00e7os em 2D e depois us\u00e1-los como objetos tridimensionais em um ambiente 3D (baseando-se em v\u00e1rios esbo\u00e7os planos em diferentes \u00e2ngulos para formar um modelo 3D). Foi garantida a integra\u00e7\u00e3o com o sistema de composi\u00e7\u00e3o (Compositor). Adicionou-se uma nova passagem de renderiza\u00e7\u00e3o que gera tra\u00e7os vis\u00edveis e preenchimentos do Grease Pencil em uma camada separada, o que pode ser \u00fatil para isolar, refor\u00e7ar ou aplicar efeitos aos elementos do Grease Pencil durante a composi\u00e7\u00e3o. Agora \u00e9 poss\u00edvel desativar a renderiza\u00e7\u00e3o do Grease Pencil para cada camada (View Layer) atrav\u00e9s da op\u00e7\u00e3o Filter. Foi implementado um novo m\u00e9todo de suaviza\u00e7\u00e3o (SSAA) que torna as linhas mais suaves. Adicionado suporte para exportar arquivos SVG animados.    <center><img decoding=\"async\" alt=\"Lan\u00e7amento do sistema de modelagem 3D livre Blender 4.5\" src=\"\/wp-content\/uploads\/2025\/07\/058e92eb96fdd9657d4595b8e7805e8d.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<p>Foram adicionadas ferramentas (Node Tools) que permitem usar nodos para criar objetos com Grease Pencil. Novas nodos foram adicionadas para preenchimento de cor, ajuste de profundidade e suaviza\u00e7\u00e3o de tra\u00e7os no Grease Pencil.      <\/p>\n<li class=\"l\"> No editor UV, agora \u00e9 poss\u00edvel visualizar a UV unwrap para o objeto ativo ou todos os objetos selecionados, independentemente do modo atual, inclusive no editor de imagens. A visibilidade e a opacidade das UV unwraps podem ser alteradas atrav\u00e9s do menu pop-up 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\"> Foi adicionado um novo tipo de objeto &#171;Nuvem de Pontos&#187; (Point Cloud) para representar um grande n\u00famero de pontos individuais no espa\u00e7o 3D. Cada ponto na nuvem de pontos pode armazenar atributos adicionais, como raio, localiza\u00e7\u00e3o e cor. O novo objeto \u00e9 significativamente mais eficiente que malhas comuns e pode ser utilizado para visualizar dados 3D escaneados e modelagem de part\u00edculas.       <center><img decoding=\"async\" alt=\"Lan\u00e7amento do sistema de modelagem 3D livre Blender 4.5\" src=\"\/wp-content\/uploads\/2025\/07\/96ef94fb48a8586fdcaee99d2253e07e.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Foi utilizada uma tela de carregamento inspirada no novo jogo DOGWALK do Blender Studio. O jogo foi criado no g\u00eanero de hist\u00f3ria interativa (uma crian\u00e7a passeia com um cachorro por uma floresta no inverno e decora um boneco de neve com objetos escondidos) e foi desenvolvido para aprimorar ferramentas para usar o Blender como plataforma para desenvolvimento de ativos e n\u00edveis de jogo para o motor Godot.     <center><img decoding=\"async\" alt=\"Lan\u00e7amento do sistema de modelagem 3D livre Blender 4.5\" src=\"\/wp-content\/uploads\/2025\/07\/1294cd8195e79c2b3c57c8ac571b16f3.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Nos modos de escultura, texturiza\u00e7\u00e3o e pintura de v\u00e9rtices, foi adicionada a possibilidade de randomiza\u00e7\u00e3o de matiz, satura\u00e7\u00e3o e valor de cor, tanto para toda a pincelada quanto para pinceladas individuais.        <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\"> No modo de escultura para a ferramenta &#171;Cortar&#187; (Trim), foi implementado um novo solucionador Manifold, utilizado apenas com malhas desdobr\u00e1veis. O Manifold funciona mais rapidamente que o modo R\u00e1pido, que agora foi renomeado para Flutuar. O novo solucionador \u00e9 baseado na biblioteca hom\u00f4nima, j\u00e1 utilizada no modificador Boolean e em n\u00f3s geom\u00e9tricos.        <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\"> A moderniza\u00e7\u00e3o da interface do usu\u00e1rio continuou. Nos editores de n\u00f3s, a adi\u00e7\u00e3o de n\u00f3s a quadros foi simplificada (agora \u00e9 suficiente apenas pressionar a tecla F ap\u00f3s selecionar os n\u00f3s).             <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\"> No editor de propriedades, foi adicionada a capacidade de ocultar abas n\u00e3o utilizadas para reduzir a desordem na interface (por exemplo, em um ambiente de edi\u00e7\u00e3o de v\u00eddeo, \u00e9 poss\u00edvel ocultar as abas Objeto e 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\"> Nos navegadores de ativos e arquivos, foi implementado um modo de visualiza\u00e7\u00e3o de conte\u00fado na forma de uma lista horizontal, permitindo colocar mais conte\u00fado na tela. As etiquetas longas foram divididas em duas linhas, com foco em mostrar o in\u00edcio e o final da etiqueta (para que a extens\u00e3o do arquivo continue vis\u00edvel).        <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\"> No navegador de ativos, foi implementado o modo Captura de Tela para pr\u00e9-visualiza\u00e7\u00e3o r\u00e1pida de ativos edit\u00e1veis, sem a necessidade de renderiza\u00e7\u00e3o (basta selecionar uma \u00e1rea na tela para a pr\u00e9-visualiza\u00e7\u00e3o).          <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\"> No editor de v\u00eddeo n\u00e3o linear (Video Sequencer), o cache de conte\u00fado foi aprimorado. O suporte HDR foi implementado na \u00e1rea de visualiza\u00e7\u00e3o.\n<li class=\"l\"> No editor de planilhas, foi adicionada a possibilidade de alterar livremente a ordem das colunas e modificar suas larguras.\n<li class=\"l\"> Foi garantida a capacidade de importar v\u00e1rios arquivos SVG simultaneamente.\n<li class=\"l\"> Adicionada a possibilidade de personalizar a cor das mensagens de erro, advert\u00eancias e mensagens informativas.\n<li class=\"l\"> Para sistemas Linux, foram adicionados ponteiros grandes para monitores com alta densidade de pixels.\n<li class=\"l\"> Garantida a compatibilidade com a especifica\u00e7\u00e3o CY2025, que define utilit\u00e1rios e bibliotecas da plataforma padr\u00e3o VFX.\n<li class=\"l\"> O cat\u00e1logo de complementos oferece 497 extens\u00f5es gratuitas e 128 temas.      <\/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=\"Por que no hosting comum a administra\u00e7\u00e3o do PrestaShop \u00e9 lenta, e no seu n\u00e3o \u00e9?\" 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 \/>Fonte: <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 Blender 4.5, \u043f\u043e\u0434\u0445\u043e\u0434\u044f\u0449\u0435\u0433\u043e \u0434\u043b\u044f \u0440\u0435\u0448\u0435\u043d\u0438\u044f \u0440\u0430\u0437\u043b\u0438\u0447\u043d\u044b\u0445 \u0437\u0430\u0434\u0430\u0447, \u0441\u0432\u044f\u0437\u0430\u043d\u043d\u044b\u0445 \u0441 3D-\u043c\u043e\u0434\u0435\u043b\u0438\u0440\u043e\u0432\u0430\u043d\u0438\u0435\u043c, 3D-\u0433\u0440\u0430\u0444\u0438\u043a\u043e\u0439, \u0440\u0430\u0437\u0440\u0430\u0431\u043e\u0442\u043a\u043e\u0439 \u043a\u043e\u043c\u043f\u044c\u044e\u0442\u0435\u0440\u043d\u044b\u0445 \u0438\u0433\u0440, \u0441\u0438\u043c\u0443\u043b\u044f\u0446\u0438\u0435\u0439, \u0440\u0435\u043d\u0434\u0435\u0440\u0438\u043d\u0433\u043e\u043c, \u043a\u043e\u043c\u043f\u043e\u0437\u0438\u0442\u0438\u043d\u0433\u043e\u043c, \u0442\u0440\u0435\u043a\u0438\u043d\u0433\u043e\u043c \u0434\u0432\u0438\u0436\u0435\u043d\u0438\u0439, \u0441\u043a\u0443\u043b\u044c\u043f\u0442\u0443\u0440\u043d\u044b\u043c \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. \u0412\u044b\u043f\u0443\u0441\u043a \u043f\u043e\u043b\u0443\u0447\u0438\u043b \u0441\u0442\u0430\u0442\u0443\u0441 \u0440\u0435\u043b\u0438\u0437\u0430 \u0441 \u0440\u0430\u0441\u0448\u0438\u0440\u0435\u043d\u043d\u044b\u043c \u0441\u0440\u043e\u043a\u043e\u043c \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u0438 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