{"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\/pt\/blog\/vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-2-82","title":{"rendered":"Lan\u00e7amento da vers\u00e3o livre do sistema de modelagem 3D 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\/\">Publicado<\/a><\/noindex> lan\u00e7amento do pacote livre de modelagem 3D <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\">Blender 2.82<\/a><\/noindex>, que cont\u00e9m mais de mil corre\u00e7\u00f5es e melhorias, preparadas ao longo de tr\u00eas meses desde o lan\u00e7amento  <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\/\">Principais<\/a><\/noindex> <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\">mudan\u00e7as<\/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\">Adicionado<\/a><\/noindex> novo backend para simula\u00e7\u00e3o de g\u00e1s, fuma\u00e7a, fogo e fluidos, implementado com base no framework de simula\u00e7\u00e3o de processos f\u00edsicos <noindex><a rel=\"nofollow\" href=\"http:\/\/mantaflow.com\/\">Mantaflow<\/a><\/noindex>. Para simula\u00e7\u00e3o de fluidos, foi aplicado um novo solucionador tri-componente <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=\"Lan\u00e7amento da vers\u00e3o livre do sistema de modelagem 3D 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\"> Melhorada a simula\u00e7\u00e3o de inflar bolhas de ar (bal\u00f5es, colch\u00f5es infl\u00e1veis etc.), assim como a rea\u00e7\u00e3o de corpos macios, que se deformam levemente ao cair ou ao serem pressionados;\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\">Implementado<\/a><\/noindex> suporte ao sistema de mapeamento <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> texturas UDIM, permitindo dividir uma \u00fanica textura em v\u00e1rios arquivos, cada um contendo sua pr\u00f3pria \u00e1rea UV. Texturas UDIM podem ser criadas, abertas e salvas como imagens normais. Para cada textura, blocos constituintes (Tiles) podem ser adicionados ou removidos arbitrariamente, mas ao visualizar ou editar, todos os blocos s\u00e3o combinados e exibidos como um todo. O suporte a texturas UDIM est\u00e1 implementado nos motores de renderiza\u00e7\u00e3o Eevee e Cycles, assim como no editor de imagens e nas visualiza\u00e7\u00f5es 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=\"Lan\u00e7amento da vers\u00e3o livre do sistema de modelagem 3D 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\">Adicionado<\/a><\/noindex> novo m\u00f3dulo de exporta\u00e7\u00e3o no formato <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Source\/Architecture\/USD\">USD<\/a><\/noindex> (Universal Scene Description), desenvolvido pela Pixar. Arquivos USD podem descrever composi\u00e7\u00f5es complexas de cenas com diferentes visualiza\u00e7\u00f5es 3D, suportam edi\u00e7\u00e3o n\u00e3o destrutiva (sobrescrita em vez de substitui\u00e7\u00e3o), podem referenciar outros arquivos e s\u00e3o otimizados para colabora\u00e7\u00e3o de um grande n\u00famero de participantes. A nova vers\u00e3o tamb\u00e9m melhorou o suporte \u00e0 importa\u00e7\u00e3o e exporta\u00e7\u00e3o de glTF e garantiu compatibilidade com <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=\"Lan\u00e7amento da vers\u00e3o livre do sistema de modelagem 3D 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\"> No motor de renderiza\u00e7\u00e3o Cycles <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\/Cycles\">implementado<\/a><\/noindex> mecanismo de supress\u00e3o de ru\u00eddo <noindex><a rel=\"nofollow\" href=\"https:\/\/developer.nvidia.com\/optix-denoiser\">OptiX<\/a><\/noindex>, fornecido pela NVIDIA e utilizando m\u00e9todos de aprendizado de m\u00e1quina. O mecanismo suporta acelera\u00e7\u00e3o de hardware em placas NVIDIA RTX, incluindo a possibilidade de usar v\u00e1rias GPUs. OptiX \u00e9 mais r\u00e1pido do que m\u00e9todos anteriores de supress\u00e3o de ru\u00eddo e pode ser aplicado durante a pr\u00e9-visualiza\u00e7\u00e3o ou renderiza\u00e7\u00e3o final de imagens (para anima\u00e7\u00f5es, ainda n\u00e3o \u00e9 suficientemente est\u00e1vel);\n<p><center><img decoding=\"async\" alt=\"Lan\u00e7amento da vers\u00e3o livre do sistema de modelagem 3D Blender 2.82\" src=\"\/wp-content\/uploads\/2020\/02\/1ea6e0fbf46af4482ff093fa3f0670df.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/center><\/p>\n<li class=\"l\"> No Cycles, tamb\u00e9m foram melhorados os n\u00f3s de shader. Foi adicionada a possibilidade de definir passes de renderiza\u00e7\u00e3o personalizados com o novo n\u00f3 AOV Output, que pode ser inserido em qualquer lugar na \u00e1rvore de shaders.<br \/>\n Para n\u00f3s geom\u00e9tricos, foi adicionada a op\u00e7\u00e3o &#171;Random Per Island&#187;, que permite randomizar texturas ou cores para diferentes componentes da malha. Novas opera\u00e7\u00f5es trunc, snap, wrap, compare, pingpong, sign, radians, degrees, cosh, sinh, tanh, exp, smoothmin e inversesqrt foram adicionadas ao n\u00f3 Math. No n\u00f3 Map Range, foram adicionados novos modos de interpola\u00e7\u00e3o Linear, Stepped Linear, Smoothstep e Smootherstep. Nos n\u00f3s Noise e Wave, melhoraram as distor\u00e7\u00f5es, que agora s\u00e3o aplicadas uniformemente em todas as dire\u00e7\u00f5es, e n\u00e3o apenas na diagonal. O renderiza\u00e7\u00e3o na plataforma Windows foi significativamente acelerada, com desempenho agora pr\u00f3ximo ao Linux e macOS;<\/p>\n<li class=\"l\"> no motor de renderiza\u00e7\u00e3o Eevee, que suporta renderiza\u00e7\u00e3o f\u00edsica correta em tempo real e utiliza apenas GPU (OpenGL) para visualiza\u00e7\u00e3o, <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\/EEVEE\">foi adicionada<\/a><\/noindex> a possibilidade de pr\u00e9-visualiza\u00e7\u00e3o de passes de visualiza\u00e7\u00e3o 3D no Viewport, permitindo escolher qual passe ser\u00e1 exibido no modo de renderiza\u00e7\u00e3o da cena. Atualmente, a pr\u00e9-visualiza\u00e7\u00e3o est\u00e1 dispon\u00edvel para os passes de visualiza\u00e7\u00e3o Combined, Ambient Occlusion, Normal, Mist, Subsurface Direct e 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=\"Lan\u00e7amento da vers\u00e3o livre do sistema de modelagem 3D 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\"> No Eevee, tamb\u00e9m foram feitas melhorias na qualidade e no aumento da performance dos passes de visualiza\u00e7\u00e3o. Foi garantida a combina\u00e7\u00e3o correta de materiais transparentes com efeitos de volumetria;\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=\"Lan\u00e7amento da vers\u00e3o livre do sistema de modelagem 3D 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=\"Lan\u00e7amento da vers\u00e3o livre do sistema de modelagem 3D 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\">Adicionados<\/a><\/noindex> novas ferramentas e operadores para escultura e pintura foram introduzidos, as pinc\u00e9is foram atualizados. Foi implementada a ferramenta Slide\/relax, permitindo alterar a topologia da malha sem distorcer o volume, al\u00e9m da ferramenta Multiplane scrape para formar uma borda afiada entre duas superf\u00edcies da malha. Um novo operador Mask Slice foi proposto para excluir v\u00e9rtices marcados da malha, preenchendo os vazios formados e criando novos objetos a partir dos v\u00e9rtices removidos;\n<li class=\"l\"> No l\u00e1pis esbo\u00e7o (Grease Pencil) <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\/Grease_Pencil\">melhorado<\/a><\/noindex> a interface do usu\u00e1rio, novas propriedades de preenchimento e camadas foram implementadas, e uma ferramenta para criar materiais foi introduzida. Um novo modificador foi adicionado para criar hachuras adjacentes ao lado do 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=\"Lan\u00e7amento da vers\u00e3o livre do sistema de modelagem 3D 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\"> Em <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\/UI\">interface do usu\u00e1rio<\/a><\/noindex> Em muitas ferramentas, assim como no UV Editor, foi implementado o suporte a gizmo (indicador de eixos de coordenadas para definir o \u00e2ngulo de vis\u00e3o da cena ou alterar a posi\u00e7\u00e3o do objeto na cena). Foi adicionada a conceito de Ferramentas de Reserva (Fallback Tools), permitindo escolher uma a\u00e7\u00e3o alternativa durante a aplica\u00e7\u00e3o da ferramenta ativa. A agrupamento de configura\u00e7\u00f5es de pinc\u00e9is foi alterada. No editor de anima\u00e7\u00e3o (Graph Editor), a interface de sele\u00e7\u00e3o e transforma\u00e7\u00e3o de quadros-chave e manipuladores foi reformulada;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/d\/d9\/Fallback_Tools.png\"><img decoding=\"async\" alt=\"Lan\u00e7amento da vers\u00e3o livre do sistema de modelagem 3D 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\"> Ao ativar o modo desenvolvedor (Developer Extras) nas configura\u00e7\u00f5es, agora aparece uma nova aba que permite ativar e testar recursos experimentais que ainda n\u00e3o est\u00e3o prontos para aplica\u00e7\u00f5es gerais;\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=\"Lan\u00e7amento da vers\u00e3o livre do sistema de modelagem 3D 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\"> Nos recursos de modelagem, na ferramenta e modificador de chanfro (Bevel) <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\/Modeling\">foi introduzida<\/a><\/noindex> possibilidade de usar perfis modificados. Adicionado Cutoff Vertex Mesh, um m\u00e9todo simplificado de cria\u00e7\u00e3o de malhas para substituir v\u00e9rtices. Novos modificadores Weld foram propostos para unir grupos de v\u00e9rtices cuja dist\u00e2ncia n\u00e3o excede um limite especificado, e Solidify para criar bordas espessas quando h\u00e1 mais de duas 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=\"Lan\u00e7amento da vers\u00e3o livre do sistema de modelagem 3D 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\">Adicionados<\/a><\/noindex> novos complementos Import Palettes, PDT, Add Node Presets, Collection manager, Sun position e Amaranth toolkit. Os complementos Rigify, Add Mesh Extra objects e BlenderKit foram atualizados.\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=\"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><\/p>\n<p><noindex><a rel=\"nofollow\" name=\"link\"><\/a><\/noindex><\/p>\n<p>Fonte: <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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