{"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\/ro\/blog\/news\/vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-4-5","title":{"rendered":"Lansarea sistemului 3D de modelare gratuit Blender 4.5","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Organiza\u021bia Blender Foundation a publicat lansarea pachetului gratuit de modelare 3D Blender 4.5, care este adecvat pentru diverse sarcini legate de modelarea 3D, grafic\u0103 3D, dezvoltarea jocurilor pe calculator, simulare, randare, compunere, urm\u0103rirea mi\u0219c\u0103rilor, modelare sculptural\u0103, crearea de anima\u021bii \u0219i montaj video. Codul este distribuit sub licen\u021ba GPL. Versiunile sunt disponibile pentru Linux, Windows \u0219i macOS. Lansarea a primit statutul de release cu suport pe termen lung (LTS) \u0219i va fi sus\u021binut\u0103 p\u00e2n\u0103 \u00een iulie 2027. De asemenea, ramura LTS a Blender 4.2 va continua s\u0103 fie sus\u021binut\u0103, actualiz\u0103rile pentru aceasta fiind disponibile p\u00e2n\u0103 \u00een iulie 2026. Suportul pentru ramura LTS a Blender 3.6 a fost \u00eencheiat.    <\/p>\n<p>Printre \u00eembun\u0103t\u0103\u021birile ad\u0103ugate:  <\/p>\n<ul>\n<li class=\"l\"> \u00cen motorul de randare EEVEE a fost implementat suport complet pentru backend-ul de randare folosind API-ul grafic Vulkan. Comparativ cu versiunea anterioar\u0103, performan\u021ba utiliz\u00e2nd Vulkan a fost semnificativ \u00eembun\u0103t\u0103\u021bit\u0103, iar nivelul de func\u021bionalitate al backend-ului Vulkan a fost adus la paritate cu backend-ul bazat pe OpenGL (de exemplu, a fost ad\u0103ugat suport pentru OpenXR, Subdivision \u0219i USD\/Hydra). Pentru o func\u021bionare corect\u0103 a backend-ului Vulkan, se recomand\u0103 utilizarea versiunilor proaspete ale driver-elor grafice \u0219i Mesa. Implicit, backend-ul OpenGL continu\u0103 s\u0103 fie folosit.\n<li class=\"l\"> \u00cenc\u0103rcarea texturilor s-a accelerat de mai mult de dou\u0103 ori (de la 5.7 secunde la 2.5 secunde) \u0219i timpul de pornire a fost redus semnificativ (de la 7.2 secunde la 4 secunde). Compilarea shadere-lor multithread este activat\u0103 implicit. A fost ad\u0103ugat\u0103 o setare pentru a alege metoda de compilare a shadere-lor (multithread sau cu execu\u021bie \u00eentr-un proces separat).\n<li class=\"l\"> A fost ad\u0103ugat o nou\u0103 proprietate \u201eOffset Normal al Terminatorului Umbrelor\u201d (Shadow Terminator Normal Offset), care permite deplasarea razelor de la suprafa\u021b\u0103 pentru a diminua artefactul terminatorului umbrei pe geometria low-poly.\n<li class=\"l\"> A fost implementat algoritmul Reverse-Z pentru a reduce artefactele din buffer-ul de ad\u00e2ncime.\n<li class=\"l\"> A fost ad\u0103ugat suport pentru mutarea opera\u021biunilor de construc\u021bie a suprafe\u021belor netede (Subdivision) pe GPU.\n<li class=\"l\"> A fost ad\u0103ugat\u0103 op\u021biunea \u201e--profile-gpu\u201d pentru salvarea \u00een fi\u0219ierul profile.json a datelor de profilare, incluz\u00e2nd informa\u021bii despre \u00eenc\u0103rcarea CPU \u0219i GPU.\n<li class=\"l\"> \u00cen instrumentele pentru lucrul cu noduri geometrice au fost ad\u0103ugate module pentru importul de fi\u0219iere \u00een formatele CSV, PLY, OpenVDB (.vdb), STL, Wavefront \u0219i TXT. Pentru a importa un fi\u0219ier, este suficient s\u0103-l tragi \u0219i s\u0103-l dai drumul \u00een editorul nodurilor geometrice.        <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>\u00cen instrumentele pentru lucrul cu noduri a fost ad\u0103ugat\u0103 posibilitatea de a plia panourile. \u00cen editorul nodurilor geometrice a fost ad\u0103ugat suport pentru modificarea normelor mesh-ului. Pentru setarea normei a fost ad\u0103ugat\u0103 nodul \u201eSet Mesh Normal\u201d. Pentru \u00eenlocuirea valorilor \u00een \u0219ir a fost propus nodul \u201eFormat String\u201d, iar pentru potrivirea \u0219irurilor - nodul Match String.      <center><img decoding=\"async\" alt=\"Lansarea sistemului 3D de modelare gratuit Blender 4.5\" src=\"\/wp-content\/uploads\/2025\/07\/345433193adc96b122196ed3ac721ca3.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>          <\/p>\n<li class=\"l\"> \u00cen sistemul de compositing (Compositor) au fost implementate noduri procedurale pentru crearea texturilor \u0219i a fost ad\u0103ugat suport pentru noduri tipice, cum ar fi Vector Math, Vector Rotate, Mix Vector, Math \u0219i Clamp. A fost ad\u0103ugat\u0103 posibilitatea acceler\u0103rii opera\u021biunii de eliminare a zgomotului cu ajutorul GPU-ului.    <center><img decoding=\"async\" alt=\"Lansarea sistemului 3D de modelare gratuit Blender 4.5\" src=\"\/wp-content\/uploads\/2025\/07\/92ba77231ca2cfa8effe9da5c2a5f893.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Au fost extinse capacit\u0103\u021bile sistemului de desen bidimensional \u0219i anima\u021bie Grease Pencil, care permite crearea de schi\u021be \u00een 2D \u0219i utilizarea acestora \u00een medii 3D ca obiecte tridimensionale (bazate pe mai multe schi\u021be plate din unghiuri diferite se formeaz\u0103 un model 3D). A fost asigurat\u0103 integrarea cu sistemul de compositing (Compositor). A fost ad\u0103ugat un nou pas de randare, care export\u0103 tr\u0103s\u0103turile \u0219i umplerile vizibile Grease Pencil \u00eentr-un strat separat, ceea ce poate fi util pentru izolarea, \u00eent\u0103rirea sau aplicarea efectelor asupra elementelor Grease Pencil \u00een timpul compositing-ului. A fost ad\u0103ugat\u0103 op\u021biunea de a dezactiva randarea Grease Pencil pentru fiecare strat (View Layer) prin intermediul op\u021biunii Filter. A fost implementat\u0103 o nou\u0103 metod\u0103 de netezire (SSAA), care face liniile mai netede. A fost ad\u0103ugat suport pentru exportarea fi\u0219ierelor SVG animate.    <center><img decoding=\"async\" alt=\"Lansarea sistemului 3D de modelare gratuit Blender 4.5\" src=\"\/wp-content\/uploads\/2025\/07\/058e92eb96fdd9657d4595b8e7805e8d.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<p>Au fost ad\u0103ugate instrumente (Node Tools) care permit utilizarea nodurilor pentru crearea de obiecte Grease Pencil. Au fost ad\u0103ugate noduri noi pentru umplerea cu culoare, ajustarea ad\u00e2ncimii \u0219i netezirea tr\u0103s\u0103turilor \u00een Grease Pencil.      <\/p>\n<li class=\"l\"> \u00cen editorul UV a fost oferit\u0103 posibilitatea vizualiz\u0103rii desf\u0103\u0219ur\u0103rii UV pentru obiectele active sau toate cele selectate, indiferent de modul curent, inclusiv \u00een editorul de imagini. Vizibilitatea \u0219i transparen\u021ba desf\u0103\u0219ur\u0103rilor UV pot fi modificate prin intermediul meniului pe care apare 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\"> A fost ad\u0103ugat un nou tip de obiect \u201eNor de puncte\u201d (Point Cloud) pentru a reprezenta un num\u0103r mare de puncte separate \u00een spa\u021biul 3D. Fiecare punct din norul de puncte poate stoca atribute suplimentare, cum ar fi raza, pozi\u021bia \u0219i culoarea. Nou obiect este semnificativ mai performant dec\u00e2t mesh-urile obi\u0219nuite \u0219i poate fi utilizat pentru vizualizarea datelor 3D scanate \u0219i pentru modelarea particulelor.       <center><img decoding=\"async\" alt=\"Lansarea sistemului 3D de modelare gratuit Blender 4.5\" src=\"\/wp-content\/uploads\/2025\/07\/96ef94fb48a8586fdcaee99d2253e07e.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> A fost activat\u0103 o introducere inspirat\u0103 din noul joc DOGWALK de la Blender Studio. Jocul este creat \u00een genul povestirii interactive (un copil scoate la plimbare c\u00e2inele prin p\u0103durea de iarn\u0103 \u0219i decoreaz\u0103 un om de z\u0103pad\u0103 cu obiecte ascunse) \u0219i s-a dezvoltat pentru a perfec\u021biona instrumentele pentru utilizarea Blender ca platform\u0103 pentru dezvoltarea asset-urilor \u0219i nivelurilor de joc pentru motorul Godot.     <center><img decoding=\"async\" alt=\"Lansarea sistemului 3D de modelare gratuit Blender 4.5\" src=\"\/wp-content\/uploads\/2025\/07\/1294cd8195e79c2b3c57c8ac571b16f3.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00cen modurile de modelare prin sculptur\u0103, texturare \u0219i pictur\u0103 pe v\u00e2rfuri a fost ad\u0103ugat\u0103 posibilitatea de a randomiza nuan\u021ba, satura\u021bia \u0219i valoarea culorii, at\u00e2t pentru \u00eentreaga pensul\u0103, c\u00e2t \u0219i pentru fiecare estompare individual\u0103.        <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\"> \u00cen modul de modelare sculptural\u0103, pentru instrumentul \u201eDecupare\u201d (Trim) a fost implementat un nou solver Manifold, utilizat doar cu mesh-uri dep\u0103\u0219ite. Manifold func\u021bioneaz\u0103 mai repede dec\u00e2t modul Fast, care a fost acum redenumit \u00een Float. Noul solver se bazeaz\u0103 pe biblioteca omonim\u0103, deja folosit\u0103 \u00een modificatorul Boolean \u0219i nodurile geometrice.        <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\"> Modernizarea interfe\u021bei utilizatorului a continuat. \u00cen editorii de noduri, ad\u0103ugarea de noduri la cadre a fost simplificat\u0103 (acum este suficient s\u0103 ap\u0103sa\u021bi tasta F dup\u0103 selectarea nodurilor).             <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\"> \u00cen editorul de propriet\u0103\u021bi, a fost oferit\u0103 posibilitatea de a ascunde tab-urile neutilizate pentru a reduce aglomerarea din interfa\u021b\u0103 (de exemplu, \u00een mediul de munc\u0103 pentru editarea video se pot ascunde tab-urile Object \u0219i 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\"> \u00cen browserele de asset-uri \u0219i fi\u0219iere a fost implementat un mod de vizualizare a con\u021binutului sub form\u0103 de list\u0103 orizontal\u0103, permi\u021b\u00e2nd plasarea mai multor con\u021binuturi pe ecran. S-a realizat o \u00eemp\u0103r\u021bire a etichetelor lungi pe dou\u0103 r\u00e2nduri, cu afi\u0219area prioritar\u0103 a \u00eenceputului \u0219i sf\u00e2r\u0219itului etichetei (pentru a r\u0103m\u00e2ne vizibil\u0103 extensia fi\u0219ierului).        <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\"> \u00cen browserul de asset-uri a fost implementat un mod de Captur\u0103 de Ecran pentru previzualizarea rapid\u0103 a asset-urilor editate, f\u0103r\u0103 a necesita trecerea la randare (pentru previzualizare este suficient s\u0103 selecta\u021bi o zon\u0103 pe ecran).          <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\"> \u00cen editorul video non-linear (Video Sequencer) a fost \u00eembun\u0103t\u0103\u021bit\u0103 cache-ul con\u021binutului. \u00cen aria de previzualizare a fost implementat suport pentru HDR.\n<li class=\"l\"> \u00cen editorul de tabele a fost ad\u0103ugat\u0103 posibilitatea de a schimba ordinea coloanelor \u0219i de a modifica l\u0103\u021bimea acestora.\n<li class=\"l\"> A fost asigurat\u0103 posibilitatea de a importa mai multe fi\u0219iere SVG simultan.\n<li class=\"l\"> A fost ad\u0103ugat\u0103 op\u021biunea de a personaliza culoarea mesajelor de eroare, avertiz\u0103rilor \u0219i mesajelor informative.\n<li class=\"l\"> Pentru sistemele Linux au fost ad\u0103ugate cursorii mari pentru monitoarele cu densitate mare de pixeli.\n<li class=\"l\"> Este asigurat\u0103 compatibilitatea cu specifica\u021bia CY2025, care define\u0219te utilitarele \u0219i bibliotecile platformei de referin\u021b\u0103 VFX.\n<li class=\"l\"> \u00cen catalogul de extensii sunt propuse 497 de extensii gratuite \u0219i 128 de teme de design.      <\/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=\"Reda\u021bi video\" 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 \/>Sursa: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=63593\">opennet.ro<\/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 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