{"id":184221,"date":"2026-11-11T23:40:33","date_gmt":"2026-11-11T21:40:36","guid":{"rendered":"https:\/\/prohoster.info\/blog\/news\/vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-5-3"},"modified":"2026-11-11T23:40:41","modified_gmt":"2026-11-11T21:40:41","slug":"blender-5-3-open-source-3d-modeling-software-released","status":"publish","type":"post","link":"https:\/\/prohoster.info\/sk\/blog\/news\/blender-5-3-open-source-3d-modeling-software-released","title":{"rendered":"Vydanie vo\u013en\u00e9ho syst\u00e9mu 3D modelovania Blender 5.3","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Organiz\u00e1cia Blender Foundation vydala verziu vo\u013en\u00e9ho bal\u00edka 3D modelovania Blender 5.3, vhodn\u00e9ho na rie\u0161enie r\u00f4znych \u00faloh s\u00favisiacich s 3D modelovan\u00edm, 3D grafikou, v\u00fdvojom po\u010d\u00edta\u010dov\u00fdch hier, simul\u00e1ciou, renderovan\u00edm, kompozitom, sledovan\u00edm pohybov, soch\u00e1rskym modelovan\u00edm, vytv\u00e1ran\u00edm anim\u00e1ci\u00ed a strihom videa. K\u00f3d je distribuovan\u00fd pod licenciou GPL. Hotov\u00e9 zostavy s\u00fa dostupn\u00e9 pre Linux, Windows a macOS. Podpora pre LTS vetvy Blender 5.2 a 4.5 pokra\u010duje a aktualiz\u00e1cie pre ne bud\u00fa vytv\u00e1ran\u00e9 a\u017e do j\u00fala 2027 a 2028 rokov. <\/p>\n<p>Medzi pridan\u00fdmi vylep\u0161eniami:<\/p>\n<ul>\n<li class=\"l\"> Na Linuxe a Windows je predvolene aktivovan\u00fd backend vyu\u017e\u00edvaj\u00faci grafick\u00e9 API Vulkan.\n<li class=\"l\"> Pridan\u00e1 vstavan\u00e1 podpora techniky 3D Gaussian Splats, ktor\u00e1 umo\u017e\u0148uje reprodukciu 3D sc\u00e9n na z\u00e1klade fotografi\u00ed a vide\u00ed a prezent\u00e1ciu v podobe mra\u010dna bodov namiesto polygon\u00e1lnej siete, \u010do umo\u017e\u0148uje dosiahnu\u0165 fotorealistick\u00fa kvalitu pri renderovan\u00ed. Ka\u017ed\u00fd bod v mra\u010dne predstavuje miniat\u00farnu pred\u013a\u017een\u00fa 3D sferu s inform\u00e1ciami o ve\u013ekosti, ot\u00e1\u010dan\u00ed a farbe. Podporuje sa import mra\u010dna bodov z s\u00faborov vo form\u00e1toch PLY, SPZ a glTF, spracovanie cez geometrick\u00e9 uzly, n\u00e1h\u013ead cez 3D viewport a renderovanie v engine EEVEE a Cycles.\n<p><center><br \/>\n<video controls=\"\" style=\"width: 500px; height: 300px; max-width:100%\" loading=\"lazy\" preload=\"none\"><source src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2026\/11\/gaussian_splat_dogwalk.mp4\" type=\"video\/mp4\"><\/video><br \/>\n<\/center><\/p>\n<li class=\"l\"> Vo vyh\u013ead\u00e1vacom eng\u00edne Cycles bola implementovan\u00e1 podpora disperzie v shadere \u201ePrincipled BSDF\u201c (Bidirectional Scattering Distribution Function), pri\u010dom umo\u017e\u0148uje dosiahnu\u0165 realistick\u00e9 vykreslenie skla s d\u00fahov\u00fdmi odleskami alebo odrazmi ako pri drah\u00fdch kame\u0148och. Pri vykres\u013eovan\u00ed skla bola taktie\u017e zaveden\u00e1 podpora anizotropnej drsnosti, pri ktorej je rozmazanie odrazov natiahnut\u00e9 v jednom smere, ako na le\u0161tenom kovovom povrchu.\n<p><center><img decoding=\"async\" src=\"\/wp-content\/uploads\/2026\/11\/058b7821799da375ba4e257aad21236d.png\" style=\"display:block;margin: 0 auto;\" \/><\/center><\/p>\n<li class=\"l\"> V Cycles bola pridan\u00e1 podpora technol\u00f3gie odstra\u0148ovania \u0161umu DLSS 4.5 Ray Reconstruction vyvinutej spolo\u010dnos\u0165ou NVIDIA, ktor\u00e1 vyu\u017e\u00edva AI modely na doplnenie ch\u00fdbaj\u00facich detailov pri \u0161k\u00e1lovan\u00ed obr\u00e1zkov s n\u00edzkym rozl\u00ed\u0161en\u00edm. Pri n\u00e1h\u013eade pou\u017eitie DLSS umo\u017e\u0148uje dosiahnu\u0165 kvalitu bl\u00edzku kone\u010dn\u00e9mu renderu a odstr\u00e1ni\u0165 medziobr\u00e1zkov\u00fd \u0161um pri anim\u00e1cii. Re\u017eim je podporovan\u00fd iba pri pou\u017eit\u00ed GPU NVIDIA a propriet\u00e1rnych ovl\u00e1da\u010dov s\u00e9rie 620.x. Navy\u0161e, na platforme Windows je implementovan\u00e1 podpora \u010dipov NVIDIA RTX Spark.<br \/>\n<center><img decoding=\"async\" src=\"\/wp-content\/uploads\/2026\/11\/e51d01ff6d6378e0d8b1749787b23099.png\" style=\"display:block;margin: 0 auto;\" \/><\/center><\/p>\n<li class=\"l\"> V renderovacom eng\u00edne EEVEE s\u00fa implementovan\u00e9 uzly na nastavenie reakcie materi\u00e1lov na jednotliv\u00e9 zdroje svetla, \u010do sa m\u00f4\u017ee pou\u017ei\u0165 na zoh\u013eadnenie farby, v\u00fdkonu, smeru a vzdialenosti od zdroja svetla na realiz\u00e1ciu zlo\u017eit\u00fdch efektov, ako s\u00fa d\u00fahov\u00e9 prechody.\n<li class=\"l\"> V EEVEE bolo pridan\u00e9 podpora panoramatick\u00fdch kamier a vykres\u013eovania v re\u017eime 360\u00b0 s pou\u017eit\u00edm equirectangular objekt\u00edvov (pre virtu\u00e1lne helmy), kubickej projekcie (cubemap), efektov \u201erybie oko\u201c a \u201ezrkadlov\u00e1 gu\u013ea\u201c.\n<p><center><br \/>\n<video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\" loading=\"lazy\" preload=\"none\"><source src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2026\/11\/eevee_cycles_fisheye.mp4\" type=\"video\/mp4\"><\/video><br \/>\n<\/center><\/p>\n<li class=\"l\"> V compositorovom syst\u00e9me (Compositor) s\u00fa implementovan\u00e9 efekty-modifik\u00e1tory, ktor\u00e9 sa aplikuj\u00fa na sc\u00e9nu a umo\u017e\u0148uj\u00fa ob\u00eds\u0165 nastavovanie re\u0165azcov uzlov na realiz\u00e1ciu tak\u00fdch efektov, ako s\u00fa \u017eiarenie, zatemnenie rohov a farebn\u00fd aureola. Okrem toho bolo pre pou\u017eitie v Compositor prisp\u00f4soben\u00fdch 17 uzlov, medzi ktor\u00fdmi s\u00fa uzly-bundly, ako Combine Bundle, a uzly pre matematick\u00e9 a logick\u00e9 oper\u00e1cie. R\u00fdchlos\u0165 prehr\u00e1vania sa pri pou\u017eit\u00ed GPU na v\u00fdpo\u010dty zv\u00fd\u0161ila a\u017e dvojn\u00e1sobne. Efekt \u0161t\u00fdlu olejoma\u013eby (Anisotropic Kuwahara) bol zr\u00fdchlen a\u017e 10-n\u00e1sobne na Apple GPU, 2-n\u00e1sobne na GPU NVIDIA a o 25-30% na CPU. Bol implementovan\u00fd cache prehr\u00e1vania.\n<p><center><br \/>\n<video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\" loading=\"lazy\" preload=\"none\"><source src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2026\/11\/compositor_scene_effects_stack.mp4\" type=\"video\/mp4\"><\/video><br \/>\n<\/center><\/p>\n<li class=\"l\"> Bola pridan\u00e1 podpora projektov, ku ktor\u00fdm je mo\u017en\u00e9 priradi\u0165 preddefinovan\u00e9 nastavenia, kni\u017enice assetov, premenn\u00e9 a \u00favod (priradenie doplnkov k projektom s\u013eubuj\u00fa prida\u0165 v nasleduj\u00facej verzii).\n<p><center><img decoding=\"async\" src=\"\/wp-content\/uploads\/2026\/11\/b11ac338ba51da257c977c1c6d81c7cb.png\" style=\"display:block;margin: 0 auto;\" \/><\/center><\/p>\n<li class=\"l\"> Kni\u017enice assetov s\u00fa teraz spracov\u00e1van\u00e9 ako roz\u0161\u00edrenia a s\u00fa dostupn\u00e9 cez z\u00e1lo\u017eku \u201eGet Extensions\u201c spolu s doplnkami a t\u00e9mami dizajnu.\n<p><center><img decoding=\"async\" src=\"\/wp-content\/uploads\/2026\/11\/ca61e0dbd50d1113d9b3e9b58fef8bda.png\" style=\"display:block;margin: 0 auto;\" \/><\/center><\/p>\n<li class=\"l\"> Mo\u017enosti syst\u00e9mu dvojrozmern\u00e9ho kreslenia a anim\u00e1cie Grease Pencil boli roz\u0161\u00edren\u00e9, \u010do umo\u017e\u0148uje vytv\u00e1ra\u0165 skice v 2D a n\u00e1sledne ich pou\u017e\u00edva\u0165 v 3D prostred\u00ed ako trojrozmern\u00e9 objekty (na z\u00e1klade nieko\u013ek\u00fdch ploch\u00fdch sk\u00edc z r\u00f4znych uhlov sa vytv\u00e1ra 3D model). Bola pridan\u00e1 podpora v\u00fdberu oblast\u00ed v re\u017eime kreslenia bez potreby prep\u00ednania do re\u017eimu \u00faprav.\n<p><center><br \/>\n<video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\" loading=\"lazy\" preload=\"none\"><source src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2026\/11\/gp_draw_mode_select.mp4\" type=\"video\/mp4\"><\/video><br \/>\n<\/center><\/p>\n<p>Bol pridan\u00fd n\u00e1stroj \u201eVyr\u00e1\u017eanie\u201c (Carver), ktor\u00fd umo\u017e\u0148uje vyreza\u0165 vybran\u00e9 oblasti s mo\u017enos\u0165ou ponecha\u0165 obvod okolo kont\u00fary, nie ako pri vymaz\u00e1van\u00ed.<\/p>\n<p><center><br \/>\n<video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\" loading=\"lazy\" preload=\"none\"><source src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2026\/11\/gp_carver_tool.mp4\" type=\"video\/mp4\"><\/video><br \/>\n<\/center><\/p>\n<p>Bola pridan\u00e1 mo\u017enos\u0165 vyplni\u0165 naraz nieko\u013eko oblast\u00ed prostredn\u00edctvom kreslenia vypl\u0148ovacieho vektora po uzatvoren\u00fdch oblastiach. Takisto bola implementovan\u00e1 plnohodnotn\u00e1 gradientn\u00e1 v\u00fdpl\u0148 s neobmedzen\u00fdmi farbami a prechodov\u00fdmi bodmi.<\/p>\n<p><center><br \/>\n<video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\" loading=\"lazy\" preload=\"none\"><source src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2026\/11\/gp_multifill.mp4\" type=\"video\/mp4\"><\/video><br \/>\n<\/center><\/p>\n<li class=\"l\"> Bol pridan\u00fd re\u017eim zrkadlov\u00e9ho odrazu kamery (Flip View), ktor\u00fd umo\u017e\u0148uje pos\u00fadi\u0165 sc\u00e9nu pri n\u00e1h\u013eade ako v zrkadle, aby ste si v\u0161imli naklonenie a asymetriu.\n<p><center><br \/>\n<video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\" loading=\"lazy\" preload=\"none\"><source src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2026\/11\/blender_53_flip_camera_qf_ffmped2.mp4\" type=\"video\/mp4\"><\/video><br \/>\n<\/center><\/p>\n<li class=\"l\"> Implementovan\u00e9 zapam\u00e4tanie nastaven\u00ed pri importe USD s\u00faborov do zbierok, \u010do umo\u017e\u0148uje vykona\u0165 op\u00e4tovn\u00fd import aktualizovan\u00fdch s\u00faborov jedn\u00fdm kliknut\u00edm.\n<li class=\"l\"> V neline\u00e1rnom videore\u017eis\u00e9ri (Video Sequencer) bol implementovan\u00fd re\u017eim mont\u00e1\u017ee so posunom (Ripple), pri ktorom odstr\u00e1nenie a skracovanie prvkov vedie k automatick\u00e9mu posunu v\u0161etk\u00fdch nasleduj\u00facich prvkov smerom do\u013eava na \u010dasovej osi bez ponechania \u201emedzier\u201c. Vkladanie prvkov sp\u00f4sobuje posun doprava na uvo\u013enenie potrebn\u00e9ho miesta. Okrem toho s\u00fa k dispoz\u00edcii re\u017eimy pre usporiadanie prvkov so zmenou posunu ostatn\u00e9ho obsahu a prepisovanie cez in\u00e9 prvky.\n<p><center><br \/>\n<video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\" loading=\"lazy\" preload=\"none\"><source src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2026\/11\/ripple_edit_modes_blender_53.mp4\" type=\"video\/mp4\"><\/video><br \/>\n<\/center><\/p>\n<p>Bol navrhnut\u00fd nov\u00fd variant n\u00e1stroja na rezanie videa \u2013 Blade 2.0, ktor\u00fd vidite\u013ene ukazuje, kde presne prebehne rez, zobrazuje \u010d\u00edslo sn\u00edmky v mieste rezu a zobrazuje n\u00e1h\u013ead sn\u00edmky pod kurzorom.<\/p>\n<p><center><br \/>\n<video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\" loading=\"lazy\" preload=\"none\"><source src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2026\/11\/blade_tool_1_ffmped.mp4\" type=\"video\/mp4\"><\/video><br \/>\n<\/center><\/p>\n<li class=\"l\"> V rozhran\u00ed Outliner (navig\u00e1tor \u0161trukt\u00fary a hierarchie sc\u00e9ny) implementovan\u00e1 mo\u017enos\u0165 usporiadania objektov v \u013eubovo\u013enom porad\u00ed, a nie iba pod\u013ea abecedy.\n<p><center><br \/>\n<video controls=\"\" style=\"width: 300px; height: 200px; max-width:100%\" loading=\"lazy\" preload=\"none\"><source src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2026\/11\/ui_outliner_sort.mp4\" type=\"video\/mp4\"><\/video><br \/>\n<\/center><\/p>\n<li class=\"l\"> Vo bo\u010dn\u00fdch paneloch v\u0161etk\u00fdch editorov implementovan\u00e1 podpora vyh\u013ead\u00e1vania vlastnost\u00ed alebo oper\u00e1torov po stla\u010den\u00ed Ctrl+F.\n<p><center><img decoding=\"async\" src=\"\/wp-content\/uploads\/2026\/11\/3f686251618d99784a4d0509a71bbb5b.png\" style=\"display:block;margin: 0 auto;\" \/><\/center><\/p>\n<li class=\"l\"> Do rozhrania bola zabudovan\u00e1 mo\u017enos\u0165 pou\u017e\u00edvania zna\u010dkovania Markdown na form\u00e1tovanie textu, vr\u00e1tane koment\u00e1rov v editoroch uzlov.\n<p><center><img decoding=\"async\" src=\"\/wp-content\/uploads\/2026\/11\/024b14e411e81a4aa7b44abc95a563f0.png\" style=\"display:block;margin: 0 auto;\" \/><\/center><\/p>\n<\/ul>\n<\/ul>\n<p>Zdroj: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=66665\">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 5.3, \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. \u0422\u0430\u043a\u0436\u0435 \u043f\u0440\u043e\u0434\u043e\u043b\u0436\u0430\u0435\u0442 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u0438\u0432\u0430\u0442\u044c\u0441\u044f LTS-\u0432\u0435\u0442\u043a\u0438 Blender 5.2 \u0438 4.5, [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":10,"featured_media":184223,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-184221","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.5 - aioseo.com -->\n\t<meta name=\"description\" content=\"\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 5.3, \u043f\u043e\u0434\u0445\u043e\u0434\u044f\u0449\u0435\u0433\u043e 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