{"id":84386,"date":"2020-06-07T13:42:03","date_gmt":"2020-06-07T11:42:03","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-2-83"},"modified":"2020-06-07T13:42:03","modified_gmt":"2020-06-07T11:42:03","slug":"vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-2-83","status":"publish","type":"post","link":"https:\/\/prohoster.info\/sk\/blog\/news\/vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-2-83","title":{"rendered":"Vydanie vo\u013en\u00e9ho syst\u00e9mu 3D modelovania Blender 2.83","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p><noindex><a rel=\"nofollow\" href=\"https:\/\/www.blender.org\/press\/blender-2-83-release\/\">Predstaven\u00e9<\/a><\/noindex> vydanie vo\u013en\u00e9ho bal\u00edka 3D modelovania <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.83\">Blender 2.83<\/a><\/noindex>, ktor\u00fd obsahuje viac ako 1250 opr\u00e1v a vylep\u0161en\u00ed, pripraven\u00fdch za tri mesiace od vydania  <noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=52373\">Blender 2.82<\/a><\/noindex>. Hlavn\u00e1 pozornos\u0165 pri pr\u00edprave novej verzie bola zameran\u00e1 na optimaliz\u00e1ciu v\u00fdkonu \u2014 boli zr\u00fdchlen\u00e9 oper\u00e1cie undo, funkcie skicovania a zobrazenie n\u00e1h\u013eadu renderovania. V eng\u00edne Cycles bola pridan\u00e1 podpora adapt\u00edvneho vzorkovania. Nov\u00e9 n\u00e1stroje pre soch\u00e1rske modelovanie, Cloth Brush a Face Sets, boli pridan\u00e9. Bola implementovan\u00e1 syst\u00e9m potla\u010denia \u0161umu s podporou akceler\u00e1torov NVIDIA RTX. Tie\u017e bola poskytnut\u00e1 po\u010diato\u010dn\u00e1 podpora virtu\u00e1lnej reality zalo\u017eenej na \u0161tandarde OpenXR a mo\u017enos\u0165 importova\u0165 s\u00fabory OpenVDB.<\/p>\n<p><center><br \/>\n<div class=\"youtube-placeholder\" data-id=\"YbL-rJv3BpI\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/YbL-rJv3BpI\/hqdefault.jpg\" alt=\"Prehrajte video\" 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>Blender 2.83 je ozna\u010den\u00fd ako prv\u00e9 LTS vydanie (Long Term Support) v hist\u00f3rii projektu, ktor\u00e9 mo\u017eno pova\u017eova\u0165 za stabiln\u00fa z\u00e1klad\u0148u, pre ktor\u00fa bud\u00fa k dispoz\u00edcii aktualiz\u00e1cie s opravami z\u00e1va\u017en\u00fdch ch\u00fdb <noindex><a rel=\"nofollow\" href=\"https:\/\/blender.org\/donwload\/lts\">vytvoren\u00e9<\/a><\/noindex> po\u010das dvoch rokov. Opravy bud\u00fa pomenovan\u00e9 2.83.1, 2.83.2 at\u010f. Podobn\u00fa prax <noindex><a rel=\"nofollow\" href=\"https:\/\/code.blender.org\/2020\/05\/long-term-support-pilot\/\">pl\u00e1nuje<\/a><\/noindex> pokra\u010dova\u0165 aj v nasleduj\u00facich vetv\u00e1ch. Napr\u00edklad po Blende 2.83 za\u010dal v\u00fdvoj vetvy Blender 2.9x, v r\u00e1mci ktorej by mali by\u0165 publikovan\u00e9 \u0161tyri verzie \u2014 2.90, 2.91, 2.92 a 2.93. Verzia 2.93, podobne ako 2.83, sa stane LTS. V roku 2021 je napl\u00e1novan\u00e9 vydanie verzie 3.0, ktor\u00e1 ozna\u010d\u00ed prechod na nov\u00fd nepretr\u017eit\u00fd syst\u00e9m \u010d\u00edslovania vydan\u00ed.<\/p>\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/code.blender.org\/wp-content\/uploads\/2020\/05\/release_cadence_4th_wall-1-1536x336.png\"><img decoding=\"async\" alt=\"Vydanie vo\u013en\u00e9ho syst\u00e9mu 3D modelovania Blender 2.83\" src=\"\/wp-content\/uploads\/2020\/06\/69467d4bb689238e148bd80632605a5d.png\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<p><noindex><a rel=\"nofollow\" href=\"https:\/\/www.blender.org\/download\/releases\/2-83\/\">Hlavn\u00e9<\/a><\/noindex> <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.83\">zmeny<\/a><\/noindex> v Blender 2.83:<\/p>\n<ul>\n<li class=\"l\"> Pridan\u00e1 podpora importu a renderovania s\u00faborov <noindex><a rel=\"nofollow\" href=\"https:\/\/www.openvdb.org\/\">OpenVDB<\/a><\/noindex> s pou\u017eit\u00edm nov\u00e9ho objektu \u201e<noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.83\/Volumes\">Volume<\/a><\/noindex>\u201c. S\u00fabory OpenVDB m\u00f4\u017eu by\u0165 generovan\u00e9 Blenerom z vyrovn\u00e1vacej pam\u00e4te syst\u00e9mu simul\u00e1cie plynu, dymu, oh\u0148a a kvapal\u00edn, alebo m\u00f4\u017eu by\u0165 pren\u00e1\u0161an\u00e9 z extern\u00fdch aplik\u00e1ci\u00ed, ako je Houdini. Form\u00e1t OpenVDB bol navrhnut\u00fd \u0161t\u00fadiom DreamWorks Animation a umo\u017e\u0148uje efekt\u00edvne uchov\u00e1va\u0165 a manipulova\u0165 s riedkymi objemov\u00fdmi \u00fadajmi, diskr\u00e9tne mrie\u017ekovan\u00fdmi v trojrozmern\u00e9nch sie\u0165ach.\n<p><center><br \/>\n<video controls=\"\" style=\"width: 640px; max-width:100%\" poster=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/06\/Screenshot-from-openvdb_combined_edit.mov.png\" src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/06\/openvdb_combined_edit.mov?x28234\"><\/video><br \/>\n<\/center><\/p>\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.83\/Virtual_Reality\">Pridan\u00e1<\/a><\/noindex> z\u00e1kladn\u00e1 podpora virtu\u00e1lnej reality, obmedzen\u00e1 zatia\u013e na mo\u017enos\u0165 in\u0161pekcie trojrozmern\u00fdch sc\u00e9n pomocou VR headsetov priamo z Blenderu (len v re\u017eime zobrazenia, zmena obsahu zatia\u013e nie je podporovan\u00e1). Podpora je zalo\u017een\u00e1 na implement\u00e1cii \u0161tandardu <noindex><a rel=\"nofollow\" href=\"https:\/\/www.khronos.org\/openxr\/\">OpenXR<\/a><\/noindex>, ktor\u00fd ur\u010duje univerz\u00e1lne API na tvorbu aplik\u00e1ci\u00ed virtu\u00e1lnej a roz\u0161\u00edrenej reality, ako aj s\u00fabor vrstiev na interakciu s hardv\u00e9rom, abstrahuj\u00facich \u0161pecifik\u00e1 konkr\u00e9tnych zariaden\u00ed. S Blenderom m\u00f4\u017eu by\u0165 pou\u017e\u00edvan\u00e9 ak\u00e9ko\u013evek platformy, ktor\u00e9 podporuj\u00fa OpenXR, ako Windows Mixed Reality a Oculus Rift na Windows a <noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=53049\">Monado<\/a><\/noindex> v Linuxe (SteamVR zatia\u013e nie je podporovan\u00fd, preto\u017ee neimplementuje OpenXR).\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/f\/ff\/VR_Oculus_Tram_Station.png\"><img decoding=\"async\" alt=\"Vydanie vo\u013en\u00e9ho syst\u00e9mu 3D modelovania Blender 2.83\" src=\"\/wp-content\/uploads\/2020\/06\/3bff7af4c9079f74e741d2f4b8ee7adf.png\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> V engin\u00e1ch Cycles je implementovan\u00e1 mo\u017enos\u0165 pou\u017eitia mechanizmu potla\u010denia \u0161umu OptiX v <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.blender.org\/manual\/en\/latest\/editors\/3dview\/introduction.html\">3D Viewporte<\/a><\/noindex> pri n\u00e1h\u013eade, ako aj pri fin\u00e1lnom renderovan\u00ed. Implement\u00e1cia OptiX je otvoren\u00e1 spolo\u010dnos\u0165ou NVIDIA, pou\u017e\u00edva met\u00f3dy strojov\u00e9ho u\u010denia, pracuje r\u00fdchlej\u0161ie ako predt\u00fdm dostupn\u00e9 met\u00f3dy potla\u010denia \u0161umu a podporuje hardv\u00e9rov\u00e9 ur\u00fdchlenie na kart\u00e1ch <noindex><a rel=\"nofollow\" href=\"https:\/\/www.nvidia.com\/ru-ru\/geforce\/20-series\/rtx\/\">NVIDIA RTX<\/a><\/noindex>.\n<li class=\"l\"> Bol pridan\u00fd nov\u00fd n\u00e1stroj soch\u00e1rskeho modelovania \u201eCloth Brush\u201c, ktor\u00fd vyu\u017e\u00edva met\u00f3dy simul\u00e1cie fyzik\u00e1lnych procesov na vytv\u00e1ranie realistick\u00fdch z\u00e1hybov na odevoch a automatick\u00e9 formovanie prirodzene vyzeraj\u00facich kriviek.\n<p><center><br \/>\n<video controls=\"\" style=\"width: 640px; max-width:100%\"  poster=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/06\/Screenshot-from-Clothbrushdemo.mp4-1.png\" src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/06\/Cloth-Brush-Demo-1.mp4\"><\/video><\/center><\/p>\n<p>V nastaveniach \u0161tetca s\u00fa implementovan\u00e9 vlastnosti simul\u00e1cie hmotnosti a amortiz\u00e1cie, \u010fal\u0161ie pos\u00fava\u010de na obmedzenie vplyvu simul\u00e1cie, sedem re\u017eimov deform\u00e1cie \u0161tetca s radi\u00e1lnym a ploch\u00fdm typom poklesu. <\/p>\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/06\/cloth_settings.jpg\"><img decoding=\"async\" alt=\"Vydanie vo\u013en\u00e9ho syst\u00e9mu 3D modelovania Blender 2.83\" src=\"\/wp-content\/uploads\/2020\/06\/3f20bd3d5d0978465fb38a541d3eb76d.png\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<p>Okrem toho, do n\u00e1strojov soch\u00e1rskeho modelovania  <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.83\/Sculpt\">bola pridan\u00e1<\/a><\/noindex> nov\u00fd \u0161tetec \u201eClay Thumb\u201c, ktor\u00fd imituje deform\u00e1ciu hliny prstami a akumuluje materi\u00e1l po\u010das \u00faderu. Bol pridan\u00fd \u0161tetec \u201eSmooth Brush\u201c, tie\u017e dostupn\u00fd v Mesh Filter, ktor\u00fd odstra\u0148uje povrchy, pri\u010dom zachov\u00e1va objem objektu. \u0160tetec \u201eLayer Brush\u201c bol kompletne preroben\u00fd, doplnen\u00fd o n\u00e1h\u013ead v\u00fd\u0161ky vrstvy, na ktor\u00fa ukazuje kurzor, a zah\u0155\u0148a vylep\u0161en\u00fa podporu masiek, zbaven\u00fd vzniku artefaktov pri nieko\u013ekon\u00e1sobnej zmene jednej oblasti. V poli polygon\u00e1lnych siet\u00ed (Mesh Filter) sa objavil nov\u00fd re\u017eim spracovania hr\u00e1n (Sharpen), ktor\u00fd pri\u0165ahuje okraje a automaticky vyhladzuje ploch\u00e9 povrchy.<\/p>\n<p><center><video controls=\"\" style=\"width: 640px; max-width:100%\" src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/05\/sculpt_filter_sharpen.mp4\"><\/video><\/center><\/p>\n<p>Navrhnut\u00fd nov\u00fd syst\u00e9m \u201eFace Sets\u201c na spravovanie vidite\u013enosti jednotliv\u00fdch \u010dast\u00ed polygon\u00e1lnej siete (mesh) v re\u017eimoch modelovania a ma\u013eovania. Face Sets je vhodn\u00fd pre re\u017eimy zameran\u00e9 na pou\u017e\u00edvanie \u0161tetcov, automaticky skr\u00fdva \u010dasti povrchu a umo\u017e\u0148uje dosiahnu\u0165 v\u00e4\u010d\u0161iu kontrolu pri pr\u00e1ci s polygon\u00e1lnymi sie\u0165ami zlo\u017eit\u00fdch tvarov a prekryvaj\u00facich sa povrchov.<\/p>\n<p><center><video controls=\"\" style=\"width: 640px; max-width:100%\" src=\"https:\/\/wiki.blender.org\/w\/images\/7\/7b\/Relax_Face_Sets_Mesh_Filter.mp4\"><\/video><\/center><\/p>\n<li class=\"l\"> \u00daplne <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.83\/Grease_Pencil\">prepisovan\u00e1<\/a><\/noindex> realiz\u00e1cia skicovacieho ceruzka (Grease Pencil), umo\u017e\u0148uj\u00faceho vytv\u00e1ra\u0165 n\u00e1\u010drty pre 2D anim\u00e1ciu.<br \/>\n N\u00e1stroje sa stali ove\u013ea r\u00fdchlej\u0161ie a lep\u0161ie integrovan\u00e9 s Blenderom. Pri manipul\u00e1cii s objektmi v Grease Pencil sa teraz pou\u017e\u00edva obvykl\u00fd pracovn\u00fd postup, ktor\u00fd sa vyu\u017e\u00edva aj pri pr\u00e1ci s polygon\u00e1lnymi sie\u0165ami v Blende. Farby obrysu nie s\u00fa obmedzen\u00e9 na jeden materi\u00e1l a pre ka\u017ed\u00fd bod m\u00f4\u017ee by\u0165 nastaven\u00e1 vlastn\u00e1 farba. Pridan\u00fd nov\u00fd vykres\u013eovac\u00ed engine, ktor\u00fd poskytuje mo\u017enos\u0165 kombin\u00e1cie. <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.blender.org\/manual\/en\/latest\/sculpt_paint\/sculpting\/hide_mask.html\">masky<\/a><\/noindex>. Modifik\u00e1tory efektov boli prepracovan\u00e9 na zv\u00fd\u0161enie kvality, v\u00fdkonu a flexibility pou\u017e\u00edvania. V re\u017eime r\u00fdchlych \u0165ahov je zabezpe\u010den\u00e9 automatick\u00e9 vyhladzovanie \u010diar, aby sa predi\u0161lo v\u00fdskytu zlomen\u00edn a ostr\u00fdch rohov. Pribli\u017ene dvojn\u00e1sobne zv\u00fd\u0161en\u00fd v\u00fdkon pri pr\u00e1ci s s\u00fabormi obsahuj\u00facimi ve\u013ek\u00e9 mno\u017estvo \u0165ahov, ako aj zr\u00fdchlen\u00e9 vyhladzovanie pri r\u00fdchlom kreslen\u00ed.<\/p>\n<p><center><video controls=\"\" style=\"width: 640px; max-width:100%\" poster=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/06\/Screenshot-from-GP_VertexPaint_03.mp4.png\" src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/05\/GP_VertexPaint_03-chopped.mp4\"><\/video><\/center><\/p>\n<li class=\"l\"> Do renderovacieho enginu Eevee, ktor\u00fd podporuje fyzik\u00e1lne korektn\u00fd real-time rendering a pou\u017e\u00edva len GPU (OpenGL) na vizualiz\u00e1ciu, <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.83\/EEVEE\">bola pridan\u00e1<\/a><\/noindex> podpora 10 \u010fal\u0161\u00edch prechodov pre kompoz\u00edciu. Aktualiz\u00e1cia implement\u00e1cie cache osvetlenia zbavila artefaktov na \u0161v\u00e1ch a efektu natiahnutia l\u00e1tky. Pridan\u00e1 mo\u017enos\u0165 aplik\u00e1cie vysokokvalitn\u00fdch normalov, ktor\u00e9 odstra\u0148uj\u00fa nedostato\u010dn\u00e9 zobrazenie text\u00far kv\u00f4li probl\u00e9mom s n\u00edzkym rozl\u00ed\u0161en\u00edm normalov na hust\u00fdch polygon\u00e1lnych sie\u0165ach.<br \/>\nV re\u017eime n\u00e1h\u013eadu materi\u00e1lu sa zjednodu\u0161ila \u00faprava \u00farovne rozostrenia pozadia HDRI. Pri spracovan\u00ed geometrie vlasov je zabezpe\u010den\u00e1 podpora mie\u0161ania s alfa-\u0161\u00e9rom, re\u017eimu prieh\u013eadnosti a re\u017eimov mie\u0161ania tie\u0148ov.<\/p>\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/e\/e8\/Hair_alpha.png\"><img decoding=\"async\" alt=\"Vydanie vo\u013en\u00e9ho syst\u00e9mu 3D modelovania Blender 2.83\" src=\"\/wp-content\/uploads\/2020\/06\/be114ee2717c572d9201beb2245ebd4f.png\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Roz\u0161\u00edren\u00e9 mo\u017enosti vstavan\u00e9ho video editora (Video Sequencer). Navrhnut\u00e1 implement\u00e1cia diskovej cache, ktor\u00e1 umo\u017e\u0148uje uklada\u0165 cachovan\u00e9 sn\u00edmky nie do RAM, ale na disk. Na p\u00e1soch je zabezpe\u010den\u00e1 podpora neprieh\u013eadnosti a mo\u017enos\u0165 predbe\u017en\u00e9ho prehr\u00e1vania zvuku. Pridan\u00fd nov\u00fd panel na \u00fapravu poslednej oper\u00e1cie.<br \/>\n<center><noindex><a rel=\"nofollow\" href=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/06\/blender_vse.png\"><img decoding=\"async\" alt=\"Vydanie vo\u013en\u00e9ho syst\u00e9mu 3D modelovania Blender 2.83\" src=\"\/wp-content\/uploads\/2020\/06\/36a2a1bcc42772ee9af7a5eae346e11b.png\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> V renderovacom engine Cycles bola pridan\u00e1 podpora adapt\u00edvneho vzorkovania, ktor\u00e9 automaticky zni\u017euje po\u010det vzoriek v oblastiach s n\u00edzkou \u00farov\u0148ou hluku. V\u00fdsledkom je zv\u00fd\u0161enie r\u00fdchlosti renderovania a rovnomernej\u0161ie rozdelenie hluku.\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.83\/Cycles\">Vylep\u0161en\u00e1<\/a><\/noindex> implement\u00e1cia shaderov\u00fdch uzlov. V uzle Wave Texture sa objavili nov\u00e9 re\u017eimy v\u00fdberu smeru pohybu vlny, mo\u017enos\u0165 riadenia posunu f\u00e1zy a zv\u00fd\u0161enia detailnosti za\u0161umen\u00fdch text\u00far. Boli zaveden\u00e9 vylep\u0161enia v uzloch \u201eWhite Noise Texture\u201c, \u201eMath\u201c a \u201eVector Math\u201c. Pridan\u00e9 nastavenia na zjednodu\u0161enie ot\u00e1\u010dania a zmr\u0161\u0165ovania vektorov, v gener\u00e1tore bieleho \u0161umu bola pridan\u00e1 mo\u017enos\u0165 farebn\u00e9ho v\u00fdstupu.\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/06\/white-noise_color.png?x67059\"><img decoding=\"async\" alt=\"Vydanie vo\u013en\u00e9ho syst\u00e9mu 3D modelovania Blender 2.83\" src=\"\/wp-content\/uploads\/2020\/06\/76f87cd8a36c04be84bdc02aeb1c13f4.png\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Do pluginu na spr\u00e1vu zbierok bola pridan\u00e1 podpora pre zbierky sc\u00e9n a realizovan\u00e1 nov\u00e1 obrazovka QCD (Quick Content Display), ktor\u00e1 umo\u017e\u0148uje nastavi\u0165 a\u017e 20 zbierok vo forme slotov, dostupn\u00fdch na r\u00fdchly preh\u013ead cez widget.<br \/>\n<center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/3\/37\/Collection_Manager_blender_2.83.png\"><img decoding=\"async\" alt=\"Vydanie vo\u013en\u00e9ho syst\u00e9mu 3D modelovania Blender 2.83\" src=\"\/wp-content\/uploads\/2020\/06\/48bc882949617dcf2fe8faa2fb2431a1.png\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Roz\u0161\u00edren\u00e9 a aktualizovan\u00e9 mnoh\u00e9 modifik\u00e1tory, vr\u00e1tane<br \/>\nCorrective Smooth, Ocean, Remesh, Solidify, Surface Deform a Warp.<\/p>\n<li class=\"l\"> Bola vykonan\u00e1 ve\u013ek\u00e1 d\u00e1vka optimaliz\u00e1ci\u00ed v\u00fdkonu. Zr\u00fdchlil sa chod oper\u00e1ci\u00ed vr\u00e1tenia zmien (undo) v re\u017eimoch \u201eObject\u201c a \u201ePose\u201c.<br \/>\nV re\u017eime soch\u00e1rskeho modelovania bolo implementovan\u00e9 oneskoren\u00e9 aktualizovanie Viewportu, \u010do ur\u00fdchlilo navig\u00e1ciu po polygon\u00e1lnych mrie\u017ekach s ve\u013ek\u00fdm po\u010dtom buniek. Nov\u00fd mechanizmus rie\u0161enia kol\u00edzi\u00ed umo\u017enil simul\u00e1ciu tkan\u00edn a\u017e 5-kr\u00e1t r\u00fdchlej\u0161ie. Zna\u010dne bola ur\u00fdchlen\u00e1 simul\u00e1cia kvapal\u00edn a plynov v objektoch Effector. Skr\u00e1ten\u00fd \u010das na\u010d\u00edtania s\u00faborov s \u010dasticami a polygon\u00e1lnymi mrie\u017ekami v syst\u00e9moch simul\u00e1cie kvapal\u00edn a plynov.<\/p>\n<li class=\"l\"> V 3D Viewport boli vylep\u0161en\u00e9 oper\u00e1cie v\u00fdberu ve\u013ek\u00e9ho po\u010dtu drobn\u00fdch objektov a prepracovan\u00fd syst\u00e9m spr\u00e1vy farieb (kompozitovanie sa teraz vykon\u00e1va v line\u00e1rnom farebnom priestore).\n<li class=\"l\"> Bola pridan\u00e1 mo\u017enos\u0165 exportu metasf\u00e9r (Metaball) vo form\u00e1te USD (Universal Scene Description) ako vypo\u010d\u00edtan\u00fdch polygon\u00e1lnych mrie\u017eok.<br \/>\nVylep\u0161en\u00fd export a import vo form\u00e1te glTF (GL Transmission Format).<\/p>\n<li class=\"l\"> Vo spr\u00e1vci s\u00faborov bol implementovan\u00fd re\u017eim r\u00fdchleho vyh\u013ead\u00e1vania s\u00faborov (Ctrl+F), pridan\u00e1 podpora pre s\u00faborov\u00e9 atrib\u00faty a skryt\u00e9 s\u00fabory.\n<\/ul>\n<p><noindex><a rel=\"nofollow\" name=\"link\"><\/a><\/noindex><\/p>\n<p>Zdroj: <a \ncontent=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=53101\">opennet.ru<\/a><\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u0440\u0435\u0434\u0441\u0442\u0430\u0432\u043b\u0435\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 2.83, \u0432 \u043a\u043e\u0442\u043e\u0440\u044b\u0439 \u0432\u043e\u0448\u043b\u043e \u0431\u043e\u043b\u0435\u0435 1250 \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 2.82. \u041e\u0441\u043d\u043e\u0432\u043d\u043e\u0435 \u0432\u043d\u0438\u043c\u0430\u043d\u0438\u0435 \u043f\u0440\u0438 \u043f\u043e\u0434\u0433\u043e\u0442\u043e\u0432\u043a\u0435 \u043d\u043e\u0432\u043e\u0439 \u0432\u0435\u0440\u0441\u0438\u0438 \u0431\u044b\u043b\u043e \u0441\u043e\u0441\u0440\u0435\u0434\u043e\u0442\u043e\u0447\u0435\u043d\u043e \u043d\u0430 \u043e\u043f\u0442\u0438\u043c\u0438\u0437\u0430\u0446\u0438\u0438 \u043f\u0440\u043e\u0438\u0437\u0432\u043e\u0434\u0438\u0442\u0435\u043b\u044c\u043d\u043e\u0441\u0442\u0438 &#8212; \u0443\u0441\u043a\u043e\u0440\u0435\u043d\u0430 \u0440\u0430\u0431\u043e\u0442\u0430 undo, \u044d\u0441\u043a\u0438\u0437\u043d\u043e\u0433\u043e \u043a\u0430\u0440\u0430\u043d\u0434\u0430\u0448\u0430 \u0438 \u043f\u0440\u0435\u0434\u043f\u0440\u043e\u0441\u043c\u043e\u0442\u0440\u0430 \u0440\u0435\u043d\u0434\u0435\u0440\u0438\u043d\u0433\u0430. \u0412 \u0434\u0432\u0438\u0436\u043a\u0435 Cycles \u0434\u043e\u0431\u0430\u0432\u043b\u0435\u043d\u0430 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u0430 \u0430\u0434\u0430\u043f\u0442\u0438\u0432\u043d\u043e\u0433\u043e \u0441\u044d\u043c\u043f\u043b\u0438\u043d\u0433\u0430. \u0414\u043e\u0431\u0430\u0432\u043b\u0435\u043d\u044b \u043d\u043e\u0432\u044b\u0435 \u0438\u043d\u0441\u0442\u0440\u0443\u043c\u0435\u043d\u0442\u044b \u0441\u043a\u0443\u043b\u044c\u043f\u0442\u0443\u0440\u043d\u043e\u0433\u043e [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":84387,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-84386","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.4 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041f\u0440\u0435\u0434\u0441\u0442\u0430\u0432\u043b\u0435\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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