{"id":111552,"date":"2023-11-16T21:10:13","date_gmt":"2023-11-16T19:10:20","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-4-0"},"modified":"2023-11-16T21:10:13","modified_gmt":"2023-11-16T19:10:20","slug":"vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-4-0","status":"publish","type":"post","link":"https:\/\/prohoster.info\/sq\/blog\/news\/vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-4-0","title":{"rendered":"Lan\u00e7imi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 4.0","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Organizata Blender Foundation publikoi versionin e paket\u00ebs falas p\u00ebr modelimin 3D, Blender 4.0, t\u00eb p\u00ebrshtatsh\u00ebm p\u00ebr t\u00eb zgjidhur detyra t\u00eb ndryshme q\u00eb lidhen me modelimin 3D, grafik\u00ebn 3D, zhvillimin e loj\u00ebrave kompjuterike, simulimin, renderimin, kompozimin, ndjekjen e l\u00ebvizjeve, modelimin skulptural, krijimin e animacioneve dhe montimin e videove. Kodi shp\u00ebrndahet n\u00ebn licenc\u00ebn GPL. Nd\u00ebrtimet e gatshme jan\u00eb formuar p\u00ebr Linux, Windows dhe macOS. P\u00ebr m\u00eb tep\u00ebr, vazhdojn\u00eb t\u00eb mb\u00ebshteten deg\u00ebt Blender 3.3 dhe 3.6 me mbulim afatgjat\u00eb (LTS), p\u00ebr t\u00eb cilat do t\u00eb formohen p\u00ebrdit\u00ebsime deri n\u00eb Shtator 2024 dhe Qershor 2025.       <\/p>\n<p>Mes p\u00ebrmir\u00ebsimeve t\u00eb shtuar:  <\/p>\n<ul>\n<li class=\"l\"> Nj\u00eb implementim i ri i nod\u00ebs me shenjuesin e sistemit BSDF (Funksioni i Shp\u00ebrndarjes Bidireksionale t\u00eb Shk\u00eblqimit) \u00ebsht\u00eb propozuar, n\u00eb t\u00eb cilin \u00ebsht\u00eb zgjeruar duksh\u00ebm mb\u00ebshtetja p\u00ebr lloje t\u00eb ndryshme materialesh dhe \u00ebsht\u00eb rritur fleksibiliteti i p\u00ebrdorimit. P\u00ebr shembull, shk\u00eblqimi i p\u00eblhur\u00ebs tani sigurohet nga nj\u00eb model i ri i shenj\u00ebs p\u00ebr mikrofibrat dhe vendoset n\u00eb shtres\u00ebn e sip\u00ebrme mbi ndri\u00e7im dhe mbulim, duke lejuar p\u00ebrdorimin e tij jo vet\u00ebm p\u00ebr p\u00eblhura t\u00eb fibrave, por gjithashtu p\u00ebr krijimin e efektit t\u00eb pluhurit mbi \u00e7do material. Shtresa e mbulimit tani vendoset mbi shtres\u00ebn e ndri\u00e7imit, \u00e7ka, p\u00ebr shembull, lejon simulimin e ndri\u00e7imit t\u00eb ekranit prapa xhamit. N\u00eb shp\u00ebrndarjen n\u00ebn sip\u00ebrfaqe tani aplikohet ngjyra baz\u00eb dhe jo nj\u00eb ngjyr\u00eb e ve\u00e7ant\u00eb. Nodat \"Shk\u00eblqimi BSDF\" dhe \"Anizotropi BSDF\" jan\u00eb bashkuar n\u00eb nj\u00eb nod\u00eb \"Shk\u00eblqimi BSDF\" me mund\u00ebsin\u00eb e menaxhimit t\u00eb anizotropis\u00eb. \u00cbsht\u00eb shtuar mb\u00ebshtetje p\u00ebr nuancimin e skajve t\u00eb sip\u00ebrfaqeve metalike.      <center><img decoding=\"async\" alt=\"Lan\u00e7imi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 4.0\" src=\"\/wp-content\/uploads\/2023\/11\/6de31cabbb8c518fee59f5604e859a40.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Shtuar moda e menaxhimit t\u00eb ngjyr\u00ebs AgX, e cila n\u00eb krahasim me mod\u00ebn Filmic lejon arritjen e rezultateve m\u00eb realiste n\u00eb prani t\u00eb zonave t\u00eb mbivendosura, duke afruar ngjyrat e ndritshme me ngjyr\u00ebn e bardh\u00eb me ngjashm\u00ebri me kamerat reale.        <center><img decoding=\"async\" alt=\"Lan\u00e7imi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 4.0\" src=\"\/wp-content\/uploads\/2023\/11\/3946d3f855c0a7350506add1f429201c.jpg\" style=\"display:block;margin: 0 auto;\" \/><img decoding=\"async\" alt=\"Lan\u00e7imi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 4.0\" src=\"\/wp-content\/uploads\/2023\/11\/53058b05f63c91bbc8531889e81ea9e7.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> N\u00eb nod\u00ebn tekstur\u00ebs \"Voronoi\" \u00ebsht\u00eb realizuar mund\u00ebsia p\u00ebr t\u00eb shtuar zhurm\u00eb fraktale dhe p\u00ebr t\u00eb specifikuar disa nivele detaji, si dhe jan\u00eb shtuar tre lloje t\u00eb reja t\u00eb t\u00eb dh\u00ebnave hyr\u00ebse: detaji (numri i niveleve p\u00ebr llogaritje), ashp\u00ebrsia (ndryshimi i ndikimit t\u00eb niveleve t\u00eb sip\u00ebrme n\u00eb rezultat) dhe lakunariteti (koeficienti i shkall\u00ebzimit t\u00eb \u00e7do niveli t\u00eb m\u00ebtejsh\u00ebm).       <center>  <video poster=\"\" controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2023\/11\/voronoi_texture_blender_40.mp4\" type=\"video\/mp4\"><\/video>  <\/center>\n<li class=\"l\"> N\u00eb sistemin e rrenderimit Cycles \u00ebsht\u00eb realizuar mund\u00ebsia e lidhjes s\u00eb drit\u00ebs (light linking), q\u00eb lejon arritjen e ndri\u00e7imit vet\u00ebm p\u00ebr objekte t\u00eb caktuara n\u00eb sken\u00eb, si dhe mund\u00ebsia e lidhjes s\u00eb hijeve (shadow linking) p\u00ebr t\u00eb p\u00ebrcaktuar cilat objekte bllokojn\u00eb hije gjat\u00eb ndri\u00e7imit. K\u00ebto mund\u00ebsi ofrojn\u00eb m\u00eb shum\u00eb kontroll mbi ndri\u00e7imin, p\u00ebr shembull, objekteve t\u00eb ndryshme mund t'u lidhen cil\u00ebsime t\u00eb ndryshme ndri\u00e7imi dhe t\u00eb sigurohet ndri\u00e7imi i ve\u00e7ant\u00eb i karaktereve.      <center><img decoding=\"async\" alt=\"Lan\u00e7imi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 4.0\" src=\"\/wp-content\/uploads\/2023\/11\/ac5238cd841c375a06abb195fdde12a5.png\" style=\"display:block;margin: 0 auto;\" \/><img decoding=\"async\" alt=\"Lan\u00e7imi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 4.0\" src=\"\/wp-content\/uploads\/2023\/11\/6450e33d275a4dd9ed3b319929c8fa72.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> N\u00eb metod\u00ebn e renderimit \"Path Guiding\" \u00ebsht\u00eb realizuar mb\u00ebshtetje p\u00ebr funksionimin jo vet\u00ebm me sip\u00ebrfaqe difuzive, por edhe me ato shk\u00eblqyese. P\u00ebrdorimi i Path Guiding lejon t\u00eb reduktohet ndjesh\u00ebm niveli i zhurm\u00ebs n\u00eb sip\u00ebrfaqet shk\u00eblqyese dhe t\u00eb gjenden rrug\u00ebt q\u00eb mungojn\u00eb drejt burimit t\u00eb drit\u00ebs. Shpejt\u00ebsia e ngarkimit t\u00eb rrjeteve t\u00eb m\u00ebdha poligonale \u00ebsht\u00eb rritur duksh\u00ebm (me 1.76 her\u00eb).    <center><img decoding=\"async\" alt=\"Lan\u00e7imi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 4.0\" src=\"\/wp-content\/uploads\/2023\/11\/42fe45a9b0661cbfe109354a2d3e5177.jpg\" style=\"display:block;margin: 0 auto;\" \/><img decoding=\"async\" alt=\"Lan\u00e7imi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 4.0\" src=\"\/wp-content\/uploads\/2023\/11\/bbe67170a5d78273d339cca1cf25c7d7.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00cbsht\u00eb propozuar nj\u00eb mjet \"Node tools\", i cili mund t\u00eb p\u00ebrdoret p\u00ebr t\u00eb zgjeruar aft\u00ebsit\u00eb baz\u00eb t\u00eb Blender dhe p\u00ebr t\u00eb ndryshuar mjetet ekzistuese, duke p\u00ebrdorur nodat gjeometrike n\u00eb vend t\u00eb skenave n\u00eb gjuh\u00ebn Python. P\u00ebr krijimin e mjeteve t\u00eb reja mbi baz\u00ebn e nodave, propozohen t\u00eb p\u00ebrdoren redaktori standard i nodave gjeometrike. P\u00ebr t\u00eb realizuar funksionalitete t\u00eb reja, n\u00eb sistemin e nodave gjeometrike \u00ebsht\u00eb shtuar nj\u00eb seri mund\u00ebsish t\u00eb reja, si\u00e7 \u00ebsht\u00eb ekzekutimi i nodave gjeometrike si operator\u00eb t\u00eb zakonsh\u00ebm.\n<p>Jan\u00eb shtuar gjithashtu disa node specifike, q\u00eb sigurojn\u00eb akses n\u00eb kursorin 3D, p\u00ebrzgjedhjen e zonave dhe menaxhimin e dukshm\u00ebris\u00eb (Face Set). \u00cbsht\u00eb shtuar nodi Repeat Zones, q\u00eb lejon realizimin e nod\u00ebve t\u00eb zgjedhur nj\u00eb num\u00ebr t\u00eb pafund p\u00ebr organizimin e pun\u00ebs s\u00eb cikleve pa dyfishim nod\u00ebsh. Jan\u00eb shtuar 8 nod\u00eb t\u00eb reja p\u00ebr thjeshtimin e operacioneve t\u00eb rrotullimit.      <center>  <div class=\"youtube-placeholder\" data-id=\"Y8Udi1AkdGY\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/Y8Udi1AkdGY\/hqdefault.jpg\" alt=\"Luaj videon\" loading=\"lazy\" width=\"480\" height=\"360\" style=\"width:100%;height:auto;\">\r\n        <div class=\"play-button\"><\/div>\r\n    <\/div><\/center>      <\/p>\n<li class=\"l\"> N\u00eb nd\u00ebrfaqen e modelimit, funksionaliteti i lidhjeve (snapping) \u00ebsht\u00eb zgjeruar ndjesh\u00ebm. Menuja e r\u00ebnies p\u00ebr lidhjet \u00ebsht\u00eb rishikuar. \u00cbsht\u00eb shtuar mund\u00ebsia p\u00ebr t\u00eb zgjedhur pik\u00ebn baz\u00eb t\u00eb lidhjes n\u00eb fluks (duke shtypur tastin &#171;B&#187;) dhe navigimi duke mbajtur shkronj\u00ebn Alt gjat\u00eb transformimit t\u00eb objekteve (l\u00ebvizjes, rrotullimit dhe shkall\u00ebzimit). Kur kaloni kursorin mbi matric\u00ebn poligonale, forma e saj tani ndryshon n\u00eb var\u00ebsi t\u00eb llojit t\u00eb lidhjes q\u00eb \u00ebsht\u00eb p\u00ebrdorur (p.sh., merr form\u00ebn e nj\u00eb katrori p\u00ebr qoshet, nj\u00eb rrethi p\u00ebr sip\u00ebrfaqen dhe nj\u00eb trek\u00ebnd\u00ebsh p\u00ebr pikat nd\u00ebrmjet\u00ebse).    <center><img decoding=\"async\" alt=\"Lan\u00e7imi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 4.0\" src=\"\/wp-content\/uploads\/2023\/11\/e02ecc0cd2fdf2457eb1d6a0c2d946f4.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> N\u00eb nd\u00ebrfaqen e p\u00ebrdoruesit, \u00ebsht\u00eb zbatuar mund\u00ebsia e k\u00ebrkimit t\u00eb menj\u00ebhersh\u00ebm p\u00ebr element\u00ebt e pranish\u00ebm n\u00eb menun\u00eb &#171;Shto&#187; (objekte, mesh-e, kurba, nyje, modifikator\u00eb, etj.) \u2014 duke qen\u00eb n\u00eb menu, mjafton t\u00eb filloni t\u00eb shkruani dhe rezultatet do t\u00eb shfaqen nd\u00ebrsa shkruani fraz\u00ebn e k\u00ebrkimit. N\u00eb menu dhe n\u00ebnt\u00eb-menu t\u00eb tjera, mund t\u00eb kaloni n\u00eb k\u00ebrkim duke shtypur hap\u00ebsir\u00ebn (p.sh., mund t\u00eb afroni kursorin n\u00eb menun\u00eb File, t\u00eb shtypni hap\u00ebsir\u00ebn, t\u00eb shkruani llojin e formatit t\u00eb skedarit dhe t\u00eb merrni lidhjen p\u00ebr import dhe eksport). P\u00ebrpara fillimit t\u00eb shkruarjes s\u00eb fraz\u00ebs s\u00eb k\u00ebrkimit, shfaqen rezultatet e m\u00ebparshme t\u00eb k\u00ebrkimit. Menuja e shtimit t\u00eb modifikator\u00ebve \u00ebsht\u00eb rishikuar n\u00eb mas\u00eb.    <center><img decoding=\"async\" alt=\"Lan\u00e7imi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 4.0\" src=\"\/wp-content\/uploads\/2023\/11\/955a1f8cfbb84d8e71616a5e12b94627.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Ka rritur madh\u00ebsin\u00eb e dialogut p\u00ebrzgjedhjes s\u00eb ngjyr\u00ebs. N\u00eb Linux dhe Windows, nd\u00ebrfaqja e p\u00ebrzgjedhjes s\u00eb ngjyr\u00ebs mund t\u00eb p\u00ebrdoret p\u00ebr t\u00eb p\u00ebrcaktuar ngjyr\u00ebn n\u00eb zon\u00ebn e ekranit jasht\u00eb dritares s\u00eb Blender.   <center><img decoding=\"async\" alt=\"Lan\u00e7imi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 4.0\" src=\"\/wp-content\/uploads\/2023\/11\/1f4ac7e4650d12a20332f0c35d73c5ca.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Fonti n\u00eb nd\u00ebrfaqen e p\u00ebrdoruesit \u00ebsht\u00eb ndryshuar n\u00eb Inter, gj\u00eb q\u00eb siguron nj\u00eb shfaqje cil\u00ebsore, pavar\u00ebsisht nga madh\u00ebsia dhe rezolucioni i ekranit. Gjat\u00eb renditjes s\u00eb tekstit \u00ebsht\u00eb siguruar hintimi i sakt\u00eb dhe pozicionimi subpikselor. N\u00eb cil\u00ebsime jan\u00eb shtuar mund\u00ebsi p\u00ebr aktivizimin e antialiasing subpikselor.    <center><img decoding=\"async\" alt=\"Lan\u00e7imi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 4.0\" src=\"\/wp-content\/uploads\/2023\/11\/98dff634484c02b0065e30c824cb92b8.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Jan\u00eb shtuar kombinime dhe skedat e reja t\u00eb tastier\u00ebs p\u00ebr t\u00eb krijuar nj\u00eb ambient t\u00eb njohur p\u00ebr njer\u00ebzit q\u00eb kan\u00eb punuar me paketat t\u00eb tjera 3D. \u00cbsht\u00eb kryer unifikimi i \u00e7el\u00ebsave t\u00eb ngroht\u00eb n\u00eb m\u00ebnyra t\u00eb ndryshme. N\u00eb Tweak Tool \u00ebsht\u00eb shtuar mund\u00ebsia p\u00ebr t\u00eb l\u00ebvizur me miun nj\u00eb grup t\u00eb shum\u00eb objekteve. P\u00ebr t\u00eb kaluar shpejt te cil\u00ebsimet \u00ebsht\u00eb shtuar kombinimi Ctrl + vigj\u00eb. P\u00ebr t\u00eb kaluar n\u00eb riem\u00ebrimin e etiketave tani mjafton nj\u00eb klikim t\u00eb dyfisht\u00eb me miun.    <center>  <div class=\"youtube-placeholder\" data-id=\"QhYplmY1gtU\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/QhYplmY1gtU\/hqdefault.jpg\" alt=\"Luaj videon\" loading=\"lazy\" width=\"480\" height=\"360\" style=\"width:100%;height:auto;\">\r\n        <div class=\"play-button\"><\/div>\r\n    <\/div>  <\/center>\n<li class=\"l\"> N\u00eb mjetet p\u00ebr krijimin e animacionit \u00ebsht\u00eb ofruar nj\u00eb koleksion artikujsh (Armature Bones). Libri i pozave \u00ebsht\u00eb kaluar n\u00eb nj\u00eb sistem t\u00eb ri asetesh dhe tani \u00ebsht\u00eb i qassh\u00ebm nga 3D-viewport. N\u00eb editorin grafik jan\u00eb shtuar slid\u00ebr interaktiv\u00eb p\u00ebr kryerjen e operacioneve Match Slope, Blend To Ease, Blend Offset, Shear Keys, Scale Average, Time Offset dhe Push\/Pull.      <center><img decoding=\"async\" alt=\"Lan\u00e7imi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 4.0\" src=\"\/wp-content\/uploads\/2023\/11\/9169a01ca21116c7461dd126f72731d3.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00cbsht\u00eb propozuar nj\u00eb version i ri i setit Human Base Meshes me nj\u00eb koleksion modelesh t\u00eb trupave njer\u00ebzor\u00eb.      <center><img decoding=\"async\" alt=\"Lan\u00e7imi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 4.0\" src=\"\/wp-content\/uploads\/2023\/11\/f181b01967ae2834cb55b6a8a63f46a4.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00cbsht\u00eb shtuar shtes\u00eb Hydra Storm me realizimin e nj\u00eb sistemi renderimi mbi baz\u00ebn e platform\u00ebs OpenUSD. Renderi i ri mund t\u00eb p\u00ebrdoret si nj\u00eb alternativ\u00eb p\u00ebr Cycles, EEVEE dhe Workbench. N\u00eb mund\u00ebsit\u00eb, Hydra Storm mbetet pas rendirit EEVEE dhe kryesisht ka p\u00ebr q\u00ebllim paraprakisht para eksportit, duke lejuar vler\u00ebsimin se si do t\u00eb duket skena n\u00eb sistemet e tjera q\u00eb mb\u00ebshtesin formatin USD.\n<li class=\"l\"> Siguria e p\u00ebrputhshm\u00ebris\u00eb me specifikimin CY2023, i cili p\u00ebrcakton mjetet dhe bibliotekat e platform\u00ebs referuese VFX.     <\/ul>\n<p>Burimi: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=60124\">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 4.0, \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\u044e\u0442 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u0438\u0432\u0430\u0442\u044c\u0441\u044f \u0432\u0435\u0442\u043a\u0438 Blender 3.3 \u0438 3.6 [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":111553,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-111552","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.2 - 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 4.0, \u043f\u043e\u0434\u0445\u043e\u0434\u044f\u0449\u0435\u0433\u043e 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