{"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\/sq\/blog\/news\/blender-5-3-open-source-3d-modeling-software-released","title":{"rendered":"L\u00ebshimi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 5.3","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Organizata Blender Foundation publikoi versionin e paket\u00ebs s\u00eb lir\u00eb t\u00eb modelimit 3D Blender 5.3, e p\u00ebrshtatshme p\u00ebr t\u00eb zgjidhur nj\u00eb gam\u00eb t\u00eb gjer\u00eb problemesh q\u00eb lidhen me modelimin 3D, grafik\u00ebn 3D, zhvillimin e loj\u00ebrave kompjuterike, simulimin, renderimin, kompozitimin, gjurmimin e l\u00ebvizjeve, modelimin skulptural, krijimin e animacioneve dhe montimin e videove. Kodi shp\u00ebrndahet n\u00ebn licenc\u00ebn GPL. Nd\u00ebrtime t\u00eb gatshme jan\u00eb formuar p\u00ebr Linux, Windows dhe macOS. Gjithashtu vazhdojn\u00eb t\u00eb mbahen deg\u00ebt LTS t\u00eb Blender 5.2 dhe 4.5, p\u00ebr t\u00eb cilat do t\u00eb formohen p\u00ebrdit\u00ebsime deri n\u00eb korrik t\u00eb 2027 dhe 2028 p\u00ebrkat\u00ebsisht. <\/p>\n<p>Mes p\u00ebrmir\u00ebsimeve t\u00eb shtuar:<\/p>\n<ul>\n<li class=\"l\"> N\u00eb Linux dhe Windows, prapavija e caktuar p\u00ebrdor API grafik Vulkan.\n<li class=\"l\"> E shtuar mb\u00ebshtetje e integruar p\u00ebr teknologjin\u00eb 3D Gaussian Splats, e cila lejon rikrijimin e skenave 3D mbi baza foto dhe video, dhe t'i formoj\u00eb ato n\u00eb nj\u00eb form\u00eb re pikash n\u00eb vend t\u00eb rrjet\u00ebs poligonale, duke lejuar arritjen e cil\u00ebsis\u00eb fotorealiste gjat\u00eb renderimit. \u00c7do pik\u00eb n\u00eb re paraqet nj\u00eb sfer\u00eb 3D t\u00eb vog\u00ebl t\u00eb shtrir\u00eb me informacion p\u00ebr madh\u00ebsin\u00eb, kthes\u00ebn dhe ngjyr\u00ebn. Mb\u00ebshtetet importi i re pikash nga skedar\u00ebt n\u00eb formatin PLY, SPZ dhe glTF, p\u00ebrpunimi p\u00ebrmes nyjeve geometrike, parapamja p\u00ebrmes 3D-vista dhe renderimi n\u00eb motor\u00ebt EEVEE dhe 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\"> N\u00eb motorin e renderimit Cycles \u00ebsht\u00eb implementuar mb\u00ebshtetje p\u00ebr dispersimin n\u00eb shader-in \u00abPrincipled BSDF\u00bb (Bidirectional Scattering Distribution Function), i cili lejon arritjen e nj\u00eb renderimi realistik t\u00eb xhamit me refleksione ose ndri\u00e7im si ai i gur\u00ebve t\u00eb \u00e7muar. Gjat\u00eb renderimit t\u00eb xhamit gjithashtu \u00ebsht\u00eb realizuar mb\u00ebshtetje p\u00ebr ashp\u00ebrsin\u00eb anizotrope, ku mjegullimi i refleksioneve shtrihet n\u00eb nj\u00eb drejtim, si n\u00eb metalin e lustruar.\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\"> N\u00eb Cycles \u00ebsht\u00eb shtuar mb\u00ebshtetje p\u00ebr teknologjin\u00eb e zhvilluar nga NVIDIA p\u00ebr eliminimin e zhurmave DLSS 4.5 Ray Reconstruction, e cila p\u00ebrdor modele AI p\u00ebr t\u00eb vizatuar detajet e munguara gjat\u00eb shkall\u00ebzimit t\u00eb imazheve n\u00eb rezolut\u00eb t\u00eb ul\u00ebt. Gjat\u00eb parapamjes, p\u00ebrdorimi i DLSS lejon arritjen e cil\u00ebsis\u00eb af\u00ebr renderimit p\u00ebrfundimtar dhe eliminimin e zhurm\u00ebs nd\u00ebrkadror gjat\u00eb animacionit. M\u00ebnyra mb\u00ebshtetet vet\u00ebm n\u00ebse ekziston GPU NVIDIA dhe drejtuesit pron\u00ebtar\u00eb t\u00eb seris\u00eb 620.x. Shtes\u00eb n\u00eb platform\u00ebn Windows \u00ebsht\u00eb implementuar mb\u00ebshtetje p\u00ebr \u00e7ipat 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\"> N\u00eb motorin e renderimit EEVEE jan\u00eb implementuar nodet p\u00ebr t\u00eb regjistruar reagimin e materialeve ndaj burimeve t\u00eb ndryshme t\u00eb drit\u00ebs, q\u00eb mund t\u00eb p\u00ebrdoren p\u00ebr t\u00eb marr\u00eb parasysh ngjyr\u00ebn, fuqin\u00eb, drejtimin dhe distanc\u00ebn nga burimi i drit\u00ebs p\u00ebr realizimin e efekteve t\u00eb nd\u00ebrlikuara, si\u00e7 jan\u00eb reflektimet ngjyrash.\n<li class=\"l\"> N\u00eb EEVEE \u00ebsht\u00eb shtuar mb\u00ebshtetje p\u00ebr kamera panoramike dhe renderimin n\u00eb modin 360\u00b0 me p\u00ebrdorimin e objektivave t\u00eb drejtprismave (equirectangular p\u00ebr helmetat e realitetit virtual), projektime kubike (cubemap), efekte \u00abbreshk\u00eb\u00bb dhe \u00abtopi reflektues\u00bb.\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\"> N\u00eb sistemin e kompozitimit (Compositor) jan\u00eb implementuar efekte-modifikues, t\u00eb cilat aplikohen mbi sken\u00ebn dhe lejojn\u00eb q\u00eb t\u00eb shmangen zinxhir\u00ebt e nodave p\u00ebr realizimin e efekteve si ndri\u00e7imi, err\u00ebsimi i k\u00ebndeve dhe aureolat e ngjyrave. P\u00ebrve\u00e7 k\u00ebsaj, p\u00ebr p\u00ebrdorim n\u00eb Compositor jan\u00eb adaptuar 17 node, t\u00eb cilat p\u00ebrfshijn\u00eb node lidh\u00ebs, si Combine Bundle, dhe node p\u00ebr operacione matematikore dhe logjike. Shpejt\u00ebsia e riprodhimit \u00ebsht\u00eb dyfishuar kur p\u00ebrdoret GPU p\u00ebr llogaritjet. Efekti i stilizimit n\u00eb piktura me vaj (Anisotropic Kuwahara) \u00ebsht\u00eb shpejtuar deri n\u00eb 10 her\u00eb n\u00eb Apple GPU, 2 her\u00eb n\u00eb GPU NVIDIA dhe nga 25-30% n\u00eb CPU. Nj\u00eb cache i riprodhimit \u00ebsht\u00eb realizuar.\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\"> Shtuar mb\u00ebshtetje p\u00ebr projekte, t\u00eb cil\u00ebve mund t'u lidhni konfigurime t\u00eb paracaktuara, biblioteka assetesh, variabla dhe ekran princi (lidhja e shtesave me projektet pritet t\u00eb shtohet n\u00eb versionin e ardhsh\u00ebm).\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\"> Bibliotekat e aseteve tani p\u00ebrpunohen si zgjerime dhe jan\u00eb t\u00eb disponueshme p\u00ebrmes sked\u00ebs \u00abMerr Zgjerime\u00bb s\u00eb bashku me shtesa dhe tema dizajni.\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\"> Kapacitetet e sistemit t\u00eb t\u00eb vizatuarit dhe animacionit n\u00eb Grease Pencil jan\u00eb zgjeruar, duke lejuar krijimin e skicave n\u00eb 2D dhe m\u00eb pas t\u00eb p\u00ebrdoren n\u00eb nj\u00eb ambient 3D si objekte tridimensionale (n\u00eb baz\u00eb t\u00eb disa skicave t\u00eb sheshta nga k\u00ebnde t\u00eb ndryshme formohet nj\u00eb model 3D). Shtuar mb\u00ebshtetje p\u00ebr p\u00ebrzgjedhjen e zonave n\u00eb modalitetin e vizatimit pa nevoj\u00ebn e kalimit n\u00eb modalitetin e redaktimit.\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>\u00cbsht\u00eb shtuar mjeti \u00abPrer\u00ebs\u00bb (Carver), i cili lejon prerjen e zona t\u00eb zgjedhura me mund\u00ebsin\u00eb e l\u00ebnies s\u00eb nj\u00eb konturi, ndryshe nga fshirja.<\/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>Shtuar mund\u00ebsia e mbushjes menj\u00ebher\u00eb t\u00eb disa zonave p\u00ebrmes t\u00ebrheqjes s\u00eb nj\u00eb vektori mbushjeje mbi zona t\u00eb mbyllura. Po ashtu, \u00ebsht\u00eb realizuar nj\u00eb mbushje gradiente plot\u00ebsia me ngjyra t\u00eb pakufizuara dhe pika kalimi.<\/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\"> Shtuar nj\u00eb mod zgjedhjeje s\u00eb pasqyr\u00ebs (Flip View), q\u00eb lejon t\u00eb vler\u00ebsohet skena gjat\u00eb paraprak\u00ebsis\u00eb si p\u00ebrmes nj\u00eb pasqyre, p\u00ebr t\u00eb v\u00ebn\u00eb re duar t\u00eb deformuara dhe asimetri.\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\"> Realizuar ruajtja e konfigurimeve gjat\u00eb importimit t\u00eb skedar\u00ebve USD n\u00eb koleksione, duke e b\u00ebr\u00eb t\u00eb mundur rikthimin e importit t\u00eb skedar\u00ebve t\u00eb p\u00ebrdit\u00ebsuar me nj\u00eb klikim.\n<li class=\"l\"> N\u00eb redaktorin e videos jo-lineare (Video Sequencer) \u00ebsht\u00eb implementuar nj\u00eb mod i montimit me zhvendosje (Ripple), ku heqja dhe prerja e elementeve shkakton zhvendosjen automatikisht majtas t\u00eb t\u00eb gjitha elementeve t\u00eb ardhshme n\u00eb shkall\u00ebn e koh\u00ebs pa l\u00ebn\u00eb \u00abkrisje\u00bb, nd\u00ebrsa vendosja e elementeve \u00e7on n\u00eb zhvendosjen djathtas p\u00ebr t\u00eb liruar hap\u00ebsir\u00ebn e nevojshme. P\u00ebrve\u00e7 k\u00ebsaj, jan\u00eb t\u00eb disponueshme modulet e ristrukturimit t\u00eb elementeve me zhvendosje t\u00eb p\u00ebrmbajtjes tjet\u00ebr dhe rishkrim mbi elemente t\u00eb tjera.\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>\u00cbsht\u00eb propozuar nj\u00eb version i ri i mjetit p\u00ebr prerjen e videove \u2014 Blade 2.0, q\u00eb tregon n\u00eb m\u00ebnyr\u00eb vizuale se ku do t\u00eb kaloj\u00eb prerja, tregojn\u00eb numrin e kadrave n\u00eb pik\u00ebn e prerjes dhe shfaqin nj\u00eb skic\u00eb t\u00eb kadrit posht\u00eb kursorit.<\/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\"> N\u00eb nd\u00ebrfaqen Outliner (naviguesi p\u00ebr struktur\u00ebn dhe hierarkin\u00eb e sken\u00ebs) \u00ebsht\u00eb implementuar mund\u00ebsia e organizimit t\u00eb objekteve n\u00eb rend t\u00eb rast\u00ebsish\u00ebm, dhe jo vet\u00ebm sipas alfabetit.\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\"> N\u00eb panelet an\u00ebsore t\u00eb t\u00eb gjith\u00eb redaktor\u00ebve \u00ebsht\u00eb realizuar mb\u00ebshtetje p\u00ebr k\u00ebrkimin e pronave ose operator\u00ebve me shtypjen e 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\"> N\u00eb nd\u00ebrfaqe \u00ebsht\u00eb integruar mund\u00ebsia e p\u00ebrdorimit t\u00eb markup Markdown p\u00ebr formatimin e tekstit, duke p\u00ebrfshir\u00eb komentet n\u00eb redaktor\u00ebt e nyjave.\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>Burimi: <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 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