{"id":36659,"date":"2019-10-31T22:12:58","date_gmt":"2019-10-31T19:12:58","guid":{"rendered":"https:\/\/prohoster.info\/blog\/vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-2-80\/"},"modified":"2019-10-31T22:12:58","modified_gmt":"2019-10-31T19:12:58","slug":"vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-2-80","status":"publish","type":"post","link":"https:\/\/prohoster.info\/sq\/blog\/news\/vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-2-80","title":{"rendered":"L\u00ebshimi i sistemit t\u00eb lir\u00eb 3D t\u00eb modelimit Blender 2.80","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Pas pothuajse dy vjet zhvillimi <noindex><a rel=\"nofollow\" href=\"https:\/\/www.blender.org\/download\/\">u publikua<\/a><\/noindex> l\u00ebshimi i paket\u00ebs s\u00eb lir\u00eb t\u00eb modelimit 3D <noindex><a rel=\"nofollow\" href=\"https:\/\/www.blender.org\/download\/releases\/2-80\/\">Blender 2.80<\/a><\/noindex>, e cila b\u00ebri nj\u00eb nga l\u00ebshimet m\u00eb t\u00eb r\u00ebnd\u00ebsishme n\u00eb historin\u00eb e projektit.<\/p>\n<p>Main  <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.80\">innovations<\/a><\/noindex>:<\/p>\n<ul>\n<li class=\"l\"> Radikalisht <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.80\/UI\">riimagjinuar<\/a><\/noindex> ndryshimi i nd\u00ebrfaqes s\u00eb p\u00ebrdoruesit, e cila \u00ebsht\u00eb b\u00ebr\u00eb m\u00eb e njohur p\u00ebr p\u00ebrdoruesit me p\u00ebrvoj\u00eb n\u00eb paketa t\u00eb tjera grafike. U propozuan nj\u00eb tem\u00eb e re e err\u00ebt dhe panela t\u00eb njohura me nj\u00eb set modern ikonash n\u00eb vend t\u00eb p\u00ebrshkrimeve tekstuale.\n<p><center><img decoding=\"async\" alt=\"L\u00ebshimi i sistemit t\u00eb lir\u00eb 3D t\u00eb modelimit Blender 2.80\" src=\"\/wp-content\/uploads\/2019\/07\/eeb690a9f223df6ae4245bcb3fe88027.png\" style=\"display:block;margin: 0 auto;\" \/><img decoding=\"async\" alt=\"L\u00ebshimi i sistemit t\u00eb lir\u00eb 3D t\u00eb modelimit Blender 2.80\" src=\"\/wp-content\/uploads\/2019\/07\/ffd1755d4afc6621893ea7216439c6b4.png\" style=\"display:block;margin: 0 auto;\" \/><\/center><\/p>\n<p>Ndryshimet preku gjithashtu metodat e pun\u00ebs me mausin\/tabletin dhe shkurtoret e ngrohta. P\u00ebr shembull, p\u00ebrzgjedhja tani b\u00ebhet nga ana e majt\u00eb ose duke l\u00ebvizur me mbajtjen e butonit t\u00eb majt\u00eb t\u00eb mausit, nd\u00ebrsa me klikimin e djatht\u00eb apertura e menys\u00eb kontekstuale. U shtua nj\u00eb menu shpejt\u00ebsie p\u00ebr funksionet m\u00eb t\u00eb p\u00ebrdorura. U p\u00ebrdit\u00ebsua renditja n\u00eb redaktorin e pronave dhe seksionet e cil\u00ebsimeve. U propozuan konceptet e shablloneve dhe hap\u00ebsirave t\u00eb pun\u00ebs (skedave), t\u00eb cilat lejojn\u00eb t\u00eb filloni shpejt pun\u00ebn mbi detyra t\u00eb nevojshme ose t\u00eb kaloni midis disa detyrave (p\u00ebr shembull, modelimi skulptural, pikturimi i teksturave ose ndjekja e L\u00ebvizjes) dhe q\u00eb ofrojn\u00eb mund\u00ebsi p\u00ebr t\u00eb adaptuar nd\u00ebrfaqen sipas preferencave tuaja;<\/p>\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/www.blender.org\/wp-content\/uploads\/2019\/07\/alpha_studio_editmode_widget.jpg\"><img decoding=\"async\" alt=\"L\u00ebshimi i sistemit t\u00eb lir\u00eb 3D t\u00eb modelimit Blender 2.80\" src=\"\/wp-content\/uploads\/2019\/07\/6161cc3822de06bf19a8242f2eb69580.png\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.80\/Viewport\">\u00ebsht\u00eb realizuar<\/a><\/noindex> nj\u00eb m\u00ebnyr\u00eb e re e shkruar plot\u00ebsisht p\u00ebr Viewport, e cila lejon t\u00eb shfaq\u00ebsh sken\u00ebn 3D n\u00eb nj\u00eb form\u00eb t\u00eb optimizuar p\u00ebr detyra t\u00eb ndryshme dhe e integruar me procesin e pun\u00ebs. Po ashtu, u propozuan <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.blender.org\/manual\/en\/2.80\/render\/workbench\/index.html\">nj\u00eb motor t\u00eb ri<\/a><\/noindex> t\u00eb shpejt\u00eb p\u00ebr renderimin e hap\u00ebsir\u00ebs s\u00eb pun\u00ebs (Workbench), i optimizuar p\u00ebr kartat grafike moderne dhe q\u00eb lejon t\u00eb punoni me nj\u00eb parazgjedhje aktive gjat\u00eb manipulimeve me kompozimin e sken\u00ebs, modelimin dhe modelimin skulptural.\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/www.blender.org\/wp-content\/uploads\/2019\/07\/alpha_wire_random.jpg\"><img decoding=\"async\" alt=\"L\u00ebshimi i sistemit t\u00eb lir\u00eb 3D t\u00eb modelimit Blender 2.80\" src=\"\/wp-content\/uploads\/2019\/07\/5bc695267557d174d01d7a7d0c480aab.png\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<p>Motori Workbench mb\u00ebshtet <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.blender.org\/manual\/en\/2.80\/editors\/3dview\/controls\/overlays.html\">mbivendosje<\/a><\/noindex>, t\u00eb cilat lejojn\u00eb t\u00eb ndryshoni dukshm\u00ebrin\u00eb e elementeve dhe t\u00eb menaxhoni mbivendosjen e tyre. Mbivendosjet tani mb\u00ebshteten gjithashtu gjat\u00eb parazgjedhjes s\u00eb rezultateve nga renderimet Eevee dhe Cycles, duke lejuar redaktimin e sken\u00ebs me err\u00ebsim t\u00eb plot\u00eb.<br \/>\n\u00cbsht\u00eb p\u00ebrmir\u00ebsuar parapamja e simulimit t\u00eb tymit dhe flak\u00ebs, e cila \u00ebsht\u00eb afruar me rezultatet e renderimit duke p\u00ebrdorur renderin fizikisht korrekt.<\/p>\n<li class=\"l\"> Bazuar mbi motorin Eevee, \u00ebsht\u00eb p\u00ebrgatitur nj\u00eb mod\u00eb e re renderimi LookDev, e cila lejon testimin e gamave t\u00eb zgjeruara t\u00eb ndri\u00e7imit (HDRI) pa ndryshuar cil\u00ebsimet e burimeve t\u00eb ndri\u00e7imit. Moda LookDev gjithashtu mund t\u00eb p\u00ebrdoret p\u00ebr t\u00eb parashikuar pun\u00ebn e motorit t\u00eb renderimit Cycles.\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/www.blender.org\/wp-content\/uploads\/2019\/07\/alpha_lookdev_texturing.png\"><img decoding=\"async\" alt=\"L\u00ebshimi i sistemit t\u00eb lir\u00eb 3D t\u00eb modelimit Blender 2.80\" src=\"\/wp-content\/uploads\/2019\/07\/b362e8b899ff49ceb7176539b7f0e6ed.png\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> N\u00eb 3D Viewport dhe redaktorin e zhvillimeve (UV) <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.80\/Tools\">jan\u00eb shtuar<\/a><\/noindex> mjetet dhe gizmo t\u00eb reja interaktive, si dhe nj\u00eb panel kontekstual i mjeteve, n\u00eb t\u00eb cilin jan\u00eb transferuar p\u00ebrfshir\u00eb edhe mjetet q\u00eb m\u00eb par\u00eb aktivizoheshin vet\u00ebm p\u00ebrmes kombinimeve t\u00eb tastier\u00ebs. N\u00eb elemente t\u00eb ndryshme, duke p\u00ebrfshir\u00eb burimet e ndri\u00e7imit, kamer\u00ebn dhe sfondin e kompozitimit, jan\u00eb shtuar gizmo p\u00ebr rregullimin e form\u00ebs dhe atributeve;\n<p><center><img decoding=\"async\" alt=\"L\u00ebshimi i sistemit t\u00eb lir\u00eb 3D t\u00eb modelimit Blender 2.80\" src=\"\/wp-content\/uploads\/2019\/07\/71a7a728abf4988b0bd6389167213368.png\" style=\"display:block;margin: 0 auto;\" \/><\/center><\/p>\n<li class=\"l\"> Nj\u00eb render i ri \u00ebsht\u00eb shtuar <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.80\/EEVEE\">Eevee<\/a><\/noindex>, i cili mb\u00ebshtet renderimin fizikisht t\u00eb sakt\u00eb n\u00eb koh\u00eb reale dhe p\u00ebrdor vet\u00ebm GPU (OpenGL) p\u00ebr renderimin. Eevee mund t\u00eb p\u00ebrdoret si p\u00ebr renderimin p\u00ebrfundimtar, ashtu edhe n\u00eb dritaren Viewport p\u00ebr krijimin e burimeve n\u00eb koh\u00eb reale. Eevee mb\u00ebshtet materialet e krijuara duke p\u00ebrdorur nodet e shaders q\u00eb jan\u00eb t\u00eb nj\u00ebjta me motorin Cycles, gj\u00eb q\u00eb lejon q\u00eb t\u00eb b\u00ebhet renderimi i skenave ekzistuese n\u00eb Eevee pa rregullime t\u00eb ve\u00e7anta, p\u00ebrfshir\u00eb n\u00eb koh\u00eb reale. P\u00ebr krijuesit e burimeve p\u00ebr loj\u00ebrat kompjuterike ofrohet shaderi Principled BSDF, i cili \u00ebsht\u00eb i p\u00ebrputhsh\u00ebm me modelet e shaders t\u00eb shum\u00eb motor\u00ebve t\u00eb loj\u00ebrave;\n<p><center><div class=\"youtube-placeholder\" data-id=\"XHyM9T4vYgo\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/XHyM9T4vYgo\/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\"> \u00cbsht\u00eb shtuar nj\u00eb sistem dy-dimensional i vizatimit dhe animacionit Grease Pencil, i cili lejon krijimin e skicave n\u00eb 2D dhe pastaj p\u00ebrdorimin e tyre n\u00eb nj\u00eb mjedis 3D si objekte tridimensionale (bazuar n\u00eb disa skica t\u00eb sheshta n\u00eb k\u00ebnde t\u00eb ndryshme formohet nj\u00eb model 3D). Objeket Grease Pencil jan\u00eb nj\u00eb p\u00ebrb\u00ebr\u00ebs i Blender dhe integrohen me mjetet ekzistuese t\u00eb seleksionimit t\u00eb objekteve, redaktimit, menaxhimit dhe lidhjes. Skicat mund t\u00eb shnd\u00ebrrohen n\u00eb nivele dhe t\u00eb renderohen duke p\u00ebrdorur materiale dhe tekstura, si dhe t\u00eb redaktohen dhe t\u00eb aplikohen gjat\u00eb modelimit me skulptur\u00eb n\u00eb p\u00ebrputhje me mesh-at. P\u00ebr deformimin dhe ngjyrimin mund t\u00eb p\u00ebrdoren modifikator\u00ebt standard\u00eb t\u00eb mesh-ave. Gjat\u00eb renderimit \u00ebsht\u00eb e mundur t\u00eb aplikohen efekte si mjegullimi, krijimi i hijeve ose ndri\u00e7imi i skajve.\n<p><center><div class=\"youtube-placeholder\" data-id=\"JF3KM-Ye5_A\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/JF3KM-Ye5_A\/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 sistemin e renderimit Cycles <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.80\/Cycles\">\u00ebsht\u00eb siguruar<\/a><\/noindex> mb\u00ebshtetje p\u00ebr mund\u00ebsi si krijimi i n\u00ebnshkrimeve p\u00ebr kompozitimin duke p\u00ebrdorur teknologjin\u00eb <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/Psyop\/Cryptomatte\">Cryptomatte<\/a><\/noindex>, shading p\u00ebr flok\u00ebt dhe volum si baz\u00eb <noindex><a rel=\"nofollow\" href=\"https:\/\/en.wikipedia.org\/wiki\/Bidirectional_scattering_distribution_function\">BSDF<\/a><\/noindex> dhe aplikimi i shp\u00ebrndarjes s\u00eb rast\u00ebsishme n\u00ebn sip\u00ebrfaqe (<noindex><a rel=\"nofollow\" href=\"https:\/\/docs.blender.org\/manual\/en\/2.80\/render\/shader_nodes\/shader\/sss.html\">SSS<\/a><\/noindex>). \u00cbsht\u00eb realizuar nj\u00eb mod i kombinuar i renderimit, ku p\u00ebrdoren nj\u00ebkoh\u00ebsisht GPU dhe CPU. Renderimi \u00ebsht\u00eb ndjesh\u00ebm p\u00ebrshpejtuar duke p\u00ebrdorur OpenCL. P\u00ebr skenat q\u00eb nuk ruhen n\u00eb memorjen e GPU-s\u00eb, \u00ebsht\u00eb shtuar mb\u00ebshtetje p\u00ebr CUDA;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/www.blender.org\/wp-content\/uploads\/2019\/07\/cycles_hair.jpg\"><img decoding=\"async\" alt=\"L\u00ebshimi i sistemit t\u00eb lir\u00eb 3D t\u00eb modelimit Blender 2.80\" src=\"\/wp-content\/uploads\/2019\/07\/f8a0fd2da0002d4a2d3570be776a7721.png\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> N\u00eb modin e redaktimit ka ardhur mund\u00ebsia e redaktimit t\u00eb shum\u00eb mesh-eve nj\u00ebkoh\u00ebsisht, duke p\u00ebrfshir\u00eb mbivendosjen e teksturave (UV mapping), si dhe redaktimin dhe pozicionimin e skeletit t\u00eb disa objekteve. P\u00ebr kontrollin e detajit t\u00eb modelit me ekzekutimin e nj\u00ebkohsh\u00ebm t\u00eb glat\u00ebsimit \u00ebsht\u00eb aktivizuar teknologjia <noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=34512\">OpenSubdiv<\/a><\/noindex>;\n<li class=\"l\"> Imazhet referente t\u00eb sfondit p\u00ebr vizatimin tani vendosen si objekte dhe mund t\u00eb kompozohen dhe transformohen s\u00eb bashku me sken\u00ebn;\n<li class=\"l\"> \u0421\u043b\u043e\u0438 \u0438 \u0433\u0440\u0443\u043f\u043f\u044b \u0437\u0430\u043c\u0435\u043d\u0435\u043d\u044b \u043d\u0430 \u043a\u043e\u043b\u043b\u0435\u043a\u0446\u0438\u0438, \u043f\u043e\u0437\u0432\u043e\u043b\u044f\u044e\u0449\u0438\u0435 \u043e\u0440\u0433\u0430\u043d\u0438\u0437\u043e\u0432\u044b\u0432\u0430\u0442\u044c \u0440\u0430\u0437\u043c\u0435\u0449\u0435\u043d\u0438\u0435 \u043e\u0431\u044a\u0435\u043a\u0442\u043e\u0432 \u043d\u0430 \u0441\u0446\u0435\u043d\u0435 \u0438 \u043c\u0430\u043d\u0438\u043f\u0443\u043b\u0438\u0440\u043e\u0432\u0430\u0442\u044c \u0433\u0440\u0443\u043f\u043f\u0430\u043c\u0438 \u043e\u0431\u044a\u0435\u043a\u0442\u043e\u0432 \u0438 \u0438\u0445 \u043f\u0440\u0438\u0432\u044f\u0437\u043a\u043e\u0439, \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u0443\u044f \u043f\u0440\u043e\u0441\u0442\u043e\u0439 \u0438\u043d\u0442\u0435\u0440\u0444\u0435\u0439\u0441 \u0432 \u0441\u0442\u0438\u043b\u0435 drag &#038; drop. \u0412 3D Viewport \u0434\u043e\u0431\u0430\u0432\u043b\u0435\u043d\u044b \u0431\u044b\u0441\u0442\u0440\u044b\u0435 \u043e\u043f\u0435\u0440\u0430\u0446\u0438\u0438 \u0434\u043b\u044f \u043f\u0435\u0440\u0435\u043c\u0435\u0449\u0435\u043d\u0438\u044f \u043e\u0431\u044a\u0435\u043a\u0442\u043e\u0432 \u043c\u0435\u0436\u0434\u0443 \u043a\u043e\u043b\u043b\u0435\u043a\u0446\u0438\u044f\u043c\u0438 \u0438  \u0438\u043d\u0441\u0442\u0440\u0443\u043c\u0435\u043d\u0442\u044b \u0434\u043b\u044f \u0431\u043e\u043b\u0435\u0435 \u0442\u043e\u0447\u043d\u043e\u0433\u043e \u0443\u043f\u0440\u0430\u0432\u043b\u0435\u043d\u0438\u044f \u0438\u0445 \u0432\u0438\u0434\u0438\u043c\u043e\u0441\u0442\u044c\u044e \u0441 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u043e\u0439 \u0432\u0440\u0435\u043c\u0435\u043d\u043d\u043e\u0433\u043e \u0438 \u043f\u043e\u0441\u0442\u043e\u044f\u043d\u043d\u043e\u0433\u043e \u0441\u043a\u0440\u044b\u0442\u0438\u044f, \u0432 \u0442\u043e\u043c \u0447\u0438\u0441\u043b\u0435 \u043f\u043e \u0442\u0438\u043f\u0443 \u043e\u0431\u044a\u0435\u043a\u0442\u0430;\n<li class=\"l\"> Jan\u00eb p\u00ebrmir\u00ebsuar mjetet p\u00ebr animacion dhe <noindex><a rel=\"nofollow\" href=\"https:\/\/ru.wikipedia.org\/wiki\/%D0%A0%D0%B8%D0%B3\">rigging<\/a><\/noindex>. P\u00ebr rigging jan\u00eb propozuar kufizues t\u00eb rinj, modifikator\u00eb dhe forma t\u00eb k\u00ebndv\u00ebshtrimit t\u00eb elementeve t\u00eb skeletit. N\u00eb redaktorin e animacionit \u00ebsht\u00eb realizuar vizualizimi i ky\u00e7eve dhe mjete p\u00ebr redaktim;\n<li class=\"l\"> Implementimi i grafit t\u00eb var\u00ebsive, modifikator\u00ebve ky\u00e7 dhe sistemit t\u00eb vler\u00ebsimit t\u00eb animacionit \u00ebsht\u00eb p\u00ebrmir\u00ebsuar plot\u00ebsisht. N\u00eb CPU-t\u00eb moderne me shum\u00eb b\u00ebrthama, skenat me num\u00ebr t\u00eb madh objektesh dhe rig-e t\u00eb komplikuara tani p\u00ebrpunohen n\u00eb nj\u00eb rend t\u00eb shpejt\u00eb;\n<li class=\"l\"> \u00cbsht\u00eb realizuar nj\u00eb fizik\u00eb m\u00eb realiste e sjelljes s\u00eb p\u00eblhurave dhe modeli i deformimit t\u00eb tyre;\n<li class=\"l\"> API i Python \u00ebsht\u00eb modernizuar, me ndryshime q\u00eb d\u00ebmtojn\u00eb pajtueshm\u00ebrin\u00eb dhe n\u00eb disa raste k\u00ebrkojn\u00eb rishikimin e skripteve dhe shtesave. Megjithat\u00eb, shumica e shtesave t\u00eb disponueshme p\u00ebr versionin 2.79 tashm\u00eb jan\u00eb adaptuar p\u00ebr t\u00eb punuar me versionin 2.80;\n<li class=\"l\"> Motorin e renderimit n\u00eb koh\u00eb reale Blender Internal e ka z\u00ebvend\u00ebsuar motori EEVEE;\n<li class=\"l\"> Motori i loj\u00ebrave (Blender Game Engine) \u00ebsht\u00eb fshir\u00eb, p\u00ebr t\u00eb cilin rekomandohet p\u00ebrdorimi i alternativave t\u00eb hapura ekzistuese, si motorin <noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=50329\">Godot<\/a><\/noindex>Kodi i motorit t\u00eb krijimit t\u00eb loj\u00ebrave t\u00eb integruar m\u00eb par\u00eb tani po zhvillohet n\u00eb form\u00ebn e nj\u00eb projekti t\u00eb ve\u00e7ant\u00eb <noindex><a rel=\"nofollow\" href=\"https:\/\/upbge.org\/\">UPBGE<\/a><\/noindex>;\n<li class=\"l\"> Mb\u00ebshtetje e integruar p\u00ebr importimin dhe eksportimin e skedar\u00ebve n\u00eb formatin glTF 2.0, i cili p\u00ebrdoret shpesh p\u00ebr ngarkimin e burimeve 3D n\u00eb loj\u00ebra dhe Web.\n<li class=\"l\"> N\u00eb mjetet p\u00ebr importimin dhe eksportimin e videove \u00ebsht\u00eb shtuar mb\u00ebshtetje p\u00ebr metadata dhe formatin WebM.\n<\/ul>\n<p><noindex><a rel=\"nofollow\" name=\"link\"><\/a><\/noindex><\/p>\n<p>Burimi: <a \ncontent=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=51088\">opennet.ru<\/a><\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u043e\u0441\u043b\u0435 \u043f\u043e\u0447\u0442\u0438 \u0434\u0432\u0443\u0445 \u043b\u0435\u0442 \u0440\u0430\u0437\u0440\u0430\u0431\u043e\u0442\u043a\u0438 \u043e\u043f\u0443\u0431\u043b\u0438\u043a\u043e\u0432\u0430\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 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