{"id":49216,"date":"2020-02-17T20:42:40","date_gmt":"2020-02-17T17:42:40","guid":{"rendered":"https:\/\/prohoster.info\/blog\/blog_prohoster\/vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-2-82"},"modified":"2020-02-17T20:42:40","modified_gmt":"2020-02-17T17:42:40","slug":"vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-2-82","status":"publish","type":"post","link":"https:\/\/prohoster.info\/sq\/blog\/vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-2-82","title":{"rendered":"L\u00ebshimi i sistemit t\u00eb modelimit 3D t\u00eb lir\u00eb Blender 2.82","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p><noindex><a rel=\"nofollow\" href=\"https:\/\/www.blender.org\/press\/blender-2-82-released\/\">Publikuar<\/a><\/noindex> l\u00ebshimi i paket\u00ebs s\u00eb lir\u00eb t\u00eb modelimit 3D <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\">Blender 2.82<\/a><\/noindex>, q\u00eb p\u00ebrmban m\u00eb shum\u00eb se nj\u00eb mij\u00eb korrigjime dhe p\u00ebrmir\u00ebsime, t\u00eb p\u00ebrgatitura gjat\u00eb tre muajve nga l\u00ebshimi  <noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=51914\">Blender 2.81<\/a><\/noindex>.<\/p>\n<p><noindex><a rel=\"nofollow\" href=\"https:\/\/www.blender.org\/download\/releases\/2-82\/\">Main<\/a><\/noindex> <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\">ndryshime<\/a><\/noindex>:<\/p>\n<ul>\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\/Physics\">Shtuar<\/a><\/noindex> nj\u00eb backend i ri p\u00ebr simulimin e gazit, tymit, flak\u00ebve dhe l\u00ebngjeve, i implementuar mbi baz\u00ebn e korniz\u00ebs s\u00eb simulimit t\u00eb proceseve fizike <noindex><a rel=\"nofollow\" href=\"http:\/\/mantaflow.com\/\">Mantaflow<\/a><\/noindex>. P\u00ebr simulimin e l\u00ebngjeve \u00ebsht\u00eb p\u00ebrdorur nj\u00eb solucion i ri me tre komponente <noindex><a rel=\"nofollow\" href=\"https:\/\/gitlab.ethz.ch\/toml\/flip-solver\">FLIP Solver<\/a><\/noindex>;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/thumb\/3\/31\/Blender2.82_mantaflow_fire_crossmind.png\/1600px-Blender2.82_mantaflow_fire_crossmind.png\"><img decoding=\"async\" alt=\"L\u00ebshimi i sistemit t\u00eb modelimit 3D t\u00eb lir\u00eb Blender 2.82\" src=\"\/wp-content\/uploads\/2020\/02\/fe743c95e8d536d246369801842cf00e.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Simulimi i fryrjes s\u00eb shqiponj\u00ebs me aj\u00ebr (balona, dyshek\u00eb t\u00eb fryr\u00eb etj.) \u00ebsht\u00eb p\u00ebrmir\u00ebsuar, si dhe shk\u00ebputja e trupave t\u00eb but\u00eb q\u00eb deformohen pak gjat\u00eb r\u00ebnies ose shtypjes;\n<p><center><video src=\"https:\/\/wiki.blender.org\/w\/images\/3\/3c\/Cloth-high-res.mp4\" style=\"max-width: 100%; max-height: 100%; width: 480px; height: 270px;\" controls=\"\" width=\"480\" height=\"270\"><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/File:Cloth-high-res.mp4\">https:\/\/wiki.blender.org\/wiki\/File:Cloth-high-res.mp4<\/a><\/noindex><\/video><br \/>\n<\/center><\/p>\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\/Textures\">\u00cbsht\u00eb realizuar<\/a><\/noindex> p\u00ebrkrahje p\u00ebr sistemin mozaik <noindex><a rel=\"nofollow\" href=\"https:\/\/ru.wikipedia.org\/wiki\/UV-%D0%BF%D1%80%D0%B5%D0%BE%D0%B1%D1%80%D0%B0%D0%B7%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5\">UV-unrollings<\/a><\/noindex> tekstura UDIM, q\u00eb lejojn\u00eb ndarjen e nj\u00eb texture n\u00eb disa skedar\u00eb, n\u00eb secilin prej t\u00eb cil\u00ebve ndodhet zona e vet\u00eb UV. Texturat UDIM mund t\u00eb krijohen, hapen dhe ruhen si imazhe normale. Strukturat e nd\u00ebrlikuara (Tiles) mund t\u00eb shtohen ose hiqen n\u00eb m\u00ebnyr\u00eb arbitrare p\u00ebr \u00e7do tekstur\u00eb, por gjat\u00eb shikimit ose redaktimit t\u00eb gjith\u00eb blloqet bashkohen dhe tregohen si nj\u00eb nj\u00ebsi. Mb\u00ebshtetje p\u00ebr teksturat UDIM \u00ebsht\u00eb implementuar n\u00eb motor\u00ebt e renderimit Eevee dhe Cycles, si dhe n\u00eb redaktorin e imazheve dhe n\u00eb pamjet 3D;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/02\/udim-04.jpg\"><img decoding=\"async\" alt=\"L\u00ebshimi i sistemit t\u00eb modelimit 3D t\u00eb lir\u00eb Blender 2.82\" src=\"\/wp-content\/uploads\/2020\/02\/6413af4f86581a0492ad481c2decc340.jpeg\" 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\/2.82\/Import_%26_Export\">Shtuar<\/a><\/noindex> nj\u00eb modul i ri eksporti n\u00eb formatin <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Source\/Architecture\/USD\">USD<\/a><\/noindex> (P\u00ebrshkrimi Universial i Sken\u00ebs), i zhvilluar nga kompania Pixar. Skedar\u00ebt USD mund t\u00eb p\u00ebrshkruajn\u00eb dispozita t\u00eb nd\u00ebrlikuara t\u00eb skenave me pamje t\u00eb ndryshme 3D, mb\u00ebshtesin redaktimin jo-zhb\u00ebr\u00ebs (mbivendosje n\u00eb vend t\u00eb z\u00ebvend\u00ebsimit), mund t\u00eb referohen n\u00eb skedar\u00eb t\u00eb tjer\u00eb dhe jan\u00eb optimizuar p\u00ebr bashk\u00ebpunimin e nj\u00eb numri t\u00eb madh pjes\u00ebmarr\u00ebsish. N\u00eb l\u00ebshimin e ri gjithashtu \u00ebsht\u00eb p\u00ebrmir\u00ebsuar mb\u00ebshtetje p\u00ebr importimin dhe eksportimin e glTF dhe \u00ebsht\u00eb siguruar p\u00ebrputhshm\u00ebria me <noindex><a rel=\"nofollow\" href=\"https:\/\/vfxplatform.com\/\">VFX Reference Platform 2020<\/a><\/noindex>;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/5\/51\/Blender-2.82-USD-usdview-spring.png\"><img decoding=\"async\" alt=\"L\u00ebshimi i sistemit t\u00eb modelimit 3D t\u00eb lir\u00eb Blender 2.82\" src=\"\/wp-content\/uploads\/2020\/02\/b1963c76a1c4d95f8205cc14122b5cbb.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> N\u00eb motorin e renderimit Cycles <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\/Cycles\">\u00ebsht\u00eb implementuar<\/a><\/noindex> mekanizmi p\u00ebr shtypjen e zhurmave <noindex><a rel=\"nofollow\" href=\"https:\/\/developer.nvidia.com\/optix-denoiser\">OptiX<\/a><\/noindex>, i dh\u00ebn\u00eb nga NVIDIA dhe q\u00eb p\u00ebrdor metoda t\u00eb m\u00ebsimit t\u00eb makinerive. Mekanizmi mb\u00ebshtet akcelerimin harduerik n\u00eb kartat NVIDIA RTX, duke p\u00ebrfshir\u00eb mund\u00ebsin\u00eb p\u00ebr t\u00eb p\u00ebrdorur disa GPU. OptiX \u00ebsht\u00eb m\u00eb i shpejt\u00eb se metodat e m\u00ebparshme t\u00eb shtypjes s\u00eb zhurmave dhe mund t\u00eb p\u00ebrdoret gjat\u00eb paraprak\u00ebve ose renderimit p\u00ebrfundimtar t\u00eb imazheve (p\u00ebr animacionin nuk \u00ebsht\u00eb ende mjaft stabil);\n<p><center><img decoding=\"async\" alt=\"L\u00ebshimi i sistemit t\u00eb modelimit 3D t\u00eb lir\u00eb Blender 2.82\" src=\"\/wp-content\/uploads\/2020\/02\/1ea6e0fbf46af4482ff093fa3f0670df.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/center><\/p>\n<li class=\"l\"> N\u00eb Cycles jan\u00eb p\u00ebrmir\u00ebsuar gjithashtu nodet e shader-\u00ebve. \u00cbsht\u00eb shtuar mund\u00ebsia p\u00ebr t\u00eb p\u00ebrcaktuar kalime t\u00eb veta t\u00eb vizualizimit n\u00ebp\u00ebrmjet nodit t\u00eb ri AOV Output, i cili mund t\u00eb vendoset n\u00eb \u00e7do vend t\u00eb pem\u00ebs s\u00eb shader-\u00ebve.<br \/>\n P\u00ebr nyjet gjeometrike \u00ebsht\u00eb shtuar opsioni \u00abRandom Per Island\u00bb, i cili lejon rast\u00ebsimin e teksturave ose ngjyrave p\u00ebr komponent\u00ebt e ndrysh\u00ebm t\u00eb rrjetit. N\u00eb nyjen Math jan\u00eb shtuar operacione t\u00eb reja: trunc, snap, wrap, compare, pingpong, sign, radians, degrees, cosh, sinh, tanh, exp, smoothmin dhe inversesqrt. N\u00eb nyjen Map Range jan\u00eb shtuar m\u00ebnyra t\u00eb reja interpolimi Linear, Stepped Linear, Smoothstep dhe Smootherstep. N\u00eb nyjet Noise dhe Wave \u00ebsht\u00eb p\u00ebrmir\u00ebsuar aplikimi i deformimeve, q\u00eb tani zbatohet nj\u00eblloj n\u00eb t\u00eb gjitha drejtimet dhe jo vet\u00ebm diagonalisht. Rendering-u \u00ebsht\u00eb p\u00ebrshpejtuar ndjesh\u00ebm n\u00eb platform\u00ebn Windows, performanca e t\u00eb cil\u00ebs \u00ebsht\u00eb afruar me at\u00eb n\u00eb Linux dhe macOS;<\/p>\n<li class=\"l\"> N\u00eb motorin e renderimit Eevee, q\u00eb mb\u00ebshtet renderimin fizikisht korrekt n\u00eb koh\u00eb reale dhe p\u00ebrdor vet\u00ebm GPU (OpenGL) p\u00ebr vizualizimin, <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\/EEVEE\">\u00ebsht\u00eb shtuar<\/a><\/noindex> mund\u00ebsia p\u00ebr t\u00eb parashikuar kalimet e renderimit t\u00eb pamjeve 3D n\u00eb Viewport, duke lejuar zgjedhjen e kalimit q\u00eb do t\u00eb shfaqet n\u00eb modalitetin e renderimit t\u00eb sken\u00ebs. Aktualisht, parashikimi \u00ebsht\u00eb i disponuesh\u00ebm p\u00ebr kalimet e renderimit Combined, Ambient Occlusion, Normal, Mist, Subsurface Direct dhe Subsurface Color;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/02\/viewport-1-combined-1.jpg\"><img decoding=\"async\" alt=\"L\u00ebshimi i sistemit t\u00eb modelimit 3D t\u00eb lir\u00eb Blender 2.82\" src=\"\/wp-content\/uploads\/2020\/02\/331775efce982de0d5b34115ad002801.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> N\u00eb Eevee gjithashtu \u00ebsht\u00eb punuar p\u00ebr t\u00eb p\u00ebrmir\u00ebsuar cil\u00ebsin\u00eb dhe rritur performanc\u00ebn e kalimeve t\u00eb renderimit. \u00cbsht\u00eb siguruar kombinim i sakt\u00eb i materialeve transparente me efektet e volumit;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/c\/c1\/Capture_d%E2%80%99%C3%A9cran_du_2020-02-04_16-13-17.png\"><img decoding=\"async\" alt=\"L\u00ebshimi i sistemit t\u00eb modelimit 3D t\u00eb lir\u00eb Blender 2.82\" src=\"\/wp-content\/uploads\/2020\/02\/42ca3c9c851b1b43f47c12f63c8de791.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/3\/3e\/EEVEE_282_volume_fix_after.png\"><img decoding=\"async\" alt=\"L\u00ebshimi i sistemit t\u00eb modelimit 3D t\u00eb lir\u00eb Blender 2.82\" src=\"\/wp-content\/uploads\/2020\/02\/601b24c8c1e3d290892e10ececa9edcf.jpeg\" 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\/2.82\/Sculpt\">shtuar<\/a><\/noindex> instrumente dhe operator\u00eb t\u00eb rinj p\u00ebr skulpturimin dhe pikturimin, jan\u00eb p\u00ebrmir\u00ebsuar brushat. \u00cbsht\u00eb realizuar instrumenti Slide\/relax, q\u00eb lejon ndryshimin e topologjis\u00eb s\u00eb rrjetit pa deformuar volumet, si dhe instrumenti Multiplane scrape p\u00ebr formimin e nj\u00eb skaji t\u00eb mpreht\u00eb midis dy planeve t\u00eb rrjetit. \u00cbsht\u00eb propozuar nj\u00eb operator i ri Mask Slice p\u00ebr t\u00eb p\u00ebrjashtuar majat e sh\u00ebnuara nga rrjeti me mbushjen e boshll\u00ebqeve t\u00eb krijuara dhe krijimin e objekteve t\u00eb reja nga majat e fshirome;\n<li class=\"l\"> N\u00eb lapsin skicues (Grease Pencil) <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\/Grease_Pencil\">\u00ebsht\u00eb p\u00ebrmir\u00ebsuar<\/a><\/noindex> interfaca p\u00ebrdoruesit, jan\u00eb realizuar prona t\u00eb reja p\u00ebr mbushje dhe shtresa, \u00ebsht\u00eb realizuar nj\u00eb instrument p\u00ebr krijimin e materialeve. \u00cbsht\u00eb shtuar nj\u00eb modifikator i ri p\u00ebr krijimin e linjave ngjitur me origjinalin;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/f\/f1\/Multiple_Stroke_Modifier.png\"><img decoding=\"async\" alt=\"L\u00ebshimi i sistemit t\u00eb modelimit 3D t\u00eb lir\u00eb Blender 2.82\" src=\"\/wp-content\/uploads\/2020\/02\/f6afbd9bec3e8e9641a0f6be834f2566.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> N\u00eb <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\/UI\">interfaca e p\u00ebrdoruesit<\/a><\/noindex> N\u00eb shum\u00eb mjete, si dhe n\u00eb UV Editor, \u00ebsht\u00eb realizuar mb\u00ebshtetje p\u00ebr gizmo (shfaq\u00ebsi i akseve t\u00eb koordinatave p\u00ebr t\u00eb caktuar k\u00ebndin e pamjes t\u00eb sken\u00ebs ose p\u00ebr t\u00eb ndryshuar pozit\u00ebn e objektit n\u00eb sken\u00eb). \u00cbsht\u00eb shtuar koncepti i mjeteve t\u00eb rezerv\u00ebs (Fallback Tools), duke lejuar p\u00ebrzgjedhjen e nj\u00eb veprimi alternativ gjat\u00eb aplikimit t\u00eb mjetit aktiv. Jan\u00eb ndryshuar grupimet e cil\u00ebsimeve t\u00eb fur\u00e7ave. N\u00eb redaktorin e animacionit (Graph Editor) \u00ebsht\u00eb rregulluar nd\u00ebrfaqja p\u00ebr zgjedhjen dhe transformimin e \u00e7el\u00ebsave dhe trajtuesve;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/d\/d9\/Fallback_Tools.png\"><img decoding=\"async\" alt=\"L\u00ebshimi i sistemit t\u00eb modelimit 3D t\u00eb lir\u00eb Blender 2.82\" src=\"\/wp-content\/uploads\/2020\/02\/85f08195847ba35c39c6222be1193297.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Kur p\u00ebrfshihet moda e zhvilluesit (Developer Extras) n\u00eb cil\u00ebsime, tani shfaqet nj\u00eb tab i ri q\u00eb lejon aktivizimin dhe testimin e mund\u00ebsive eksperimentale, t\u00eb cilat ende nuk jan\u00eb gati p\u00ebr p\u00ebrdorim masiv;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/6\/6e\/Preferences_Virtual_Reality_Examples.png\"><img decoding=\"async\" alt=\"L\u00ebshimi i sistemit t\u00eb modelimit 3D t\u00eb lir\u00eb Blender 2.82\" src=\"\/wp-content\/uploads\/2020\/02\/ac90b27234b95f11746a641fa3fbad31.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> N\u00eb mjetet e modelimit n\u00eb mjetin dhe modifikuesin e skos\u00ebs (Bevel) <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.82\/Modeling\">ka dal\u00eb<\/a><\/noindex> mund\u00ebsia p\u00ebr t\u00eb p\u00ebrdorur profile t\u00eb modifikuara. \u00cbsht\u00eb shtuar Cutoff Vertex Mesh, nj\u00eb metod\u00eb e thjeshtuar p\u00ebr krijimin e mesh-eve p\u00ebr z\u00ebvend\u00ebsimin e kulmeve. Jan\u00eb propozuar modifikues t\u00eb rinj Weld p\u00ebr bashkimin e grupeve t\u00eb kulmeve, distanca midis t\u00eb cilave nuk kalon nj\u00eb vlera prag, dhe Solidify p\u00ebr krijimin e qosheve t\u00eb trasha kur ka m\u00eb shum\u00eb se dy faqe ngjitur;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/9\/98\/Custom_Bevel_Profile_Release_Notes.png\"><img decoding=\"async\" alt=\"L\u00ebshimi i sistemit t\u00eb modelimit 3D t\u00eb lir\u00eb Blender 2.82\" src=\"\/wp-content\/uploads\/2020\/02\/d348954c0ffa34085d7de85ec1245bc5.jpeg\" 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\/2.82\/Add-ons\">shtuar<\/a><\/noindex> shtesat e reja Import Palettes, PDT, Add Node Presets, Collection manager, Sun position dhe Amaranth toolkit. Jan\u00eb p\u00ebrmir\u00ebsuar shtesat Rigify, Add Mesh Extra objects dhe BlenderKit.\n<\/ul>\n<p><center><br \/>\n<div class=\"youtube-placeholder\" data-id=\"EfF2wDXalgU\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/EfF2wDXalgU\/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<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=52373\">opennet.ru<\/a><\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041e\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 2.82, \u0432 \u043a\u043e\u0442\u043e\u0440\u044b\u0439 \u0432\u043e\u0448\u043b\u043e \u0431\u043e\u043b\u0435\u0435 \u0442\u044b\u0441\u044f\u0447\u0438 \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 2.81. \u041e\u0441\u043d\u043e\u0432\u043d\u044b\u0435 \u0438\u0437\u043c\u0435\u043d\u0435\u043d\u0438\u044f: \u0414\u043e\u0431\u0430\u0432\u043b\u0435\u043d \u043d\u043e\u0432\u044b\u0439 \u0431\u044d\u043a\u0435\u043d\u0434 \u0434\u043b\u044f \u0441\u0438\u043c\u0443\u043b\u044f\u0446\u0438\u0438 \u0433\u0430\u0437\u0430, \u0434\u044b\u043c\u0430, \u043e\u0433\u043d\u044f \u0438 \u0436\u0438\u0434\u043a\u043e\u0441\u0442\u0438, \u0440\u0435\u0430\u043b\u0438\u0437\u043e\u0432\u0430\u043d\u043d\u044b\u0439 \u043d\u0430 \u043e\u0441\u043d\u043e\u0432\u0435 \u0444\u0440\u0435\u0439\u043c\u0432\u043e\u0440\u043a\u0430 \u0441\u0438\u043c\u0443\u043b\u044f\u0446\u0438\u0438 \u0444\u0438\u0437\u0438\u0447\u0435\u0441\u043a\u0438\u0445 \u043f\u0440\u043e\u0446\u0435\u0441\u0441\u043e\u0432 Mantaflow. \u0414\u043b\u044f \u0441\u0438\u043c\u0443\u043b\u044f\u0446\u0438\u0438 \u0436\u0438\u0434\u043a\u043e\u0441\u0442\u0438 \u043f\u0440\u0438\u043c\u0435\u043d\u0451\u043d \u043d\u043e\u0432\u044b\u0439 \u0442\u0440\u0451\u0445\u043a\u043e\u043c\u043f\u043e\u043d\u0435\u043d\u0442\u043d\u044b\u0439 FLIP Solver; \u0423\u043b\u0443\u0447\u0448\u0435\u043d\u0430 \u0441\u0438\u043c\u0443\u043b\u044f\u0446\u0438\u044f \u0440\u0430\u0437\u0434\u0443\u0442\u0438\u044f [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":49217,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[],"tags":[],"class_list":["post-49216","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.1.1 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041e\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\" \/>\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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