{"id":53043,"date":"2019-11-22T00:00:00","date_gmt":"2019-11-21T21:00:00","guid":{"rendered":"https:\/\/prohoster.info\/blog\/blog_prohoster\/vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-2-81"},"modified":"2020-02-18T14:00:54","modified_gmt":"2020-02-18T11:00:54","slug":"vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-2-81","status":"publish","type":"post","link":"https:\/\/prohoster.info\/sq\/blog\/novosti-interneta\/vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-2-81","title":{"rendered":"L\u00ebshimi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 2.81","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p><noindex><a rel=\"nofollow\" href=\"https:\/\/www.blender.org\/press\/blender-2-81-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\/2.81\">Blender 2.81<\/a><\/noindex>, q\u00eb p\u00ebrfshinte m\u00eb shum\u00eb se nj\u00eb mij\u00eb korrigjime dhe p\u00ebrmir\u00ebsime, t\u00eb p\u00ebrgatitura gjat\u00eb kat\u00ebr muajve q\u00eb nga krijimi i nj\u00eb deg\u00ebzgjerimi t\u00eb r\u00ebnd\u00ebsish\u00ebm  <noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=51088\">Blender 2.80<\/a><\/noindex>.<\/p>\n<p>Ndryshimet kryesore <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.81\">n\u00eb<\/a><\/noindex>:<\/p>\n<ul>\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.81\/UI\">Propozuar<\/a><\/noindex> nj\u00eb nd\u00ebrfaqe e re p\u00ebr navigimin n\u00eb sistemin e skedar\u00ebve, e realizuar n\u00eb form\u00ebn e nj\u00eb dritareje t\u00eb daljes me ngarkesa tipike p\u00ebr menaxher\u00ebt e skedar\u00ebve. Mb\u00ebshteten m\u00ebnyra t\u00eb ndryshme shikimi (list\u00eb, miniatura), filtra, nj\u00eb panel opsionesh q\u00eb shfaqet dinamik, vendosja e skedar\u00ebve t\u00eb fshira n\u00eb kosh, ruajtja e cil\u00ebsimeve t\u00eb ndryshuara;<br \/>\n<center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/1\/19\/2_81_file_browser_vertical_list.png\"><img decoding=\"async\" alt=\"L\u00ebshimi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 2.81\" src=\"\/wp-content\/uploads\/2019\/11\/613299e6686db4f178b0ac0e7634d0da.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><br \/>\n<center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/e\/ef\/2_81_file_browser_thumbnails.png\"><img decoding=\"async\" alt=\"L\u00ebshimi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 2.81\" src=\"\/wp-content\/uploads\/2019\/11\/461688272f988f3300e8b770290555b6.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Funksioni i rinovimit t\u00eb grupeve t\u00eb elementeve n\u00eb mod\u00ebn e paketave \u00ebsht\u00eb realizuar. N\u00ebse m\u00eb par\u00eb ishte e mundur t\u00eb rinovohej vet\u00ebm elementi aktiv (F2), tani kjo veprimtari mund t\u00eb realizohet gjithashtu p\u00ebr t\u00eb gjitha elementet e selektuara (Ctrl F2). Gjat\u00eb rinovimit mb\u00ebshteten mund\u00ebsi t\u00eb tilla si k\u00ebrkimi me z\u00ebvend\u00ebsim bazuar n\u00eb shprehje t\u00eb rregullta, caktimi i maskave t\u00eb prefixeve dhe suffikseve, pastrimi i simboleve dhe ndryshimi i regjistrit t\u00eb simboleve;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/d\/d3\/2_81_batch_rename.png\"><img decoding=\"async\" alt=\"L\u00ebshimi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 2.81\" src=\"\/wp-content\/uploads\/2019\/11\/ccce26e7ea9fe0ff36e067dc48bdcb14.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> I \u00ebsht\u00eb kushtuar v\u00ebmendje p\u00ebrmir\u00ebsimit t\u00eb ngush\u00ebllimit t\u00eb pun\u00ebs me dritaren e struktur\u00ebs s\u00eb projektit (Outliner). Selekcionet n\u00eb Outliner tani jan\u00eb sinkronizuar me t\u00eb gjitha pamjet 3D (viewport). \u00cbsht\u00eb shtuar navigimi midis elementeve me \u00e7el\u00ebsat lart dhe posht\u00eb, si dhe zgjerimi dhe tkurrja e blloqeve me \u00e7el\u00ebsat djathtas dhe majtas. \u00cbsht\u00eb siguruar mb\u00ebshtetje p\u00ebr seleksionin e intervaleve p\u00ebrmes klikimit me mbajtjen e \u00e7el\u00ebsit Shift dhe shtimin e elementeve t\u00eb rinj n\u00eb ato tashm\u00eb t\u00eb selektuara p\u00ebrmes klikimit me mbajtjen e Ctrl. \u00cbsht\u00eb shtuar mund\u00ebsia p\u00ebr seleksionin e subelementeve, t\u00eb cilat shfaqen si ikon\u00eb. \u00cbsht\u00eb shtuar nj\u00eb opsion p\u00ebr t\u00eb treguar objektet e fshehura. Jan\u00eb prezantuar ikona p\u00ebr kufizimet, grupet e skajve dhe sekvencimin;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/6\/65\/Outliner_2.81_Selection.jpg\"><img decoding=\"async\" alt=\"L\u00ebshimi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 2.81\" src=\"\/wp-content\/uploads\/2019\/11\/353b01be9598649eae150c917744ccb6.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\/2.81\/Sculpt\">Shtuar<\/a><\/noindex> vegje p\u00ebr modelimin me skulptur\u00eb, t\u00eb tilla si fur\u00e7a p\u00ebr imitim t\u00eb deformimit t\u00eb korniz\u00ebs s\u00eb modelit, fur\u00e7a e deformimit elastik me ruajtjen e volumit, fur\u00e7a e piktur\u00ebs me deformim t\u00eb rrjet\u00ebs poligonale, mjeti p\u00ebr rrotullimin dhe zmadhimin rreth pik\u00ebs mb\u00ebshtetje me ruajtjen e simetris\u00eb, mjeti p\u00ebr filtrimin e rrjet\u00ebs poligonale, i cili deformon nj\u00ebher\u00ebsh t\u00eb gjith\u00eb skajet e rrjet\u00ebs;\n<li class=\"l\"> Jan\u00eb shtuar mjete t\u00eb reja p\u00ebr ndryshimin e topologjis\u00eb: Voxel Remesh p\u00ebr krijimin e nj\u00eb griljeje poligonale me nj\u00eb num\u00ebr \u00e7ift t\u00eb faqeve dhe eliminimin e problemeve t\u00eb nd\u00ebrthurjes duke e transformuar at\u00eb n\u00eb nj\u00eb p\u00ebrfaq\u00ebsim volumetrik dhe p\u00ebrtej. QuadriFlow Remesh p\u00ebr krijimin e nj\u00eb griljeje poligonale me qeliza katror\u00eb, disa poli dhe cikle t\u00eb skajeve q\u00eb p\u00ebrs\u00ebrisin zakonet e sip\u00ebrfaqes. N\u00eb mjetin Poly Build jan\u00eb realizuar mund\u00ebsi p\u00ebr ndryshimin e topologjis\u00eb, p\u00ebr shembull, p\u00ebr t\u00eb hequr elemente t\u00eb griljes poligonale tani mund t\u00eb p\u00ebrdoret klikimi me mbajtjen e Shift, p\u00ebr t\u00eb shtuar elemente t\u00eb rinj - klikimi me mbajtjen e Ctrl, dhe p\u00ebr t\u00eb ndryshuar pozitat, klikimi me t\u00ebrheqje;\n<li class=\"l\"> N\u00eb motorin e rend\u00ebrimit Cycles <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.81\/Cycles\">ka arritur<\/a><\/noindex> mund\u00ebsia e p\u00ebrshpejtimit t\u00eb harduerit t\u00eb gjurmimit t\u00eb rrezteve duke p\u00ebrdorur platform\u00ebn <noindex><a rel=\"nofollow\" href=\"https:\/\/www.nvidia.com\/ru-ru\/geforce\/20-series\/rtx\/\">NVIDIA RTX<\/a><\/noindex>. \u00cbsht\u00eb shtuar nj\u00eb mod i ri p\u00ebr zhdukjen e zhurmave pas renderimit, i bazuar n\u00eb p\u00ebrdorimin e <noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=50048\">t\u00eb zhvilluar<\/a><\/noindex> nga kompania Intel, bibliotek\u00ebs <noindex><a rel=\"nofollow\" href=\"https:\/\/openimagedenoise.github.io\/\">OpenImageDenoise<\/a><\/noindex>. N\u00eb mjetet e nd\u00ebrtimit adaptiv porcion p\u00ebr sip\u00ebrfaqe t\u00eb glikuara (Adaptive Subdivision) \u00ebsht\u00eb shtuar nj\u00eb mod p\u00ebr eliminimin e qepjeve midis faqeve, t\u00eb shkaktuara nga zhvendosja ose heterogjeniteti i materialeve. Jan\u00eb implementuar shader\u00eb t\u00eb rinj p\u00ebr teksturat (White Noise, Noise, Musgrave, Voronoi);\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/4\/4c\/Blender2.81_voronoi.png\"><img decoding=\"async\" alt=\"L\u00ebshimi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 2.81\" src=\"\/wp-content\/uploads\/2019\/11\/310da1d54a9122451457b81fa61e5b10.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> N\u00eb mjetet e transformimit <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.81\/Transform\">shtuar<\/a><\/noindex> p\u00ebrkrahja e l\u00ebvizjes s\u00eb pozicioneve origjinale (<noindex><a rel=\"nofollow\" href=\"https:\/\/docs.blender.org\/manual\/en\/latest\/scene_layout\/object\/origin.html\">Object Origin<\/a><\/noindex>) t\u00eb objekteve pa i theksuar ato hapur, si dhe mund\u00ebsia p\u00ebr t\u00eb transformuar element\u00ebt prind, pa ndikuar n\u00eb ata f\u00ebmij\u00eb. \u00cbsht\u00eb shtuar nj\u00eb mod transformimi me reflektim p\u00ebr akset Y dhe Z;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/a\/a6\/Transform_mirror.png\"><img decoding=\"async\" alt=\"L\u00ebshimi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 2.81\" src=\"\/wp-content\/uploads\/2019\/11\/2e7b2a6d43cfde112a2d0406c44f6024.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Jan\u00eb realizuar mund\u00ebsi t\u00eb reja t\u00eb lidhjes s\u00eb skajeve (Edge Snapping): Qendra e Skajit, p\u00ebr lidhjen sipas qendr\u00ebs s\u00eb skajit dhe Perpendikularja e Skajit p\u00ebr lidhjen sipas pik\u00ebs m\u00eb t\u00eb af\u00ebrt n\u00eb skaj. \u00cbsht\u00eb shtuar nj\u00eb mod i ri i bashkimit t\u00eb kulmave \"Split Edges &amp; Faces\", i cili ndan automatikisht skajet dhe faqet e ngjashme p\u00ebr t\u00eb shmangur mbivendosjen e gjeometris\u00eb;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/c\/cb\/Blender2.81_auto_merge_split.png\"><img decoding=\"async\" alt=\"L\u00ebshimi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 2.81\" src=\"\/wp-content\/uploads\/2019\/11\/7638e627dfa5c4dbcdf92c7b0efd890f.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> N\u00eb motorin e renderimit Eevee, i cili mb\u00ebshtet renderimin fizikisht t\u00eb sakt\u00eb n\u00eb koh\u00eb reale dhe p\u00ebrdor vet\u00ebm GPU (OpenGL) p\u00ebr renderim, \u00ebsht\u00eb shtuar nj\u00eb mod p\u00ebr hije t\u00eb buta dhe mund\u00ebsia e p\u00ebrdorimit t\u00eb transparenc\u00ebs gjat\u00eb shadimit t\u00eb bazuar n\u00eb <noindex><a rel=\"nofollow\" href=\"https:\/\/en.wikipedia.org\/wiki\/Bidirectional_scattering_distribution_function\">BSDF<\/a><\/noindex>.<br \/>\nImplementimet e mudhenj\u00ebve Additive dhe Multiply jan\u00eb z\u00ebvend\u00ebsuar nga ekvivalente t\u00eb bazuara n\u00eb shader\u00eb, t\u00eb p\u00ebrputhshme me motorin Cycles. Sistemi i teksturimit t\u00eb reliefit \u00ebsht\u00eb riparuar, duke u b\u00ebr\u00eb m\u00eb i leht\u00eb p\u00ebr t'u konfiguruar dhe me cil\u00ebsi m\u00eb t\u00eb mir\u00eb;<\/p>\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/8\/8f\/Eevee2.81_transparent_bsdf1.png\"><img decoding=\"async\" alt=\"L\u00ebshimi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 2.81\" src=\"\/wp-content\/uploads\/2019\/11\/d19039e47e4f6277e3d82182ff1d7d01.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> N\u00eb Viewport <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.81\/Viewport\">shtuar<\/a><\/noindex> opciones t\u00eb reja p\u00ebr shfaqjen e skenave 3D duke p\u00ebrdorur modin e renditjes Look Development (Material Preview) n\u00eb motor\u00ebt Cycles dhe Eevee, duke lejuar testimin e shpejt\u00eb t\u00eb gamave t\u00eb p\u00ebrmir\u00ebsuara t\u00eb ndri\u00e7imit (HDRI) dhe mbivendosjen e teksturave. \u00c7do dritare e shfaqjes 3D tani mund t\u00eb p\u00ebrmbaj\u00eb nj\u00eb grup t\u00eb vetin t\u00eb koleksioneve t\u00eb dukshme. N\u00eb analizuesin e rrjet\u00ebs poligonale \u00ebsht\u00eb shtuar mb\u00ebshtetje p\u00ebr mesh-a me modifikator\u00eb, jo vet\u00ebm p\u00ebr mesh-a origjinale. Objektet me imazhe mund t\u00eb konfigurohen p\u00ebr t'u shfaqur vet\u00ebm n\u00eb projekcionin an\u00ebsor;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/6\/67\/Demonstrating_Multi-layered_Matcaps_%28Image_from_Pablo_Dobarro%29.png\"><img decoding=\"async\" alt=\"L\u00ebshimi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 2.81\" src=\"\/wp-content\/uploads\/2019\/11\/a61fc2f9b2f847969b5321f8fe1c1052.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Sistemi eksperimental i shtuar <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.81\/Library_Overrides\">Library Overrides<\/a><\/noindex>, i cili mund t\u00eb p\u00ebrdoret n\u00eb vend t\u00eb mekanizmit t\u00eb proxy p\u00ebr p\u00ebrjashtimin lokal t\u00eb personazheve dhe llojeve t\u00eb tjera t\u00eb t\u00eb dh\u00ebnave t\u00eb lidhura. N\u00eb ndryshim nga proxy, sistemi i ri lejon krijimin e disa p\u00ebrjashtimeve t\u00eb pavarura p\u00ebr t\u00eb nj\u00ebjtat t\u00eb dh\u00ebna t\u00eb lidhura (p.sh., p\u00ebrkufizohen personazhi), lejon p\u00ebrjashtim rekursiv dhe shtimin e modifikator\u00ebve ose kufizimeve t\u00eb reja;\n<li class=\"l\"> N\u00eb mjetet p\u00ebr krijimin e animacionit <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.81\/Rigging\">\u00ebsht\u00eb siguruar<\/a><\/noindex>  kontroll t\u00eb sakt\u00eb t\u00eb rrotullimit dhe shkall\u00ebzimit n\u00eb <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.blender.org\/manual\/en\/latest\/animation\/armatures\/bones\/introduction.html\">lidhjet<\/a><\/noindex>, <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.blender.org\/manual\/en\/latest\/animation\/constraints\/introduction.html\">kufizimet<\/a><\/noindex> dhe <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.blender.org\/manual\/en\/latest\/animation\/drivers\/introduction.html\">drivar\u00ebt<\/a><\/noindex>;\n<li class=\"l\"> N\u00eb lapsin skicues (Grease Pencil) <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.81\/Grease_Pencil\">zgjeruar.<\/a><\/noindex> mund\u00ebsit\u00eb e nd\u00ebrfaqes s\u00eb p\u00ebrdoruesit, jan\u00eb riorganizuar menyt\u00eb, jan\u00eb shtuar mjete t\u00eb reja, operacione, fur\u00e7a, paraparametra, materiale dhe modifikator\u00eb;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/thumb\/e\/e2\/Fade_Gpencil_object.png\/900px-Fade_Gpencil_object.png\"><img decoding=\"async\" alt=\"L\u00ebshimi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 2.81\" src=\"\/wp-content\/uploads\/2019\/11\/fc84560d26e21dd9415e1996824d330a.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Shtuar mb\u00ebshtetje p\u00ebr kodekun e z\u00ebrit Opus dhe formatin e kontejnerit WebM. Implementuar mb\u00ebshtetje p\u00ebr video WebM\/VP9 me transparenc\u00eb;\n<li class=\"l\"> N\u00eb sekvencorin \u00ebsht\u00eb shtuar nj\u00eb operator p\u00ebr t\u00eb shtuar\/zhdukur zbehjen p\u00ebr t\u00eb gjitha shiritat dhe mb\u00ebshtetje p\u00ebr ngarkimin e parashikuesh\u00ebm t\u00eb kadrove p\u00ebr mbushjen e caches;\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.81\/Python_API\">\u00cbsht\u00eb zgjeruar<\/a><\/noindex> Python API, jan\u00eb shtuar trajtues t\u00eb rinj dhe \u00ebsht\u00eb siguruar nj\u00eb pamje dinamike e sugjerimeve t\u00eb daljes p\u00ebr operator\u00ebt.<br \/>\nVersioni i Python \u00ebsht\u00eb p\u00ebrdit\u00ebsuar n\u00eb 3.7.4;<\/p>\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.81\/Add-ons\">P\u00ebrdit\u00ebsuar<\/a><\/noindex> shtesa. \u00cbsht\u00eb shtuar konfigurimi \"Enabled Add-ons Only\" p\u00ebr t\u00eb treguar n\u00eb list\u00eb vet\u00ebm shtesat e aktivizuara. \u00cbsht\u00eb p\u00ebrmir\u00ebsuar mb\u00ebshtetja<br \/>\nformatet glTF 2.0 (GL Transmission Format) dhe FBX (Filmbox).<\/p>\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=51914\">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 2.81, \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 \u0447\u0435\u0442\u044b\u0440\u0435 \u043c\u0435\u0441\u044f\u0446\u0430 \u0441 \u043c\u043e\u043c\u0435\u043d\u0442\u0430 \u0444\u043e\u0440\u043c\u0438\u0440\u043e\u0432\u0430\u043d\u0438\u044f \u0437\u043d\u0430\u0447\u0438\u0442\u0435\u043b\u044c\u043d\u043e\u0439 \u0432\u0435\u0442\u043a\u0438 Blender 2.80. \u041e\u0441\u043d\u043e\u0432\u043d\u044b\u0435 \u0438\u0437\u043c\u0435\u043d\u0435\u043d\u0438\u044f: \u041f\u0440\u0435\u0434\u043b\u043e\u0436\u0435\u043d \u043d\u043e\u0432\u044b\u0439 \u0438\u043d\u0442\u0435\u0440\u0444\u0435\u0439\u0441 \u0434\u043b\u044f \u043d\u0430\u0432\u0438\u0433\u0430\u0446\u0438\u0438 \u043f\u043e \u0444\u0430\u0439\u043b\u043e\u0432\u043e\u0439 \u0441\u0438\u0441\u0442\u0435\u043c\u0435, \u0440\u0435\u0430\u043b\u0438\u0437\u043e\u0432\u0430\u043d\u043d\u044b\u0439 \u0432 \u0444\u043e\u0440\u043c\u0435 \u0432\u0441\u043f\u043b\u044b\u0432\u0430\u044e\u0449\u0435\u0433\u043e \u043e\u043a\u043d\u0430 c \u0442\u0438\u043f\u0438\u0447\u043d\u043e\u0439 \u0434\u043b\u044f \u0444\u0430\u0439\u043b\u043e\u0432\u044b\u0445 \u043c\u0435\u043d\u0435\u0434\u0436\u0435\u0440\u043e\u0432 \u043d\u0430\u0447\u0438\u043d\u043a\u043e\u0439. \u041f\u043e\u0434\u0434\u0435\u0440\u0436\u0438\u0432\u0430\u044e\u0442\u0441\u044f \u0440\u0430\u0437\u043d\u044b\u0435 \u0440\u0435\u0436\u0438\u043c\u044b \u043f\u0440\u043e\u0441\u043c\u043e\u0442\u0440\u0430 (\u0441\u043f\u0438\u0441\u043e\u043a, \u043c\u0438\u043d\u0438\u0430\u0442\u044e\u0440\u044b), \u0444\u0438\u043b\u044c\u0442\u0440\u044b, \u0434\u0438\u043d\u0430\u043c\u0438\u0447\u0435\u0441\u043a\u0438 [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-53043","post","type-post","status-publish","format-standard","hentry","category-novosti-interneta"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.0.1 - 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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