{"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\/news\/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>, i cili p\u00ebrfshin m\u00eb shum\u00eb se nj\u00eb mij\u00eb korrigjime dhe p\u00ebrmir\u00ebsime, t\u00eb p\u00ebrgatitura brenda kat\u00ebr muajve q\u00eb nga formimi i nj\u00eb dege t\u00eb r\u00ebnd\u00ebsishme  <noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=51088\">Blender 2.80<\/a><\/noindex>.<\/p>\n<p>Main <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.81\">ndryshime<\/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\">Propozohet<\/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 p\u00ebrmbajtjen tipike p\u00ebr menaxher\u00ebt e skedar\u00ebve. M\u00eb shum\u00eb m\u00ebnyra shikimi mb\u00ebshteten (list\u00eb, miniatura), filtrat, nj\u00eb panel opsionesh t\u00eb shkarkuesh\u00ebm dinamik, vendosja e skedar\u00ebve t\u00eb fshir\u00eb n\u00eb kosha, 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 p\u00ebr rip\u00ebrs\u00ebritjen e grupeve t\u00eb elementeve n\u00eb m\u00ebnyr\u00ebn e paketimit \u00ebsht\u00eb realizuar. N\u00ebse m\u00eb par\u00eb mund t\u00eb rip\u00ebrs\u00ebritej vet\u00ebm elementi aktiv (F2), tani kjo operacion mund t\u00eb kryhet edhe p\u00ebr t\u00eb gjith\u00eb element\u00ebt e p\u00ebrzgjedhur (Ctrl F2). Gjat\u00eb rip\u00ebrs\u00ebritjes mb\u00ebshteten mund\u00ebsi t\u00eb tilla si k\u00ebrkimi dhe z\u00ebvend\u00ebsimi mbi baza t\u00eb shprehjeve t\u00eb rregullta, p\u00ebrcaktimi i maskave t\u00eb prefiksit dhe sufiksit, 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\"> Puna p\u00ebr t\u00eb rritur leht\u00ebsin\u00eb e p\u00ebrdorimit me dritaren e struktur\u00ebs s\u00eb projektit (Outliner) \u00ebsht\u00eb kryer. P\u00ebrcaktimet n\u00eb Outliner tani jan\u00eb t\u00eb sinkronizuara me t\u00eb gjitha pamjet 3D (viewport). Shtuar navigimi n\u00eb elemente me \u00e7el\u00ebsat lart dhe posht\u00eb, si dhe shtrirja dhe palosja e blloqeve me \u00e7el\u00ebsat djathtas dhe majtas. Ofruar mb\u00ebshtetje p\u00ebr p\u00ebrzgjedhjen e grupeve p\u00ebrmes klikimit me mbajtje t\u00eb \u00e7el\u00ebsit Shift dhe shtimin e elementeve t\u00eb reja n\u00eb t\u00eb p\u00ebrzgjedhurit tashm\u00eb me nj\u00eb klik me mbajtje t\u00eb Ctrl. Shtuar mund\u00ebsia e p\u00ebrzgjedhjes s\u00eb subelementeve, t\u00eb shfaqura si ikon\u00eb. Shtuar nj\u00eb mund\u00ebsi p\u00ebr t\u00eb treguar objektet e fshehura. Paraqitur ikona p\u00ebr kufizimet, grupet e majave dhe sekvencorin;\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> mjetet e reja p\u00ebr modelimin skulptural, si p.sh. fur\u00e7a p\u00ebr imitim t\u00eb deformimit t\u00eb korniz\u00ebs s\u00eb modelit, fur\u00e7a p\u00ebr deformimin elastik me ruajtjen e volumit, fur\u00e7a e vizatimit me deformim t\u00eb rrjet\u00ebs poligonale, mjeti p\u00ebr rrotullimin dhe shkall\u00ebzimin p\u00ebrreth nj\u00eb pik\u00eb mb\u00ebshtetjeje me ruajtjen e simetris\u00eb, mjeti p\u00ebr filtrimin e rrjet\u00ebs poligonale, q\u00eb deformon t\u00eb gjitha majat e rrjet\u00ebs nj\u00ebkoh\u00ebsisht;\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 rrjete poligonale me num\u00ebr \u00e7ift t\u00eb faqeve dhe p\u00ebr zgjidhjen e problemeve me nd\u00ebrprerjet, duke e transformuar at\u00eb n\u00eb nj\u00eb p\u00ebrfaq\u00ebsim volumetrik dhe anasjelltas. QuadriFlow Remesh p\u00ebr krijimin e nj\u00eb rrjete poligonale me qeliza katror\u00ebsh, disa pole dhe cikle t\u00eb skajshme q\u00eb p\u00ebrs\u00ebrisin k\u00ebndv\u00ebshtrimin 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 rrjet\u00ebs poligonale tani mund t\u00eb p\u00ebrdorni nj\u00eb klikim me mbajtjen e Shift, p\u00ebr t\u00eb shtuar elemente t\u00eb reja \u2014 nj\u00eb klikim me mbajtjen e Ctrl, dhe p\u00ebr t\u00eb ndryshuar pozitat nj\u00eb klikim me t\u00ebrheqjen;\n<li class=\"l\"> N\u00eb motorin e renderimit Cycles <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.81\/Cycles\">ka dal\u00eb<\/a><\/noindex> mund\u00ebsia e p\u00ebrshpejtimit harduerik t\u00eb gjurmimit t\u00eb rrezeve duke p\u00ebrdorur platform\u00ebn <noindex><a rel=\"nofollow\" href=\"https:\/\/www.nvidia.com\/ru-ru\/geforce\/20-series\/rtx\/\">NVIDIA RTX<\/a><\/noindex>. Mjeku i ri i zhurmave pas renderimit, i bazuar n\u00eb p\u00ebrdorimin e <noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=50048\">n\u00ebn zhvillim<\/a><\/noindex> kompanis\u00eb Intel biblioteka <noindex><a rel=\"nofollow\" href=\"https:\/\/openimagedenoise.github.io\/\">OpenImageDenoise<\/a><\/noindex>. N\u00eb mjetet p\u00ebr ndarjen adaptuese t\u00eb sip\u00ebrfaqeve t\u00eb buta (Adaptive Subdivision) \u00ebsht\u00eb shtuar nj\u00eb modalitet p\u00ebr eliminimin e qosheve nd\u00ebrmjet faqeve, t\u00eb shkaktuar nga zhvendosja ose ndryshueshm\u00ebria e materialeve. Jane realizuar shaders t\u00eb rinj p\u00ebr tekstura (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\">\u00ebsht\u00eb shtuar<\/a><\/noindex> mb\u00ebshtetje p\u00ebr zhvendosjen e pozita 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 p\u00ebrzgjedhur ato eksplicite, si dhe mund\u00ebsia e transformimit t\u00eb elementeve prind, pa prekur ata f\u00ebmij\u00eb. Shtuar nj\u00eb modalitet transformimi me pasqyrim n\u00eb aksin 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 opsione t\u00eb reja p\u00ebr ngjitjen e skajeve (Edge Snapping): Qendra e Skajit, p\u00ebr ngjitjen n\u00eb qend\u00ebr t\u00eb skajit dhe Perpendikular ndaj Skajit p\u00ebr ngjitjen n\u00eb pik\u00ebn m\u00eb t\u00eb af\u00ebrt n\u00eb skaj. \u00cbsht\u00eb shtuar nj\u00eb mod i ri i bashkimit t\u00eb pikave \"Split Edges &amp; Faces\", i cili ndan automatikisht skajet dhe faqet ngjitur 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, q\u00eb 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 modalitet i hijeve t\u00eb buta dhe mund\u00ebsia e p\u00ebrdorimit t\u00eb transparenc\u00ebs gjat\u00eb shading n\u00eb baz\u00eb t\u00eb <noindex><a rel=\"nofollow\" href=\"https:\/\/en.wikipedia.org\/wiki\/Bidirectional_scattering_distribution_function\">BSDF<\/a><\/noindex>.<br \/>\nRealizimet e modaliteteve t\u00eb p\u00ebrzierjes Additive dhe Multiply jan\u00eb z\u00ebvend\u00ebsuar me ekuivalente t\u00eb bazuara n\u00eb shaders, t\u00eb p\u00ebrputhshme me motorin Cycles. Sistemi p\u00ebr teksturimin e rrezeve \u00ebsht\u00eb riparuar, duke u b\u00ebr\u00eb m\u00eb i thjesht\u00eb n\u00eb konfigurim dhe me cil\u00ebsi m\u00eb t\u00eb lart\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\">jan\u00eb shtuar<\/a><\/noindex> Opsione t\u00eb reja p\u00ebr shfaqjen e sken\u00ebs 3D duke p\u00ebrdorur modalitetin e renderimit Look Development (Material Preview) n\u00eb motor\u00ebt Cycles dhe Eevee, q\u00eb lejon testimin e shpejt\u00eb t\u00eb gamave t\u00eb zgjeruara t\u00eb ndri\u00e7imit (HDRI) dhe mbivendosjen e teksturave. \u00c7do dritare e shikimit t\u00eb sken\u00ebs 3D tani mund t\u00eb p\u00ebrmbaj\u00eb nj\u00eb grup t\u00eb vetin t\u00eb koleksioneve t\u00eb dukshme. N\u00eb analizatorin e rrjetave poligonale \u00ebsht\u00eb shtuar mb\u00ebshtetje p\u00ebr mesh-at me modifikues, dhe jo vet\u00ebm p\u00ebr mesh-at origjinal\u00eb. 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 \u00ebsht\u00eb 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 si z\u00ebvend\u00ebsim p\u00ebr mekanizmin e proksis\u00eb p\u00ebr mbivendosjen lokale t\u00eb personazheve t\u00eb lidhur dhe llojeve t\u00eb tjera t\u00eb t\u00eb dh\u00ebnave. Ndryshe nga proksi, sistemi i ri lejon krijimin e disa mbivendosjeve t\u00eb pavarura t\u00eb t\u00eb nj\u00ebjtave t\u00eb dh\u00ebna t\u00eb lidhura (p.sh. definuesit e personazhit), lejon mbivendosje rekursive dhe shtimin e modifikuesve ose kufizimeve t\u00eb reja;\n<li class=\"l\"> N\u00eb mjetet p\u00ebr krijimin e animacioneve <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 mbi rotacionin dhe shkall\u00ebzimin n\u00eb <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.blender.org\/manual\/en\/latest\/animation\/armatures\/bones\/introduction.html\">nyje<\/a><\/noindex>, <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.blender.org\/manual\/en\/latest\/animation\/constraints\/introduction.html\">kufizime<\/a><\/noindex> dhe <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.blender.org\/manual\/en\/latest\/animation\/drivers\/introduction.html\">dritare<\/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\">jan\u00eb zgjeruar<\/a><\/noindex> mund\u00ebsit\u00eb e nd\u00ebrfaqes s\u00eb p\u00ebrdoruesit, jan\u00eb reorganizuar menu, jan\u00eb shtuar mjete t\u00eb reja, operacione, brushat, parap\u00ebrgatitjet, materialet dhe modifikuesit;\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 codec-in audio Opus dhe formatin e kontejnerit WebM. Implementuar mb\u00ebshtetje p\u00ebr video WebM\/VP9 me transparenc\u00eb;\n<li class=\"l\"> N\u00eb sekvensor \u00ebsht\u00eb shtuar operatori p\u00ebr shtimin\/hiqjen e zbehjes p\u00ebr t\u00eb gjitha linjat dhe mb\u00ebshtetje p\u00ebr ngarkimin e parakohsh\u00ebm t\u00eb \u043a\u0430\u0434ra p\u00ebr t\u00eb mbushur cache-n;\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.81\/Python_API\">Zgjeruar<\/a><\/noindex> Python API, jan\u00eb shtuar menaxher\u00eb t\u00eb rinj dhe \u00ebsht\u00eb siguruar prodhimi dinamik i k\u00ebshillave hutues p\u00ebr operator\u00ebt.<br \/>\nVersioni i Python \u00ebsht\u00eb azhurnuar 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\">Azhurnuar<\/a><\/noindex> shtesat. \u00cbsht\u00eb shtuar cil\u00ebsimi \"Enabled Add-ons Only\" p\u00ebr t\u00eb treguar n\u00eb list\u00eb vet\u00ebm shtesat e aktivizuara. \u00cbsht\u00eb p\u00ebrmir\u00ebsuar mb\u00ebshtetje<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-news"],"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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