{"id":84386,"date":"2020-06-07T13:42:03","date_gmt":"2020-06-07T11:42:03","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-2-83"},"modified":"2020-06-07T13:42:03","modified_gmt":"2020-06-07T11:42:03","slug":"vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-2-83","status":"publish","type":"post","link":"https:\/\/prohoster.info\/sq\/blog\/news\/vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-2-83","title":{"rendered":"Lan\u00e7imi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 2.83","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p><noindex><a rel=\"nofollow\" href=\"https:\/\/www.blender.org\/press\/blender-2-83-release\/\">Presented<\/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\/2.83\">Blender 2.83<\/a><\/noindex>, q\u00eb p\u00ebrfshin m\u00eb shum\u00eb se 1250 korrigjime dhe p\u00ebrmir\u00ebsime, t\u00eb p\u00ebrgatitura n\u00eb tre muaj q\u00eb nga l\u00ebshimi  <noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=52373\">Blender 2.82<\/a><\/noindex>. The main focus in preparing the new version was on performance optimization \u2014 the undo, sketch pencil, and rendering preview operations have been accelerated. The Cycles engine has added support for adaptive sampling. New sculpting tools, Cloth Brush and Face Sets, have been introduced. A noise suppression system has been implemented with support for NVIDIA RTX accelerators. Initial support for virtual reality based on the OpenXR standard has been provided, along with the ability to import OpenVDB files.<\/p>\n<p><center><br \/>\n<div class=\"youtube-placeholder\" data-id=\"YbL-rJv3BpI\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/YbL-rJv3BpI\/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>Blender 2.83 \u00ebsht\u00eb sh\u00ebnuar si l\u00ebshimi i par\u00eb LTS (Mb\u00ebshtetje afatgjat\u00eb) n\u00eb historin\u00eb e projektit, i cili mund t\u00eb shqyrtohet si nj\u00eb baz\u00eb stabile, p\u00ebr t\u00eb cil\u00ebn do t\u00eb ket\u00eb p\u00ebrdit\u00ebsime p\u00ebr eliminimin e gabimeve kritike <noindex><a rel=\"nofollow\" href=\"https:\/\/blender.org\/donwload\/lts\">t\u00eb formuara<\/a><\/noindex> n\u00eb dy vjet. L\u00ebshimet e korrigjimit do t\u00eb em\u00ebrtohen 2.83.1, 2.83.2 etj. Praktika e ngjashme <noindex><a rel=\"nofollow\" href=\"https:\/\/code.blender.org\/2020\/05\/long-term-support-pilot\/\">parashihet<\/a><\/noindex> to continue in subsequent branches. For example, after Blender 2.83, the development of the Blender 2.9x branch began, within which four releases are planned \u2014 2.90, 2.91, 2.92, and 2.93. Release 2.93, like 2.83, will be an LTS. A release of 3.0 is expected in 2021, marking the transition to a new continuous release numbering scheme.<\/p>\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/code.blender.org\/wp-content\/uploads\/2020\/05\/release_cadence_4th_wall-1-1536x336.png\"><img decoding=\"async\" alt=\"Lan\u00e7imi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 2.83\" src=\"\/wp-content\/uploads\/2020\/06\/69467d4bb689238e148bd80632605a5d.png\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<p><noindex><a rel=\"nofollow\" href=\"https:\/\/www.blender.org\/download\/releases\/2-83\/\">Main<\/a><\/noindex> <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.83\">ndryshime<\/a><\/noindex> n\u00eb Blender 2.83:<\/p>\n<ul>\n<li class=\"l\"> Shtuar mb\u00ebshtetje p\u00ebr importin dhe renderimin e skedar\u00ebve <noindex><a rel=\"nofollow\" href=\"https:\/\/www.openvdb.org\/\">OpenVDB<\/a><\/noindex> using the new object \u201c<noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.83\/Volumes\">Volume<\/a><\/noindex>\u201c. OpenVDB files can be generated by Blender from the cache of gas, smoke, fire, and liquid simulation systems, or transferred from external applications like Houdini. The OpenVDB format was proposed by DreamWorks Animation and allows for efficient storage and manipulation of sparse volumetric data, discretized in three-dimensional grids.\n<p><center><br \/>\n<video controls=\"\" style=\"width: 640px; max-width:100%\" poster=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/06\/Screenshot-from-openvdb_combined_edit.mov.png\" src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/06\/openvdb_combined_edit.mov?x28234\"><\/video><br \/>\n<\/center><\/p>\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.83\/Virtual_Reality\">Shtuar<\/a><\/noindex> mb\u00ebshtetje fillestare p\u00ebr realitetin virtual, ende e kufizuar n\u00eb mund\u00ebsin\u00eb e inspektimit t\u00eb skenave tridimensionale me an\u00eb t\u00eb syzeve VR direkt nga Blender (vet\u00ebm n\u00eb modalitetin e shikimit, ndryshimi i p\u00ebrmbajtjes p\u00ebr momentin nuk mb\u00ebshtetet). Mb\u00ebshtetjeja bazadohet n\u00eb implementimin e standardit <noindex><a rel=\"nofollow\" href=\"https:\/\/www.khronos.org\/openxr\/\">OpenXR<\/a><\/noindex>, i cili p\u00ebrcakton nj\u00eb API t\u00eb universale p\u00ebr krijimin e aplikacioneve t\u00eb realitetit virtual dhe t\u00eb shtuar, si dhe nj\u00eb grup shtresash p\u00ebr nd\u00ebrveprimin me pajisjet, duke abstrahuar ve\u00e7orit\u00eb e pajisjeve t\u00eb specifike. Me Blender mund t\u00eb p\u00ebrdoren \u00e7do platform\u00eb q\u00eb mb\u00ebshtet OpenXR, si Windows Mixed Reality dhe Oculus Rift n\u00eb Windows dhe <noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=53049\">Monado<\/a><\/noindex> n\u00eb Linux (SteamVR ende nuk mb\u00ebshtetet, pasi nuk realizon OpenXR).\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/f\/ff\/VR_Oculus_Tram_Station.png\"><img decoding=\"async\" alt=\"Lan\u00e7imi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 2.83\" src=\"\/wp-content\/uploads\/2020\/06\/3bff7af4c9079f74e741d2f4b8ee7adf.png\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> N\u00eb motorin Cycles \u00ebsht\u00eb implementuar mund\u00ebsia e p\u00ebrdorimit t\u00eb mekanizmit t\u00eb shtypjes s\u00eb zhurm\u00ebs OptiX n\u00eb <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.blender.org\/manual\/en\/latest\/editors\/3dview\/introduction.html\">Viewport 3D<\/a><\/noindex> n\u00eb parashikimin, si dhe n\u00eb renditjen p\u00ebrfundimtare. Implementimi i OptiX \u00ebsht\u00eb i hapur nga kompania NVIDIA, p\u00ebrdor metoda t\u00eb m\u00ebsimit automat, punon m\u00eb shpejt se metodat e m\u00ebparshme t\u00eb shtypjes s\u00eb zhurm\u00ebs dhe mb\u00ebshtet p\u00ebrshpejtimin harduerik n\u00eb kartat <noindex><a rel=\"nofollow\" href=\"https:\/\/www.nvidia.com\/ru-ru\/geforce\/20-series\/rtx\/\">NVIDIA RTX<\/a><\/noindex>.\n<li class=\"l\"> A new sculpting tool, \u201cCloth Brush\u201d, has been added, which uses physical simulation methods to create realistic folds in clothing and automatically forms naturally looking curves.\n<p><center><br \/>\n<video controls=\"\" style=\"width: 640px; max-width:100%\"  poster=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/06\/Screenshot-from-Clothbrushdemo.mp4-1.png\" src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/06\/Cloth-Brush-Demo-1.mp4\"><\/video><\/center><\/p>\n<p>N\u00eb cil\u00ebsimet e fur\u00e7\u00ebs jan\u00eb implementuar pron\u00ebsit\u00eb e simulimit t\u00eb mas\u00ebs dhe amortizimit, sli\u00e7k t\u00eb tjera p\u00ebr kufizimin e ndikimit t\u00eb simulimit, dhe shtat\u00eb modet e deformimit t\u00eb fur\u00e7\u00ebs me tipin radial dhe t\u00eb shesht\u00eb t\u00eb r\u00ebnies. <\/p>\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/06\/cloth_settings.jpg\"><img decoding=\"async\" alt=\"Lan\u00e7imi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 2.83\" src=\"\/wp-content\/uploads\/2020\/06\/3f20bd3d5d0978465fb38a541d3eb76d.png\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<p>P\u00ebr m\u00eb tep\u00ebr, n\u00eb mjetet e modelimit skulptorik  <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.83\/Sculpt\">\u00ebsht\u00eb shtuar<\/a><\/noindex> A new brush, \u201cClay Thumb\u201d, mimics the deformation of clay with fingers and accumulates material during strokes. The \u201cSmooth Brush\u201d has been added, also available in Mesh Filter, which removes surfaces while preserving the object's volume. The \u201cLayer Brush\u201d has been completely redesigned, enhanced with a preview of the layer height indicated by the cursor, including improved mask support and eliminating artifacts when repeatedly modifying a single area. A new edge processing mode (Sharpen) has been added in the mesh filter, which compresses edges while automatically smoothing flat surfaces.<\/p>\n<p><center><video controls=\"\" style=\"width: 640px; max-width:100%\" src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/05\/sculpt_filter_sharpen.mp4\"><\/video><\/center><\/p>\n<p>U prezantua nj\u00eb sistem i ri \"Face Sets\" p\u00ebr menaxhimin e dukshm\u00ebris\u00eb s\u00eb pjes\u00ebve t\u00eb ndryshme t\u00eb rrjet\u00ebs poligonale (mesh) n\u00eb modet e skulpturimit dhe vizatimit. Face Sets \u00ebsht\u00eb e p\u00ebrshtatshme p\u00ebr modet q\u00eb fokusohen n\u00eb p\u00ebrdorimin e brushave, automatikisht e fsheh pjes\u00ebt e sip\u00ebrfaqes dhe lejon arritjen e m\u00eb shum\u00eb kontrollit gjat\u00eb pun\u00ebs me rrjetat poligonale me forma komplekse dhe sip\u00ebrfaqe q\u00eb mbivendosen.<\/p>\n<p><center><video controls=\"\" style=\"width: 640px; max-width:100%\" src=\"https:\/\/wiki.blender.org\/w\/images\/7\/7b\/Relax_Face_Sets_Mesh_Filter.mp4\"><\/video><\/center><\/p>\n<li class=\"l\"> Plot\u00ebsisht <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.83\/Grease_Pencil\">ri-shkruar<\/a><\/noindex> realizimi i lapsit skicues (Grease Pencil), i cili lejon krijimin e skicave p\u00ebr animacionin 2D.<br \/>\n Mjet\u00ebsia ka shpejtuar ndjesh\u00ebm dhe \u00ebsht\u00eb integruar m\u00eb mir\u00eb me Blenderin. Kur manipulohet me objektet n\u00eb Grease Pencil, tani aplikohet procesi i zakonsh\u00ebm i pun\u00ebs q\u00eb p\u00ebrdoret gjithashtu n\u00eb pun\u00ebn me rrjeta poligonale n\u00eb Blender. Ngjyrat e skajit nuk jan\u00eb t\u00eb kufizuara n\u00eb nj\u00eb material dhe p\u00ebr \u00e7do pik\u00eb mund t\u00eb p\u00ebrcaktohet ngjyra e saj. \u00cbsht\u00eb shtuar nj\u00eb motor i ri renderimi, q\u00eb ofron mund\u00ebsin\u00eb e kombinimit. <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.blender.org\/manual\/en\/latest\/sculpt_paint\/sculpting\/hide_mask.html\">maskave<\/a><\/noindex>. Modifikuesit e efekteve jan\u00eb rregulluar p\u00ebr t\u00eb p\u00ebrmir\u00ebsuar cil\u00ebsin\u00eb, performanc\u00ebn dhe fleksibilitetin e p\u00ebrdorimit. N\u00eb modin e goditjeve t\u00eb shpejta, \u00ebsht\u00eb siguruar nj\u00eb nivel automatik i zbutjes s\u00eb vijave p\u00ebr t\u00eb parandaluar shfaqjen e k\u00ebndesh dhe k\u00ebndeshve t\u00eb ashpra. Performanca e pun\u00ebs me skedar\u00ebt q\u00eb p\u00ebrfshijn\u00eb numra t\u00eb m\u00ebdhenj t\u00eb trazave \u00ebsht\u00eb rritur gati dyfish, si dhe \u00ebsht\u00eb p\u00ebrshpejtuar zbutja gjat\u00eb vizatimit t\u00eb shpejt\u00eb.<\/p>\n<p><center><video controls=\"\" style=\"width: 640px; max-width:100%\" poster=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/06\/Screenshot-from-GP_VertexPaint_03.mp4.png\" src=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/05\/GP_VertexPaint_03-chopped.mp4\"><\/video><\/center><\/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\/2.83\/EEVEE\">\u00ebsht\u00eb shtuar<\/a><\/noindex> mb\u00ebshtetje p\u00ebr 10 kalime t\u00eb tjera p\u00ebr kompozim. P\u00ebrmir\u00ebsimi i realizimit t\u00eb caches s\u00eb ndri\u00e7imit ka lejuar eliminimin e artefakteve n\u00eb gjunj\u00eb dhe efektit t\u00eb zgjatjes s\u00eb t\u00eb mbulimeve. \u00cbsht\u00eb shtuar mund\u00ebsia e aplikimit t\u00eb normaleve me cil\u00ebsi t\u00eb lart\u00eb, t\u00eb cilat lejojn\u00eb eliminimin e shfaqjes s\u00eb pap\u00ebrshtatshme t\u00eb teksteve p\u00ebr shkak t\u00eb problemeve me rezolucionin e ul\u00ebt t\u00eb normaleve n\u00eb rrjeta poligonale t\u00eb dendura.<br \/>\nN\u00eb modin e parashikimit t\u00eb materialit, \u00ebsht\u00eb leht\u00ebsuar rregullimi i nivelit t\u00eb mjegull\u00ebsis\u00eb s\u00eb sfondit HDRI. Gjat\u00eb p\u00ebrpunimit t\u00eb gjeometris\u00eb s\u00eb flok\u00ebve, \u00ebsht\u00eb siguruar mb\u00ebshtetje p\u00ebr p\u00ebrzierjen me alfa-hash, modaliteteve t\u00eb transparenc\u00ebs dhe modaliteteve t\u00eb p\u00ebrzierjes s\u00eb hijeve.<\/p>\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/e\/e8\/Hair_alpha.png\"><img decoding=\"async\" alt=\"Lan\u00e7imi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 2.83\" src=\"\/wp-content\/uploads\/2020\/06\/be114ee2717c572d9201beb2245ebd4f.png\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Jan\u00eb zgjeruar mund\u00ebsit\u00eb e redaktorit t\u00eb integruar t\u00eb videos (Video Sequencer). \u00cbsht\u00eb propozuar realizimi i caches disk s\u00eb cil\u00ebs lejon ruajtjen e kadrave t\u00eb caches p\u00ebrkat\u00ebs n\u00eb disk, jo n\u00eb RAM. N\u00eb dhomat \u00ebsht\u00eb siguruar mb\u00ebshtetje p\u00ebr opak\u00ebsin\u00eb dhe mund\u00ebsin\u00eb e parashikimit t\u00eb tingullit. \u00cbsht\u00eb shtuar nj\u00eb panel i ri p\u00ebr rregullimin e operacionit t\u00eb fundit.<br \/>\n<center><noindex><a rel=\"nofollow\" href=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/06\/blender_vse.png\"><img decoding=\"async\" alt=\"Lan\u00e7imi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 2.83\" src=\"\/wp-content\/uploads\/2020\/06\/36a2a1bcc42772ee9af7a5eae346e11b.png\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> N\u00eb motorin e renderimit Cycles \u00ebsht\u00eb shtuar mb\u00ebshtetje p\u00ebr mostrimin adapativ, q\u00eb lejon automatikisht reduktimin e numrit t\u00eb mostrave n\u00eb zona me nivel t\u00eb ul\u00ebt zhurme. Si rezultat, arrihet nj\u00eb rritje e shpejt\u00ebsis\u00eb s\u00eb renderimit dhe nj\u00eb shp\u00ebrndarje m\u00eb t\u00eb barabart\u00eb t\u00eb zhurm\u00ebs.\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.83\/Cycles\">simulimit t\u00eb \u00e7rregullimeve t\u00eb perceptimit t\u00eb ngjyrave. Simulimi i dykromacis\u00eb protanopike, deuteranopike dhe tritanopike \u00ebsht\u00eb hequr.<\/a><\/noindex> realizimi i nodave t\u00eb shenjave. N\u00eb nodin Wave Texture u shtuan m\u00ebnyra t\u00eb reja p\u00ebr t\u00eb zgjedhur drejtimin e l\u00ebvizjes s\u00eb val\u00ebve, mund\u00ebsia p\u00ebr t\u00eb menaxhuar zhvendosjen e faz\u00ebs dhe p\u00ebr t\u00eb rritur detajet e teksturave t\u00eb zhurmshme. U b\u00ebn\u00eb p\u00ebrmir\u00ebsime n\u00eb nodet \"White Noise Texture\", \"Math\" dhe \"Vector Math\". U shtuan cil\u00ebsime p\u00ebr t\u00eb thjeshtuar rotacionin dhe zvog\u00eblimin e vektor\u00ebve, nd\u00ebrsa n\u00eb gjeneratorin e zhurm\u00ebs s\u00eb bardh\u00eb u shtua mund\u00ebsia e daljes me ngjyra.\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/www.blender.org\/wp-content\/uploads\/2020\/06\/white-noise_color.png?x67059\"><img decoding=\"async\" alt=\"Lan\u00e7imi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 2.83\" src=\"\/wp-content\/uploads\/2020\/06\/76f87cd8a36c04be84bdc02aeb1c13f4.png\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> N\u00eb plugin-in p\u00ebr menaxhimin e koleksioneve \u00ebsht\u00eb shtuar mb\u00ebshtetje p\u00ebr koleksionet e sken\u00ebs dhe \u00ebsht\u00eb realizuar nj\u00eb ekran i ri QCD (Quick Content Display), i cili lejon konfigurimin e deri n\u00eb 20 koleksione n\u00eb form\u00ebn e vendeve t\u00eb disponueshme p\u00ebr shikim t\u00eb shpejt\u00eb p\u00ebrmes widget-it.<br \/>\n<center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/3\/37\/Collection_Manager_blender_2.83.png\"><img decoding=\"async\" alt=\"Lan\u00e7imi i sistemit t\u00eb lir\u00eb t\u00eb modelimit 3D Blender 2.83\" src=\"\/wp-content\/uploads\/2020\/06\/48bc882949617dcf2fe8faa2fb2431a1.png\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Jan\u00eb zgjeruar dhe p\u00ebrdit\u00ebsuar shum\u00eb modifikator\u00eb, duke p\u00ebrfshir\u00eb<br \/>\nCorrective Smooth, Ocean, Remesh, Solidify, Surface Deform dhe Warp.<\/p>\n<li class=\"l\"> U realizuan nj\u00eb s\u00ebr\u00eb optimizimesh t\u00eb performanc\u00ebs. U p\u00ebrshpejtua puna e operacioneve t\u00eb rikthimit t\u00eb ndryshimeve (undo) n\u00eb modet \"Object\" dhe \"Pose\".<br \/>\nN\u00eb modalitetin e modelimit skulptor \u00ebsht\u00eb realizuar nj\u00eb p\u00ebrdit\u00ebsim t\u00eb vonuar t\u00eb Viewport-it, i cili lejon p\u00ebrshpejtimin e navigimit n\u00eb rrjetat poligonale me num\u00ebr t\u00eb madh qelizash. Nj\u00eb mekaniz\u00ebm i ri p\u00ebr zgjidhjen e kolizioneve ka lejuar simulimin e p\u00eblhurave deri n\u00eb 5 her\u00eb m\u00eb shpejt. Simulimi i l\u00ebngjeve dhe gazrave n\u00eb objektet Effector \u00ebsht\u00eb p\u00ebrshpejtuar duksh\u00ebm. Koha e ngarkimit t\u00eb skedar\u00ebve me grimca dhe rrjeta poligonale n\u00eb sistemet p\u00ebr simulimin e l\u00ebngjeve dhe gazrave \u00ebsht\u00eb reduktuar.<\/p>\n<li class=\"l\"> N\u00eb 3D Viewport jan\u00eb p\u00ebrmir\u00ebsuar operacionet e zgjedhjes s\u00eb nj\u00eb numri t\u00eb madh objektesh t\u00eb vogla dhe \u00ebsht\u00eb riparuar sistemi i menaxhimit t\u00eb ngjyrave (kompozimi tani kryhet n\u00eb hap\u00ebsir\u00ebn lineare t\u00eb ngjyrave).\n<li class=\"l\"> Jan\u00eb shtuar mund\u00ebsit\u00eb p\u00ebr eksportin e metasferave (Metaball) n\u00eb formatin USD (Universal Scene Description) si rrjeta poligonale t\u00eb llogaritura.<br \/>\n\u00ebsht\u00eb p\u00ebrmir\u00ebsuar eksportimi dhe importimi n\u00eb formatin glTF (GL Transmission Format).<\/p>\n<li class=\"l\"> N\u00eb menaxherin e skedar\u00ebve \u00ebsht\u00eb realizuar nj\u00eb modalitet i shpejt\u00eb p\u00ebr k\u00ebrkimin e skedar\u00ebve (Ctrl+F), \u00ebsht\u00eb shtuar mb\u00ebshtetje p\u00ebr atributet e skedar\u00ebve dhe skedar\u00ebt e fshehur.\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=53101\">opennet.ru<\/a><\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u0440\u0435\u0434\u0441\u0442\u0430\u0432\u043b\u0435\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 2.83, \u0432 \u043a\u043e\u0442\u043e\u0440\u044b\u0439 \u0432\u043e\u0448\u043b\u043e \u0431\u043e\u043b\u0435\u0435 1250 \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 2.82. \u041e\u0441\u043d\u043e\u0432\u043d\u043e\u0435 \u0432\u043d\u0438\u043c\u0430\u043d\u0438\u0435 \u043f\u0440\u0438 \u043f\u043e\u0434\u0433\u043e\u0442\u043e\u0432\u043a\u0435 \u043d\u043e\u0432\u043e\u0439 \u0432\u0435\u0440\u0441\u0438\u0438 \u0431\u044b\u043b\u043e \u0441\u043e\u0441\u0440\u0435\u0434\u043e\u0442\u043e\u0447\u0435\u043d\u043e \u043d\u0430 \u043e\u043f\u0442\u0438\u043c\u0438\u0437\u0430\u0446\u0438\u0438 \u043f\u0440\u043e\u0438\u0437\u0432\u043e\u0434\u0438\u0442\u0435\u043b\u044c\u043d\u043e\u0441\u0442\u0438 &#8212; \u0443\u0441\u043a\u043e\u0440\u0435\u043d\u0430 \u0440\u0430\u0431\u043e\u0442\u0430 undo, \u044d\u0441\u043a\u0438\u0437\u043d\u043e\u0433\u043e \u043a\u0430\u0440\u0430\u043d\u0434\u0430\u0448\u0430 \u0438 \u043f\u0440\u0435\u0434\u043f\u0440\u043e\u0441\u043c\u043e\u0442\u0440\u0430 \u0440\u0435\u043d\u0434\u0435\u0440\u0438\u043d\u0433\u0430. \u0412 \u0434\u0432\u0438\u0436\u043a\u0435 Cycles \u0434\u043e\u0431\u0430\u0432\u043b\u0435\u043d\u0430 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u0430 \u0430\u0434\u0430\u043f\u0442\u0438\u0432\u043d\u043e\u0433\u043e \u0441\u044d\u043c\u043f\u043b\u0438\u043d\u0433\u0430. \u0414\u043e\u0431\u0430\u0432\u043b\u0435\u043d\u044b \u043d\u043e\u0432\u044b\u0435 \u0438\u043d\u0441\u0442\u0440\u0443\u043c\u0435\u043d\u0442\u044b \u0441\u043a\u0443\u043b\u044c\u043f\u0442\u0443\u0440\u043d\u043e\u0433\u043e [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":84387,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-84386","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.2 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041f\u0440\u0435\u0434\u0441\u0442\u0430\u0432\u043b\u0435\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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