{"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\/novosti-interneta\/vypusk-svobodnoj-sistemy-3d-modelirovaniya-blender-2-83","title":{"rendered":"\u00c7lirim i sistemit t\u00eb lir\u00eb p\u00ebr modelim 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\/\">T\u00eb paraqitura<\/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>, e cila p\u00ebrfshin m\u00eb shum\u00eb se 1250 korrigjime dhe p\u00ebrmir\u00ebsime, p\u00ebrgatitur gjat\u00eb tre muajve q\u00eb nga l\u00ebshimi i saj  <noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=52373\">Blender 2.82<\/a><\/noindex>. V\u00ebmendja kryesore gjat\u00eb p\u00ebrgatitjes s\u00eb versionit t\u00eb ri ishte p\u00ebrqendruar n\u00eb optimizimin e performanc\u00ebs \u2014 \u00ebsht\u00eb p\u00ebrshpejtuar funksionimi i undo, lapsit t\u00eb skic\u00ebs dhe parashtes\u00ebs s\u00eb renderimit. N\u00eb motorin Cycles \u00ebsht\u00eb shtuar mb\u00ebshtetje p\u00ebr sampling adaptiv. Jan\u00eb shtuar mjete t\u00eb reja t\u00eb modelimit t\u00eb skulptur\u00ebs Cloth Brush dhe Face Sets. \u00cbsht\u00eb realizuar nj\u00eb sistem shtypjeje t\u00eb zhurmave me mb\u00ebshtetje p\u00ebr akcelerator\u00ebt NVIDIA RTX. \u00cbsht\u00eb ofruar mb\u00ebshtetje fillestare p\u00ebr realitetin virtual n\u00eb baz\u00eb t\u00eb standardit OpenXR dhe mund\u00ebsia p\u00ebr importimin e dosjeve OpenVDB.<\/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 konsiderohet si nj\u00eb baz\u00eb e q\u00ebndrueshme, p\u00ebr t\u00eb cil\u00ebn do t\u00eb ofrohen p\u00ebrdit\u00ebsime p\u00ebr eliminimin e gabimeve t\u00eb r\u00ebnda <noindex><a rel=\"nofollow\" href=\"https:\/\/blender.org\/donwload\/lts\">t\u00eb cilat do t\u00eb<\/a><\/noindex> ndodhin <noindex><a rel=\"nofollow\" href=\"https:\/\/code.blender.org\/2020\/05\/long-term-support-pilot\/\">planohet<\/a><\/noindex> t\u00eb vazhdoj\u00eb dhe n\u00eb deg\u00eb t\u00eb tjera. P\u00ebr shembull, pas Blender 2.83 filloi zhvillimi i deg\u00ebs Blender 2.9x, n\u00eb kuad\u00ebr t\u00eb cil\u00ebs planifikohet t\u00eb publikohen kat\u00ebr l\u00ebshime \u2014 2.90, 2.91, 2.92 dhe 2.93. Publikimi 2.93, si dhe 2.83, do t\u00eb jet\u00eb LTS. N\u00eb vitin 2021 planifikohet t\u00eb l\u00ebshohet versioni 3.0, i cili do t\u00eb sh\u00ebnoj\u00eb kalimin n\u00eb nj\u00eb sistem t\u00eb ri t\u00eb vazhduesh\u00ebm t\u00eb numrave t\u00eb l\u00ebshimeve.<\/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=\"\u00c7lirim i sistemit t\u00eb lir\u00eb p\u00ebr modelim 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\/\">Ndryshimet kryesore<\/a><\/noindex> <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.83\">n\u00eb<\/a><\/noindex> do t\u00eb vazhdoj\u00eb edhe n\u00eb deg\u00ebt e tjera. P\u00ebr shembull, pas Blender 2.83 filloi zhvillimi i deg\u00ebs Blender 2.9x, n\u00eb kuad\u00ebr t\u00eb s\u00eb cil\u00ebs planifikohet t\u00eb publikohen kat\u00ebr l\u00ebshime \u2014 2.90, 2.91, 2.92 dhe 2.93. L\u00ebshimi 2.93, ashtu si 2.83, do t\u00eb b\u00ebhet LTS. N\u00eb vitin 2021 \u00ebsht\u00eb planifikuar t\u00eb publikohet l\u00ebshimi 3.0, i cili do t\u00eb sh\u00ebnoj\u00eb kalimin n\u00eb nj\u00eb skem\u00eb t\u00eb re t\u00eb num\u00ebrimit t\u00eb l\u00ebshimeve.<\/p>\n<ul>\n<li class=\"l\"> n\u00eb Blender 2.83: <noindex><a rel=\"nofollow\" href=\"https:\/\/www.openvdb.org\/\">Shtuar mb\u00ebshtetje p\u00ebr importimin dhe renderimin e skedar\u00ebve<\/a><\/noindex> duke p\u00ebrdorur objektin e ri \u00ab<noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.83\/Volumes\">V\u00ebllimi<\/a><\/noindex>\u00bb. Dosjet OpenVDB mund t\u00eb gjenerohen nga Blender nga cache-i i sistemit t\u00eb simuluar t\u00eb gazit, tymit, flak\u00ebs dhe l\u00ebngjeve, ose mund t\u00eb transmetohen nga aplikacione t\u00eb jashtme, si\u00e7 \u00ebsht\u00eb Houdini. Formati OpenVDB \u00ebsht\u00eb ofruar nga studioja DreamWorks Animation dhe lejon ruajtjen dhe manipulimin efikas t\u00eb t\u00eb dh\u00ebnave volumetrike t\u00eb holla, t\u00eb diskretizuara n\u00eb rrjeta tridimensionale.\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, e kufizuar p\u00ebrkoh\u00ebsisht n\u00eb mund\u00ebsin\u00eb e inspektimit t\u00eb skenave tridimensionale me ndihm\u00ebn e syzeve VR direkt nga Blender (vet\u00ebm n\u00eb modin e shikimit, ndryshimi i p\u00ebrmbajtjes p\u00ebr momentin nuk mb\u00ebshtetet). Mb\u00ebshtetja bazohet n\u00eb zbatimin e standartit <noindex><a rel=\"nofollow\" href=\"https:\/\/www.khronos.org\/openxr\/\">OpenXR<\/a><\/noindex>n\u00eb Linux (SteamVR p\u00ebr momentin nuk mb\u00ebshtetet, pasi nuk zbaton OpenXR). <noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=53049\">Monado<\/a><\/noindex> 3D Viewport\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=\"\u00c7lirim i sistemit t\u00eb lir\u00eb p\u00ebr modelim 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 parashikim, si dhe n\u00eb renderimin p\u00ebrfundimtar. Zbatimi i OptiX \u00ebsht\u00eb i hapur nga kompania NVIDIA, p\u00ebrdor metoda t\u00eb m\u00ebsimit t\u00eb makinerive, punon m\u00eb shpejt se metodat e m\u00ebparshme t\u00eb ndalimit t\u00eb zhurmave dhe mb\u00ebshtet p\u00ebrshpejtimin harduerik n\u00eb kartat <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.blender.org\/manual\/en\/latest\/editors\/3dview\/introduction.html\">Shtuar mjetin e ri t\u00eb modelimit skulptorik \"Cloth Brush\", q\u00eb p\u00ebrdor metoda t\u00eb simulimit t\u00eb proceseve fizike p\u00ebr t\u00eb krijuar grumbuj realistik\u00eb n\u00eb veshje dhe p\u00ebr t\u00eb formuar automatikisht p\u00ebrkulje q\u00eb duken natyrale.<\/a><\/noindex> N\u00eb cil\u00ebsimet e brush\u00ebs jan\u00eb implementuar ve\u00e7ori t\u00eb simulimit t\u00eb mas\u00ebs dhe amortizimit, sip\u00ebrfaqe shtes\u00eb p\u00ebr t\u00eb kufizuar ndikimin e simulimit, shtat\u00eb modalitete deformimi t\u00eb brush\u00ebs me r\u00ebnien radiale dhe horizontale. <noindex><a rel=\"nofollow\" href=\"https:\/\/www.nvidia.com\/ru-ru\/geforce\/20-series\/rtx\/\">NVIDIA RTX<\/a><\/noindex>.\n<li class=\"l\"> \u00cbsht\u00eb shtuar nj\u00eb mjet i ri i modelimit t\u00eb skulptur\u00ebs \u00abCloth Brush\u00bb, i cili p\u00ebrdor metoda t\u00eb simulimit t\u00eb proceseve fizike p\u00ebr t\u00eb krijuar rrudha realiste n\u00eb veshje dhe formimi automatik i kthesave me pamje natyrale.\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>\u00ebsht\u00eb shtuar nj\u00eb brush\u00eb e re \"Clay Thumb\", e cila imiton deformimin e argjil\u00ebs me gishta dhe akumulohet material gjat\u00eb goditjes. \u00cbsht\u00eb shtuar brush\u00eb \"Smooth Brush\", gjithashtu e disponueshme n\u00eb Mesh Filter, e cila heq sip\u00ebrfaqet duke ruajtur volum t\u00eb objektit. Brush\u00eb \"Layer Brush\" \u00ebsht\u00eb riparuar plot\u00ebsisht, e pasuruar me parashikim t\u00eb lart\u00ebsis\u00eb s\u00eb shtres\u00ebs q\u00eb tregohet nga kursori, duke p\u00ebrfshir\u00eb mb\u00ebshtetje t\u00eb p\u00ebrmir\u00ebsuar p\u00ebr maskat dhe duke eliminuar shfaqjen e artefakteve kur modifikohet disa her\u00eb nj\u00eb zon\u00eb e caktuar. N\u00eb filtrin e rrjetave poligonale (Mesh Filter) \u00ebsht\u00eb shtuar nj\u00eb modalitet i ri p\u00ebr p\u00ebrpunimin e skajeve (Sharpen), i cili ngushton skajet, duke rrafshuar automatikisht sip\u00ebrfaqet e sheshta. <\/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=\"\u00c7lirim i sistemit t\u00eb lir\u00eb p\u00ebr modelim 3D Blender 2.83\" src=\"\/wp-content\/uploads\/2020\/06\/3f20bd3d5d0978465fb38a541d3eb76d.png\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<p>Propozohet nj\u00eb sistem i ri \"Face Sets\" p\u00ebr menaxhimin e dukshm\u00ebris\u00eb s\u00eb pjes\u00ebve t\u00eb ve\u00e7anta t\u00eb rrjet\u00ebs poligonale (mesh) n\u00eb modalitetet e modelimit dhe piktur\u00ebs. Face Sets \u00ebsht\u00eb i p\u00ebrshtatsh\u00ebm p\u00ebr modalitetet q\u00eb fokusohet n\u00eb p\u00ebrdorimin e brushave, automatizisht fsheh pjes\u00eb t\u00eb sip\u00ebrfaqeve dhe lejon nj\u00eb kontroll m\u00eb t\u00eb madh gjat\u00eb pun\u00ebs me rrjetat poligonale me forma t\u00eb komplikuara dhe sip\u00ebrfaqe q\u00eb mbivendosen.  <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.83\/Sculpt\">shtuar<\/a><\/noindex> pensa e re \u00abClay Thumb\u00bb, e cila imiton deformimin e argjil\u00ebs me gishta dhe akumulohet material gjat\u00eb goditjes. \u00cbsht\u00eb shtuar pensa \u00abSmooth Brush\u00bb, e cila \u00ebsht\u00eb gjithashtu e disponueshme n\u00eb Mesh Filter, e cila heq sip\u00ebrfaqet duke ruajtur volumetin e objektit. \u00cbsht\u00eb ridizajnuar plot\u00ebsisht pensa \u00abLayer Brush\u00bb, e cila \u00ebsht\u00eb e p\u00ebrmir\u00ebsuar me parashikimin e lart\u00ebsis\u00eb s\u00eb shtres\u00ebs, n\u00eb t\u00eb cil\u00ebn tregon kursori, duke p\u00ebrfshir\u00eb mb\u00ebshtetje t\u00eb p\u00ebrmir\u00ebsuar p\u00ebr maska dhe duke eliminuar shfaqjen e artefakteve gjat\u00eb ndryshimeve t\u00eb shumta n\u00eb nj\u00eb zon\u00eb t\u00eb vetme. N\u00eb filtrin e rrjetave poligonale (Mesh Filter) ka dal\u00eb nj\u00eb mod i ri i p\u00ebrpunimit t\u00eb skajeve (Sharpen), i cili ngushton skajet, duke e leht\u00ebsuar automatikisht sip\u00ebrfaqet e sheshta.<\/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>\u00cbsht\u00eb propozuar nj\u00eb sistem i ri \"Face Sets\" p\u00ebr menaxhimin e dukshm\u00ebris\u00eb s\u00eb pjes\u00ebve t\u00eb ve\u00e7anta t\u00eb rrjetit poligonal (mesh) n\u00eb modet e modelimit dhe piktur\u00ebs. Face Sets \u00ebsht\u00eb i p\u00ebrshtatsh\u00ebm p\u00ebr modet q\u00eb p\u00ebrqendrohen n\u00eb p\u00ebrdorimin e fur\u00e7ave, fsheh automatikisht pjes\u00ebt e sip\u00ebrfaqes dhe lejon t\u00eb arrihet m\u00eb shum\u00eb kontroll gjat\u00eb pun\u00ebs me rrjetet poligonale t\u00eb formave komplekse dhe sip\u00ebrfaqeve t\u00eb mbivendosura.<\/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\">u shkrua nga e para<\/a><\/noindex> implementimi i stilolapsit t\u00eb skic\u00ebs (Grease Pencil), q\u00eb lejon krijimin e skicave p\u00ebr animacion 2D.<br \/>\n Instrumenti ka b\u00ebr\u00eb ndjesh\u00ebm m\u00eb t\u00eb shpejt\u00eb dhe m\u00eb t\u00eb integruar me Blender. Kur manipulohet me objekte n\u00eb Grease Pencil, tani aplikohet nj\u00eb proces pune i zakonsh\u00ebm, q\u00eb p\u00ebrdoret edhe p\u00ebr pun\u00ebn me rrjetat poligonale n\u00eb Blender. Ngjyrat e skajve nuk kufizohen n\u00eb nj\u00eb material t\u00eb vet\u00ebm dhe \u00e7do pik\u00eb mund t\u00eb ket\u00eb ngjyr\u00ebn 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 ristrukturuar p\u00ebr t\u00eb rritur cil\u00ebsin\u00eb, performanc\u00ebn dhe fleksibilitetin e p\u00ebrdorimit. N\u00eb modin e goditjeve t\u00eb shpejta, \u00ebsht\u00eb siguruar rrafshimi automatik i linjave p\u00ebr t\u00eb parandaluar shfaqjen e k\u00ebndesh t\u00eb mprehta. Performanca e pun\u00ebs me skedar\u00eb q\u00eb p\u00ebrfshijn\u00eb nj\u00eb num\u00ebr t\u00eb madh linjash \u00ebsht\u00eb rritur rreth dy her\u00eb, si dhe \u00ebsht\u00eb p\u00ebrshpejtuar rrafshimi 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, i cili mb\u00ebshtet renderimin fizikisht t\u00eb sakt\u00eb n\u00eb koh\u00eb reale dhe p\u00ebrdor vet\u00ebm GPU (OpenGL) p\u00ebr vizualizim, <noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/wiki\/Reference\/Release_Notes\/2.83\/EEVEE\">shtuar<\/a><\/noindex> mb\u00ebshtetje p\u00ebr 10 kalime t\u00eb tjera p\u00ebr kompozitimin. P\u00ebrmir\u00ebsimi i implementimit t\u00eb keshi t\u00eb ndri\u00e7imit ka eliminuar artefaktet n\u00eb p\u00ebrshtatjet dhe efektin e zgjatjes s\u00eb materialeve. \u00cbsht\u00eb shtuar mund\u00ebsia e aplikimit t\u00eb normave cil\u00ebsore t\u00eb larta, q\u00eb ndihmojn\u00eb p\u00ebr t\u00eb eliminuar paraqitjen e pap\u00ebrshtatshme t\u00eb teksturave p\u00ebr shkak t\u00eb problemeve me rezolut\u00ebn e ul\u00ebt t\u00eb normave n\u00eb rrjetat poligonale t\u00eb dendur.<br \/>\nN\u00eb modin e paraporosjes s\u00eb materialeve, \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\u00ebrzierja me alfa-hesh, modin e transparenc\u00ebs dhe modet e p\u00ebrzierjes s\u00eb hijes.<\/p>\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/wiki.blender.org\/w\/images\/e\/e8\/Hair_alpha.png\"><img decoding=\"async\" alt=\"\u00c7lirim i sistemit t\u00eb lir\u00eb p\u00ebr modelim 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 brendsh\u00ebm t\u00eb videos (Video Sequencer). \u00cbsht\u00eb propozuar realizimi i keshi t\u00eb diskut, q\u00eb lejon ruajtjen e kadrave t\u00eb keshuara jo n\u00eb RAM, por n\u00eb disk. N\u00eb banda \u00ebsht\u00eb siguruar mb\u00ebshtetje p\u00ebr opakitetin dhe mund\u00ebsia e paraparjes s\u00eb audios. \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=\"\u00c7lirim i sistemit t\u00eb lir\u00eb p\u00ebr modelim 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 sampilim adaptiv, 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\">E p\u00ebrmir\u00ebsuar<\/a><\/noindex> implementimi i nyjeve t\u00eb shad\u00ebrave. N\u00eb nyj\u00ebn Wave Texture jan\u00eb shtuar m\u00ebnyra t\u00eb reja p\u00ebr t\u00eb zgjedhur drejtimin e l\u00ebvizjes s\u00eb val\u00ebs, mund\u00ebsia p\u00ebr t\u00eb kontrolluar zhvendosjen e faz\u00ebs dhe rritjen e detajeve n\u00eb teksturat e ndotura. Jan\u00eb b\u00ebr\u00eb p\u00ebrmir\u00ebsime n\u00eb nyjat \"White Noise Texture\", \"Math\" dhe \"Vector Math\". Jan\u00eb shtuar cil\u00ebsime p\u00ebr t\u00eb thjeshtuar rotacionin dhe rrotullimin e vektor\u00ebve, n\u00eb gjeneratorin e zhurm\u00ebs s\u00eb bardh\u00eb \u00ebsht\u00eb shtuar mund\u00ebsia e daljes me ngjyr\u00eb.\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=\"\u00c7lirim i sistemit t\u00eb lir\u00eb p\u00ebr modelim 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 pluginin p\u00ebr menaxhimin e koleksioneve \u00ebsht\u00eb shtuar mb\u00ebshtetje p\u00ebr koleksionet e skenave dhe \u00ebsht\u00eb realizuar nj\u00eb ekran i ri QCD (Quick Content Display), q\u00eb lejon t\u00eb rregullohen deri n\u00eb 20 koleksione n\u00eb form\u00ebn e slot\u00ebve, q\u00eb jan\u00eb t\u00eb disponuesh\u00ebm p\u00ebr shikim t\u00eb shpejt\u00eb n\u00ebp\u00ebrmjet widget.<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=\"\u00c7lirim i sistemit t\u00eb lir\u00eb p\u00ebr modelim 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 azhurnuar shum\u00eb modifikues, duke p\u00ebrfshir\u00eb<br \/>\nCorrective Smooth, Ocean, Remesh, Solidify, Surface Deform dhe Warp.<\/p>\n<li class=\"l\"> Jan\u00eb b\u00ebr\u00eb nj\u00eb s\u00ebr\u00eb optimizimesh t\u00eb performanc\u00ebs. \u00cbsht\u00eb p\u00ebrshpejtuar funksionimi i operacioneve t\u00eb rikthimit t\u00eb ndryshimeve (undo) n\u00eb modet \"Object\" dhe \"Pose\".<br \/>\nN\u00eb modin e modelimit skulptorik \u00ebsht\u00eb realizuar p\u00ebrdit\u00ebsimi i vonuar i Viewport-it, q\u00eb ka lejuar nj\u00eb navigim m\u00eb t\u00eb shpejt\u00eb n\u00eb rrjetat poligonale me num\u00ebr t\u00eb madh qelizash. Nj\u00eb mekaniz\u00ebm i ri i zgjidhjes s\u00eb kolizionit ka lejuar simulimin e materialeve deri n\u00eb 5 her\u00eb m\u00eb shpejt. Simulimi i l\u00ebngjeve dhe gazrave n\u00eb objektet Effector \u00ebsht\u00eb p\u00ebrshpejtuar ndjesh\u00ebm. \u00cbsht\u00eb reduktuar koha e ngarkimit t\u00eb skedar\u00ebve me grimca dhe rrjeta poligonale n\u00eb sistemet e simulimit t\u00eb l\u00ebngjeve dhe gazrave.<\/p>\n<li class=\"l\"> N\u00eb 3D Viewport jan\u00eb p\u00ebrmir\u00ebsuar operacionet e p\u00ebrzgjedhjes s\u00eb nj\u00eb numri t\u00eb madh objektesh t\u00eb vogla dhe \u00ebsht\u00eb ristrukturuar sistemi i menaxhimit t\u00eb ngjyrave (kompozitimi tani kryhet n\u00eb hap\u00ebsir\u00ebn e ngjyrave lineare).\n<li class=\"l\"> \u00cbsht\u00eb shtuar mund\u00ebsia e eksportit t\u00eb metaskave (Metaball) n\u00eb formatin USD (Universal Scene Description) n\u00eb form\u00ebn e rrjetave poligonale t\u00eb llogaritura.<br \/>\nJan\u00eb p\u00ebrmir\u00ebsuar eksporti dhe importi n\u00eb formatin glTF (GL Transmission Format).<\/p>\n<li class=\"l\"> N\u00eb menaxherin e skedar\u00ebve \u00ebsht\u00eb implementuar nj\u00eb m\u00ebnyr\u00eb e 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-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=\"\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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