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<TS version="2.1" language="it">
<context>
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    <message>
        <source>NetRender - version mismatch!
</source>
        <translation type="vanished">NetRender - la versione del programma non corrisponde!
</translation>
    </message>
    <message>
        <source>Client version: %1
</source>
        <translation type="vanished">Versione Client: %1
</translation>
    </message>
    <message>
        <source>Server version: %1</source>
        <translation type="vanished">Versione Server: %1</translation>
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    <message>
        <source>DISABLED</source>
        <translation type="vanished">DISABILITATO</translation>
    </message>
    <message>
        <source>READY</source>
        <translation type="vanished">PRONTO</translation>
    </message>
    <message>
        <source>WORKING</source>
        <translation type="vanished">OCCUPATO</translation>
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    <message>
        <source>NEW</source>
        <translation type="vanished">NUOVO</translation>
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    <message>
        <source>(RE-)CONNECTING</source>
        <translation type="vanished">RICONNESSIONE</translation>
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    <message>
        <source>ERROR</source>
        <translation type="vanished">ERRORE</translation>
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    <message>
        <source>UNKNOWN</source>
        <translation type="vanished">ERRORE SCONOSCIUTO</translation>
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<context>
    <name>CNetRenderClient</name>
    <message>
        <location filename="../src/netrender_client.cpp" line="277"/>
        <source>NetRender - version mismatch!
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        <translation type="unfinished">NetRender - la versione del programma non corrisponde!
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    <message>
        <location filename="../src/netrender_client.cpp" line="278"/>
        <source>Client version: %1
</source>
        <translation type="unfinished">Versione Client: %1
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    <message>
        <location filename="../src/netrender_client.cpp" line="279"/>
        <source>Server version: %1</source>
        <translation type="unfinished">Versione Server: %1</translation>
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<context>
    <name>ColorPaletteWidget</name>
    <message>
        <source>Reset to default</source>
        <translation type="vanished">Ripristina condizioni iniziali</translation>
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    <message>
        <source>Add to flight animation</source>
        <translation type="vanished">Aggiungi all&apos;animazione in volo</translation>
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    <message>
        <source>Add to keyframe animation</source>
        <translation type="vanished">Aggiungi fotogramma chiave all&apos;animazione</translation>
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<context>
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        <location filename="../qt/common_my_widget_wrapper.cpp" line="70"/>
        <source>Reset to default</source>
        <translation>Reset di default</translation>
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    <message>
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        <source>Add to flight animation</source>
        <translation>Aggiungi all&apos;animazione in volo</translation>
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    <message>
        <location filename="../qt/common_my_widget_wrapper.cpp" line="90"/>
        <source>Remove from flight animation</source>
        <translation>Rimuovi dall&apos;animazione in volo</translation>
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    <message>
        <location filename="../qt/common_my_widget_wrapper.cpp" line="98"/>
        <source>Add to keyframe animation</source>
        <translation>Aggiungi fotogramma chiave all&apos;animazione</translation>
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    <message>
        <location filename="../qt/common_my_widget_wrapper.cpp" line="104"/>
        <source>Remove from keyframe animation</source>
        <translation>Rimuovi fotogramma chiave dell&apos;animazione</translation>
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    <message>
        <location filename="../qt/common_my_widget_wrapper.cpp" line="156"/>
        <source>Parameter&amp;nbsp;name:&amp;nbsp;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/common_my_widget_wrapper.cpp" line="158"/>
        <source>Default&amp;nbsp;value:&amp;nbsp;</source>
        <translation type="unfinished"></translation>
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    <message>
        <source>Parameter name: %1</source>
        <translation type="vanished">Nome parametro: %1</translation>
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    <message>
        <source>Default value: %1</source>
        <translation type="vanished">Valore di default: %1</translation>
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<context>
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    <message>
        <source>Images (*.jpg *.jpeg *.png *.bmp)</source>
        <translation type="vanished">Formato immagini (*.jpg *.jpeg *.png *.bmp)</translation>
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    <message>
        <location filename="../qt/file_select_widget.cpp" line="124"/>
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        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/file_select_widget.cpp" line="128"/>
        <source>Select file for %1</source>
        <translation>Seleziona file per %1</translation>
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<context>
    <name>ImageFileSaveEXR</name>
    <message>
        <location filename="../src/file_image.hpp" line="250"/>
        <source>Saving %1</source>
        <translation>Salvataggio in corso %1</translation>
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<context>
    <name>ImageFileSaveJPG</name>
    <message>
        <location filename="../src/file_image.hpp" line="214"/>
        <source>Saving %1</source>
        <translation>Salvataggio in corso %1</translation>
    </message>
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<context>
    <name>ImageFileSavePNG</name>
    <message>
        <location filename="../src/file_image.hpp" line="188"/>
        <source>Saving %1</source>
        <translation>Salvataggio in corso %1</translation>
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<context>
    <name>ImageFileSaveTIFF</name>
    <message>
        <location filename="../src/file_image.hpp" line="233"/>
        <source>Saving %1</source>
        <translation>Salvataggio in corso %1</translation>
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<context>
    <name>MeshFileSavePLY</name>
    <message>
        <location filename="../src/file_mesh.cpp" line="116"/>
        <source>Mesh Export - Failed to open output file!</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../src/file_mesh.hpp" line="136"/>
        <source>Saving %1</source>
        <translation type="unfinished">Salvataggio in corso %1</translation>
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<context>
    <name>MyCheckBox</name>
    <message>
        <source>Reset to default</source>
        <translation type="vanished">Resetta valori predefiniti</translation>
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    <message>
        <source>Add to flight animation</source>
        <translation type="vanished">Aggiungi all&apos;animazione in volo</translation>
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    <message>
        <source>Add to keyframe animation</source>
        <translation type="vanished">Aggiungi fotogramma chiave all&apos;animazione</translation>
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<context>
    <name>MyColorButton</name>
    <message>
        <source>Reset to default</source>
        <translation type="vanished">Resetta valori predefiniti</translation>
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    <message>
        <source>Add to flight animation</source>
        <translation type="vanished">Aggiungi all&apos;animazione in volo</translation>
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    <message>
        <source>Add to keyframe animation</source>
        <translation type="vanished">Aggiungi fotogramma chiave all&apos;animazione</translation>
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    <message>
        <location filename="../qt/my_color_button.cpp" line="138"/>
        <source>Edit color: %1</source>
        <translation>Edita colore: %1</translation>
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<context>
    <name>MyDoubleSpinBox</name>
    <message>
        <source>Reset to default</source>
        <translation type="vanished">Resetta valori predefiniti</translation>
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    <message>
        <source>Add to flight animation</source>
        <translation type="vanished">Aggiungi all&apos;animazione in volo</translation>
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    <message>
        <source>Add to keyframe animation</source>
        <translation type="vanished">Aggiungi fotogramma chiave all&apos;animazione</translation>
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<context>
    <name>MyGroupBox</name>
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        <source>Reset to default</source>
        <translation type="vanished">Resetta valori predefiniti</translation>
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    <message>
        <source>Add to flight animation</source>
        <translation type="vanished">Aggiungi all&apos;animazione in volo</translation>
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    <message>
        <source>Add to keyframe animation</source>
        <translation type="vanished">Aggiungi fotogramma chiave all&apos;animazione</translation>
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    <message>
        <location filename="../qt/my_group_box.cpp" line="133"/>
        <source>Load to this groupbox</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/my_group_box.cpp" line="136"/>
        <source>Save from this groupbox</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/my_group_box.cpp" line="139"/>
        <source>Reset all to default</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/my_group_box.cpp" line="142"/>
        <source>Randomize</source>
        <translation type="unfinished">Randomizza</translation>
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</context>
<context>
    <name>MyLineEdit</name>
    <message>
        <source>Reset to default</source>
        <translation type="vanished">Resetta valori predefiniti</translation>
    </message>
    <message>
        <source>Add to flight animation</source>
        <translation type="vanished">Aggiungi all&apos;animazione in volo</translation>
    </message>
    <message>
        <source>Add to keyframe animation</source>
        <translation type="vanished">Aggiungi fotogramma chiave all&apos;animazione</translation>
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    <message>
        <location filename="../qt/my_line_edit.cpp" line="242"/>
        <source>Copy vector</source>
        <translation>Copia vettore</translation>
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    <message>
        <location filename="../qt/my_line_edit.cpp" line="243"/>
        <source>Paste vector</source>
        <translation>Incolla vettore</translation>
    </message>
    <message>
        <location filename="../qt/my_line_edit.cpp" line="244"/>
        <source>Reset vector to default</source>
        <translation>Resetta vettore al valore di default</translation>
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</context>
<context>
    <name>MySpinBox</name>
    <message>
        <source>Reset to default</source>
        <translation type="vanished">Resetta valori predefiniti</translation>
    </message>
    <message>
        <source>Add to flight animation</source>
        <translation type="vanished">Aggiungi all&apos;animazione in volo</translation>
    </message>
    <message>
        <source>Add to keyframe animation</source>
        <translation type="vanished">Aggiungi fotogramma chiave all&apos;animazione</translation>
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</context>
<context>
    <name>MyTableWidgetAnim</name>
    <message>
        <location filename="../qt/my_table_widget_anim.cpp" line="74"/>
        <location filename="../qt/my_table_widget_anim.cpp" line="107"/>
        <source>Render this frame</source>
        <translation>Renderizza il fotogramma corrente</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_anim.cpp" line="80"/>
        <source>Interpolate next frames</source>
        <translation>Interpola il prossimo fotogramma</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_anim.cpp" line="108"/>
        <source>Delete all frames to here</source>
        <translation>Cancella tutti i fotogrammi da qui</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_anim.cpp" line="109"/>
        <source>Delete all frames from here</source>
        <translation>Cancella tutti i fotogrammi da qui</translation>
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    <message>
        <location filename="../qt/my_table_widget_anim.cpp" line="143"/>
        <source>Remove &apos;%1&apos; from animation</source>
        <translation>Cancella &apos;%1&apos; dall&apos;animazione</translation>
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    <message>
        <location filename="../qt/my_table_widget_anim.cpp" line="158"/>
        <source>Refresh all thumbnails</source>
        <translation>Aggiorna tutte le miniature</translation>
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<context>
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    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="89"/>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="149"/>
        <source>Render this keyframe</source>
        <translation>Renderizza il fotogramma corrente</translation>
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    <message>
        <source>Interpolate next frames</source>
        <translation type="vanished">Interpola il prossimo fotogramma</translation>
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    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="81"/>
        <source>Multipy values by...</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="82"/>
        <source>Increase values by...</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="95"/>
        <source>Interpolate next keyframes</source>
        <translation>Interpola i fotogrammi chiave seguenti</translation>
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    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="100"/>
        <source>Copy value to all keyframes</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="150"/>
        <source>Delete this keyframe</source>
        <translation>Cabcella il fotogramma chiave corrente</translation>
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    <message>
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        <source>Delete all keyframes to here</source>
        <translation>Cancella tutti i fotogrammi chiave da qui</translation>
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    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="152"/>
        <source>Delete all keyframes from here</source>
        <translation>Cancella tutti i fotogrammi chiave da qui</translation>
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    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="156"/>
        <source>Insert keyframe in between</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="159"/>
        <source>Delete rendered frames for this keyframe</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="203"/>
        <source>Remove &apos;%1&apos; from animation</source>
        <translation>Cancella &apos;%1&apos; dall&apos;animazione</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="204"/>
        <source>Interpolation type</source>
        <translation>tipo interpolazione</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="205"/>
        <source>None</source>
        <translation>Nessuna interpolazione</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="206"/>
        <source>Linear</source>
        <translation>Lineare</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="207"/>
        <source>Linear angle</source>
        <translation>Angolo lineare</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="208"/>
        <source>CatMulRom</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="209"/>
        <source>CatMulRom angle</source>
        <translation>Angolo CatMulRom</translation>
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    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="210"/>
        <source>Akima</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="211"/>
        <source>Akima angle</source>
        <translation>Angolo Akima</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="212"/>
        <source>Cubic</source>
        <translation type="unfinished">Cubica</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="213"/>
        <source>Cubic angle</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="214"/>
        <source>Steffen</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="215"/>
        <source>Steffen angle</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="294"/>
        <source>Refresh all thumbnails</source>
        <translation>Aggiorna tutte le miniature</translation>
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</context>
<context>
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    <message>
        <location filename="../qt/preview_file_dialog.cpp" line="59"/>
        <source>Preview</source>
        <translation>Anteprima</translation>
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    <message>
        <location filename="../qt/preview_file_dialog.cpp" line="84"/>
        <source>Add to presets</source>
        <translation>Aggiungi ai preset</translation>
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    <message>
        <location filename="../qt/preview_file_dialog.cpp" line="87"/>
        <source>Add to queue</source>
        <translation>Aggiungi alla coda</translation>
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</context>
<context>
    <name>QObject</name>
    <message>
        <location filename="../src/animation_flight.cpp" line="231"/>
        <location filename="../src/animation_keyframes.cpp" line="352"/>
        <source>No frames to render</source>
        <translation>Nessun frame da renderizzare</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="237"/>
        <location filename="../src/animation_keyframes.cpp" line="358"/>
        <source>The folder %1 does not exist. Please specify a valid location.</source>
        <translation>La directory %1 non esiste. Si prega di specificare una destinazione valida.</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="265"/>
        <source>Are you sure to start recording of new animation?</source>
        <translation>Sei sicuro di voler avviare la registrazione di una nuova animazione?</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="266"/>
        <location filename="../src/animation_flight.cpp" line="840"/>
        <location filename="../src/animation_flight.cpp" line="1424"/>
        <location filename="../src/animation_keyframes.cpp" line="744"/>
        <location filename="../src/animation_keyframes.cpp" line="1383"/>
        <source>This will delete all images in the image folder.
Proceed?</source>
        <translation>Vuoi cancellare tutte le immagini presenti nella directory immagini?</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="283"/>
        <source>No frames recorded before. Unable to continue.</source>
        <translation>Nessun fotogramma registrato in precedenza. Impossibile continuare.</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="292"/>
        <location filename="../src/animation_flight.cpp" line="999"/>
        <location filename="../src/interface.cpp" line="1461"/>
        <source>Rendering engine is busy. Stop unfinished rendering before starting new one</source>
        <translation>Il motore di rendering è occupato. Interrompi la coda di rendering che non è terminata, prima di iniziarne una nuova</translation>
    </message>
    <message>
        <source>Recordning flight path</source>
        <translation type="vanished">Registrazione del percorso di volo</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="399"/>
        <location filename="../src/animation_flight.cpp" line="407"/>
        <source>Recording flight animation</source>
        <translation>Registrazione dell&apos;animazione in volo</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="834"/>
        <location filename="../src/animation_flight.cpp" line="1423"/>
        <location filename="../src/animation_keyframes.cpp" line="739"/>
        <location filename="../src/animation_keyframes.cpp" line="1382"/>
        <source>Truncate Image Folder</source>
        <translatorcomment>I am not sure about the meaning of &apos;truncate image folder&apos;, is it something like &apos;stop&apos;?</translatorcomment>
        <translation>Tronca la directory delle immagini</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="836"/>
        <location filename="../src/animation_keyframes.cpp" line="741"/>
        <source>The animation has already been rendered completely.
 Do you want to purge the output folder?
</source>
        <translation>L&apos;animazione è già stata renderizzata completamente.
Vuoi pulire la directory di output?</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="953"/>
        <source>Animation start</source>
        <translation>Inizio dell&apos;animazione</translation>
    </message>
    <message>
        <location filename="../qt/player_widget.cpp" line="196"/>
        <location filename="../src/animation_flight.cpp" line="954"/>
        <source>Frame %1 of %2</source>
        <translation>Fotogramma %1 di %2</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="305"/>
        <source>Recording flight path</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="1136"/>
        <location filename="../src/animation_flight.cpp" line="1139"/>
        <location filename="../src/animation_keyframes.cpp" line="1081"/>
        <location filename="../src/animation_keyframes.cpp" line="1085"/>
        <source>Animation finished</source>
        <translation>L&apos;animazione è terminata</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="1155"/>
        <location filename="../src/animation_keyframes.cpp" line="1100"/>
        <source>Rendering terminated</source>
        <translation>Rendering terminato</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="1156"/>
        <location filename="../src/animation_keyframes.cpp" line="1101"/>
        <source>Error occured, see log output</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="1223"/>
        <location filename="../src/animation_keyframes.cpp" line="1173"/>
        <source>Refreshing animation</source>
        <translation>Aggiornamento dell&apos;animazione</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="1325"/>
        <location filename="../src/animation_keyframes.cpp" line="1257"/>
        <source>Animation Image Folder</source>
        <translation>Directory delle immagini dell&apos;animazione</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="1328"/>
        <location filename="../src/animation_keyframes.cpp" line="1260"/>
        <source>Choose Animation Image Folder</source>
        <translation>Scegli directory dove salvare le immagini dell&apos;animazione</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="1587"/>
        <source>Export flight to keyframes</source>
        <translation>Esporta il volo in fotogrammi chiave</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="1588"/>
        <source>There are already captured keyframes present.
Discard current keyframes?</source>
        <translation>Sono già presenti fotogrammi chiave catturati.
Vuoi cancellare i fotogrammi chiave correnti?</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="270"/>
        <location filename="../src/animation_keyframes.cpp" line="289"/>
        <source>No keyframe selected</source>
        <translation>Nessun fotogramma chiave selezionato</translation>
    </message>
    <message>
        <source>Camera collides with fractal at folowing frames:
</source>
        <translation type="vanished">La camera entra in conflitto con il frattale nei seguenti fotogrammi:</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="787"/>
        <location filename="../src/animation_keyframes.cpp" line="660"/>
        <source>There is no frame to render: first frame to render and last frame to render are equals.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="698"/>
        <location filename="../src/animation_keyframes.cpp" line="1699"/>
        <source>Camera collides with fractal at following frames:
</source>
        <translation>La camera collide con il frattale nei seguenti fotogrammi:
</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="884"/>
        <source>Rendering animation</source>
        <translation>Rendering animazione</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="885"/>
        <source>Frame %1 of %2 (key %3)</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="897"/>
        <source>Rendering engine is busy. Stop unfinished rendering before starting rendering animation</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1574"/>
        <source>Export keyframes to flight</source>
        <translation>Esporta i fotogrammi chiave verso traiettoria volo</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1575"/>
        <source>There are already captured flight frames present.
Discard current flight frames ?</source>
        <translation>Sono già presenti fotogrammi chiave catturati.
Vuoi cancellare i fotogrammi chiave correnti?</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1596"/>
        <source>Exporting</source>
        <translation>Esportazione in corso</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1668"/>
        <location filename="../src/animation_keyframes.cpp" line="1675"/>
        <source>Checking for collisions</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1669"/>
        <source>Checking for collisions on keyframe # %1</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="2034"/>
        <source>Deleting rendered frames</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="2035"/>
        <source>This will delete rendered frames from %1 to %2
in the image folder.
%3
Proceed?</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <source>Checking for collissions</source>
        <translation type="vanished">Controllo conflitti</translation>
    </message>
    <message>
        <source>Checking for collissions on keyframe # %1</source>
        <translation type="vanished">Controllo collisioni fotogramma # %1</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1758"/>
        <source>Cannot change target distance. Missing camera parameters in keyframes</source>
        <translation>Non si può cambiare la distanza relativa al bersaglio. Nei fotogrammi chiave mancano parametri relativi alla  camera</translation>
    </message>
    <message>
        <source>Checking for collissions on keframe # %1</source>
        <translation type="vanished">Controllo presenza collisioni sul fotogramma chiave  # %1</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1676"/>
        <source>Checking for collisions finished</source>
        <translation>Controllo collisioni terminato</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1704"/>
        <source>No collisions detected
</source>
        <translation>Non è stata trovata nessuna collisione</translation>
    </message>
    <message>
        <source>Rendering Depth Of Field effect</source>
        <translation type="vanished">Rendering dell&apos;effetto Profondità di campo (DOF)</translation>
    </message>
    <message>
        <location filename="../src/dof.cpp" line="77"/>
        <source>Rendering Depth Of Field effect - phase I</source>
        <translation>Rendering effetto Profondità di campo (DOF) - fase I</translation>
    </message>
    <message>
        <location filename="../src/dof.cpp" line="205"/>
        <source>Rendering Depth Of Field effect - phase II</source>
        <translation>Rendering effetto Profondità di campo (DOF) - fase II</translation>
    </message>
    <message>
        <location filename="../src/dof.cpp" line="208"/>
        <source>Sorting zBuffer</source>
        <translation>Ordinamento zBuffer</translation>
    </message>
    <message>
        <location filename="../src/dof.cpp" line="217"/>
        <source>Randomizing zBuffer</source>
        <translation>Randomizzazione zBuffer</translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="65"/>
        <source>Warning</source>
        <translation>Avvertimento</translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="67"/>
        <source>Error</source>
        <translation>Errore</translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="69"/>
        <source>Note</source>
        <translation>Nota</translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="95"/>
        <source>Mandelbulber warning</source>
        <translation>Avvertimento Mandelbulber</translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="100"/>
        <source>Mandelbulber error</source>
        <translation>Errore Mandelbulber</translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="105"/>
        <source>Mandelbulber information</source>
        <translation>Informazione Mandelbulber</translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="118"/>
        <source>
Warning: </source>
        <translation>Attenzione: </translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="125"/>
        <source>
Error: </source>
        <translation>Errore: </translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="131"/>
        <source>
Note: </source>
        <translation>Nota: </translation>
    </message>
    <message>
        <location filename="../src/file_image.cpp" line="180"/>
        <location filename="../src/file_image.cpp" line="261"/>
        <location filename="../src/file_image.cpp" line="322"/>
        <location filename="../src/file_image.cpp" line="436"/>
        <source>Saving channel: %1</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/file_image.cpp" line="185"/>
        <source>Started</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/file_image.cpp" line="189"/>
        <source>Finished</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/file_image.cpp" line="221"/>
        <source>Cannot create directory for image!
</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/file_image.cpp" line="229"/>
        <source>Directory for new image is not accessible!
</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/file_image.cpp" line="808"/>
        <location filename="../src/file_image.cpp" line="880"/>
        <source>Can&apos;t save image to PNG file!
</source>
        <translation>Salvataggio immagine PNG non riuscito!
</translation>
    </message>
    <message>
        <location filename="../src/file_image.cpp" line="1076"/>
        <location filename="../src/file_image.cpp" line="1139"/>
        <location filename="../src/file_image.cpp" line="1184"/>
        <location filename="../src/file_image.cpp" line="1214"/>
        <location filename="../src/file_image.cpp" line="1240"/>
        <source>Can&apos;t save image to JPEG file!
</source>
        <translation>Impossibile salvare l&apos;immagine in un file JPEG!</translation>
    </message>
    <message>
        <location filename="../qt/primitives_manager.cpp" line="182"/>
        <source>Can&apos;t open file </source>
        <translation>Impossibile aprire il file</translation>
    </message>
    <message>
        <source> Fractal ui files can&apos;t be loaded</source>
        <translation type="vanished">Interfacce utente dei frattali non possono essere caricate</translation>
    </message>
    <message>
        <location filename="../qt/navigator_window.cpp" line="416"/>
        <location filename="../src/interface.cpp" line="646"/>
        <source>Cannot init renderJob, see log output for more information.</source>
        <translation>Inizializzazione rendering non riuscita, vedere file di log per avere maggiori informazioni.</translation>
    </message>
    <message>
        <source>Reseting view</source>
        <translation type="vanished">Ripristinare vista</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="986"/>
        <source>Fractal size calculation</source>
        <translation>Calcolo della dimensione del frattale</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1021"/>
        <location filename="../src/interface.cpp" line="1178"/>
        <source>Done</source>
        <translation>Terminato</translation>
    </message>
    <message>
        <source>Set position of </source>
        <translation type="vanished">Impostare la posizione di</translation>
    </message>
    <message>
        <source>Formulas</source>
        <translation type="vanished">Formule</translation>
    </message>
    <message>
        <source>Transforms</source>
        <translation type="vanished">Trasformazioni</translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="110"/>
        <source>*** Formulas with analytic DE ***</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="111"/>
        <source>Logarithmic DE</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="112"/>
        <source>Linear DE</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="113"/>
        <source>JosLeys-Kleinian DE</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="114"/>
        <source>Pseudo Kleinian DE</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="116"/>
        <source>Custom DE - dIFS Formulas</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="118"/>
        <source>Custom DE - dIFS Transforms</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="120"/>
        <source>Custom DE - non-dIFS formulas</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="123"/>
        <source>*** Formulas with delta-DE ***</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="125"/>
        <source>Logarithmic delta-DE</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="126"/>
        <source>Linear delta-DE</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="129"/>
        <source>*** Transforms ***</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="132"/>
        <source>*** Hybrid coloring ***</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="134"/>
        <source>*** Experimental Do Not Use***</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="146"/>
        <location filename="../qt/tab_fractal.cpp" line="209"/>
        <location filename="../qt/tab_fractal.cpp" line="222"/>
        <location filename="../qt/tab_fractal.cpp" line="229"/>
        <source>Don&apos;t add global C constant</source>
        <translation>Non aggiungere la costante globale C</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1116"/>
        <location filename="../src/interface.cpp" line="1125"/>
        <location filename="../src/interface.cpp" line="1134"/>
        <location filename="../src/interface.cpp" line="1143"/>
        <location filename="../src/interface.cpp" line="1152"/>
        <location filename="../src/interface.cpp" line="1161"/>
        <location filename="../src/interface.cpp" line="1178"/>
        <source>bounding box as limit</source>
        <translation>limite confini box</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1116"/>
        <source>Negative X Limit</source>
        <translation>Limite X Negativo</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1125"/>
        <source>Negative Y Limit</source>
        <translation>Limite Y Negativo</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1134"/>
        <source>Negative Z Limit</source>
        <translation>Limite Z Negativo</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1143"/>
        <source>Positive X Limit</source>
        <translation>Limite X Positivo</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1152"/>
        <source>Positive Y Limit</source>
        <translation>Limite Y Positivo</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1161"/>
        <source>Positive Z Limit</source>
        <translation>Limite Z Positivo</translation>
    </message>
    <message>
        <source>Set position of %1 # %2 by mouse pointer</source>
        <translation type="vanished">Posiziona %1 # %2 tramite il puntatore del mouse</translation>
    </message>
    <message>
        <source>Delete </source>
        <translation type="vanished">Cancella</translation>
    </message>
    <message>
        <location filename="../src/render_job.cpp" line="1190"/>
        <location filename="../src/render_job.cpp" line="1217"/>
        <source>You cannot apply changes during rendering. You will do this after rendering.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_job.cpp" line="1048"/>
        <location filename="../src/render_job.cpp" line="1157"/>
        <source>Not enough free memory in OpenCL device to render SSAO effect!</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="985"/>
        <location filename="../src/interface.cpp" line="1021"/>
        <source>Resetting view</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/primitives_manager.cpp" line="183"/>
        <source> Primitive object ui file can&apos;t be loaded</source>
        <translation>I file delle interfacce utenti relative alle &apos;primitive oggetti&apos; non possono essere caricati</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1197"/>
        <source>No action</source>
        <translation>Nessuna azione</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1201"/>
        <source>Move the camera</source>
        <translation>Muovi la camera</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1205"/>
        <source>Set fog visibility</source>
        <translation>Imposta la visibilità nebbia</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1209"/>
        <source>Set DOF focus</source>
        <translation>Imposta la messa a fuoco della profondità di campo</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1213"/>
        <source>Get Julia constant</source>
        <translation>Ottieni la costante di Julia</translation>
    </message>
    <message>
        <source>Place light #1</source>
        <translation type="vanished">Inserisci la luce #1</translation>
    </message>
    <message>
        <source>Place light #2</source>
        <translation type="vanished">Inserisci la luce #2</translation>
    </message>
    <message>
        <source>Place light #3</source>
        <translation type="vanished">Inserisci la luce #3</translation>
    </message>
    <message>
        <source>Place light #4</source>
        <translation type="vanished">Inserisci la luce #4</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="676"/>
        <source>Are you sure to stop this long render?</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="678"/>
        <source>Abort?</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1222"/>
        <source>Place light #%1</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1227"/>
        <source>Place random light center</source>
        <translation>Posiziona centro luci casuali</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1231"/>
        <source>Get point coordinates</source>
        <translation>Ottieni punti coordinate</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1235"/>
        <source>Wrap Limits around object</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1246"/>
        <source>Place </source>
        <translation>Inserisci</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1283"/>
        <source>Yes, don&apos;t ask again</source>
        <translation>Sì, non chiederlo più</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1341"/>
        <source>Application has not been closed properly
Do you want to recover your latest work?</source>
        <translation>L&apos;applicazione non è stata chiusa correttamente.
Vuoi recuperare l&apos;ultimo salvataggio automatico del file precedentemente aperto?</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1378"/>
        <source>In Mandelbulber 2.10 the default data structure changed for linux and MacOS:
Instead of keeping all working folders/files in ~/.mandelbulber these are now split into&lt;ul&gt;&lt;li&gt;&lt;b&gt;.mandelbulber&lt;/b&gt; for program internal folders/files:&lt;br&gt;undo, toolbar, queue, thumbnails, mandelbulber.ini, miscellaneous meta files&lt;/li&gt;&lt;li&gt;&lt;b&gt;mandelbulber&lt;/b&gt; for user defined folders/files:&lt;br&gt;settings, images, materials, slices, animation, textures&lt;/li&gt;&lt;/ul&gt;
Do you want to upgrade now to this new structure? Program will restart after upgrade.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1388"/>
        <source>Data folder upgrade</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1393"/>
        <source>No, don&apos;t ask again</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1495"/>
        <location filename="../src/interface.cpp" line="1540"/>
        <source>Looking for optimal DE factor</source>
        <translation>Ricerca valore ottimale Distanza Stimata (DE)</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1541"/>
        <source>Percentage of wrong distance estimations: %1</source>
        <translation>Percentuale errore Distanza Estimata (DE): %1</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1551"/>
        <source>Optimal DE factor is: %1 which gives %2% of bad distance estimations</source>
        <translation>Valore ottimale di Distanza Stimata (DE): %1 corrisponde a %2% Distanza Stimata erronea</translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="215"/>
        <source>Add global C constant</source>
        <translation>Aggiungi la costante globale C</translation>
    </message>
    <message>
        <location filename="../src/render_window_slots.cpp" line="466"/>
        <source>Toolbar settings: </source>
        <translation>Impostazione barra strumenti:</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1276"/>
        <source>Are you sure to close the application?</source>
        <translation>Sei sicuro di voler chiudere l&apos;applicazione?</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1278"/>
        <source>Quit?</source>
        <translation>Uscire?</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1340"/>
        <source>Auto recovery</source>
        <translation>Auto salvataggio</translation>
    </message>
    <message>
        <source>Application haven&apos;t been closed properly
Do you want to recover your latest work?</source>
        <translation type="vanished">L&apos;applicazione non è stata chiusa correttamente
Vuoi recuperare l&apos;ultima sessione ?</translation>
    </message>
    <message>
        <location filename="../src/netrender_server.cpp" line="83"/>
        <source>NetRender - address already in use.

Is there already a mandelbulber server instance running on this port?</source>
        <translation>NetRender - indirizzo già in uso.

Esiste già un&apos;istanza del server Mandelbulber in esecuzione su questa porta?</translation>
    </message>
    <message>
        <location filename="../src/netrender_server.cpp" line="90"/>
        <source>NetRender - SetServer Error:

</source>
        <translation>NetRender - SetServer Errore:</translation>
    </message>
    <message>
        <location filename="../src/netrender_server.cpp" line="392"/>
        <source>NetRender - Client version mismatch!
 Client address:</source>
        <translation>NetRender - Versione Client non corrispondente!
 Indirizzo Client:</translation>
    </message>
    <message>
        <location filename="../src/old_settings.cpp" line="76"/>
        <source>Can&apos;t import old settings
</source>
        <translation>Non è possibile importare le vecchie impostazioni
</translation>
    </message>
    <message>
        <location filename="../src/old_settings.cpp" line="77"/>
        <source>File with default values doesn&apos;t exist
</source>
        <translation>Non esistono file con valori di default
</translation>
    </message>
    <message>
        <location filename="../src/old_settings.cpp" line="1426"/>
        <source>Hybrid fractal can&apos;t be converted</source>
        <translation>Il frattale ibridizzato non può essere convertito</translation>
    </message>
    <message>
        <location filename="../qt/player_widget.cpp" line="128"/>
        <source>No frames to play</source>
        <translation>Non ci sono fotogrammi da mandare in esecuzione</translation>
    </message>
    <message>
        <location filename="../src/progress_text.cpp" line="90"/>
        <source>Done %1%, elapsed: %2, estimated to end: %3</source>
        <translation>Fatto %1 %, trascorso: %2, stimato per finire : %3</translation>
    </message>
    <message>
        <location filename="../src/progress_text.cpp" line="95"/>
        <source>100% Done, total time: %3</source>
        <translation>100% Finito, tempo totale: %3</translation>
    </message>
    <message>
        <source>Rendering image in progress</source>
        <translation type="vanished">Renderizzazione immagine in corso</translation>
    </message>
    <message>
        <location filename="../src/render_image.cpp" line="161"/>
        <location filename="../src/render_job.cpp" line="368"/>
        <source>Rendering image</source>
        <translation>Rendering immagine</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1550"/>
        <location filename="../src/render_image.cpp" line="536"/>
        <location filename="../src/render_ssao.cpp" line="208"/>
        <source>Idle</source>
        <translation>Inattivo</translation>
    </message>
    <message>
        <location filename="../src/render_job.cpp" line="166"/>
        <location filename="../src/render_job.cpp" line="307"/>
        <source>Initialization</source>
        <translation>Inizializzazione</translation>
    </message>
    <message>
        <location filename="../src/render_job.cpp" line="166"/>
        <source>Setting up image buffers</source>
        <translation>Impostazione buffer per le immagini</translation>
    </message>
    <message>
        <location filename="../src/render_job.cpp" line="307"/>
        <source>Loading textures</source>
        <translation>Caricamento delle texture</translation>
    </message>
    <message>
        <location filename="../src/render_job.cpp" line="368"/>
        <source>Starting rendering of image</source>
        <translation>Inizio rendering</translation>
    </message>
    <message>
        <location filename="../src/render_ssao.cpp" line="190"/>
        <source>Rendering SSAO effect in progress</source>
        <translation>Renderizzazione effetto SSAO in corso</translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="181"/>
        <source>News</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="324"/>
        <source>HotKeys Cheatsheet</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="369"/>
        <source>Description</source>
        <translation>Descrizione</translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="373"/>
        <source>Ok, don&apos;t show again</source>
        <translation>Ok, non mostrarlo più</translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="805"/>
        <source>Settings saved to clipboard</source>
        <translation>Impostazioni salvate negli appunti</translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="523"/>
        <source>Cannot load settings from clipboard!</source>
        <translation>Impossibile caricare le impostazione dagli appunti!</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="455"/>
        <source>It&apos;s not valid Mandelbulber settings file. No header</source>
        <translation>File impostazioni Mandelbulber non valido. Nessuna intestazione</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="460"/>
        <source>It&apos;s not valid Mandelbulber settings file. Wrong header</source>
        <translation>File impostazioni Mandelbulber non valido. Intestazione errata</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="466"/>
        <source>It&apos;s not valid Mandelbulber settings file. No information about version of file</source>
        <translation>File impostazioni Mandelbulber non valido. Nessuna informazione relativa alla versione del file</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="475"/>
        <source>It&apos;s not valid Mandelbulber settings file. Wrong file version number</source>
        <translation>File impostazioni Mandelbulber non valido. Numero versione file errato</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="478"/>
        <source>File was saved in newer version of Mandelbulber
File version: </source>
        <translation>ll file è stato salvato in una versione più recente di Mandelbulber
Versione File :</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="496"/>
        <source>It&apos;s not valid Mandelbulber settings file. Format not specified in the header</source>
        <translation>Impostazioni file Mandelbulber non valide. Formato non specificato nell&apos;intestazione</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="738"/>
        <location filename="../src/settings.cpp" line="790"/>
        <source>Error in settings file. Line: </source>
        <translation>Errore nel file impostazioni. Linea: </translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="748"/>
        <location filename="../src/settings.cpp" line="799"/>
        <source>Too many errors in settings file</source>
        <translation>Troppi errori nel file impostazioni</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="902"/>
        <location filename="../src/settings.cpp" line="926"/>
        <location filename="../src/settings.cpp" line="956"/>
        <source>Unknown parameter: </source>
        <translation>Parametro sconosciuto: </translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="969"/>
        <source>Missing value for parameter %1</source>
        <translation>Mancano valori del parametro %1</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="1529"/>
        <source>Missing column &apos;frame&apos; in the list of animation frames</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="1537"/>
        <source>Missing column &apos;framesPerKeyframe&apos; in the list of animation frames</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <source>Missing column &apos;frame&apos; in list of animation frames</source>
        <translation type="vanished">Manca colonna &apos; frame&apos; nella lista dei fotogrammi dell&apos;animazione</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="1624"/>
        <source>Unknown parameter in animation frames: </source>
        <translation>Parametro sconosciuto presente nei fotogrammi dell&apos;animazione: </translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="1630"/>
        <source>No valid list of parameters for animation frames</source>
        <translation>Nessun elenco di parametri valido per fotogrammi dell&apos;animazione</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="1688"/>
        <source>Wrong number of interpolation columns</source>
        <translation>Numero errato di colonne di interpolazione</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="1763"/>
        <source>Missing frame no </source>
        <translation>Numero fotogramma mancante</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="1768"/>
        <source>Wrong number of columns</source>
        <translation>Errato numero di colonne</translation>
    </message>
    <message>
        <location filename="../src/texture.cpp" line="151"/>
        <source>Can&apos;t load texture!
</source>
        <translation>Impossibile caricare texture!</translation>
    </message>
    <message>
        <location filename="../src/texture.cpp" line="252"/>
        <source>Can&apos;t load texture from QByteArray!
</source>
        <translation>Impossibile caricare texture da QByteArray!</translation>
    </message>
    <message>
        <location filename="../src/undo.cpp" line="155"/>
        <source>Missing undo data in disk cache</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/undo.cpp" line="181"/>
        <source>No more undo</source>
        <translation>Non è più possibile annullare</translation>
    </message>
    <message>
        <location filename="../src/undo.cpp" line="220"/>
        <source>No more redo</source>
        <translation>Non è più possibile ripristinare</translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="235"/>
        <source>Are you sure to clear the thumbnail cache?</source>
        <translation>Vuoi cancellare la cache delle miniature?</translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="236"/>
        <source>Are you sure to clear the thumbnail cache?
There are currently %1 thumbnails cached. These will be deleted and rerendered when necessary.
 Clear now?</source>
        <translation>Vuoi cancellare la cache delle miniature?
Ci sono %1 miniature nella cache che verranno cancellate. Se necessario dovranno essere renderizzate nuovamente.
Procedere?</translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="257"/>
        <source>Are you sure to load the thumbnail cache from the server?</source>
        <translation>Vuoi caricare la cache delle miniature del server?</translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="258"/>
        <source>This will try to load missing common thumbnails from the server.
Proceed?</source>
        <translation>Tentativo caricamento miniature mancanti dal server.
Procedere?</translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="289"/>
        <source>Are you sure to generate all example thumbnail cache files?</source>
        <translation>Vuoi creare la cache delle miniature degli esempi?</translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="407"/>
        <source>Retrieve toolbar</source>
        <translation>Recupera barra degli strumenti</translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="408"/>
        <source>Are you sure to retrieve default presets into toolbar?
It could overwrite some of existing presets.
Proceed?</source>
        <translation>Vuoi recuperare preset iniziali della barra degli strumenti?
Questo potrebbe sovrascrivere alcuni preset esistenti.
Procedere?</translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="421"/>
        <source>Retrieve materials</source>
        <translation>Recupera i materiali</translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="422"/>
        <source>Are you sure to retrieve default materials into materials folder?
It could overwrite some of existing materials.
Proceed?</source>
        <translation>Sei sicuro di voler ripristinare i materiali di default nella directory dei materiali?
Questo potrebbe sovrascrivere alcuni materiali esistenti.
Procedere?</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="450"/>
        <source>Some useful example commands:</source>
        <translation>Alcuni esempi di comandi utili:</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="453"/>
        <source>Simple render</source>
        <translation>Render semplice</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="456"/>
        <source>Renders the file on the cli (no window required).</source>
        <translation>Renderizza file via cli (command line interface: non è richiesta interfaccia grafica).</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="458"/>
        <source>Animation render</source>
        <translation>Render animazione</translation>
    </message>
    <message>
        <source>Renders the keyframe animation of the file keyframe_fractal.fractwithin frames 200 till 300</source>
        <translatorcomment>Strange english</translatorcomment>
        <translation type="vanished">Renderizza animazione fotogrammi chiave da fotogramma 200 fino al fotogramma 300</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="467"/>
        <source>Network render</source>
        <translation>Network render</translation>
    </message>
    <message>
        <source>In a network you can render on multiple machines. One is a server (2) and multiple clients (1) can connect to help rendering.
On each client run (1), 192.168.100.1 should be substituted with the IP address of the server.
 On the server run (2) with the settings required for the render and additionally &apos;--server&apos;.
 The server will start and wait a short time for the clients to connect. Then the whole system will start rendering.</source>
        <translation type="vanished">Utilizzando una rete si possono usare più elaboratori. Uno funge da server (2) e diversi client (1) si possono connettere per facilitare il rendering.
Su ognuno dei client (1) il numero IP 192.168.100.1 dev&apos;essere sostituito con l&apos;indirizzo IP del server.
Sul server (2) oltre ai settaggi richiesti per il rendering, bisogna ggiungere &apos;--server&apos;.
Il server si avvierà e rimarrà per un certo tempo in attesa di connessioni da parte dei client. Dopodiché inizierà il rendering.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="482"/>
        <source>Voxel volume render</source>
        <translation>Rendering volumetrico (voxel)</translation>
    </message>
    <message>
        <source>Renders the voxel volume in the bounding box of [x(-1 - 1); y(-1 - 1); z(-1 - 1)] with a resolution of 10x10x10.
 This will produce 10 slices (z) with a resolution of 10(x) times 10(y) and save as black and white images to working folder/slices</source>
        <translation type="vanished">Renderizza il volume dei voxel delimitato dall&apos;area [x(-1 - 1); y(-1 - 1); z(-1 - 1)] con una risoluzione di 10x10x10.
 Questo produrrà 10 sezioni (z) con una risoluzione di 10(x) volte 10(y) salvando le immagini in bianco e nero nella directory di lavoro</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="495"/>
        <source>Queue render</source>
        <translation>Coda di render</translation>
    </message>
    <message>
        <source>Runs the mandelbulber instance in queue mode and daemonizes it.
Mandelbulber runs in background and waits for jobs.
The output will be written to /tmp/queue.log
(This may only work properly on a unix system)</source>
        <translation type="vanished">Esegui un&apos;istanza del programma come demone o servizio in modalità di coda.
Mandelbulber è in esecuzione in background e aspetta eventuali processi in entrata.
L&apos;output verrà scritto nel file /tmp/queue.log
(Questa funzione potrebbe funzionare propriamente solo su sistemi unix)</translation>
    </message>
    <message>
        <source>Mandelbulber also accepts an arbitrary number of input files
These files can be of type:
.fract File - An ordinary fractal file
.fractlist File - A queue file, all entries inside the queue file will be added to the current queue
Folder - if the specified argument is a folder all .fract files inside the folder will be added to the queue
</source>
        <translation type="vanished">Mandelbulber accetta un numero arbitrario di file di input
Questi possono essere di tipo:
.fract File - Un file ordinario del programma
.fractlist File - Un file di coda, tutti gli elementi della coda verranno aggiunti alla coda corrente
Folder - Se viene specificata una directory come argomento, tutti i file .fract contenuti nella directory verranno aggiunti alla coda
</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="462"/>
        <source>Renders the keyframe animation of the file keyframe_fractal.fract within frames 200 till 300.</source>
        <translation>Renderizza l&apos;animazione via fotogrammi chiave del file keyframe_fractal.fract, dal fotogramma 200 fino al fotogramma 300.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="473"/>
        <source>In a network you can render on multiple machines. One is a server (2) and multiple clients (1) can connect to help rendering.
On each client run (1), 192.168.100.1 should be substituted with the IP address of the server.
On the server run (2) with the settings required for the render and additionally &apos;--server&apos;.
The server will start and wait a short time for the clients to connect. Then the whole system will start rendering.</source>
        <translation>In una rete si possono usare diversi elaboratori per eseguire contemporaneamente il rendering. Uno funge da server (2) mentre gli altri client (1) si possono connettere per aiutare il server ad elaborare il rendering finale.
Su ogni server (1), il numero IP indicato, 192.168.100.1, dev&apos;essere sostituito con il numero IP del server.
Una volta avviato il server aspetterà per un breve arco di tempo i client in connessione, dopo aver stabilito la connessionel&apos;intero sistema inizierà il processo di rendering.</translation>
    </message>
    <message>
        <source>Renders the voxel volume in the bounding box of [x(-1 - 1); y(-1 - 1); z(-1 - 1)] with a resolution of 10x10x10.
This will produce 10 slices (z) with a resolution of 10(x) times 10(y) and save as black and white images to working folder/slices.</source>
        <translation type="vanished">Renderizza il volume dei voxel delimitato dall&apos;area [x(-1 - 1); y(-1 - 1); z(-1 - 1)] con una risoluzione di 10x10x10.
Questo produrrà 10 sezioni (z) con una risoluzione di 10(x) volte 10(y) salvando le immagini in bianco e nero nella directory di lavoro.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="489"/>
        <source>Renders the voxel volume in the bounding box of [x(-1 - 1); y(-1 - 1); z(-1 - 1)] with a resolution of 200x200x200 in the ply format and saves as working folder/slices/output.ply.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="499"/>
        <source>Runs the mandelbulber instance in queue mode and daemonizes it.
Mandelbulber runs in background and waits for jobs.
The output will be written to /tmp/queue.log.
(will not work under Windows)</source>
        <translation>Esegui un&apos;istanza del programma come demone o servizio in modalità di coda.
Mandelbulber è in esecuzione in background e aspetta eventuali processi in entrata.
L&apos;output verrà scritto nel file /tmp/queue.log:
(Questa funzione non sarà attiva su sistemi Windows)</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="513"/>
        <source>Mandelbulber also accepts an arbitrary number of input files
These files can be of type:
  .fract File - An ordinary fractal file
  .fractlist File - A queue file, all entries inside the queue file will be added to the current queue
  Folder - if the specified argument is a folder all .fract files inside the folder will be added to the queue
You can also use &quot;-&quot; as a special argument to indicate that the filename, or the whole file contents are specified in stdin, example: cat example.fract | mandelbulber2 -
</source>
        <translation>Mandelbulber accetta un numero arbitrario di file di input
Questi possono essere di tipo:
  .fract File - Un file ordinario del programma
  .fractlist File - Un file di coda, tutti gli elementi della coda verranno aggiunti alla coda corrente
  Folder - Se l&apos;argomento specificato è una directory, tutti i file .fract contenuti verranno aggiunti alla coda
Si può usare anche &quot;-&quot; come argomento speciale, per indicare che il nome del file o tutto il contenuto del file viene specificato tramite stdin, per esempio: cat example.fract | mandelbulber2 -
</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="534"/>
        <source>Mandelbulber can utilize OpenCL to accelerate rendering.
When Mandelbulber is already configured to use OpenCL, it will also run OpenCL from commandline by default.
The configuration can also be done directly from this commandline by setting the optional settings directly.
These can be given by the default --override option, available opencl specific options are:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="541"/>
        <source>boolean to enable OpenCL</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="543"/>
        <source>platform index to use, see available platforms below</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="544"/>
        <source>Possible device types of the platform to use</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="546"/>
        <location filename="../src/command_line_interface.cpp" line="556"/>
        <location filename="../src/command_line_interface.cpp" line="563"/>
        <source>possible values: [%1]</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="549"/>
        <source>right now only one device at a time is supported.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="552"/>
        <source>Mode of the render engine, &apos;fast&apos; has no effects, &apos;limited&apos; has basic effects, &apos;full&apos; contains all shaders.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="559"/>
        <source>Floating point precision of Render (single is faster, but less accurate)</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="565"/>
        <source>Memory limit in MB</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="569"/>
        <source>Available platforms are:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="581"/>
        <source>Available devices for the selected platform (%1) are:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="599"/>
        <source>Example invocation:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="628"/>
        <source>
List of fractal parameters:
</source>
        <translation>
Lista dei parametri frattali:
</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="698"/>
        <source>Example output path invalid
</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="769"/>
        <source>Specified server port is invalid
</source>
        <translation>La porta del server specificata non è valida
</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="782"/>
        <source>NetRender - Waiting for clients
</source>
        <translation>NetRender - In attesa dei client</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="802"/>
        <source>Specified client port is invalid
</source>
        <translation>La porta del client specificata non è valida
</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="826"/>
        <location filename="../src/command_line_interface.cpp" line="891"/>
        <location filename="../src/main.cpp" line="212"/>
        <source>Cannot init queue: </source>
        <translation>Non è possibile inizializzare la coda: </translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="872"/>
        <source>Cannot load file!
</source>
        <translation>Non è possibile caricare il file!
</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="965"/>
        <source>Specified resolution not valid
both dimensions need to be &gt; 0</source>
        <translation>La risoluzione specificata non è valida
entrambi le dimensioni devono essere maggiori di 0</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="975"/>
        <source>Specified resolution not valid
resolution has to be in the form WIDTHxHEIGHT</source>
        <translation>La risoluzione specificata non è valida
la risoluzione dev&apos;essere nella forma LARGHEZZAxALTEZZA</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="988"/>
        <source>Specified frames per key not valid
need to be &gt; 0</source>
        <translation>Numero di fotogrammi per fotogrammi chiave non è valido
dev&apos;essere maggiore di zero</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="1001"/>
        <source>Specified imageFileFormat is not valid
allowed formats are: </source>
        <translation>Il formato immagine specificato non è valido
i formati permessi sono: </translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="1027"/>
        <source>There are no flight animation frames in specified settings file</source>
        <translation>Non ci sono fotogrammi con animazioni in volo nel file specificato</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="1038"/>
        <source>You cannot render keyframe animation at the same time as flight animation</source>
        <translation>Non si possono renderizzare allo stesso tempo animazioni contenenti fotogrammi chiave come fossero animazioni in volo</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="1051"/>
        <source>There are no keyframes in specified settings file</source>
        <translation>Non ci sono fotogrammi chiave nel file specificato</translation>
    </message>
    <message>
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        <translation>materiale cancellato?</translation>
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    <message>
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To install clang-format:
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- Windows: Go to https://llvm.org/builds/ 
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- MacOS: When you have the brew package manager installed run: 
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Queue tool allows for rendering a collection of settings files in the background.&lt;/p&gt;&lt;p&gt;While the list of settings files is being rendered, you can continue to work in the main window and also add more settings to the queue.&lt;/p&gt;&lt;p&gt;Methods to manage queue:&lt;br/&gt;- by adding items using &lt;span style=&quot; font-style:italic;&quot;&gt;Add current settings&lt;/span&gt; button&lt;br/&gt;- by editing queue.fractlist file&lt;br/&gt;- by putting files into queue folder and use button &lt;span style=&quot; font-style:italic;&quot;&gt;Add orphaned&lt;br/&gt;&lt;/span&gt;- by adding single settings or lists using command line interface&lt;/p&gt;&lt;p&gt;Temporary settings files are stored in $HOME/.mandelbulber/queue folder and the list is in $HOME/.mandelbulber/queue.fractlist&lt;/p&gt;&lt;p&gt;The queue can be rendered in another instance of Mandelbulber program, as the queue is shared between applications. You can also launch another Mandelbulber from command line interface with -q option. Then this application will watch queue and render automatically all new items.&lt;/p&gt;&lt;p&gt;Result images are saved into $HOME/.mandelbulber/images directory (or another if it&apos;s specified in application preferences.)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <translatorcomment>&quot;prace&quot; is &quot;place&quot;</translatorcomment>
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    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Moves the camera or the target to the right by distance set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Muove la camera o il bersaglio a destra di una distanza impostata tramite il parametro &lt;span style=&quot; font-style:italic;&quot;&gt;passo&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Moves the camera or the target to the left by distance set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Muove la camera o il bersaglio a sinistra di una distanza impostata tramite il parametro &lt;span style=&quot; font-style:italic;&quot;&gt;passo&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Moves the camera or the target up by distance set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Muove la camera o il bersaglio in alto di una distanza impostata tramite il parametro &lt;span style=&quot; font-style:italic;&quot;&gt;passo&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Moves the camera or the target forward by distance set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Muove la camera o il bersaglio in avanti di una distanza impostata tramite il parametro &lt;span style=&quot; font-style:italic;&quot;&gt;passo&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Moves the camera or the target backwards by distance set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Muove la camera o il bersaglio indietro di una distanza impostata tramite il parametro &lt;span style=&quot; font-style:italic;&quot;&gt;passo&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Moves the camera or the target down by distance set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Muove la camera o il bersaglio in basso di una distanza impostata tramite il parametro &lt;span style=&quot; font-style:italic;&quot;&gt;passo&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>step:</source>
        <translation type="vanished">passo:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Step for camera or target movement.&lt;/p&gt;&lt;p&gt;It can be relative or absolute step.&lt;/p&gt;&lt;p&gt;If it is set relative then movement distance equals &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; multiplied by actual distance to the fractal surface.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Passo per impostare il movimento dela camera o del bersaglio.&lt;/p&gt;&lt;p&gt;Può essere passo relativo o assoluto.&lt;/p&gt;&lt;p&gt;Se viene impostato come relativo, allora la distanza del movimento equivale al &lt;span style=&quot; font-style:italic;&quot;&gt;passo&lt;/span&gt; moltiplicato per la distanza effettiva dalla superficie frattale.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection for movement step calculation.&lt;/p&gt;&lt;p&gt;If it is set relative then movement distance equals  &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; multiplied by actual distance to fractal surface. This is the preferred mode.&lt;/p&gt;&lt;p&gt;If it is set absolute then movement equals step set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>&quot;equals step&quot; is missing an article?</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Seleziona il tipo movimento per il calcolo dei passi.&lt;/p&gt;&lt;p&gt;Se viene impostato come relativo, allora la distanza del movimento equivale al &lt;span style=&quot; font-style:italic;&quot;&gt;passo&lt;/span&gt; moltiplicata per la distanza effettiva dalla superficie frattale. Questa è la modalità preferita.&lt;/p&gt;&lt;p&gt;Se è impostato come assoluto, allora il movimento è uguale all&apos;impostzione del parametro &lt;span style=&quot; font-style:italic;&quot;&gt;passo.&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Relative step mode</source>
        <translation type="vanished">Modalità passo relativo</translation>
    </message>
    <message>
        <source>Absolute step mode</source>
        <translation type="vanished">Modalità passo assoluto</translation>
    </message>
    <message>
        <source>Camera rotation:</source>
        <translation type="vanished">Rotazione camera:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Roll right&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;rotllio a destra&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>rotation step:</source>
        <translation type="vanished">Passo rotazione:</translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="274"/>
        <source>Rotate camera</source>
        <translation>Ruota camera</translation>
    </message>
    <message>
        <source>Rotate around target</source>
        <translation type="vanished">Ruota attorn al bersaglio</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection for rotation modes&lt;/p&gt;&lt;p&gt;Fixed roll angle - rotates camera using world axes. This mode does not change the roll angle but can be difficult to predict when camera is upside down or almost in vertical orientation.&lt;/p&gt;&lt;p&gt;Straight rotation - rotates camera using actual camera axes. This mode rotates camera in a more intuitive way.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selezione per le modalità di rotazione&lt;/p&gt;&lt;p&gt;Angolo di rollio fisso - ruota la camera utilizzando gli assi del mondo. Questa modalità non cambia l&apos;angolo di rollio, ma può essere difficile prevedere quando la camera è capovolta o quasi in posizione verticale.&lt;/p&gt;&lt;p&gt;Rotazione dritta - ruota la camera utilizzando gli assi della camera. Questa modalità di funzionamento ruota la camera in un modo più intuitivo.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Fixed roll angle</source>
        <translation type="vanished">Angolo di rollio fisso</translation>
    </message>
    <message>
        <source>Staight rotation</source>
        <translatorcomment>&quot;staight&quot; maybe should be straight&quot;</translatorcomment>
        <translation type="vanished">Rotazione dritta</translation>
    </message>
    <message>
        <source>yaw:</source>
        <translation type="vanished">imbardata:</translation>
    </message>
    <message>
        <source>pitch:</source>
        <translation type="vanished">beccheggio:</translation>
    </message>
    <message>
        <source>roll:</source>
        <translation type="vanished">rollio:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="214"/>
        <location filename="../qt/ui_render_window.h" line="1201"/>
        <source>Mouse click function:</source>
        <translation>Funzione click del mouse:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="237"/>
        <location filename="../qt/ui_render_window.h" line="1202"/>
        <source>No action</source>
        <translation>Nessuna azione</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="533"/>
        <location filename="../qt/ui_render_window.h" line="1223"/>
        <source>toolBar</source>
        <translation>barra degli strumenti</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="548"/>
        <location filename="../qt/ui_render_window.h" line="1224"/>
        <source>Effects</source>
        <translation>Effetti</translation>
    </message>
    <message>
        <source>Ambient occlusion:</source>
        <translation type="vanished">Occlusione ambiente (Ambient occlusion):</translation>
    </message>
    <message>
        <source>Reflection:</source>
        <translation type="vanished">Riflessione:</translation>
    </message>
    <message>
        <source>Specularity:</source>
        <translation type="vanished">Specularità:</translation>
    </message>
    <message>
        <source>Shading:</source>
        <translation type="vanished">Ombreggiatura:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of fractal interior&lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore interno del frattale&lt;/p&gt;&lt;p&gt;Per applicare questo effetto, attiva le riflessioni ray-tracing nella scheda &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of light reflection effect&lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab or environment mapping&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensità degli effetti di riflessione della luce&lt;/p&gt;&lt;p&gt;Per applicare questo effetto, attivare le riflessioni ray-tracing nella scheda&lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; o nella scheda mappature ambientali (environment mapping)&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;angle of incidence effects intensity&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;shading 0.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;shading 1.0 &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shading 0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shading 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>not sure</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;intensità effetto angolo incidenza&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;shading 0.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;shading 1.0 &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shading 0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shading 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Transparency of fractal surface&lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Transparenza della superficie del frattale.&lt;/p&gt;&lt;p&gt;Per applicare questo effetto, abilita le riflessioni ray-tracing nella scheda &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Transparency of fractal interior.&lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Transparenza dell&apos;interno del frattale.&lt;/p&gt;&lt;p&gt;Per applicare questo effetto, abilita le riflessioni ray-tracing nella scheda &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Index of refraction of fractal object&lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab&lt;/p&gt;&lt;p&gt;Example values: vacuum 1.0; glass.1.5; water 1.35; diamond 2.41&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Indice di rifrazione dell&apos;oggetto frattale&lt;/p&gt;&lt;p&gt;Per applicare questo effetto, abilita le riflessioni ray-tracing nella scheda &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Valori d&apos;esempio: vuoto 1.0; vetro.1.5; acqua 1.35; diamante 2.41&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;If enabled the reflectance is calculated from Fresnel&apos;s equations. In other words reflectance depends on angle of incidence of ray.&lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Se abilitata la riflettanza è calcolata dalle equazioni di Fresnel. In altre parole la riflettanza dipende dall&apos;angolo di incidenza del raggio.&lt;/p&gt;&lt;p&gt;Per applicare questo effetto, abilita le riflessioni ray-tracing nella scheda &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing.&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Settings for scattered light effect&lt;/p&gt;&lt;p&gt;Types of ambient occlusion effect:&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Screen Space Ambient Occlusion (SSAO)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Multiple rays&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Fast&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion high quality.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion fast mode.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;SSAO - relatively fast post-effect based on z-Buffer&lt;/p&gt;&lt;p&gt;Multiple rays - based on calculation of rays in different directions. It uses texture to create colored light map. This effect slows down rendering.&lt;/p&gt;&lt;p&gt;Fast - simple and fast method to calculate scattered light effect. This the least accurate effect.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Impostazioni effetto luce diffusa&lt;/p&gt;&lt;p&gt;Tipi di occlusione ambiente:&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Screen Space Ambient Occlusion (SSAO)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Raggi multipi&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Veloce&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion high quality.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion fast mode.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;SSAO - post-effetto relativamente veloce basato su  z-Buffer&lt;/p&gt;&lt;p&gt;Raggi multipli - basato sul calcolo dei raggi in diverse posizioni. Usa texture per creare light map colorate. Questo effetto rallenta il rendering.&lt;/p&gt;&lt;p&gt;Veloce - metodo veloce e semplice per calcolare l&apos;effetto luce diffusa. Questo effetto è il meno preciso.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Ambient occlusion</source>
        <translation type="vanished">Occlusione ambiente (Ambient Occlusion)</translation>
    </message>
    <message>
        <source>Fast AO tune:</source>
        <translation type="vanished">Regolazione AO veloce:</translation>
    </message>
    <message>
        <source>Quality:</source>
        <translation type="vanished">Qualità:</translation>
    </message>
    <message>
        <source>Type:</source>
        <translation type="vanished">Tipo:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Quality of ambient occlusion effect. Higher quality increases rendering time.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Qualità dell&apos;effetto occlusione ambiente (Ambient Occlusion). Utilizzando una qualità maggiore si incrementa il tempo di rendering.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Fast</source>
        <translation type="vanished">Veloce</translation>
    </message>
    <message>
        <source>Multiple rays with light map</source>
        <translation type="vanished">Moltiplica raggi tramite light map</translation>
    </message>
    <message>
        <source>Screen space</source>
        <translation type="vanished">Screen space (SSAO)</translation>
    </message>
    <message>
        <source>Select file</source>
        <translation type="vanished">Seleziona file</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;File-path to light map image. For ambient occlusion effect based on multiple rays&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Percorso directory per le immagini per il light mapping. Per l&apos;effetto di occlusione ambiente basato su raggi multipli&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Light map texture:</source>
        <translation type="vanished">Texture mappa luce (light map):</translation>
    </message>
    <message>
        <source>Color speed:</source>
        <translation type="vanished">Velocità colore:</translation>
    </message>
    <message>
        <source>Random seed:</source>
        <translation type="vanished">Seme casuale:</translation>
    </message>
    <message>
        <source>Saturation:</source>
        <translation type="vanished">Saturazione:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Cyclic palette of colors which is used to color fractal surface.&lt;/p&gt;&lt;p&gt;To edit palette click on chosen color.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Palette dei colori ciclica usata per colorare la superficie del frattale.&lt;/p&gt;&lt;p&gt;Per editare la palette fare click sul colore scelto.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Grab colors from image...</source>
        <translation type="vanished">Cattura i colori dall&apos;immagine...</translation>
    </message>
    <message>
        <source>Palette size:</source>
        <translation type="vanished">Dimensione tavolozza:</translation>
    </message>
    <message>
        <source>Palette:
(click to edit)</source>
        <translation type="vanished">Tavolozza:
(clicca per editare)</translation>
    </message>
    <message>
        <source>Palette offset:</source>
        <translation type="vanished">Deviazione tavolozza:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Generate palette from  random seed.&lt;/p&gt;&lt;p&gt;This applies changes to palette size and color saturation.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Genera tavolozza da seme casuale.&lt;/p&gt;&lt;p&gt;Questo modifica le dimensioni tavolozza e la saturazione del colore.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Generate new random palette</source>
        <translation type="vanished">Genera una nuova tavolozza casuale</translation>
    </message>
    <message>
        <source>Randomize</source>
        <translation type="vanished">Randomizza</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Environment mapping is an image-based lighting technique for approximating the appearance of a reflective surface by means of a precomputed texture image. The texture is used to store the image of the distant environment surrounding the rendered object.&lt;/p&gt;&lt;p&gt;To adjust effect intensity use &lt;span style=&quot; font-style:italic;&quot;&gt;reflection&lt;/span&gt; slider&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;La mappatura ambiente (Environment mapping) è una tecnica di illuminazione basata su immagini per approssimare l&apos;aspetto di una superficie riflettente per mezzo di una immagine di texture precalcolata. La texture viene utilizzata per memorizzare l&apos;immagine dell&apos;ambiente lontano che circonda l&apos;oggetto renderizzato.&lt;/p&gt;&lt;p&gt;Per regolare l&apos;intensità dell&apos; effetto usare lo slider &lt;span style=&quot; font-style:italic;&quot;&gt;riflessione&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Environment mappring</source>
        <translatorcomment>&quot;mappring&quot; should be &quot;mapping&quot;</translatorcomment>
        <translation type="vanished">Mappatura ambiente</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;File-path to reflection map image .&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Directory file per l&apos;immagine mappa riflessioni.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Texture path:</source>
        <translation type="vanished">Directory texture:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Activate calculation of ray-traced reflections and transparency. Reflectance can be set by &lt;span style=&quot; font-style:italic;&quot;&gt;Material/Reflection. &lt;/span&gt;Transparency settings are in the same tab as reflection.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Attiva calcolo delle riflessioni ray tracing e la trasparenza . La riflettanza può essere impostata da &lt;span style=&quot; font-style:italic;&quot;&gt;Materiale/Riflessione. &lt;/span&gt;le impostazioni di trasparenza sono nella stessa scheda della riflessione.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum number of ray bounces which are calculated for a given pixel.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt; Numero massimo di rimbalzi dei raggi che sono calcolati per un dato pixel.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Reflections depth:</source>
        <translation type="vanished">Profondità riflessioni:</translation>
    </message>
    <message>
        <source>Depth of field</source>
        <translation type="vanished">DOF (Profondità di campo)</translation>
    </message>
    <message>
        <source>Focus distance:</source>
        <translation type="vanished">Distanza di messa a fuoco:</translation>
    </message>
    <message>
        <source>Radius:</source>
        <translation type="vanished">Raggio:</translation>
    </message>
    <message>
        <source>Update image</source>
        <translation type="vanished">Aggiorna immagine</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Setting of focus distance by mouse pointer. &lt;/p&gt;&lt;p&gt;Click on this button and then point the object on image which you want to appear in focus.&lt;/p&gt;&lt;p&gt;After using it don&apos;t forget to change &lt;span style=&quot; font-style:italic;&quot;&gt;Navigation&lt;/span&gt; / &lt;span style=&quot; font-style:italic;&quot;&gt;Mouse click function&lt;/span&gt; to continue work with the camera.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Impostazione della distanza di messa a fuoco tramite puntatore del mouse.&lt;/p&gt;&lt;p&gt;Fare click su questo pulsante e poi puntare l&apos;oggetto sull&apos;immagine che si desidera mettere a fuoco.&lt;/p&gt;&lt;p&gt;Dopo non dimenticare di ripristinare la funzione assegnata al click del mouse tramite &lt;span style=&quot; font-style:italic;&quot;&gt;Navigazione&lt;/span&gt; / &lt;span style=&quot; font-style:italic;&quot;&gt;Funzione click del mouse click&lt;/span&gt; per poter continuare a lavorare con la camera.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Set focus distance by mouse</source>
        <translation type="vanished">Impostare la distanza di messa a fuoco con il mouse</translation>
    </message>
    <message>
        <source>Volumetric</source>
        <translation type="vanished">Volumetrico</translation>
    </message>
    <message>
        <source>Basic fog</source>
        <translation type="vanished">Nebbia di base</translation>
    </message>
    <message>
        <source>Color:</source>
        <translation type="vanished">Colore:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Force image proportion&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Forcza proporzione immagine&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Presets for rendered image size&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Dimensioni predefinite per l&apos;immagine renderizzata&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Adjustments for image colors. Can be changed after rendering&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Regolazioni immagine. Può essere cambiata dopo aver terminato il rendering&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Contrast of image&lt;/p&gt;&lt;p&gt;Use &lt;span style=&quot; font-style:italic;&quot;&gt;apply changes&lt;/span&gt; button to update image&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Contrasto immagine.&lt;/p&gt;&lt;p&gt;Usare il bottone &lt;span style=&quot; font-style:italic;&quot;&gt;applicare le modifiche&lt;/span&gt; per aggiornare l&apos;immagine&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Gamma of image&lt;/p&gt;&lt;p&gt;Use &lt;span style=&quot; font-style:italic;&quot;&gt;apply changes&lt;/span&gt; button to update image&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Gamma immagine&lt;/p&gt;&lt;p&gt;&lt;p&gt;Usare il bottone &lt;span style=&quot; font-style:italic;&quot;&gt;applicare le modifiche&lt;/span&gt; per aggiornare l&apos;immagine&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Brightness of image&lt;/p&gt;&lt;p&gt;Use &lt;span style=&quot; font-style:italic;&quot;&gt;apply changes&lt;/span&gt; button to update image&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Luminosità immagine&lt;/p&gt;&lt;p&gt;&lt;p&gt;Usare il bottone &lt;span style=&quot; font-style:italic;&quot;&gt;applicare le modifiche&lt;/span&gt; per aggiornare l&apos;immagine&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Apply changes of image colors&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Applicare modifiche ai colori dell&apos;immagine&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Field of view of camera. Higher value gives wider view.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Campo visivo della camera . Valori più alti danno una vista più ampia.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Gamepad activate</source>
        <translation type="vanished">Gamepad attivato</translation>
    </message>
    <message>
        <source>Gamepad device:</source>
        <translation type="vanished">Dispositivo Gamepad:</translation>
    </message>
    <message>
        <source>no device attached</source>
        <translation type="vanished">nessun dispositivo collegato</translation>
    </message>
    <message>
        <source>movement velocity</source>
        <translation type="vanished">velocità di movimento</translation>
    </message>
    <message>
        <source>angle velocity</source>
        <translation type="vanished">velocità angolare</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Start rendering of image based on actual settings&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Inizia il rendering dell&apos;immagine basandoti sulle impostazioni correnti&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Terminate rendering&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Termina il rendering&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;These parameters and gauges controls position of camera and point where the camera is looking at (target)&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/Camera target.png&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questi parametri e indicatori controllano la camera e il punto in cui la camera sta guardando (il bersaglio)&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/Camera target.png&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Coordinates of camera&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Coordinate della camera&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Coordinates of target&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Coordinate del bersaglio&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Set camera far from the fractal. It keeps actual camera angle.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Imposta la camera lontana dal frattale. Mantiene l&apos;angolazione attuale.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controls for camera rotation in three different axes&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/Yaw_Pich_Roll.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;image source: &amp;quot;&lt;a href=&quot;http://commons.wikimedia.org/wiki/File:Yaw_Axis_Corrected.svg#/media/File:Yaw_Axis_Corrected.svg&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Yaw Axis Corrected&lt;/span&gt;&lt;/a&gt;&amp;quot; by &lt;a href=&quot;//commons.wikimedia.org/wiki/File:Yaw_Axis.svg&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Yaw_Axis.svg&lt;/span&gt;&lt;/a&gt;: &lt;a href=&quot;//commons.wikimedia.org/wiki/User:Auawise&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Auawise&lt;/span&gt;&lt;/a&gt;derivative work: &lt;a href=&quot;//commons.wikimedia.org/w/index.php?title=User:Jrvz&amp;amp;action=edit&amp;amp;redlink=1&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Jrvz&lt;/span&gt;&lt;/a&gt; (&lt;a href=&quot;//commons.wikimedia.org/w/index.php?title=User_talk:Jrvz&amp;amp;action=edit&amp;amp;redlink=1&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;talk&lt;/span&gt;&lt;/a&gt;) - &lt;a href=&quot;//commons.wikimedia.org/wiki/File:Yaw_Axis.svg&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Yaw_Axis.svg&lt;/span&gt;&lt;/a&gt;. Licensed under &lt;a href=&quot;http://creativecommons.org/licenses/by-sa/3.0&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;CC BY-SA 3.0&lt;/span&gt;&lt;/a&gt; via &lt;a href=&quot;//commons.wikimedia.org/wiki/&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Wikimedia Commons&lt;/span&gt;&lt;/a&gt;.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt; I comandi per la rotazione della camera su tre assi differenti&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/Yaw_Pich_Roll.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;fonte immagine: &amp;quot;&lt;a href=&quot;http://commons.wikimedia.org/wiki/File:Yaw_Axis_Corrected.svg#/media/File:Yaw_Axis_Corrected.svg&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Asse imbardata corretta&lt;/span&gt;&lt;/a&gt;&amp;quot; da &lt;a href=&quot;//commons.wikimedia.org/wiki/File:Yaw_Axis.svg&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Yaw_Axis.svg&lt;/span&gt;&lt;/a&gt;: &lt;a href=&quot;//commons.wikimedia.org/wiki/User:Auawise&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Auawise&lt;/span&gt;&lt;/a&gt; derivative work: &lt;a href=&quot;//commons.wikimedia.org/w/index.php?title=User:Jrvz&amp;amp;action=edit&amp;amp;redlink=1&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Jrvz&lt;/span&gt;&lt;/a&gt; (&lt;a href=&quot;//commons.wikimedia.org/w/index.php?title=User_talk:Jrvz&amp;amp;action=edit&amp;amp;redlink=1&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;talk&lt;/span&gt;&lt;/a&gt;) - &lt;a href=&quot;//commons.wikimedia.org/wiki/File:Yaw_Axis.svg&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Yaw_Axis.svg&lt;/span&gt;&lt;/a&gt;. con licenza &lt;a href=&quot;http://creativecommons.org/licenses/by-sa/3.0&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;CC BY-SA 3.0&lt;/span&gt;&lt;/a&gt; via &lt;a href=&quot;//commons.wikimedia.org/wiki/&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Wikimedia Commons&lt;/span&gt;&lt;/a&gt;.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Yaw left&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Imbardata sinistra&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Pitch up&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Beccheggio su&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Yaw right&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Imbardata a destra&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Roll left&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rollio a destra&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Pitch down&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Beccheggio in basso&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Step of rotation in degrees&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotazione in gradi&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Modes of camera rotation&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;Rotate camera&lt;/span&gt; - rotates the camera by moving the target around the camera&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/rotate target around camera.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;Rotate around target - rotates the camera by moving camera around the target&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/rotate camera around target.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Modalità di rotazione della camera&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;Ruota camera&lt;/span&gt; - ruota la camera ruotando il bersaglio attorno alla camera&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/rotate target around camera.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;Ruota attorno al bersaglio - ruota la camera ruotando la camera attorno al bersaglio&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/rotate camera around target.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Straight rotation</source>
        <translation type="vanished">Rotazione</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotation of camera around yaw axis (left &amp;lt;-&amp;gt; right)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotazione della camera attorno all&apos;asse imbardata (sinistra &amp;lt;-&amp;gt; destra)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotation of camera around yaw axis (left &amp;lt;-&amp;gt; right)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotation of camera around pitch axis (up &amp;lt;-&amp;gt; down)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotazione della camera attorno all&apos;asse beccheggio axis (in alto &amp;lt;-&amp;gt; in basso)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotation of camera around roll axis (rotates image left &amp;lt;-&amp;gt; right)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotazione della camera attorno all&apos;asse rollio (uota immagine a sinistra &amp;lt;-&amp;gt; a destra)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Material</source>
        <translation type="vanished">Materiale</translation>
    </message>
    <message>
        <source>Color of volume:</source>
        <translation type="vanished">Colore volume:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of scattered light&lt;/p&gt;&lt;p&gt;example of effect:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg&quot;/&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;intensità luce diffusa&lt;/p&gt;&lt;p&gt;esempio dell&apos;effetto:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg&quot;/&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;specularity effect&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;specularity 0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;specularity 5 &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - specularity 0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - specularity 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;effetto specularità&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;specularità 0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;specularità 5 &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - specularity 0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - specularity 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Transparency of volume:</source>
        <translation type="vanished">Trasparenza volume:</translation>
    </message>
    <message>
        <source>Transparency of surface:</source>
        <translation type="vanished">Trasparenza superficie:</translation>
    </message>
    <message>
        <source>Index of refraction:</source>
        <translation type="vanished">Idice di rifrazione:</translation>
    </message>
    <message>
        <source>Fresnel&apos;s equations for reflectance</source>
        <translation type="vanished">Le equazioni di Fresnel per riflettanza</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection of method to calculate ambient occlusion effect&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selezione metodo di calcolo dell&apos;effetto occlusione ambiente (Ambient Occlusion)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter controls brightness of fast ambient occlusion effect.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questo parametro controlla la luminosità dell&apos;effetto occlusione ambientale veloce.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables random directions of ray vectors&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>not sure about &quot;raggi vettore&quot;</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilita direzioni casuali dei raggi vettore&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>SSAO random mode</source>
        <translation type="vanished">SSAO modalità casuale</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Coloring of fractal surface&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colorazione della superficie del frattale&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Random seed for palette generator&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Seme casuale per la generazione della tavolozza&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Saturation of colors in random color palette &lt;/p&gt;&lt;p&gt;To apply changes of saturation, click on &lt;span style=&quot; font-style:italic;&quot;&gt;Generate new random palette&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Saturazione colori tavolozza colori casuale. &lt;/p&gt;&lt;p&gt;Per modificare fare click su &lt;span style=&quot; font-style:italic;&quot;&gt;Genera nuova tavolozza casuale&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color palette speed sets frequency of color changing&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;speed 0.3&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;speed 1.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;speed 5.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colour speed 0.3.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colouring enabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colour speed 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;La velocità della tavolozza colore imposta la frequenza del cambio del colore&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;velocità 0.3&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;velocità 1.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;velocità 5.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colour speed 0.3.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colouring enabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colour speed 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Grab color palette from selected picture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Cattura la tavolozza colore dall&apos;immagine selezionata&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Number of colors used in color palette.&lt;/p&gt;&lt;p&gt;To apply changes of palette size, click on &lt;span style=&quot; font-style:italic;&quot;&gt;Generate new random palette&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Numero dei colori usati nella tavolozza colori.&lt;/p&gt;&lt;p&gt;Per applicare le modifiche della dimensione della tavolozza, cliccare su &lt;span style=&quot; font-style:italic;&quot;&gt;Genera una nuova tavolozza casuale&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Shift of color palette&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Cambiamento tavolozza colori&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Generate new random seed and palette&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Genera un nuovo seme casuale e tavolozza&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Ray-traced reflections and transparency</source>
        <translation type="vanished">Riflessioni ray-tracing e trasparenza</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Depth of field is the effect in which objects within some range of distances in a scene appear in focus, and objects nearer or farther than this range appear out of focus.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;La profondità di campo (Depth of field) è l&apos;effetto per cui gli oggetti all&apos;interno di un certo spazio di distanza in una scena appaiono a fuoco, mentre gli oggetti più vicini o più lontani appaiono fuori fuoco.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;It&apos;s the distance where objects appear in focus.&lt;/p&gt;&lt;p&gt;Distance can be set bu using button &lt;span style=&quot; font-style:italic;&quot;&gt;Set focus distance by mouse&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;low focus distance&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;high focus distance&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DOF - focus close.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DOF - focus far.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>&quot;bu&quot; to be removed</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;È la distanza dove gli oggetti appaiono a fuoco.&lt;/p&gt;&lt;p&gt;La distanza può essere impostata tramite il bottone &lt;span style=&quot; font-style:italic;&quot;&gt;Imposta distanza fuoco con mouse&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;distanza messa a fuoco bassa&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;distanza messa a fuoco alta&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DOF - focus close.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DOF - focus far.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of DOF effect (average radius of blur)&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;radius = 10&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;radius = 50&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DOF - radius 10.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DOF - radius 50.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;I intensità dell&apos;effetto DOF ( raggio medio di sfocatura )&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;raggio = 10&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;raggio = 50&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DOF - radius 10.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DOF - radius 50.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Update image after changes of DOF settings. Can be updated even after image rendering.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Aggiorna immagine dopo le modifiche delle impostazioni DOF. Può essere aggiornata anche dopo il rendering delle immagini.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables fog effect. Density of fog is constant over entire space.&lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - fog.jpeg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilita effetto nebbia. La densità della nebbia è costante su tutto lo spazio.&lt;/p&gt;&lt;p&gt;Esempio:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - fog.jpeg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Visibility distance of fog. Visibility can be set by using &apos;&lt;span style=&quot; font-style:italic;&quot;&gt;Set visibility distance by mouse&apos;&lt;/span&gt; button&lt;/p&gt;&lt;p&gt;Lower value gives denser fog,&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>is correct at the end using the comma?</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Distanza di visibilità nebbia. La visibilità può essere impostata utilizzando il pulsante &apos;&lt;span style=&quot; font-style:italic;&quot;&gt;Imposta distanza di visibilità con il mouse&apos;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Valori più bassi danno nebbia più densa&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of fog effect&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color e dell&apos;effetto nebbia&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Visibility distance:</source>
        <translation type="vanished">Distanza di visibilità:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Sets visibility distance using mouse pointer. Point the object which should be the fathrthest visible.&lt;/p&gt;&lt;p&gt;After using it don&apos;t forget to chage &lt;span style=&quot; font-style:italic;&quot;&gt;Navigation&lt;/span&gt; / &lt;span style=&quot; font-style:italic;&quot;&gt;Mouse click function&lt;/span&gt; to continue work with the camera.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>&quot;fathrthest&quot; wrongly written, should be &quot;farthest&quot;</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Imposta distanza di visibilità utilizzando il puntatore del mouse. Puntare l&apos;oggetto che dovrebbe essere il più lontano visibile.&lt;/p&gt;&lt;p&gt;Dopo l&apos;uso non dimenticare di cambiare &lt;span style=&quot; font-style:italic;&quot;&gt;Navigazione&lt;/span&gt;/&lt;span style=&quot; font-style:italic;&quot;&gt;funzione click del mouse&lt;/span&gt; per poter continuare a lavorare con la camera.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Set visibility distance by mouse</source>
        <translation type="vanished">Impostare la distanza di visibilità con il mouse</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Glow effect based on ray-marching step count&lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - glow.jpeg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>Not sure about the translation of &quot;ray-marching step count&quot;</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Effetto bagliore in base al conteggio dei passi di ray-marching&lt;/p&gt;&lt;p&gt;Esempio:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - glow.jpeg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Glow</source>
        <translation type="vanished">Bagliore</translation>
    </message>
    <message>
        <source>Color #1:</source>
        <translation type="vanished">Colore #1:</translation>
    </message>
    <message>
        <source>Color #2:</source>
        <translation type="vanished">Colore #2:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of bright areas&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore delle aree luminose&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of dark areas&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore delle aree scure&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Intensity:</source>
        <translation type="vanished">Intensità:</translation>
    </message>
    <message>
        <source>Connect fractal detail level with image resolution</source>
        <translation type="vanished">Lega il livello di dettaglio frattale alla risoluzione dell&apos;immagine</translation>
    </message>
    <message>
        <source>Stereoscopic rendering</source>
        <translation type="vanished">Rendering stereoscopico</translation>
    </message>
    <message>
        <source>Distance between eyes</source>
        <translation type="vanished">Distanza tra gli occhi</translation>
    </message>
    <message>
        <source>Left - right</source>
        <translation type="vanished">Sinistra - destra</translation>
    </message>
    <message>
        <source>Top - bottom</source>
        <translation type="vanished">Alto - basso</translation>
    </message>
    <message>
        <source>Anaglyph - red/cyan</source>
        <translation type="vanished">Anaglifo - rosso/ciano</translation>
    </message>
    <message>
        <source>Swap eyes</source>
        <translation type="vanished">Scambia posizione occhi</translation>
    </message>
    <message>
        <source>Infinite distance correction</source>
        <translation type="vanished">Correzione distanza infinito</translation>
    </message>
    <message>
        <source>Image quality presets</source>
        <translation type="vanished">Preset qualità immagine</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Norrmal quality preset.&lt;/p&gt;&lt;p&gt;Ambient occlusion is turned on in Screen Space Ambient Occlusion (SSAO) mode.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Preset qualità normale.&lt;/p&gt;&lt;p&gt;L&apos;occlusione ambientale è attivata in modalità SSAO (Screen Space Ambient Occlusion).&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Normal</source>
        <translation type="vanished">Qualità normale</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;A fast preset but with low quality.&lt;/p&gt;&lt;p&gt;Ambient occlusion is turned off.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Preset veloce ma con qualità bassa.&lt;/p&gt;&lt;p&gt;L&apos;occlusione ambientale è disabilitata.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Low
(no ambient occlusion)</source>
        <translation type="vanished">Bassa qualità
(occlusione ambiente disabilitata)</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The highest quality preset and the slowest.&lt;/p&gt;&lt;p&gt;Ambient occlusion is turned on in Multiple Rays mode. Raymarching step is decreased to 0.2 to reduce fractal calculation errors.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Preset con qualità migliore ma anche il più lento.&lt;/p&gt;&lt;p&gt;L&apos;occlusione ambientale è attiva in modalità Raggi Multipli. Il passo di Raymarching viene ridotto a 0.2 per ridurre gli errori di calcolo.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source> High
(HQ ambient occlusion
accurate raymarching)</source>
        <translation type="vanished"> Alta qualità
(HQ occlusione ambiente
 raymarching accurato)</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This is the fastest preset but with the lowest quality.&lt;/p&gt;&lt;p&gt;Shadows, ambient occlusion and raytraced reflections are turned off. Detail level is decreased to 0.5.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questo è il preset più veloce ma anche quello con qualità più bassa.&lt;/p&gt;&lt;p&gt;Ombre, occlusione ambiente e riflessioni raytracing sono disattivate. Il livello di dettaglio viene ridotto a 0.5.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Very low
(no shadows
no ambient occlusion)</source>
        <translation type="vanished">Bassa qualità
(senza ombre
senza occlusione ambiente)</translation>
    </message>
    <message>
        <source>Auto-refresh</source>
        <translation type="vanished">Auto-aggiornamento</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Sweet spot position used especially for fuldome images or animations.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>some doubts about the translation</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Preset posizione &apos;Sweet spot&apos; usato specialmente per immagini fulldome o per le animazioni.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Sweet spot angle:</source>
        <translation type="vanished">Angolo &apos;Sweet spot&apos;:</translation>
    </message>
    <message>
        <source>horizontal:</source>
        <translation type="vanished">orizzontale:</translation>
    </message>
    <message>
        <source>vertical:</source>
        <translation type="vanished">verticale:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use DOF algorithm based on floating point image buffer.&lt;/p&gt;&lt;p&gt;This mode cannot be used together with SSAO effect.&lt;/p&gt;&lt;p&gt;When effect is already rendered there is no possibility to adjust image brightness, contrast and gamma.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Usa algoritmo profondità di campo (DOF) basato su buffer a virgola mobile.&lt;/p&gt;&lt;p&gt;Questa modalità non può essere usata assieme all&apos;effetto SSAO.&lt;/p&gt;&lt;p&gt;Quando l&apos;effetto è stato già renderizzato non è possibile aggiustare luminosità, contrasto o gamma dell&apos;immagine.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Use HDR version of DOF effect
(not possible to use together with SSAO.
Disables &apos;Update image&apos; options)</source>
        <translation type="vanished">Usa la versione HDR dell&apos;effetto DOF
(non è possibile usare in contemporanea l&apos;effetto SSAO.
Disabilita l&apos;opzione &apos;aggiorna immagine&apos;)</translation>
    </message>
    <message>
        <source>Number of passes:</source>
        <translation type="vanished">Numero di passate:</translation>
    </message>
    <message>
        <source>Blur opacity:</source>
        <translation type="vanished">Opacità sfocatura:</translation>
    </message>
    <message>
        <source>Monte carlo algorithm</source>
        <translation type="vanished">Algoritmo Monte Carlo</translation>
    </message>
    <message>
        <source>Number of samples per pixel:</source>
        <translation type="vanished">Numero campioni per pixel:</translation>
    </message>
    <message>
        <source>Environment mapping</source>
        <translation type="vanished">Mappa ambiente</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of effect&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensità dell&apos;effetto&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Fog where density depends on distance from fractal surface.&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Example of high values of distance&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Examples of low values of distance &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - distance glow.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - distance glow 2.jpeg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Nebbia, dove la densità dipende dalla distanza dalla superficie frattale&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Esempio di valori alti di distanza&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Esempio di valori bassi di distanza&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - distance glow.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - distance glow 2.jpeg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Fog based on distance</source>
        <translation type="vanished">Nebbia basata su distanza</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Density of fog. Higher value gives denser fog. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Densità nebbia. Un valore più alto dà nebbia più densa. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Fog distance factor:</source>
        <translation type="vanished">Fattore distanza nebbia:</translation>
    </message>
    <message>
        <source>Distance of color #2:</source>
        <translation type="vanished">Distanza colore #2:</translation>
    </message>
    <message>
        <source>Distance of color #1:</source>
        <translation type="vanished">Distanza colore #1:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum distance from fractal surface where color #2 is used and minimum where color #3  is used.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>English sentence sounds strange to me</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;La distanza massima dalla superficie del frattale che utilizza il colore #2 e come minimo il colore #3.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of fog which is used from fractal surface to distance #1&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore nebbia che viene utilizzato per la distanza dalla superficie frattale #1&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum distance from fractal surface where color #1 is used&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;La distanza massima dalla superficie frattale in cui viene utilizzato il colore #1&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Density:</source>
        <translation type="vanished">Densità:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of fog which is used between distance #1  and distance #2&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore nebbia che viene utilizzato tra la distanza #1 e la distanza #2&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Color #3:</source>
        <translation type="vanished">Colore #3:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of fog which is used farther than distance #2&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore di nebbia che viene utilizzato a distanza maggiore di #2&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Adjusts density of fog to distance from fractal surface. Higher value givers fog which reaches further from fractal surface.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>Strange to me the part that goes &quot;Adjusts density of fog to distance from fractal surface.&quot; Typo on &quot;givers&quot;, Strange also the second part.</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Consente di regolare la densità della nebbia in base alla distanza dalla superficie del frattale. Un valore più alto dà nebbia più lontana dalla superficie del frattale.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Calculates optimal settings for fog effect.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Calcola impostazioni ottimali per l&apos;effetto nebbia.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Optimal distances calculation</source>
        <translation type="vanished">Calcolo distanze ottimali</translation>
    </message>
    <message>
        <source>Fog based on iteration count</source>
        <translation type="vanished">Nebbia basata sul conteggio delle iterazioni</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color #1 of fog effect&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore #1 dell&apos;effetto nebbia&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;There is no fog in volume where iteration count is lower than this value. When this parameter is high then fog is only just by fractal surface.&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;trim = 4&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;trim = 6&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;trim = 8&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 6 - 30000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 8 - 40000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>cannot understand English sentence</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Non c&apos;è nebbia nel volume in cui il numero di iterazioni è inferiore a questo valore. Quando questo parametro è alto, allora la nebbia è presente solo sulla superficie del frattale.&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;trim = 4&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;trim = 6&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;trim = 8&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 6 - 30000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 8 - 40000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color #1 is used for iteration count lower than this value&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>Strange sentence</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Il colore #1 è utilizzato per il conteggio delle iterazioni inferiore a questo valore&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Opacity of fog. Higher value gives denser fog.&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;opacity = 1000&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;opacity = 4000&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;opacity = 16000&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 1000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 4000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Opacità nebbia. Valori più alti danno nebbia più densa.&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;opacità = 1000&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;opacità = 4000&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;opacità = 16000&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 1000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 4000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color #3 of fog effect&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore #3 dell&apos;effetto nebbia&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color #2 of fog effect&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore #2 dell&apos;effetto nebbia&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Opacity:</source>
        <translation type="vanished">Opacità:</translation>
    </message>
    <message>
        <source>Low iterations trim:</source>
        <translation type="vanished">Assetto iterazion basse:</translation>
    </message>
    <message>
        <source>Max iter. for color#2:</source>
        <translation type="vanished">Iter max . per il colore # 2:</translation>
    </message>
    <message>
        <source>Max iter. for color#1:</source>
        <translation type="vanished">Iter max . per il colore # 1:</translation>
    </message>
    <message>
        <source>Background</source>
        <translation type="vanished">Sfondo</translation>
    </message>
    <message>
        <source>Colored background</source>
        <translation type="vanished">Sfondo colorato</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of background at horizon&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore dello sfondo all&apos;orizzonte&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of background at zenith&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore dello sfondo allo zenit&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of background at nadir&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore dello sfondo al nadir&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables covering of background sphere with selected image.&lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - backhround texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilita copertura dello sfondo sferico con l&apos;immagine selezionata.&lt;/p&gt;&lt;p&gt;Esempio:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - backhround texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Textured background</source>
        <translation type="vanished">Texture di sfondo</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to the background image. Acceptable formats are BMP, GIF, JPG, PNG&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Percorso immagini di sfondo. I formati accettati sono BMP, GIF, JPG, PNG&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Map type:</source>
        <translation type="vanished">Tipo mappa:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;It determines, how texture will be mapped on background sphere&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Equirectangular: &lt;br/&gt;&lt;/span&gt;&lt;span style=&quot; font-weight:400;&quot;&gt;Texture has to be created used equirectangular projection. It&apos;s the most popular format for textures dedicated for sphere mapping.&lt;br/&gt;Example:&lt;br/&gt;&lt;/span&gt;&lt;img src=&quot;:/tooltips/tooltips_images/equirectangular_bkg.jpg&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Double hemisphere:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Texture has to be created as a pair of images of hemispheres. Mapping has to be the same as &lt;span style=&quot; font-style:italic;&quot;&gt;Full dome projection&lt;/span&gt; (or &lt;span style=&quot; font-style:italic;&quot;&gt;Fish eye&lt;/span&gt;)&lt;br/&gt;Example texture with indicated axes and directions:&lt;br/&gt;&lt;img src=&quot;:/tooltips/tooltips_images/full_dome_bkg_axes.png&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Determina come viene applicata la texture sullo sfondo sferico&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Equirettangolare: &lt;br/&gt;&lt;/span&gt;&lt;span style=&quot; font-weight:400;&quot;&gt;La texture dev&apos;essere creata usando la proiezione equirettangolare. È il formato più popolare per le texture dedicate alla mappatura sferica.&lt;br/&gt;Example:&lt;br/&gt;&lt;/span&gt;&lt;img src=&quot;:/tooltips/tooltips_images/equirectangular_bkg.jpg&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;a doppio emisfero:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;La texture dev&apos;essere preparata come un paio di immagini emisferiche. La mappatura dev&apos;essere uguale alla &lt;span style=&quot; font-style:italic;&quot;&gt;Proiezione Full dome&lt;/span&gt; (o &lt;span style=&quot; font-style:italic;&quot;&gt;Grandangolare/Fish eye&lt;/span&gt;)&lt;br/&gt;Esempio di texture con indicazioni di verso e assi :&lt;br/&gt;&lt;img src=&quot;:/tooltips/tooltips_images/full_dome_bkg_axes.png&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Double hemisphere</source>
        <translation type="vanished">a doppio emisfero</translation>
    </message>
    <message>
        <source>Flat</source>
        <translation type="vanished">Piana</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Brightness of background image&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Luminosità immagine di sfondo&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Lights</source>
        <translation type="vanished">Luci</translation>
    </message>
    <message>
        <source>Common light options</source>
        <translation type="vanished">Opzioni comuni luce</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables casting shadows from all light sources&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilita le ombre per tutte le sorgenti luminose&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Cast shadows</source>
        <translation type="vanished">Ombre</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Makes light rays penetrate all the objects. When it&apos;s enabled, then even inside the fractal it will not be completely dark. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;I raggi di luce penetrano tutti gli oggetti. Quando è attivata, anche all&apos;interno del frattale non sarà completamente buio. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Penetrating lights</source>
        <translation type="vanished">Luci penetranti</translation>
    </message>
    <message>
        <source>Main light source</source>
        <translation type="vanished">Fonte luce principale</translation>
    </message>
    <message>
        <source>Horizontal angle:</source>
        <translation type="vanished">Angolo orizzzontale:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter moves the light source to the left / right. &lt;/p&gt;&lt;p&gt;When &lt;span style=&quot; font-style:italic;&quot;&gt;Position relative to camera&lt;/span&gt; is off and angle is zero then light is set on Y axis.&lt;/p&gt;&lt;p&gt;When &lt;span style=&quot; font-style:italic;&quot;&gt;Position relative to camera&lt;/span&gt; is on and angle is zero then light is set behind the camera. When it&apos;s +90, then is on the right side of the camera. When it&apos;s -90, then is on the left side of the camera. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questo parametro sposta la sorgente luminosa a sinistra/destra. &lt;/p&gt;&lt;p&gt;Quando la &lt;span style=&quot; font-style:italic;&quot;&gt;Posizione relativa alla camera&lt;/span&gt;è spenta e l&apos;angolo è pari a zero, allora la luce si trova sull&apos;asse Y. &lt;/p&gt;&lt;p&gt;Quando la &lt;span style=&quot; font-style:italic;&quot;&gt;Posizione relativa alla camera&lt;/span&gt; è accesa e l&apos;angolo è uguale a zero , allora la luce si trova dietro la camera. Quando è +90, allora si trova sul lato destro della camera. Quando è -90, si trova sul lato sinistro della camera. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter sets size of main light which is visible on a &amp;quot;sky&amp;quot;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questo parametro setta la dimensione della luce principale che è visibile in un &amp;quot;cielo&amp;quot;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of main light source. When it&apos;s higher then objects illuminated by main light source will be brighter.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensità della fonte di luce principale. Quando è maggiore gli oggetti illuminati dalla sorgente luminosa principale sarnno più luminosi.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter sets brightness of the light which is visible on a &amp;quot;sky&amp;quot;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questo parametro setta la luminosità della luce che è visibile in un ambiente che simula un &amp;quot;cielo&amp;quot;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Size:</source>
        <translation type="vanished">Dimensione:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter controls angle of shadows cone. It simulates &amp;quot;soft shadow&amp;quot; effect. When it&apos;s zero, then shadows are very sharp.&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;shadow cone 0 degrees&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;shadow cone 5 degrees &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shadow cone 0.jpeg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shadow cone 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questo parametro controlla l&apos;angolo del cono formato dalle ombre. Simula l&apos;effetto &amp;quot;ombre morbide&amp;quot;. Quando è zero, le ombre sono molto nette.&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;cono ombre 0 gradi&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;cono ombre 5 gradi &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shadow cone 0.jpeg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shadow cone 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Vertical angle:</source>
        <translation type="vanished">Angolo verticale:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter moves main light source higher / lower. &lt;/p&gt;&lt;p&gt;When &lt;span style=&quot; font-style:italic;&quot;&gt;Position relative to camera&lt;/span&gt; is off and angle is zero then light is set on X-Y plane (horizon).&lt;/p&gt;&lt;p&gt;When &lt;span style=&quot; font-style:italic;&quot;&gt;Position relative to camera&lt;/span&gt; is on and angle is zero then light is on local horizon. When it&apos;s +90, then is over the camera. When it&apos;s -90, then is under the camera. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questo parametro sposta la fonte di luce principale più in alto o più in basso.&lt;/p&gt;&lt;p&gt;Quando la &lt;span style=&quot; font-style:italic;&quot;&gt;Posizione relativa alla camera&lt;/span&gt; è spenta e l&apos;angolo è zero, allora la luce è impostata sul piano XY (orizzonte).&lt;/p&gt;&lt;p&gt;Quando la &lt;span style=&quot; font-style:italic;&quot;&gt;Posizione relativa alla camera&lt;/span&gt;è accesa e l&apos;angolo è zero, allora la luce è sull&apos;orizzonte locale. Quando è +90, allora si trova al di sopra della camera. Quando è -90, allora si trova al di sotto della camera. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Soft shadow cone angle:</source>
        <translation type="vanished">Cono angolo ombra morbida:</translation>
    </message>
    <message>
        <source>Visibility:</source>
        <translation type="vanished">Visibilità:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of main light source&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore di sorgente luminosa principale&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When this is checked, then the position of the light changes with camera rotation. When it is unchecked, then main light source position is set with angles relative to scene coordinate system.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Quando è selezionata, la posizione della luce cambia con la rotazione della camera. Quando non è selezionata, la posizione della luce principale è impostata con gli angoli relativi al sistema di coordinate della scena.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Position relative to the camera</source>
        <translation type="vanished">Posizione relativa alla camera</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Freely configurable light sources&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Sorgenti luminose liberamente configurabili&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Custom lights</source>
        <translation type="vanished">Luci personalizzate</translation>
    </message>
    <message>
        <source>Place by mouse</source>
        <translation type="vanished">Colloca con il mouse</translation>
    </message>
    <message>
        <source>Custom lights options</source>
        <translation type="vanished">Opzioni Luci personalizzate</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Defines visibility of additional light sources. Higher value gives brighter appearance of light sources. It doesn&apos;t control luminosity of light sources.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Definisce la visibilità di ulteriori fonti di luce. Un valore più alto dà un aspetto più brillante alle sorgenti luminose. Non controlla la luminosità delle fonti luminose.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Defines size of visible light sources. When it&apos;s higher then lights appear bigger.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Definisce le dimensioni delle sorgenti luminose visibili. Quando è più alto allora le luci appaiono più grandi.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Placement distance
(by mouse):</source>
        <translation type="vanished">distanza posizionamento
(con mouse ):</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controls distance from fractal surface where light will be placed with mouse pointer. When it&apos;s zero, the light will be set on fractal surface. Higher value moves the light towards the camera.&lt;/p&gt;&lt;p&gt;This parameter can be controlled with mouse scroll.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controlla la distanza dalla superficie del frattale dove verrà posizionata la luce con il puntatore del mouse. Quando è pari a zero, la luce viene posizionata sulla superficie del frattale. Valori più alti spostano la luce verso la camera&lt;/p&gt;&lt;p&gt;Questo parametro può essere controllato con lo scrolling del mouse.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/random lights placement.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Random seed: &lt;/span&gt;random seed for lights distribution &lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Maximum distance from the fractal: &lt;/span&gt;random lights are placed within this distance from the fractal surface &lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Centre of distribution X, Y, Z: &lt;/span&gt;the centre point for random light distribution. To set this point by mouse pointer, select &amp;quot;Set position of centre for random lights&amp;quot; in Mouse click function combo box in Mandelbulber Render Window &lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Distribution radius of lights: &lt;/span&gt;maximum distance from Centre of distribution where lights can be placed. The random lights appear in the region that matches the condition of being both within this radius and also within the maximum distance from fractal surface.&lt;/p&gt;&lt;p&gt;If this radius is too small to generate random lights, then the program will automatically increase this radius. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/random lights placement.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Seme casuale: &lt;/span&gt;valore casuale distribuzione luci &lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Distanza massima dal frattale: &lt;/span&gt;le luci casuali vengono disposte tra questa distanza e la superficie frattale.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Centro di distribuzione X, Y, Z: &lt;/span&gt;È il punto che è il centro di distribuzione delle luci casuali. Per posizionare questo punto tramite il puntatore del mouse, selezionare &amp;quot;Posiziona centro luci casuali&amp;quot; nella finestra di rendering di mandelbulber, sotto la voce click del mouse della casella combinata &lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Raggio distribuzione luci: &lt;/span&gt;distanza massima dal centro di distribuzione dove possono essere collocate le luci. Le luci casuali devono soddisfare le seguenti condizioni: devono stare nella regione all&apos;interno di questo raggio ed entro la massima distanza dalla superficie frattale.&lt;/p&gt;&lt;p&gt;Se il raggio è troppo piccolo per generare le luci casuali, il programma lo aumenterà automaticamente. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Random lights options</source>
        <translation type="vanished">Opzioni luci casuali</translation>
    </message>
    <message>
        <source>Number of random lights:</source>
        <translation type="vanished">Numero luci casuali:</translation>
    </message>
    <message>
        <source>Random Seed:</source>
        <translation type="vanished">Valore casuale iniziale:</translation>
    </message>
    <message>
        <source>Maximum distance from fractal:</source>
        <translation type="vanished">Massima distanza dal frattale:</translation>
    </message>
    <message>
        <source>Distribution radius of lights:</source>
        <translation type="vanished">Raggio distribuzione luci:</translation>
    </message>
    <message>
        <source>Center of distribution:</source>
        <translation type="vanished">Centro di distribuzione:</translation>
    </message>
    <message>
        <source>Place random light center by mouse</source>
        <translation type="vanished">Posiziona il centro delle luci casuali con il mouse</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Parameters of visible light rays, often named  quot;God Raysquot; effect.&lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/god rays.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>fault in &quot;quot;God Raysquot&quot;</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;I parametri dei raggi di luce visibili, l&apos;effetto viene spesso chiamato &amp;quot; God Rays&amp;quot;.&lt;/p&gt;&lt;p&gt;Esempio:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/god rays.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Volumetric lights</source>
        <translation type="vanished">Luci volumetriche</translation>
    </message>
    <message>
        <source>Visibility of light #2:</source>
        <translation type="vanished">Visibilità luce #2:</translation>
    </message>
    <message>
        <source>Visibility of light #1:</source>
        <translation type="vanished">Visibilità luce #1:</translation>
    </message>
    <message>
        <source>Visibility of main light:</source>
        <translation type="vanished">Visibilità luce principale:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of effect. When effect is not visible try to increase intensity. If whole image is white, then decrease intensity.&lt;/p&gt;&lt;p&gt;Intensity of effect doesn&apos;t depend on light source brightness&lt;/p&gt;&lt;p&gt;To control quality of this effect change &lt;span style=&quot; font-style:italic;&quot;&gt;Rendering Engine / Raymarching step&lt;/span&gt; multiplier parameter.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensità effetto. Quando l&apos;effetto non è visibile, provare ad aumentare l&apos;intensità. Se tutta l&apos;immagine è bianca, allora diminuire l&apos;intensità.&lt;/p&gt;&lt;p&gt;L&apos;intensità dell&apos;effetto non dipende dalla luminosità della sorgente luminosa.&lt;/p&gt;&lt;p&gt;Per controllare la qualità di questo effetto cambiare il parametro moltiplicatore relativo a &lt;span style=&quot; font-style:italic;&quot;&gt;Motore di Rendering/passo Raymarching.&lt;/span&gt;.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Visibility of light #3:</source>
        <translation type="vanished">Visibilità luce #3:</translation>
    </message>
    <message>
        <source>Visibility of light #4:</source>
        <translation type="vanished">Visibilità luce #4:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables effect for main light source. It&apos;s good to place light source almost in front of the camera (horizontal angle about 180, vertcal angle about 0)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilita l&apos;effetto per la sorgente luminosa principale. È meglio mettere la fonte di luce quasi di fronte alla camera (angolo orizzontale di circa 180, angolo verticale circa a 0)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Main light as volumetric</source>
        <translation type="vanished">Luce principale come volumetrica</translation>
    </message>
    <message>
        <source>Light #1 as volumetric</source>
        <translation type="vanished">Luce #1 come volumetrica</translation>
    </message>
    <message>
        <source>Light #2 as volumetric</source>
        <translation type="vanished">Luce #2 come volumetrica</translation>
    </message>
    <message>
        <source>Light #3 as volumetric</source>
        <translation type="vanished">Luce #3 come volumetrica</translation>
    </message>
    <message>
        <source>Light #4 as volumetric</source>
        <translation type="vanished">Luce #4 come volumetrica</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Simulates big amount of lights. These light sources are fast for rendering because they don&apos;t need to be calculated separately. They came from fractal equation.&lt;/p&gt;&lt;p&gt;Positions of lights are set by coordinates of orbit trap point. Where iterated function goes near selected point then this point is brighter.&lt;/p&gt;&lt;p&gt;This effect is difficult to setup and often you need to try many different orbit trap coordinates.&lt;/p&gt;&lt;p&gt;These light sources illuminate the fractal surface, but do not cast shadows.&lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - orbit trap lights.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Simula una grande quantità di luci. Queste sorgenti di luce sono veloci per il rendering perché non devono essere calcolate separatamente. Sono calcolate assieme all&apos;equazione del frattale.&lt;/p&gt;&lt;p&gt;La posizione delle luci viene stabilita dalle coordinate delle orbit trap. Quando la funzione iterativa va più vicino al punto selezionato, quel punto diventa più luminoso.&lt;/p&gt;&lt;p&gt; Questo effetto è difficile da configurare e spesso è necessario provare molte diverse coordinate orbit trap.&lt;/p&gt;&lt;p&gt;Queste fonti di luce illuminano la superficie frattale, ma non creano ombre&lt;/p&gt;&lt;p&gt;Esempio:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - orbit trap lights.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Fake lights based on orbit traps</source>
        <translation type="vanished">False luci basate su orbit trap</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;First iteration taken for orbit trap calculation&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Prima iterazione presa dal calcolo relativo a orbit trap&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Last iteration taken for orbit trap calculation&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Ultima iterazione presa dal calcolo relativo a orbit trap&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of ilumination of fractal surface&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>&quot;ilumination&quot; dovrebbe essere &quot;illumination&quot;</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensità d&apos;illuminazione della superficie del frattale&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Minimum iteration:</source>
        <translation type="vanished">Iterazione minima:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Size of visible lights (scale is logarithmic)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Dimensioni delle luci visibili (scala logaritmica)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Brightness of visible lights&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Luminosità delle luci visibili&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Maximum iteration:</source>
        <translation type="vanished">Iterazione massima:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Position of orbit trap point&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Posizione dei punti delle orbit trap&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Remark: Julia mode is enabled</source>
        <translation type="vanished">Osservazione: modalità Julia attiva</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection for fractal formula. Fractal formula defines shape of fractal.&lt;/p&gt;&lt;p&gt;Algorithm (code) for selected formula is visible in Information box.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selezione relativa alla formula frattale. La formula frattale definisce la forma del frattale.&lt;/p&gt;&lt;p&gt;L&apos;algoritmo (codice) della formula selezionata è visibile nel box Informazioni.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Weight of result of fractal formula. If weight is zero then result is ignored. If result is 1 then is fully taken.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Peso del risultato della formula frattale. Se il peso è zero allora il risultato è nullo, mentre se il risultato è 1, allora è attivo al massimo .&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Number of iterations to calculate for this formula&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Numero di iterazioni per questa formula&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables checking of bailout condition for this fractal formula. &lt;/p&gt;&lt;p&gt;Bailout condition is checked at the end of each iteration. If the length of the iteration vector is longer than the value defined by &apos;bailout&apos; parameter,  then the  iterating  stops.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>Strange English: iteration vs iterated</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilita controllo della condizione di bailout per questa formula frattale. &lt;/p&gt;&lt;p&gt;La condizione di bailout viene controllata alla fine di ogni iterazione. Se la lunghezza del vettore iterato è maggiore del valore espresso dal parametro &apos;bailout&apos;, allora l&apos;iterazione si interrompe.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Check for bailout condition</source>
        <translation type="vanished">Controlla condizione di bailout</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Disables adding Cpixel  constant to the result of fractal iteration (e.g. z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n+1&lt;/span&gt; = z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n&lt;/span&gt;&lt;span style=&quot; vertical-align:super;&quot;&gt;2&lt;/span&gt; + C)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Disabilita aggiunta della costante Cpixel (e.g. z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n+1&lt;/span&gt; = z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n&lt;/span&gt;&lt;span style=&quot; vertical-align:super;&quot;&gt;2&lt;/span&gt; + C)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Don&apos;t add C constant</source>
        <translation type="vanished">Non aggiungere la costante C</translation>
    </message>
    <message>
        <source>Reset</source>
        <translation type="vanished">Reset</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This fractal formula will be used when iteration number will be not higher than &apos;Stop at iteration&apos;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questa formula frattale verrà usata quando il numero iterazioni non sarà maggiore di &apos;Ferma all&apos;iterazione&apos;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Start at iteration :</source>
        <translation type="vanished">Inizia all&apos;iterazione:</translation>
    </message>
    <message>
        <source>Stop at Iteration:</source>
        <translation type="vanished">Ferma all&apos;iterazione:</translation>
    </message>
    <message>
        <source>C constant addition for this fractal formula</source>
        <translation type="vanished">Aggiunta costante C per questa formula frattale</translation>
    </message>
    <message>
        <source>Initial w-axis value
for 4D fractals</source>
        <translation type="vanished">Valore iniziale w
per frattali 4D</translation>
    </message>
    <message>
        <source>Material for fractal</source>
        <translation type="vanished">Materiale per il frattale</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Number of iteration to calculate for this formula&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Numero di iterazioni per calcolare questa formula&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables checking for bailout condition for this fractal formula. &lt;/p&gt;&lt;p&gt;Baiout condition is at the end of iteration loop. It checks if length of iteration vector is longer than value defined by &apos;bailout&apos; parameter. If it is, then it stops iterating. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilita controllo condizione di bailout per questa formula frattale. &lt;/p&gt;&lt;p&gt;La condizione di baiout viene controllata alla fine del loop iterazione. Controlla che la lunghezza del vettore iterato non sia maggiore del valore espesso dal parametro di &apos;bailout&apos;. Se è maggiore, allora l&apos;iterazione si ferma. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Disables adding C constant to the result of fractal iteration (e.g. z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n+1&lt;/span&gt; = z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n&lt;/span&gt;&lt;span style=&quot; vertical-align:super;&quot;&gt;2&lt;/span&gt; + C)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Disabilita aggiunta costante C al risultato dell&apos;iterazione frattale (e.g. z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n+1&lt;/span&gt; = z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n&lt;/span&gt;&lt;span style=&quot; vertical-align:super;&quot;&gt;2&lt;/span&gt; + C)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Remark: to unlock more fractal tabs, enable &quot;hybrid fractals&quot; or &quot;boolean operators&quot;</source>
        <translation type="vanished">Nota: per sbloccare le altre schede dei frattali, selezionare le caselle &quot;Abilita frattali ibridi&quot; o &quot;operatori booleani&quot; nella scheda &quot;ibridi&quot;</translation>
    </message>
    <message>
        <source>Global parameters</source>
        <translation type="vanished">Parametri globali</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables calculation of fractal in the same way as Julia Set.&lt;/p&gt;&lt;p&gt;When it&apos;s enabled then:&lt;br/&gt;z&lt;span style=&quot; vertical-align:sub;&quot;&gt;0&lt;/span&gt; = p&lt;br/&gt;z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n+1&lt;/span&gt; = f(z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n&lt;/span&gt;) + c&lt;/p&gt;&lt;p&gt;where:&lt;br/&gt;p - coordinates of point&lt;br/&gt;c - Julia constant&lt;/p&gt;&lt;p&gt;to compare, regular fractals are calculated in following way:&lt;br/&gt;z&lt;span style=&quot; vertical-align:sub;&quot;&gt;0&lt;/span&gt; = p&lt;br/&gt;z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n+1&lt;/span&gt; = f(z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n&lt;/span&gt;) + p&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilita calcolo frattale allo steso modo dell&apos;insieme di Julia.&lt;/p&gt;&lt;p&gt;Quando è abilitato:&lt;br/&gt;z&lt;span style=&quot; vertical-align:sub;&quot;&gt;0&lt;/span&gt; = p&lt;br/&gt;z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n+1&lt;/span&gt; = f(z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n&lt;/span&gt;) + c&lt;/p&gt;&lt;p&gt;dove:&lt;br/&gt;p - sono le coordinate del punto&lt;br/&gt;c - costante di Julia&lt;/p&gt;&lt;p&gt;per fare un paragone, i frattali standard vengono calcolati nel seguente modo:&lt;br/&gt;z&lt;span style=&quot; vertical-align:sub;&quot;&gt;0&lt;/span&gt; = p&lt;br/&gt;z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n+1&lt;/span&gt; = f(z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n&lt;/span&gt;) + p&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Julia constant can be grabbed from image.&lt;/p&gt;&lt;p&gt;When Julia mode is disabled, select part of fractal which has interesting features. After enabling Julia mode, entire fractal will have shapes similar to previously selected place.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Si può catturare la costante di Julia tramite l&apos;immagine.&lt;/p&gt;&lt;p&gt;Quando la modalità Julia è disabilitata, seleziona una parte dell&apos;immagine che ha delle caratteristiche interessanti. Dopo aver abilitato la modalità Julia, l&apos;intero frattale avrà assunto una forma simile al luogo selezionato precedentemente.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Multiplies fractal c constant by this value.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Moltiplica la costante c per questo valore.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Repeat sequence
from fractal #:</source>
        <translation type="vanished">Ripeti la sequenza
a partire dal frattale #:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Sequence of fractals is repeated from fractal tab (slot) defined by this parameter.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>Strange English</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;La sequenza dei frattali viene ripetuta a partire dalle schede frattali (slot) definita da questo parametro.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controls from which fractal component will be repeated hybrid formula sequence&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controlla da quale componente frattale verrà ripetuta la sequenza di formule frattali ibridate&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables hybrid fractals.&lt;/p&gt;&lt;p&gt;Hybrid fractals are calculated by multiplexing between different fractal formulas. In 9 fractal tabs (slots) you can define a set of fractal formulas each with their own parameters.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;abilita frattali ibridi.&lt;/p&gt;&lt;p&gt;I frattali ibridi vengono calcolati multiplessando differenti formule frattali. Nelle nove schede dei frattali (slots) puoi definire un set di frattali, ognuno con i propri parametri.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Boolean operators between fractal shapes.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;operatori booleani.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>5rd &lt;-&gt; 6th formula:</source>
        <translation type="vanished">formula #5 &lt;-&gt; formula #6:</translation>
    </message>
    <message>
        <source>6rd &lt;-&gt; 7th formula:</source>
        <translation type="vanished">formula #6 &lt;-&gt; formula #7:</translation>
    </message>
    <message>
        <source>7rd &lt;-&gt; 8th formula:</source>
        <translation type="vanished">formula #7 &lt;-&gt; formula #8:</translation>
    </message>
    <message>
        <source>4rd &lt;-&gt; 5th formula:</source>
        <translation type="vanished">formula #4 &lt;-&gt; formula #5:</translation>
    </message>
    <message>
        <source>8rd &lt;-&gt; 9th formula:</source>
        <translation type="vanished">formula #8 &lt;-&gt;formula # 9:</translation>
    </message>
    <message>
        <source>Complement (4th minus 5th)</source>
        <translation type="vanished">Complemento (formula #4 meno formula #5)</translation>
    </message>
    <message>
        <source>Complement (5th minus 6th)</source>
        <translation type="vanished">Complemento (formula #5 meno formula #6)</translation>
    </message>
    <message>
        <source>Complement (6th minus 7th)</source>
        <translation type="vanished">Complemento (formula #6 meno formula #7)</translation>
    </message>
    <message>
        <source>Complement (7th minus 8th)</source>
        <translation type="vanished">Complemento (formula #7 meno formula #8)</translation>
    </message>
    <message>
        <source>Complement (8th minus 9th)</source>
        <translation type="vanished">Complemento (formula #8 meno formula #9)</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables box folding like is used in Mandelbox formula.&lt;/p&gt;&lt;p&gt;(It&apos;s to keep compatibility with Mandelbulber 1.21)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilita piegatura squadrata come quella usata nella formula Mandelbox.&lt;/p&gt;&lt;p&gt;(serve per mantenere la compatibilità con Mandelbulber 1.21)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables spherical folding like is used in Mandelbox formula.&lt;/p&gt;&lt;p&gt;(It&apos;s to keep compatibility with Mandelbulber 1.21)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilita la piegatura sferica come quella usata nella formula Mandelbox.&lt;/p&gt;&lt;p&gt;(serve per mantenere la compatibilità con Mandelbulber 1.21)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Description</source>
        <translation type="vanished">Descrizione</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;An explaining description of the settings.&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;Descrizione delle impostazioni.&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>An explaining description of the settings.</source>
        <translation type="vanished">Descrizione delle impostazioni.</translation>
    </message>
    <message>
        <source>Fractal formula iterations</source>
        <translation type="vanished">Iterazioni formula frattale</translation>
    </message>
    <message>
        <source>Maximum number
of fractal iterations
(maxiter):</source>
        <translation type="vanished">Numero massimo
di iterazioni frattali
(maxiter):</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables using default (recommended) bailout value. Each fractal formula has different optimal bailout value.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilita l&apos;utilizzo del valore di bailout di default (raccomandato). Ogni formula frattale ha un valore di bailout ottimale differente.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Use default bailout for each fractal formula</source>
        <translation type="vanished">Usa bailout di default per ciascuna formula frattale</translation>
    </message>
    <message>
        <source>Distance estimation and ray-marching:</source>
        <translation type="vanished">DE (distance estimation: distanza stimata) e ray-marching:</translation>
    </message>
    <message>
        <source>Distance estimation function:</source>
        <translation type="vanished">Funzione DE:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Optimize &apos;Raymarching step multiplier&apos; for high image quality and slow rendering&lt;/p&gt;&lt;p&gt;It gives 0.01% of wrong distance estimations (pixels with potential noise)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Ottimizza &apos;moltiplicatore passo Raymarching&apos; - alta qualità e rendering lento&lt;/p&gt;&lt;p&gt;Risulta 0.01% percentuale di errore DE (pixel con potenziale rumore)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>High quality</source>
        <translation type="vanished">Alta qualità</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Optimize &apos;Raymarching step multiplier&apos; for medium image quality.&lt;/p&gt;&lt;p&gt;It gives 0.1% of wrong distance estimations (pixels with potential noise)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Ottimizza &apos;moltiplicatore passo Raymarching&apos; - qualità media&lt;/p&gt;&lt;p&gt;Risulta 0.01% percentuale di errore DE (pixel con potenziale rumore)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Medium quality</source>
        <translation type="vanished">Qualità media</translation>
    </message>
    <message>
        <source>Distance estimation method:</source>
        <translation type="vanished">metodo DE:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Optimize &apos;Raymarching step multiplier&apos; for low image quality and fast rendering&lt;/p&gt;&lt;p&gt;It gives 1% of wrong distance estimations (pixels with potential noise)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Ottimizza &apos;moltiplicatore passo Raymarching&apos; - qualità bassa e rendering veloce&lt;/p&gt;&lt;p&gt;Risulta 0.01% percentuale di errore DE (pixel con potenziale rumore)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Low quality</source>
        <translation type="vanished">Qualità bassa</translation>
    </message>
    <message>
        <source>Optimization:</source>
        <translation type="vanished">Ottimizzazione:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Distance estimation is a method which calculates approximate distance to fractal surface from any point in space.&lt;/p&gt;&lt;p&gt;In some  fractal functions the length of the iteration vector increases  exponentially  and some in a  linear manner.&lt;/p&gt;&lt;p&gt;- Preferred mode - finds the best method for actual settings of fractal&lt;/p&gt;&lt;p&gt;- Logarithmic - the best for fractals with exponential growth of iteration vector (e.g. Mandelbulb)&lt;/p&gt;&lt;p&gt;- Linear - the best for fractals with linear growth of iteration vector (e.g. Mandelbox, IFS)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;La stima distanza (DE, Distance estimation) è un metodo per calcolare la distanza approssimativa che intercorre tra la superficie del frattale e un punto situato nello spazio.&lt;/p&gt;&lt;p&gt;In alcune funzioni frattali la lunghezza del vettore iterato aumenta esponenzialmente, mentre per altre funzioni frattali aumenta linearmente.&lt;/p&gt;&lt;p&gt;- Modo preferito - trova il metodo migliore relativo alle impostazioni del frattale corrente&lt;/p&gt;&lt;p&gt;- Logaritmico - metodo migliore per calcolare frattali con vettore iterativo che cresce esponenzialmente (e.g. Mandelbulb)&lt;/p&gt;&lt;p&gt;- Lineare - metodo migliore per calcolare frattali con vettore iterativo che cresce linearmente (e.g. Mandelbox, IFS)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Preferred</source>
        <translation type="vanished">Preferita</translation>
    </message>
    <message>
        <source>Delta DE Linear</source>
        <translation type="vanished">Delta DE Lineare</translation>
    </message>
    <message>
        <source>Delta DE Logarithmic</source>
        <translation type="vanished">Delta DE Logaritmica</translation>
    </message>
    <message>
        <source>Delta DE Pseudo Kleinian</source>
        <translation type="vanished">Delta DE Pseudo Kleiniana</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Distance estimation is a method which calculates approximate distance to fractal surface from any point in space.&lt;/p&gt;&lt;p&gt;- Preferred mode uses distance estimation method defined for selected fractal&lt;/p&gt;&lt;p&gt;- Force &amp;quot;Delta DE&amp;quot; method uses  Delta DE algorithm which is slower but works also with untypical fractal configurations&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;La stima distanza (DE, Distance estimation) è un metodo per calcolare la distanza approssimativa che intercorre tra la superficie del frattale e un punto situato nello spazio.&lt;/p&gt;&lt;p&gt;- Modo preferito usa il metodo DE definito per lo specifico frattale selezionato&lt;/p&gt;&lt;p&gt;- Metodo forza &amp;quot;Delta DE&amp;quot; usa l&apos;algoritmo Delta DE, che è più lento ma funziona anche con le configurazioni frattali atipiche&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Force &quot;Delta DE&quot; method</source>
        <translation type="vanished">Metodo Forza &quot;Delta DE&quot;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Percentage of points on image which are probably calculated wrong.&lt;/p&gt;&lt;p&gt;Higher value usually means more visible noise or artifacts on image.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Percentuale di punti nell&apos;immagine che sono probabilmente errati.&lt;/p&gt;&lt;p&gt;Valori più alti significa maggior rumore visibile nell&apos;immagine.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Percentage of wrong distance estimations:</source>
        <translation type="vanished">Percentuale di errore DE:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When not enabled, the program automatically reduces the level of detail for the farthest regions of the fractal. If you go closer to the fractal surface, the program increases the level of detail.&lt;/p&gt;&lt;p&gt;If enabled, then in every region of the fractal,  the detail level (size) will be the same.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Quando non è attiva, il programma riduce automaticamente il livello di dettaglio per le regioni del frattale più lontane&lt;/p&gt;&lt;p&gt;Se attivo, in ogni regione del frattale il livello di dettaglio è costante.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Used distance estimation algorithm:</source>
        <translation type="vanished">Algoritmo DE usato:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Switches off stopping of ray-marching at distance threshold. When it&apos;s checked detail level is controlled with &lt;span style=&quot; font-style:italic;&quot;&gt;Max. fractal iterations&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Quando è disattivata, disabilita la fermata del processo di ray-marching ad una distanza-soglia. Quando è attiva, il livello di dettaglio è controllato da &lt;span style=&quot; font-style:italic;&quot;&gt;maxiter&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Stop at maximum iteration (at maxiter)</source>
        <translation type="vanished">Ferma all&apos;iterazione massima (maxiter)</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Makes fractals hollow inside. It gives interesting results when a  cross section of the fractal is rendered using &lt;span style=&quot; font-style:italic;&quot;&gt;Limits (box)&lt;/span&gt; feature. &lt;/p&gt;&lt;p&gt;This effect is very slow to render because of the high number of iterations required to render the inside of the fractal. To speed up rendering try  reducing Max. fractal iterations .&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;interior mode enabled&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;interior mode disabled&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - interior enabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - interior disabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Crea il vuoto all&apos;interno. Offre risultati interessanti quando si renderizza una sezione trasversale del frattale tramite l&apos;opzione &lt;span style=&quot; font-style:italic;&quot;&gt;Limiti (box)&lt;/span&gt;. &lt;/p&gt;&lt;p&gt;Questo effetto è molto lento perché richiede un numero alto di iterazioni per poter renderizzare correttamente l&apos;interno del frattale. Per velocizzare il rendering, diminuire il numero massimo di iterazioni.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;modalità interna attiva&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;modalità interna disabilitata&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - interior enabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - interior disabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Surface (normal vector) calculation:</source>
        <translation type="vanished">Calcolo superficie (vettore normale):</translation>
    </message>
    <message>
        <source>View distance limits</source>
        <translation type="vanished">Mostra limiti distanza</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This feature allows the connection of multiple computers into a network to share rendering.&lt;/p&gt;&lt;p&gt;The same image or animation can be rendered using an unlimited number of computers. The increased computing power will reduce rendering time.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questa modalità permette la connessione di diversi computer in rete per condividere il rendering.&lt;/p&gt;&lt;p&gt;La stessa immagine o animazione può essere renderizzata usando un numero illimitato di computer. La potenza di calcolo incrementata ridurrà i tempi di rendering.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Switches between server and client.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Server&lt;/span&gt; is the main application in the network. It controls rendering process, sends data to all clients and collects data from them. &lt;br/&gt;Server compiles parts of images received from the clients and finally displays the whole image. It also renders image.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Client&lt;/span&gt; receives jobs from server. It renders only the parts of the image which the server ask for. It displays only partial image.&lt;/p&gt;&lt;p&gt;To start rendering process on all computers you need to press Render button on Server.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Commuta server e client.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Server&lt;/span&gt; è l&apos;applicazione principale in rete. Controlla il processo di rendering, invia i dati a tutti i client e colleziona i dati che provengono da essi. &lt;br/&gt;Il server compila parti delle immagini ricevute dai client e alla fine mostra l&apos;immagine intera. Partecipa renderizzando anch&apos;esso l&apos;immagine.&lt;/p&gt;&lt;p&gt;Il &lt;span style=&quot; font-weight:600;&quot;&gt;Client&lt;/span&gt; riceve le istruzioni dal server. Renderizza parti dell&apos;immagine che il server gli chiede, e mostra solo parzialmente l&apos;immagine.&lt;/p&gt;&lt;p&gt;Per iniziare il processo di rendering, cliccare il bottone Render sul server.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;IP addres or name of the computer where Mandelbulber  is launched in server mode.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;indirizzo IP o nome del computer dove Mandelbulber è in esecuzione in modalità server.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Internet port number which will be used for server. This port has to not be blocked by a firewall or  passed through a router.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Numero di porta internet che verrà usato per il server. La porta non dev&apos;essere bloccata da firewall o passare attraverso router.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Starts Mandelbulber to work as server.&lt;/p&gt;&lt;p&gt;After pressing this button, application starts to watch clients and connect to them. &lt;/p&gt;&lt;p&gt;If connection with a client is established, then this client is displayed in the table below.&lt;/p&gt;&lt;p&gt;To establish a connection with a client, the Connect button must be pressed on the client side &lt;/p&gt;&lt;p&gt;If all needed computers are already connected, then the server is ready for operation. If you presss Render button, then the server and all the clients will start rendering of the same image.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Esegue Mandelbulber come server.&lt;/p&gt;&lt;p&gt;Dopo aver premuto questo pulsante, l&apos;applicazione è in ascolto e aspetta di connettersi ai client. &lt;/p&gt;&lt;p&gt;Se si stabilisce una connessione col client, allora quel client viene mostrato nella tabella sotto.&lt;/p&gt;&lt;p&gt;Per stabilire una connessione con il client, il client deve aver premuto il pulsante Connetti&lt;/p&gt;&lt;p&gt;Se tutti i computer che devono eseguire il lavoro sono connessi, allora il server è pronto per l&apos;operazione. Premendo il pulsante Render tutti i client inizieranno il rendering della stessa immagine contemporaneamente.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Starts recording flight path. &lt;/p&gt;&lt;p&gt;It is recommended to decrease image resolution for better rendering performance.&lt;/p&gt;&lt;p&gt;The mouse pointer is used as the controller. &lt;br/&gt;Move the mouse pointer to change flight direction.&lt;br/&gt;Left mouse button increases flight speed. Right mouse button decreases speed.&lt;br/&gt;Arrow keys moves camera up, down, left and right (strafe)&lt;br/&gt;Z and X keys rotate the camera (roll)&lt;br/&gt;Spacebar pauses flight path recording . &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>Doubts about &apos;strafe&apos;</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Avvia la registrazine del percorso di volo. &lt;/p&gt;&lt;p&gt;Si raccomanda di diminuire la risoluzione dell&apos;immagine per migliorare la performance di rendering.&lt;/p&gt;&lt;p&gt;Il bottone del mouse viene usato come controller. &lt;br/&gt;Muovere il puntatore del mouse per cambiare direzione di volo.&lt;br/&gt;Il pulsante sinistro aumenta la velocità di volo. Il pulsante destro diminuisce la velocità.&lt;br/&gt;I tasti freccia muovono la camera verso l&apos;alto, verso il basso, a sinistra e a destra (strafe)&lt;br/&gt;I tasti Z e X ruotano la camera (roll)&lt;br/&gt;La barra spaziatrice mette in pausa la registrazione del percorso di volo.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Distance estimation algorithm</source>
        <translation type="vanished">Algoritmo DE</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection for image format for still images&lt;/p&gt;&lt;p&gt;For more image format settings go to &lt;span style=&quot; font-style:italic;&quot;&gt;File/Program settings&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selezione formato immagine per immagini singole&lt;/p&gt;&lt;p&gt;Per le altre impostazioni dei formati immagine vedi &lt;span style=&quot; font-style:italic;&quot;&gt;File/Impostazioni Programma&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&amp;Measurement</source>
        <translation type="vanished">&amp;Misurazione</translation>
    </message>
    <message>
        <source>Get point by mouse pointer</source>
        <translation type="vanished">Ottieni punto tramite puntatore del mouse</translation>
    </message>
    <message>
        <source>Distance from last point:</source>
        <translation type="vanished">Distanza dall&apos;ultimo punto:</translation>
    </message>
    <message>
        <source>Distance from camera:</source>
        <translation type="vanished">Distanza dalla camera:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="985"/>
        <location filename="../qt/ui_render_window.h" line="1236"/>
        <source>Material editor</source>
        <translation>Editor materiali</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1046"/>
        <location filename="../qt/ui_render_window.h" line="1237"/>
        <source>Materials</source>
        <translation>Materiali</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1228"/>
        <location filename="../qt/ui_render_window.h" line="1139"/>
        <source>&amp;Program Preferences</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1252"/>
        <location filename="../qt/ui_render_window.h" line="1141"/>
        <source>&amp;Save window layout as startup</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1261"/>
        <location filename="../qt/ui_render_window.h" line="1142"/>
        <source>&amp;Reset window layout to default</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1270"/>
        <location filename="../qt/ui_render_window.h" line="1143"/>
        <source>&amp;Window layout for animation</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1280"/>
        <location filename="../qt/ui_render_window.h" line="1145"/>
        <location filename="../src/interface.cpp" line="188"/>
        <source>About &amp;User Manual</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1339"/>
        <location filename="../qt/ui_render_window.h" line="1151"/>
        <source>&amp;Import settings from Mandelbulb3d...</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1351"/>
        <location filename="../qt/ui_render_window.h" line="1152"/>
        <source>Export &amp;Voxel Layers</source>
        <translation>Esporta strati &amp;Voxel</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="1371"/>
        <location filename="../qt/ui_render_window.h" line="1154"/>
        <source>Show a&amp;nimation dock</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/render_window.ui" line="1444"/>
        <location filename="../qt/ui_render_window.h" line="1161"/>
        <source>Save as Image</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/render_window.ui" line="1465"/>
        <location filename="../qt/ui_render_window.h" line="1163"/>
        <source>Save as &amp;TIFF</source>
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    <message>
        <location filename="../qt/render_window.ui" line="1474"/>
        <location filename="../qt/ui_render_window.h" line="1164"/>
        <source>Add current settings to toolbar</source>
        <translation>Aggiungi impostazioni correnti ala barra strumenti</translation>
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        <location filename="../qt/ui_render_window.h" line="1166"/>
        <source>Show &amp;measurement dock</source>
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        <source>Fractal</source>
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    <message>
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        <translation type="vanished">Formule</translation>
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    <message>
        <source>Iterations:</source>
        <translation type="vanished">Iterazioni:</translation>
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        <translation type="vanished">Peso:</translation>
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        <translation type="vanished">Parametri specifici della formula</translation>
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        <source>scale:</source>
        <translation type="vanished">scala:</translation>
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della costante:</translation>
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        <source>X-axis rotation:</source>
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    <message>
        <source>Y-axis rotation:</source>
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    <message>
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        <translation type="vanished">Animazione volo</translation>
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    <message>
        <source>Record flight path</source>
        <translation type="vanished">Registra percorso volo</translation>
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    <message>
        <source>Render flight animation</source>
        <translation type="vanished">Renderizza animazione volo</translation>
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    <message>
        <source>Surface color       .            :            .            :            .            :            .            |            .       </source>
        <translation type="vanished">Colore superficie       .            :            .            :            .            :            .            |            .       </translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Fog effect, where density of fog is dependent on iteration count of fractal formula. Fog is denser in areas of higher iteration count.&lt;/p&gt;&lt;p&gt;Fog receives shadows and casts shadows on fractal surface and on itself.&lt;/p&gt;&lt;p&gt;Example of fog with additional light sources:&lt;br/&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - lights.jpeg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Effetto nebbia, dove la densità della nebbia dipende dal numero di iterazioni della formula frattale. La nebbia è più densa nelle zone di maggiore iterazione.&lt;/p&gt;&lt;p&gt;La nebbia riceve ombre e getta ombre sulla superficie frattale e su se stessa.&lt;/p&gt;&lt;p&gt;Esempio di nebbia con ulteriori fonti di luce:&lt;br/&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - lights.jpeg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color #2 is used for iteration count lower than this value. &lt;/p&gt;&lt;p&gt;Color #3 is used for iteration count greater than this value.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Il colore #2 è utilizzato per il conteggio delle iterazioni inferiore a questo valore. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>Light #&amp;1</source>
        <translation type="vanished">Luce #&amp;1</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;coordinates of light source&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;coordinate fonte luminosa&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;brightness of light source&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;luminosità della sorgente luminosa &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of light source&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore fonte luminosa&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables placing of the light source by mouse pointer. Light source is placed in front of fractal surface by distance defined by &lt;span style=&quot; font-style:italic;&quot;&gt;Placement distance &lt;/span&gt;parameter. &lt;/p&gt;&lt;p&gt;Placement distance can be changed using mouse scroll. &lt;/p&gt;&lt;p&gt;When the light is already placed, don&apos;t forget to change &lt;span style=&quot; font-style:italic;&quot;&gt;Mouse click function&lt;/span&gt; to e.g. &amp;quot;Move the camera&amp;quot;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilita la collocazione della sorgente luminosa tramite puntatore del mouse. La sorgente luminosa è posta di fronte alla superficie del frattale alla distanza definita dal parametro &lt;span style=&quot; font-style:italic;&quot;&gt;Distanza posizionamento &lt;/span&gt;. &lt;/p&gt;&lt;p&gt;La distanza di posizionamento può essere modificata con lo scrolling del mouse&lt;/p&gt;&lt;p&gt;Quando la luce è già collocata, non dimenticate di cambiare &lt;span style=&quot; font-style:italic;&quot;&gt;Funzione di click del mouse&lt;/span&gt; per &amp;quot;Muovere la camera&amp;quot;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>Light #&amp;2</source>
        <translation type="vanished">Luce #&amp;2</translation>
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    <message>
        <source>Light #&amp;3</source>
        <translation type="vanished">Luce #&amp;3</translation>
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    <message>
        <source>Light #&amp;4</source>
        <translation type="vanished">Luce #&amp;4</translation>
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    <message>
        <source>&amp;Rendering engine</source>
        <translation type="vanished">Motore di &amp;Rendering</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;All objects closer than this distance won&apos;t be visible&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Tutti gli oggetti più vicini di questa distanza non saranno visibili&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Makes fractals empty inside. It gives interesting results when there is rendered cross section of fractal using &lt;span style=&quot; font-style:italic;&quot;&gt;Limits (box)&lt;/span&gt; feature. &lt;/p&gt;&lt;p&gt;This effect is very slow to render because iterations stop at high number inside the fractal. It&apos;s good to reduce Max. fractal iterations to speed up rendering.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;interior mode enabled&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;interior mode disabled&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - interior enabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - interior disabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Crea il vuoto dentro al frattale. Dà risultati interessanti quando si è impostata la modalità sezione trasversale del frattale con&lt;span style=&quot; font-style:italic;&quot;&gt;Limiti (riquadro)&lt;/span&gt;. &lt;/p&gt;&lt;p&gt;Questo effetto è molto lento per il rendering perché sono necessarie molte iterazioni all&apos;interno del frattale. E &apos; bene ridurre il parametro iterazioni massime per accelerare il rendering.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Modalità interna abilitata&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Modalità interna disabilitata&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - interior enabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - interior disabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter has the biggest influence on overall quality of image and rendering speed.&lt;/p&gt;&lt;p&gt;Higher value gives faster rendering but more noise on image.&lt;/p&gt;&lt;p&gt;When rays are traced, for each step there are estimated distances to the fractal surface. Optimally , the jump distance for every ray-marching step would be equal to the estimated distance. This would produce a small number of steps and good quality. However the distance can be only estimated, so it&apos;s not always accurate. It can produce oversteppings which will be visible on the image as random noise.&lt;/p&gt;&lt;p&gt;In some cases you need to adjust  this parameter to find a balance between acceptable image quality and a reasonable rendering time.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;step multiplier = 1.0 (optimal - good quality and fast)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;step multiplier = 5 (visible strong noise on image)&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DE step factor 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DE step factor 4.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;As a quality indicator, the&lt;span style=&quot; font-style:italic;&quot;&gt;Percentage of wrong distance estimations&lt;/span&gt; ( visible in &lt;span style=&quot; font-style:italic;&quot;&gt;Statistics&lt;/span&gt; dock ) can be used . &lt;/p&gt;&lt;p&gt;To optimize this parameter the histograms of iteration count and ray-marching step count,  can be used .&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questo parametro ha la più grande influenza sulla qualità complessiva dell&apos;immagine e velocità di rendering.&lt;/p&gt;&lt;p&gt;Quando i raggi vengono tracciati, per ogni passo esistono distanze stimate relative alla superficie del frattale. In modo ottimale, per ogni passo dell&apos;algoritmo di ray marching, la distanza reale sarebbe uguale alla distanza stimata. Ciò produrrebbe un numero minimo di passi e di buona qualità. Tuttavia la distanza può solo essere stimata, quindi non è sempre precisa. Si possono produrre degli errori di overstepping, che saranno visibili sull&apos;immagine come rumori casuali.&lt;/p&gt;&lt;p&gt;In alcuni casi è necessario modificare questo parametro per trovare un equilibrio tra qualità dell&apos;immagine accettabile e tempi di rendering ragionevoli.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;moltiplicatore passo = 1.0 (ottimale - di buona qualità e veloce)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;moltiplicatore passo = 5 (sono ben visibili rumori sull&apos;immagine)&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DE step factor 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DE step factor 4.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;Come indicatore di qualità si può usare la &lt;span style=&quot; font-style:italic;&quot;&gt;Percentuale errore di DE (Distance Estimation)&lt;/span&gt; ( visibile nel pannello &lt;span style=&quot; font-style:italic;&quot;&gt;Statistiche&lt;/span&gt; . &lt;/p&gt;&lt;p&gt;Per ottimizzare questo parametro utilizzare gli istogrammi di conteggio iterazioni e ray marching.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables mode dedicated for fractals where it is difficult to calculate surface normal vectors. Rendering is much slower, but fractal surface is much smoother.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Modalità dedicata ai frattali di cui è difficile calcolare le normali. Il rendering è molto più lento, ma la superficie del frattale è molto più regolare.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Smoothness parameter defines averaging area for normal vector calculation.&lt;/p&gt;&lt;p&gt;Higher value gives smoother fractal surface.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;smoothness = 0.1&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;smoothness = 1.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;smoothness = 5.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - smoothness 0.1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - smoothness 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - smoothness 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Il parametro levigatezza definisce l&apos;area media per il calcolo della normale.&lt;/p&gt;&lt;p&gt;Valori più alti creano una superficie più regolare.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;levigatezza = 0.1&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;levigatezza = 1.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;levigatezza = 5.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - smoothness 0.1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - smoothness 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - smoothness 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The higher the maximum number of iterations (&amp;quot;maxiter&amp;quot;) is, the more detail and subtlety emerge in the final image, but also the longer time it will take to calculate the fractal image. &lt;/p&gt;&lt;p&gt;In normal operation this should be set as high as possible because &amp;quot;Distance estimation&amp;quot; algorithm limits number of iteration (almost no influence on rendering speed)&lt;/p&gt;&lt;p&gt;When &lt;span style=&quot; font-style:italic;&quot;&gt;Stop at maximum iteration&lt;/span&gt; is selected, then this parameter controls detail level.&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;maxiter = 10&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;maxiter = 15&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - maxiter - 10.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - maxiter - 15.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Più alto sarà il numero delle iterazioni (&amp;quot;maxiter&amp;quot;), più dettagliati e nitidi saranno i particolari che emergono nell&apos;immagine finale, ma più alti saranno anche i tempi di rendering.&lt;/p&gt;&lt;p&gt;In condizioni normali questo dovrebbe essere impostato il più in alto possibile, perché l&apos;algoritmo di &amp;quot;Distance estimation&amp;quot; (DE: stima distanza) limita automaticamente il numero di iterazioni (ma senza aumentare i tempi di rendering)&lt;/p&gt;&lt;p&gt;Quando &lt;span style=&quot; font-style:italic;&quot;&gt;Ferma all&apos;iterazione massima&lt;/span&gt; è selezionata, questo parametro controlla il livello di dettaglio.&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;maxiter = 10&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;maxiter = 15&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - maxiter - 10.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - maxiter - 15.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controls how much detail will be visible on fractal surface. When it is set to 1.0, then minimum visible detail has size of 2 pixels.&lt;/p&gt;&lt;p&gt;Higher value gives more detailed image, but slows down rendering.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;detail level 0.2&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;detail level 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;detail level 1.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 0.2.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controlla quanti dettagli saranno presenti sulla superficie del frattale. Quando è settata su 1.0, i dettagli minimi visibili hanno dimensione di 2 pixel.&lt;/p&gt;&lt;p&gt;Valori più alti danno immagini migliori, ma rallentano i tempi di rendering.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;livello dettagli 0.2&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;livello dettagli 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;livello dettagli 1.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 0.2.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Defines visibility distance. All objects farther  than this distance won&apos;t be visible. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Definisce la distanza di visibilità. Tutti gli oggetti più lontani di questa distanza non saranno visibili.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When it&apos;s not enabled, the program automatically reduces amount of details for the farthest regions of the fractal. If you go closer to fractal surface, the program increases number of details.&lt;/p&gt;&lt;p&gt;If it&apos;s checked, then in every region of fractal detail size will be the same.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Quando l&apos;opzione non è abilitata, il programma riduce automaticamente la quantità di dettagli per le regioni più lontane del frattale. Se si va più vicino alla superficie del frattale, il programma aumenta il numero dei dettagli.&lt;/p&gt;&lt;p&gt;Se abilitata, allora in ogni regione del frattale il numero dei dettagli è sempre costante.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables rendering of fractal cross sections.&lt;/p&gt;&lt;p&gt;Example cross sections of Buffalo fractal:&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;x = {-10; 10}, y = {-10, 10}, z = {-10, 0}&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;x = {-10, 0}, y = {0, 10}, z = {-0.1; 0.1}&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - limits z.jpeg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - limits x, y, z.jpeg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilita rendering di sezioni trasversali dei frattal.&lt;/p&gt;&lt;p&gt;Esempio sezione trasversale del frattale &apos;Buffalo fractal&apos;:.&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;x = {-10; 10}, y = {-10, 10}, z = {-10, 0}&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;x = {-10, 0}, y = {0, 10}, z = {-0.1; 0.1}&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - limits z.jpeg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - limits x, y, z.jpeg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Limits (bo&amp;x)</source>
        <translation type="vanished">Limiti (&amp;riquadro)</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Thus feature allows to connect multiple computers into network and to share rendering jobs.&lt;/p&gt;&lt;p&gt;The same image or animation can be rendered using unlimited number of computers. In this way there can be increased computing power.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>&quot;thus&quot; should be &quot;this&quot; not nice the original part &quot;there can be increased computing power&quot;</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questa funzione consente di collegare più computer in rete e di condividere il rendering in rete.&lt;/p&gt;&lt;p&gt;La stessa immagine o animazione può essere calcolata con un numero illimitato di computer. In questo modo si può aumentare la potenza di calcolo.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Switches between server and client.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Server&lt;/span&gt; is main appcation in the network. It controls rendering process, sends data to all clients and collects data from them. &lt;br/&gt;Server compiles parts of images received from clients and finally display whole image. It also renders image.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Client&lt;/span&gt; receives jobs from server. It renders only that parts of image which server ask for. It display only partial image.&lt;/p&gt;&lt;p&gt;To start rendering process on all computers you need to press Render button on Server.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Passa dal server al client.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Server&lt;/span&gt;è l&apos;applicazione principale che controlla il processo di rendering in rete, manda dati a tutti i client e raccoglie i dati proveniente dai client. &lt;br/&gt;Il erver raccoglie parti di immagini ricevute dai client e, infine, visualizza l&apos;immagine intera. Renderizza anche l&apos;immagine .&lt;/p&gt;&lt;p&gt;Il &lt;span style=&quot; font-weight:600;&quot;&gt;Client&lt;/span&gt; riceve il lavoro impostato dal server. Il client renderizza soltanto quella parte parziale dell&apos;immagine richiesta dal server.&lt;/p&gt;&lt;p&gt;Per iniziare il processo di rendering su tutti i computer computers è necessario cliccare il bottone di rendering (Render) sul Server.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;IP addres or name of computer where is launched Mandelbulber in server mode.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Indirizzo IP o il nome del computer da cui viene lanciato Mandelbulber in modalità server.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Remote server address:</source>
        <translation type="vanished">Indirizzo del server remoto:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Port number which is set on Mandelbulber which runs in server mode.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Numero di porta impostato sul Mandelbulber che viene eseguito in modalità server.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Establish connection with server.&lt;/p&gt;&lt;p&gt;When connection is established, status should change to READY&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Stabilisce la connessione con il server.&lt;/p&gt;&lt;p&gt;Una volta stabilita la connessione, lo stato dovrebbe cambiare in PRONTO&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>DISABLED</source>
        <translation type="vanished">DISABILITATO</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Internet port number which will be used for server. This port has to be not blocked by firewall or passed through a router.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>Not clear what is the role of the router (has to be blocked or not?)</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Porta internet usata dal server. Non dev&apos;essere bloccata da firewall opassare attraverso un router.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Starts Mandelbulber to work as server.&lt;/p&gt;&lt;p&gt;After pressing this button, application starts to watch clients and connecting to them. &lt;/p&gt;&lt;p&gt;If connection with client is established, then this client is displayed in the table below.&lt;/p&gt;&lt;p&gt;To establich connection with client, on client side there has to be pressed Connect button.&lt;/p&gt;&lt;p&gt;If all needed computers are already connected, then server is ready for operation. If you presss Render button, then server and all clients will start rendering of the same image.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>&quot;establisch&quot; should be &quot;establisch&quot; and change &quot;presss&quot;.</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Fai partire Mandelbulber come server.&lt;/p&gt;&lt;p&gt; Dopo aver premuto questo pulsante, l&apos;applicazione inizia a cercare i client e a collegarsi.&lt;/p&gt;&lt;p&gt;If connection with client is established, then this client is displayed in the table below.&lt;/p&gt;&lt;p&gt;Se si stabilisce la connessione con il client, allora questo client viene visualizzato nella tabella sottostante.&lt;/p&gt;&lt;p&gt;Se tutti i computer sono già connessi, allora il server è pronto. Se si preme il pulsante di Rendering, il server e tutti i client inizieranno il rendering della stessa immagine.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&amp;Animation</source>
        <translation type="vanished">&amp;Animazione</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection for image format for animation frames.&lt;/p&gt;&lt;p&gt;For more image format settings go to to &lt;span style=&quot; font-style:italic;&quot;&gt;File/Program settings&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Seleziona il formato delle immagini per l&apos;animazione.&lt;/p&gt;&lt;p&gt;Per selezionare altri formati immagine andare su &lt;span style=&quot; font-style:italic;&quot;&gt;File/Impostazioni programma&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This feature is for renering flight through animations.&lt;/p&gt;&lt;p&gt;In record flight mode the camera is operated like in flight simulator game. It recomended to use low image resolution for better rendering performace. Flight path is recorded.&lt;/p&gt;&lt;p&gt;Render animation button start rendering in of recorded flight path. For rendering you can select higher image resolution.&lt;/p&gt;&lt;p&gt;There is possible to add parameters for animation (like fractal power, light position, etc...) and edit them in the table view. To add parameter to animation you need to right click on edit fied of selected parameter and select from context menu &lt;span style=&quot; font-style:italic;&quot;&gt;Add to flight animation&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Animation is stored in settings file in CSV format, so there is possible to edit animation in external tools (e.g speadsheet editor or text editor).&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>change &quot;renering&quot; and &quot;there is possible&quot; should be &quot;it is possible&quot; and &quot;fied&quot; should be maybe &quot;field&quot;, not sure about the latest one.
&quot;there is possible&quot; should also be corrected.</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questa funzione è per il rendering del volo attraverso animazioni.&lt;/p&gt;&lt;p&gt;Nella modalità registrazione volo, la camera opera come un simulatore di volo. È consigliato usare una risoluzione bassa per migliorare la prestazione del rendering. Il percorso del volo viene registrato.&lt;/p&gt;&lt;p&gt;Il pulsante Renderizza animazione viene utilizzato per registrare il volo. Per renderizzare la sequenza si può impostare una qualità più alta.&lt;/p&gt;&lt;p&gt;È possibile inserire altri parametri nell&apos;animazione (come la potenza del frattale, posizione luci, ecc...) e modificarli nella vista tabella. Per aggiungere un parametro di animazione è necessario fare click col pulsante destro sul campo di modifica del parametro selezionato e selezionare dal menu contestuale &lt;span style=&quot; font-style:italic;&quot;&gt;Aggiungi all&apos;animazione in volo&lt;/span&gt;&lt;/p&gt;&lt;p&gt;L&apos;animazione è memorizzata in file di impostazioni in formato CSV, è possibile modificare l&apos;animazione tramite strumenti esterni (ad esempio usando un foglio di calcolo oppure un editor di testo). &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Starts rendering of previously recorded flight path&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Inizia il rendering del percorso volo registrato&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Starts recording flight path. &lt;/p&gt;&lt;p&gt;There is recomended to decrease image resolution for better rendering performance.&lt;/p&gt;&lt;p&gt;As a controler there is used mouse pointer. &lt;br/&gt;By moving of mouse pointer you can change flight direction.&lt;br/&gt;Left mouse button increases flight speed. Right mouse button decreases speed.&lt;br/&gt;Arrow keys moves camera up, dow, left and right (strafe)&lt;br/&gt;Z and X keys rotates the camera (roll)&lt;br/&gt;Spacebar pauses recording of flight path. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>&quot;There is recomended&quot; should be &quot;it is &quot;.
&quot;controler&apos; should be &quot;controller&quot;, I think, but is awful.
&quot;dow&quot; is &quot;down&quot;</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Inizia la registrazione di un percorso di volo.&lt;/p&gt;&lt;p&gt;È consigliato di diminuire la risoluzione dell&apos;immagine per migliorare le prestazioni di rendering.&lt;/p&gt;&lt;p&gt;Utilizzare il puntatore del mouse &lt;br/&gt;Spostando il puntatore del mouse è possibile cambiare la direzione di volo.&lt;br/&gt;Il tasto sinistro del mouse aumenta la velocità di volo.il tasto destro del mouse diminuisce la velocità.&lt;br/&gt;I tasti freccia spostano la camera verso l&apos;alto, il basso, a destra e a sinistra.&lt;br/&gt;I tasti Z e X ruotano la camera (rollio).&lt;br/&gt;La barra spaziatrice mette in pausa la registrazione del percorso di volo.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Deletes all already rendered image frames in selected folder (&lt;span style=&quot; font-style:italic;&quot;&gt;Path for images&lt;/span&gt;). &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Elimina tutti i fotogrammi già renderizzati nella directory selezionata (&lt;span style=&quot; font-style:italic;&quot;&gt;Directory immagini&lt;/span&gt;).&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Plays already rendered animation.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Eegue l&apos;animazione già renderizzata.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Continues recording previously stopped rendering. The flight will start from last point from the table and will be continued in latest direction and speed.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Continua a registrare il rendering che è stato fermato in precedenza. Il volo ripartirà dall&apos;ultimo punto e verrà continuato seguendo l&apos;ultima direzione e la velocità precedenti.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Refreshes animation table and frame previews.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Aggiorna animazioni e preview fotogrammi.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Exports flight path to keyframe animation. There is used &lt;span style=&quot; font-style:italic;&quot;&gt;Keyframe animation/frames per keyframe&lt;/span&gt; parameter to dermine how many frames will be exported as new keyframes. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Esporta il percorso di volo verso le animazione basate su fotogrammi chiave. Il parametro &lt;span style=&quot; font-style:italic;&quot;&gt;animazione fotogrammi chiave/fotogrammi per fotogrammi chiave&lt;/span&gt; viene utilizzato per determinare quanti fotogrammi verranno esportati com nyovi fotogrammi chiave.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Path for images:</source>
        <translation type="vanished">Percorso directory immagini:</translation>
    </message>
    <message>
        <source>inertia:</source>
        <translation type="vanished">inerzia:</translation>
    </message>
    <message>
        <source>speed:</source>
        <translation type="vanished">velocità:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Sets where will be stored rendered animation frames.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Sceglie dove verranno memorizzati i fotogrammi renderizzati dell&apos;animazione.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Determines how camera speed will be calculated.&lt;/p&gt;&lt;p&gt;In &lt;span style=&quot; font-style:italic;&quot;&gt;Relative to distance&lt;/span&gt; mode, camera speed will decrease when camera will be closer to fractal surface. This mode will help you to not colide with fractal. In this mode you can still control speed by &lt;span style=&quot; font-style:italic;&quot;&gt;speed&lt;/span&gt; parameter and by mouse buttons.&lt;/p&gt;&lt;p&gt;In Constant mode, camera speed is only controled by &lt;span style=&quot; font-style:italic;&quot;&gt;speed&lt;/span&gt; parameter and mouse buttons&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Determina in che modo sarà calcolato la velocità della camera.&lt;/p&gt;&lt;p&gt;Nella modalità &lt;span style=&quot; font-style:italic;&quot;&gt;Relativa alla distanza&lt;/span&gt;, la velocità della camera diminuirà quando la fotocamera sarà più vicina alla superficie del frattale. Questa modalità vi aiuterà a non collidere con il frattale. In questa modalità è ancora possibile controllare la velocità tramite il parametro &lt;span style=&quot; font-style:italic;&quot;&gt;velocità&lt;/span&gt; e anche tramite i bottoni del mouse.&lt;/p&gt;&lt;p&gt;Nel modo costante, la velocità della camera è controllata solo dal parametro &lt;span style=&quot; font-style:italic;&quot;&gt;velocità&lt;/span&gt; e anche dai bottoni del mouse&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>speed control:</source>
        <translation type="vanished">controllo velocità:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Inertia of camera. &lt;/p&gt;&lt;p&gt;Higher inertia makes flight more smooth but more difficult to change speed or direction.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Inerzia della camera. &lt;/p&gt;&lt;p&gt;Valori più alti di inerzia rendono il volo più scorrevole ma rendono più difficile il controllo di direzione o cambio velocità.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameters controls frame rate during flight path recording. Higher values give slower rendering but are more detailed.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questo parametro controlla la velocità espressa in numero di fotogrammi (frame rate) durante la registrazione del volo. Valori più alti rallentano il rendering ma l&apos;animazione risulta più dettagliata.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables rendering of keyframe previews in animation table.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Attiva il rendering delle anteprime dei fotogrammi chiave nella tavola animazione.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enable this parameter  if you want to record a flight path in parts. It allows the program to continue recording the flight with the same speed.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilitare questo parametro se si vuole registrare il percorso di volo in parti. Permette al programma di continuare la registrazione con la stessa velocità precedente.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Limits range of frames to render&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Limita intervallo dei fotogrammi da renderizzare&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This feature is for rendering animations by interpolating between keyframes.&lt;/p&gt;&lt;p&gt;You can create multiple keyframes, each with different parameters (i.e.camera, fractal and environment parameters values). Intermediate frames will be calculated during rendering of the animation. &lt;/p&gt;&lt;p&gt;To add a keyframe to the animation table, click &lt;span style=&quot; font-style:italic;&quot;&gt;Add keyframe&lt;/span&gt;. &lt;/p&gt;&lt;p&gt;To add a parameter, right click on the selected parameter&apos;s edit field and select from context menu &lt;span style=&quot; font-style:italic;&quot;&gt;Add to keyframe animation&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Build an animation by adding, inserting and deleting keyframes. Modify parameters directly in the animation table, or in fractal or efects edit fields (double click keyframe preview or right click on a keyframe, and choose &lt;span style=&quot; font-style:italic;&quot;&gt;Render this keyframe&lt;/span&gt; , this updates parameters in window, then modify parameters and click &lt;span style=&quot; font-style:italic;&quot;&gt;Modify keyframe&lt;/span&gt; to refresh animation table.)&lt;/p&gt;&lt;p&gt;Each parameter can have assigned different type of interpolation (right click on animation parameter name.)&lt;/p&gt;&lt;p&gt;Animation is stored in a settings file in CSV format, therefore it is possible to edit animation with external tools (e.g spreadsheet editor or text editor).&lt;/p&gt;&lt;p&gt;Animation can be exported to Flight Animation, where it is possible to edit each frame.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Quest&apos;opzione permette l&apos;interpolazione dei fotogrammi.&lt;/p&gt;&lt;p&gt;Si possono creare più fotogrammi chiave, ognuno con i propri parametri (i.e.camera, valori relativi al frattale e all&apos;ambiente). I valori intermedi verranno calcolati durante il rendering dell&apos;animazione. &lt;/p&gt;&lt;p&gt;Per inserire un fotogramma chiave alla tavola animazione, fare click con il pulsante destro sul campo di modifica del parametro selezionato e seleziona re dal menù contestuale &lt;span style=&quot; font-style:italic;&quot;&gt;Inserisci fotogramma chiave.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Crea un&apos;animazione aggiungendo, inserendo o togliendo fotogrammi chiave. Modificare i parametri direttamente nella tavola animazione, oppure nei campi di modifica del frattale o degli effetti (fare doppio click sull&apos;anteprima o fare click con il pulsante destro sul fotogramma chiave, e scegliere &lt;span style=&quot; font-style:italic;&quot;&gt;Renderizza questo fotogramma chiave&lt;/span&gt;, quest&apos;azione aggiorna i parametri in finestra, modificare i parametri e fare click su &lt;span style=&quot; font-style:italic;&quot;&gt;Modifica fotogramma chiave&lt;/span&gt; per fare il refresh della tavola animazione).&lt;/p&gt;&lt;p&gt;Ad ogni parametro si può assegnare un tipo diverso di interpolazione (click con il pulsante destro sul nome del parametro animazione).&lt;/p&gt;&lt;p&gt;L&apos;animazione viene registrata in un file in formato CSV, quindi è possibile editare l&apos;animazione usando un programma esterno (e.g strumento per fogli di calcolo o editor di testo).&lt;/p&gt;&lt;p&gt;L&apos;animazione può essere esportata in animazione in volo, dove è possibile editare ogni fotogramma separatamente.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Play rendered animation&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Riproduci rendering animazione&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Export all keyframes to &lt;span style=&quot; font-style:italic;&quot;&gt;Flight animation&lt;/span&gt;. All keyframes will be interpolated. &lt;/p&gt;&lt;p&gt;This feature will allow editing of each animation frame separately in Flight animation editor (or external CSV editor) &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Esporta tutti i fotogrammi chiave in &lt;span style=&quot; font-style:italic;&quot;&gt;Animazione volo&lt;/span&gt;. Tutti i fotogrammi chiave verranno interpolati. &lt;/p&gt;&lt;p&gt;Questa modalità permette di editare ogni singolo fotogramma separatamente  nell&apos;editor di animazione volo, oppure usando un programma esterno.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Delete all rendered frames in animation folder ( selected by &lt;span style=&quot; font-style:italic;&quot;&gt;path for images)&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Cancella tutti i fotogrammi renderizzati nella directory animazione ( selezionata tramite &lt;span style=&quot; font-style:italic;&quot;&gt;percorso directory immagini&lt;/span&gt;)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>collision distance:</source>
        <translation type="vanished">distanza collisione:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables rendering of keyframe previews in the animation table.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abiilita rendering delle anteprime fotogrammi chiave nella tabella animazione.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Show keyframe preview thumbnails</source>
        <translation type="vanished">Mostra miniature anteprime dei fotogrammi chiave</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Sets the same distance between camera target and camera for all keyframes. It doesn&apos;t modify camera position and rotation, so it doesn&apos;t modify camera movement path. It makes camera rotation smooth through entire animation.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Imposta la stessa distanza tra bersaglio e camera per tutti i fotogrammi chiave. Non modifica posizione e rotazione della camera, quindi il percorso della camera non viene modificato. Rende le rotazioni della camera più scorrevoli durante l&apos;intera animazione.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Set the same
camera target
distance for all
keyframes</source>
        <translatorcomment>&apos;camera target&apos; is translated poorly in &apos;bersaglio&apos;, while &apos;obiettivo&apos; could be ambiguous</translatorcomment>
        <translation type="vanished">Imposta la stessa
distanza
tra camera e bersaglio
per tutti i fotogrammi chiave</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Queue tool allows for rendering a collection of settings files in the background.&lt;/p&gt;&lt;p&gt;While the list of settings files is being rendered, you can continue to work in the main window and also add more settings to the queue.&lt;/p&gt;&lt;p&gt;Methods to manage queue:&lt;br/&gt;- by adding items using &lt;span style=&quot; font-style:italic;&quot;&gt;Add current settings&lt;/span&gt; button&lt;br/&gt;- by editing queue.fractlist file&lt;br/&gt;- by puting files into queue folder and use button &lt;span style=&quot; font-style:italic;&quot;&gt;Add orphaned&lt;br/&gt;&lt;/span&gt;- by adding single settings or lists using command line interface&lt;/p&gt;&lt;p&gt;Temporary settings files are stored in $HOME/.mandelbulber/queue folder and the list is in $HOME/.mandelbulber/queue.fractlist&lt;/p&gt;&lt;p&gt;The queue can be rendered in another instance of Mandelbulber program, as the queue is shared between applications. You can also launch another Mandelbulber from command line interface with -q option. Then this application will watch queue and render automatically all new items.&lt;/p&gt;&lt;p&gt;Result images are saved into $HOME/.mandelbulber/images directory (or another if it&apos;s specified in application preferences.)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Lo strumento coda (Queue) permette il rendering in background di una collezione di settaggi.&lt;/p&gt;&lt;p&gt;Quando il rendering della lista dei settaggi è in esecuzione, è possibile continuare a lavorare nella finestra principale del programma ed è possibile aggiungere altri settaggi alla coda.&lt;/p&gt;&lt;p&gt;Metodi per amministrare la coda:&lt;br/&gt;- via aggiunta elementi tramite il bottone &lt;span style=&quot; font-style:italic;&quot;&gt;Aggiungi settaggi correnti&lt;/span&gt; &lt;br/&gt;- editando il file queue.fractlist&lt;br/&gt;- aggiungendo file alla directory della coda e usando il bottone &lt;span style=&quot; font-style:italic;&quot;&gt;Aggiungi file orfani&lt;br/&gt;&lt;/span&gt;- aggiungendo settaggi singoli o liste di settaggi tramite terminale, usando la versione del programma senza interfaccia grafica (cli)&lt;/p&gt;&lt;p&gt;i settaggi temporanei sono salvati in file dentro la directory $HOME/.mandelbulber/queue mentre le liste vengono salvate all&apos;interno di $HOME/.mandelbulber/queue.fractlist&lt;/p&gt;&lt;p&gt;Si può renderizzare la coda in un&apos;altra istanza di Mandelbulber, la stessa coda viene condivisa.dai due istanze del programma. Si può lanciare il programma Mandelbulber da terminale, tramite interfaccia a linea di comando (cli), con l&apos;opzione -q. In tal caso l&apos;applicazione rimarrà in attesa di poter renderizzare code di rendering, quando vengono aggiunte nuove code, il rendering parte automaticamente.&lt;/p&gt;&lt;p&gt;Le immagini renderizzate vengono salvate dentro la directory $HOME/.mandelbulber/images o nella directory che è stata specificata nelle preferenze del programma.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&amp;Queue</source>
        <translation type="vanished">&amp;Coda</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Remove files from queue folder which are not on the list.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rimuove file dalla directory code che non sono presenti nella lista.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Remove orphaned</source>
        <translatorcomment>Added &apos;file&apos; not sure</translatorcomment>
        <translation type="vanished">Rimuovi file orfani</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Render all elements from the queue list.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Renderizza tutti gli elementi della lista code.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Render queue</source>
        <translation type="vanished">Renderizza coda</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Add orphaned files to the list from queue folder&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Aggiungi file orfani alla lista della directory di coda&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Add orphaned</source>
        <translation type="vanished">Aggiungi file orfani</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Creates a settings file from the current program settings, saves it to the queue folder and adds the entry to the queue list.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Crea un file settaggi dai settaggi correnti del programma, salva nella directory code e aggiungilo alla lista code.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Add current settings</source>
        <translation type="vanished">Aggiungi settaggi seguenti</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Copies the selected source file to the queue folder and adds the entry to the queue list.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Copia file selezionato nella directory code e aggiungilo alla lista code.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Add from file</source>
        <translation type="vanished">Aggiungi da file</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Terminate rendering of queue.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Termina rendering code.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Image file format:</source>
        <translation type="vanished">Formato file immagini:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables rendering of queue previews in the queue table.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilita il rendering delle anteprime delle code nella tabella code.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Show Queue thumbnails</source>
        <translation type="vanished">Mostra anteprime code</translation>
    </message>
    <message>
        <source>Preview</source>
        <translation type="vanished">Anteprima</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1129"/>
        <location filename="../qt/ui_render_window.h" line="1127"/>
        <source>&amp;Save as JPG...</source>
        <translation>&amp;Salva come JPG...</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1138"/>
        <location filename="../qt/ui_render_window.h" line="1128"/>
        <source>Save &amp;as PNG...</source>
        <translation>Salva &amp;come PNG...</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1147"/>
        <location filename="../qt/ui_render_window.h" line="1129"/>
        <source>Save as &amp;PNG 16 bit...</source>
        <translation>Salva &amp;come PNG 16 bit...</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1156"/>
        <location filename="../qt/ui_render_window.h" line="1130"/>
        <source>Save as PNG &amp;16 bit with alpha channel</source>
        <translation>Salva &amp;come PNG 16 bit con canale alfa</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1165"/>
        <location filename="../qt/ui_render_window.h" line="1131"/>
        <source>&amp;Load settings...</source>
        <translation>&amp;Carica impostazioni...</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1177"/>
        <location filename="../qt/ui_render_window.h" line="1132"/>
        <source>Load settings &amp;from clipboard...</source>
        <translation>Carica le impostazioni &amp;dagli appunti...</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1189"/>
        <location filename="../qt/ui_render_window.h" line="1133"/>
        <source>&amp;Save settings</source>
        <translation>&amp;Salva impostazioni</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1201"/>
        <location filename="../qt/ui_render_window.h" line="1134"/>
        <source>Save settings &amp;to clipboard</source>
        <translation>Salva impostazioni &amp;negli appunti</translation>
    </message>
    <message>
        <source>&amp;Program Settings</source>
        <translation type="vanished">Impostazioni &amp;Programma</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1240"/>
        <location filename="../qt/ui_render_window.h" line="1140"/>
        <source>&amp;Quit</source>
        <translation>&amp;Esci</translation>
    </message>
    <message>
        <source>&amp;Save window state</source>
        <translation type="vanished">&amp;Salva stato finestra</translation>
    </message>
    <message>
        <source>&amp;Default docks positions</source>
        <translatorcomment>&amp;Posizioni finestre predefinite</translatorcomment>
        <translation type="vanished">Posizioni di &amp;default delle finestre ancorabili</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1275"/>
        <location filename="../qt/ui_render_window.h" line="1144"/>
        <source>About &amp;Qt</source>
        <translation>Note riguardo &amp;Qt</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1285"/>
        <location filename="../qt/ui_render_window.h" line="1146"/>
        <source>About &amp;Third Party</source>
        <translation>Note e &amp;Terzi</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1294"/>
        <location filename="../qt/ui_render_window.h" line="1147"/>
        <source>&amp;About Mandelbulber</source>
        <translation>&amp;Note su Mandelbulber</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1303"/>
        <location filename="../qt/ui_render_window.h" line="1148"/>
        <source>&amp;Undo</source>
        <translation>&amp;Annullare</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1315"/>
        <location filename="../qt/ui_render_window.h" line="1149"/>
        <source>&amp;Redo</source>
        <translation>&amp;Ripetere</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1327"/>
        <location filename="../qt/ui_render_window.h" line="1150"/>
        <source>&amp;Import settings from old Mandelbulber (v1.21)...</source>
        <translation>&amp;Importa impostazioni dal vecchio Mandelbulber (v1.21)...</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1360"/>
        <location filename="../qt/ui_render_window.h" line="1153"/>
        <source>Load &amp;example...</source>
        <translation>Carica &amp;esempio...</translation>
    </message>
    <message>
        <source>Show &amp;animation dock</source>
        <translation type="vanished">Mostra finestra &amp;animazione</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1382"/>
        <location filename="../qt/ui_render_window.h" line="1155"/>
        <source>Show &amp;gamepad dock</source>
        <translation>Mostra finestra &amp;gamepad</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1393"/>
        <location filename="../qt/ui_render_window.h" line="1156"/>
        <source>Show &amp;queue dock</source>
        <translation>Mostra finestra &amp;coda</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1404"/>
        <location filename="../qt/ui_render_window.h" line="1157"/>
        <source>Show &amp;Info dock</source>
        <translation>Mostra finestra &amp;Info</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1415"/>
        <location filename="../qt/ui_render_window.h" line="1158"/>
        <source>Show &amp;toolbar</source>
        <translation>Mostra &amp;barra strumenti</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1427"/>
        <location filename="../qt/ui_render_window.h" line="1159"/>
        <source>Sta&amp;ck all docks</source>
        <translation>Rimpic&amp;ciolisci tutte le finestre ancorabili</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1435"/>
        <location filename="../qt/ui_render_window.h" line="1160"/>
        <source>S&amp;how statistics</source>
        <translation>&amp;Mostra statistiche</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1456"/>
        <location filename="../qt/ui_render_window.h" line="1162"/>
        <source>Save as &amp;EXR</source>
        <translation>Salva come &amp;EXR</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1483"/>
        <location filename="../qt/ui_render_window.h" line="1165"/>
        <source>Add c&amp;urrent window settings</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1500"/>
        <location filename="../qt/ui_render_window.h" line="1167"/>
        <source>Export &amp;Mesh</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <source>Relative to distance</source>
        <translation type="vanished">Relativo alla distanza</translation>
    </message>
    <message>
        <source>Constant</source>
        <translation type="vanished">Costante</translation>
    </message>
    <message>
        <source>seconds per frame:</source>
        <translation type="vanished">Secondi per fotogramma:</translation>
    </message>
    <message>
        <source>Keyframe animation</source>
        <translation type="vanished">Animazione fotogramma chiave</translation>
    </message>
    <message>
        <source>Z-axis rotation:</source>
        <translation type="vanished">Rotazione asse Z:</translation>
    </message>
    <message>
        <source>Frac&amp;tal</source>
        <translation type="vanished">Fra&amp;ttale</translation>
    </message>
    <message>
        <source>Transform (fractal positioning)</source>
        <translation type="vanished">Trasformazione (posizionamento frattale)</translation>
    </message>
    <message>
        <source>Repeat</source>
        <translation type="vanished">Ripeti</translation>
    </message>
    <message>
        <source>Fractal position:</source>
        <translation type="vanished">Posizione del frattale:</translation>
    </message>
    <message>
        <source>Hybrid</source>
        <translation type="vanished">Ibridi</translation>
    </message>
    <message>
        <source>Enable hybrid fractals</source>
        <translation type="vanished">Abilita frattali ibridi</translation>
    </message>
    <message>
        <source>Linear distance estimation (good for Mandelbox or IFS)</source>
        <translation type="vanished">Metodo lineare per calcolo stima distanza (Distance Estimation, efficace per mandelbox e IFS)</translation>
    </message>
    <message>
        <source>Boolean operators</source>
        <translation type="vanished">Operatori booleani</translation>
    </message>
    <message>
        <source>Intersection (AND)</source>
        <translation type="vanished">Intersezione (AND)</translation>
    </message>
    <message>
        <source>Union (OR)</source>
        <translation type="vanished">Unione (OR)</translation>
    </message>
    <message>
        <source>Complement (1st minus 2nd)</source>
        <translation type="vanished">Complemento (formula #1 meno formula #2)</translation>
    </message>
    <message>
        <source>1st &lt;-&gt; 2nd formula:</source>
        <translation type="vanished">formula #1 &lt;-&gt; formula #2:</translation>
    </message>
    <message>
        <source>Complement (2nd minus 3rd)</source>
        <translation type="vanished">Complemento (formula #2 meno formula #3)</translation>
    </message>
    <message>
        <source>Complement (3rd minus 4th)</source>
        <translation type="vanished">Complemento (formula #3 meno formula #4)</translation>
    </message>
    <message>
        <source>2st &lt;-&gt; 3rd formula:</source>
        <translation type="vanished">formula #2 &lt;-&gt; formula #3:</translation>
    </message>
    <message>
        <source>3rd &lt;-&gt; 4th formula:</source>
        <translation type="vanished">formula #3 &lt;-&gt; formula #4:</translation>
    </message>
    <message>
        <source>Box Folding</source>
        <translation type="vanished">Piegamento a forma quadrata</translation>
    </message>
    <message>
        <source>Folding limit:</source>
        <translation type="vanished">Limite piega:</translation>
    </message>
    <message>
        <source>Folding value:</source>
        <translation type="vanished">Valore piega:</translation>
    </message>
    <message>
        <source>Spherical Folding</source>
        <translation type="vanished">Piegamento a forma sferica</translation>
    </message>
    <message>
        <source>Other radius:</source>
        <translatorcomment>strange combination &quot;other radius&quot;</translatorcomment>
        <translation type="vanished">Raggio esterno:</translation>
    </message>
    <message>
        <source>Inner radius:</source>
        <translation type="vanished">Raggio interno:</translation>
    </message>
    <message>
        <source>Primitives</source>
        <translation type="vanished">Primitive</translation>
    </message>
    <message>
        <source>all primitives
position
(except plane
and water):</source>
        <translation type="vanished">posizione relativa
a tutte le primitive
(tranne piano
e acqua) :</translation>
    </message>
    <message>
        <source>Common rendering settings</source>
        <translation type="vanished">Impostazioni di rendering comuni</translation>
    </message>
    <message>
        <source>Max. fractal iterations:</source>
        <translation type="vanished">Iterazioni frattali massime:</translation>
    </message>
    <message>
        <source>Stop at maximum iteration</source>
        <translation type="vanished">Stop all&apos;iterazione massima</translation>
    </message>
    <message>
        <source>Interior mode</source>
        <translation type="vanished">modalità interna</translation>
    </message>
    <message>
        <source>Detail level:</source>
        <translation type="vanished">Livello dettaglio:</translation>
    </message>
    <message>
        <source>minimum view distance:</source>
        <translation type="vanished">distanza minima vista:</translation>
    </message>
    <message>
        <source>maximum view distance:</source>
        <translation type="vanished">distanza massima vista:</translation>
    </message>
    <message>
        <source>Smoothness:</source>
        <translatorcomment>not happy with my translation</translatorcomment>
        <translation type="vanished">Levigatezza o regolarità superficie:</translation>
    </message>
    <message>
        <source>Non-DE shading mode (slow)</source>
        <translation type="vanished">Modalità shading senza DE (lento)</translation>
    </message>
    <message>
        <source>Constant detail size</source>
        <translation type="vanished">Dimensione dettaglio costante</translation>
    </message>
    <message>
        <source>distance threshold:</source>
        <translation type="vanished">Soglia distanza:</translation>
    </message>
    <message>
        <source>Bailout (escape condition):</source>
        <translation type="vanished">Bailout (condizione uscita):</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The vector values are checked during each iteration of fractal formula to see if they have reached a critical &apos;escape&apos; condition or &apos;bailout&apos;. If that condition is reached, the calculation is stopped. Condition is: if length of vector is greater than bailout, then break iteration loop.&lt;/p&gt;&lt;p&gt;In some cases higher value can increase image quality, but it will increase rendering time.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;I valori dei vettori vengono controllati durante ogni iterazione della formula frattale per assicurarsi che non venga raggiunta la soglia critica di uscita (escape) o &apos;bailout,&apos; se tale condizione si verifica, allora il calcolo si ferma. La condizione è la seguente: se la lunghezza del vettore è maggiore del valore di bailout, allora esci dal loop iterativo.&lt;/p&gt;&lt;p&gt;In alcuni casi valori maggiori possono aumentare la qualità dell&apos;immagine, aumentando però anche il tempo necessario per completare il rendering.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>bottom left front corner:</source>
        <translation type="vanished">angolo anteriore in basso a sinistra:</translation>
    </message>
    <message>
        <source>top right back corner:</source>
        <translation type="vanished">angolo anteriore in alto a destra:</translation>
    </message>
    <message>
        <source>Mode:</source>
        <translation type="vanished">Modo:</translation>
    </message>
    <message>
        <source>Client configuration:</source>
        <translation type="vanished">Configurazione del client:</translation>
    </message>
    <message>
        <source>Remote server port:</source>
        <translation type="vanished">porta del server remoto:</translation>
    </message>
    <message>
        <source>Connect to server</source>
        <translation type="vanished">Connetti al server</translation>
    </message>
    <message>
        <source>Disconnect</source>
        <translation type="vanished">Disconnetti</translation>
    </message>
    <message>
        <source>Status:</source>
        <translation type="vanished">Stato:</translation>
    </message>
    <message>
        <source>Server configuration:</source>
        <translation type="vanished">Configurazione server:</translation>
    </message>
    <message>
        <source>Local server port:</source>
        <translation type="vanished">Porta server locale:</translation>
    </message>
    <message>
        <source>Launch server and watch for clients</source>
        <translation type="vanished">Lancia il server e attendi i client</translation>
    </message>
    <message>
        <source>List of connected clients</source>
        <translation type="vanished">Lista dei client connessi</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="755"/>
        <location filename="../qt/ui_render_window.h" line="1227"/>
        <source>Info</source>
        <translation></translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;In record flight mode, the camera is operated like in a flight simulator game. Flight path is recorded. It recommended to use low image resolution for better recording performance. &lt;/p&gt;&lt;p&gt;Render animation button starts rendering of the recorded flight path. For final rendering you can select higher image resolution.&lt;/p&gt;&lt;p&gt;To add a parameter, right click on the selected parameter&apos;s edit field and select from context menu &lt;span style=&quot; font-style:italic;&quot;&gt;Add to flight animation&lt;/span&gt;&lt;/p&gt;&lt;p&gt;You can modify frame parameters directly in the animation table or by editing parameters in fractal or effects edit fields (double click keyframe preview or right click on a keyframe, and choose &lt;span style=&quot; font-style:italic;&quot;&gt;Render this keyframe&lt;/span&gt; , this updates parameters in window, then modify parameters and click &lt;span style=&quot; font-style:italic;&quot;&gt;Modify keyframe&lt;/span&gt; to get modified parameters into table)&lt;/p&gt;&lt;p&gt;You can click on &lt;span style=&quot; font-style:italic;&quot;&gt;Export to keyframes&lt;/span&gt; to continue editing animation in &lt;span style=&quot; font-style:italic;&quot;&gt;Keyframe animation&lt;/span&gt; editor&lt;/p&gt;&lt;p&gt;Animation is stored in a settings file in CSV format, therefore it is possible to edit animation with external tools (e.g spreadsheet editor or text editor).&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;In modalità registrazione volo, la camera funziona come in un simulatore di volo. Il percorso di volo viene registrato. Si raccomanda di usare una risoluzione immagine bassa, per avere una migliore performance durante la registrazione.&lt;/p&gt;&lt;p&gt;Il bottone di render dell&apos;immagine fa partire il rendering del percorso di volo registrato. Per il rendering finale si può selezionare in seguito una risoluzione immagine migliore.&lt;/p&gt;&lt;p&gt;Per aggiungere un parametro, fare click sul campo di modifica del parametro che si vuole cambiare e selezionare dal menù contestuale&lt;span style=&quot; font-style:italic;&quot;&gt;Aggiungi all&apos;animazione volo&lt;/span&gt;.&lt;/p&gt;&lt;p&gt; Si possono modificare direttamente i parametri dei fotogrammi tramite la tavola animazione o editando i parametri all&apos;interno dei campi di modifica dei parametri stessi (fare doppio click sulle anteprime dei fotogrammi chiave, o ciccando il fotogramma chiave con il pulsante destro e facendo click su &lt;span style=&quot; font-style:italic;&quot;&gt;Renderizza questo fotogramma chiave&lt;/span&gt;, aggiornando così i parametri in finestra, poi modificare i parametri e fare click su &lt;span style=&quot; font-style:italic;&quot;&gt;Modifica fotogramma chiave&lt;/span&gt; per inserire i parametri modificati nella tavola animazione).&lt;/p&gt;&lt;p&gt;È possibile fare click su  &lt;span style=&quot; font-style:italic;&quot;&gt;Esporta fotogrammi chiave&lt;/span&gt; per poter continuare a lavorare sull&apos;animazionenell&apos;editor &lt;span style=&quot; font-style:italic;&quot;&gt;Animazione fotogrammi chiave&lt;/span&gt; &lt;/p&gt;&lt;p&gt;L&apos;animazione viene salvata in un file in formato CSV, è quindi possibile editare l&apos;animazione usando un programma esterno (e.g. programma che utilizza fogli di calcolo o editor di testo).&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Plays rendered animation.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Esegue animazione renderizzata.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Continues recording previously stopped rendering. The flight will start from the last point from the table, and will be continued with the latest direction and speed.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Contina il rendering precedentemente interrotto. Il volo riprenderà dall&apos;ultimo punto indicato nella tavola, con la stessa velocità e direzione.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Refreshes animation table and keyframe previews.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Aggiorna tavola animazione e anteprime fotogrammi chiave.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Exports flight path to keyframe animation.  &lt;span style=&quot; font-style:italic;&quot;&gt;Keyframe animation/frames per keyframe&lt;/span&gt; parameter is used to determine how many frames will be exported as new keyframes. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Esporta animazione volo in animazione con fotogrammi chiave. Il parametro &lt;span style=&quot; font-style:italic;&quot;&gt;animazione fotogrammi chiave/fotogramma per fotogramma&lt;/span&gt; viene usato per determinare quanti fotogrammi verranno esportati come fotogrammi chiave.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>path for images:</source>
        <translation type="vanished">directory immagini:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to stored rendered animation frames.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Percorso dove salvare fotogrammi del rendering dell&apos;animazione.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Determines how camera speed will be calculated.&lt;/p&gt;&lt;p&gt;In &lt;span style=&quot; font-style:italic;&quot;&gt;Relative to distance&lt;/span&gt; mode, camera speed will decrease when camera is nearer to the fractal surface. This mode will help you to not collide with the fractal. In this mode you can still control speed by &lt;span style=&quot; font-style:italic;&quot;&gt;speed&lt;/span&gt; parameter and by mouse buttons.&lt;/p&gt;&lt;p&gt;In Constant mode, the camera speed is only controlled by &lt;span style=&quot; font-style:italic;&quot;&gt;speed&lt;/span&gt; parameter and mouse buttons&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Determina come verrà calcolata la velocità della camera.&lt;/p&gt;&lt;p&gt;Nella modalità  &lt;span style=&quot; font-style:italic;&quot;&gt;Relativa alla distanza&lt;/span&gt;, la velocità della camera diminuirà quando la camera sarà più vicina alla superficie del frattale. Questa modalità aiuta a non entrare in collisione con il frattale. È comunque possibile controllare la velocità tramite il parametro &lt;span style=&quot; font-style:italic;&quot;&gt;velocità&lt;/span&gt;e tramite bottoni del mouse.&lt;/p&gt;&lt;p&gt; In modalità costante, la velocità della camera verrà controllata esclusivamente dal parametro &lt;span style=&quot; font-style:italic;&quot;&gt;velocità&lt;/span&gt; e dai bottoni del mouse.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controls flight speed. &lt;/p&gt;&lt;p&gt;If you click left mouse button, speed will be increased&lt;/p&gt;&lt;p&gt;If you click right mouse button, speed will be decreased&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controllo della velocità di volo.&lt;/p&gt;&lt;p&gt;Se si fa clic su pulsante sinistro del mouse, aumenta la velocità&lt;/p&gt;&lt;p&gt;Se si fa clic su pulsante destro del mouse, diminuisce la velocità&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Inertia of camera. &lt;/p&gt;&lt;p&gt;Higher inertia makes fight more smooth but more difficult to change speed or direction.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>&quot;fight&quot; should be &quot;flight&quot;</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Inertzia della camera. &lt;/p&gt;&lt;p&gt;Una maggior inerzia rende il volo più morbido, ma è più difficile cambiare velocità e direzione.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameters controls frame rate during flight path recording. Higher value gives slower rendering but more detailed.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questo parametro controlla il numero di fotogrammi per unità di tempo impostati durante la registrazione del volo. Un numero maggiore aumenta i tempi di rendering ma l&apos;animazione è più dettagliata.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotation speed of camera&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Velocità di rotazione della camera&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables rendering of previews in animation table.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilita il rendering di previre nella finestra dell&apos;aimazione.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Roll speed of camera&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Velocità di rollio della camera&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter is needed to be enabled if you want to record flight path in parts. It allows to continue recording of flight with the same speed like it was on latest frame.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questo parametro è necessario cher sia attivato se si desidera registrare il percorso di volo in più parti. Esso consente di continuare la registrazione del volo con la stessa velocità dell&apos;ultimo fotogramma più recente della sequenza.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Limits range of oframes to render&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>divide &quot;oframes&quot;</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Limita la gamma di fotogrammi da renderizzare&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This feature is for renering animations besad on interpolated key frames.&lt;/p&gt;&lt;p&gt;You can setup any number of key frames, where will be different camera position, evironment parameter values or fractal parameters. During rendering of animation, will be calculated intermediate frames, so there is not needed to setup every animation frame. &lt;/p&gt;&lt;p&gt;There is possible to add parameters for animation (like fractal power, light position, etc...) and edit them in the table view. To add parameter to animation you need to right click on edit fied of selected parameter and select from context menu &lt;span style=&quot; font-style:italic;&quot;&gt;Add to keyframe animation&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Each parameter can have assigned different type of interpolation.&lt;/p&gt;&lt;p&gt;There is possible to edit animation by adding or modyfing key frames, and also directly in animation table.&lt;/p&gt;&lt;p&gt;Animation is stored in settings file in CSV format, so there is possible to edit animation in external tools (e.g speadsheet editor or text editor).&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>&quot;besad&quot; should be &quot;based&quot;, &quot;There is possible&quot; is awful, &quot;fied&quot; should be &quot;field&quot;.
&quot;There is possible&quot; should be &quot;it is possible&quot;.
&quot;modyfing&quot; an &quot;i&quot; is missing.</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questa funzione è per il renering delle animazioni basate sui fotogrammi chiave interpolati.&lt;/p&gt;&lt;p&gt;È possibile impostare qualsiasi numero di fotogrammi chiave, o posizione della camera, parametri ambientali, valori o parametri dei frattali. Durante il rendering dell&apos;animazione, verranno calcolati i fotogrammi intermedi, quindi non è necessario impostare ogni fotogramma di animazione.&lt;/p&gt;&lt;p&gt;Non è possibile aggiungere i parametri per l&apos;animazione (come la voce potenza del frattale, oppure la posizione della luce, ecc ...) e modificarli nella vista tabella. Per aggiungere il parametro di animazione è necessario fare click con il pulsante destro su Modifica campo del parametro selezionato e selezionare dal menu contestuale la voce &lt;span style=&quot; font-style:italic;&quot;&gt;Aggiungi al fotogramma chiave dell&apos;animazione&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Ad ogni parametro può essere assegnato un diverso tipo di interpolazione.&lt;/p&gt;&lt;p&gt;Inoltre è possibile modificare l&apos;animazione aggiungendo o modificando i fotogrammi chiave, e anche direttamente in tabella di animazione.&lt;/p&gt;&lt;p&gt;L&apos;animazione è memorizzata in file di impostazioni in formato CSV, è possibile modificare l&apos;animazione tramite strumenti esterni (ad esempio usando un foglio di calcolo oppure un editor di testo).&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Insert keyframe before selected keyframe&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Inserisci un fotogramma chiave prima del fotogramma chiave selezionato&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Add keyframe at the end&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Inserisci un fotogramma chiave alla fine&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Play alredy rendered animation&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Esegui l&apos;animazione già renderizzata&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Starts rendering of animation&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Inizia il rendering dell&apos;animazione&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Export all keyframes to &lt;span style=&quot; font-style:italic;&quot;&gt;Flight animation&lt;/span&gt;. All keyframes will be interpolated. &lt;/p&gt;&lt;p&gt;This feature will allow to edit each animation frame separately in Flight animation editor (or external CSV editor) &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Esporta tutti i fotogrammi chiave della &lt;span style=&quot; font-style:italic;&quot;&gt;Animazione volo&lt;/span&gt;. Saranno interpolati tutti i fotogrammi chiave.&lt;/p&gt;&lt;p&gt;Questa funzione consente di modificare ogni fotogramma di animazione separatamente nell&apos;editor di animazione del volo (o tramite l&apos;editor esterno del file CSV)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Delete all rendered frames in animation folder ( selected by &lt;span style=&quot; font-style:italic;&quot;&gt;path for keyframes)&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Elimina tutti i fotogrammi renderizzati nella directory animazione ( selezionato da &lt;span style=&quot; font-style:italic;&quot;&gt;directory per i forogrammi chiave&lt;/span&gt;)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&amp;lt;html&amp;gt;&amp;lt;head/&amp;gt;&amp;lt;body&amp;gt;&amp;lt;p&amp;gt;Refreshes animation table and key frame previews.&amp;lt;/p&amp;gt;&amp;lt;/body&amp;gt;&amp;lt;/html&amp;gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&amp;lt;html&amp;gt;&amp;lt;head/&amp;gt;&amp;lt;body&amp;gt;&amp;lt;p&amp;gt;Aggiorna la tabella di animazione e le anteprime dei fotogrammi chiave.&amp;lt;/p&amp;gt;&amp;lt;/body&amp;gt;&amp;lt;/html&amp;gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Checks if there is no collision between camera and fractal at all interpolated frames.&lt;/p&gt;&lt;p&gt;Collision is defined as event where distance of camera to fractal object is lower than &lt;span style=&quot; font-style:italic;&quot;&gt;collision distance&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controlla se non c&apos;è nessuna collisione tra la camera e frattale in tutti i fotogrammi interpolati.&lt;/p&gt;&lt;p&gt;La collisione è definito come l&apos;evento in cui la distanza della camera dall&apos;oggetto frattale è inferiore al parametro&lt;span style=&quot; font-style:italic;&quot;&gt;distanza di collisione&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Validate</source>
        <translation type="vanished">Validare</translation>
    </message>
    <message>
        <source>collission distance:</source>
        <translatorcomment>mistake in English, should be &quot;collision&quot;</translatorcomment>
        <translation type="vanished">distanza collisione:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;It sets how many frames will be interpolated for each keyframe. &lt;/p&gt;&lt;p&gt;Total number of animation frames is &apos;number of keyframes&apos; multiplied by &apos;frames per keyframe&apos; &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>not sure I understand</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Si definisce quanti fotogrammi saranno interpolati per ogni fotogramma chiave.&lt;/p&gt;&lt;p&gt;Numero totale di fotogrammi di animazione è &apos;il numero di fotogrammi chiave&apos;, moltiplicato per &apos;fotogrammi per fotogrammi chiave&apos;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Minimum distance between camera and fractal which is allowed during &lt;span style=&quot; font-style:italic;&quot;&gt;Validate&lt;/span&gt; function (collision detection)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;La distanza minima tra la camera e il frattale che è consentito durante la funzione&lt;span style=&quot; font-style:italic;&quot;&gt;Validare&lt;/span&gt; (individuazione collisioni)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enable checking for collisions before starting rendering of animation.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilita il controllo per le collisioni prima di iniziare il rendering dell&apos;animazione.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Validate before render</source>
        <translation type="vanished">Valida prima di renderizzare</translation>
    </message>
    <message>
        <source>&amp;Statistics</source>
        <translation type="vanished">&amp;Statistiche</translation>
    </message>
    <message>
        <source>Histogram of fractal iteration count</source>
        <translation type="vanished">Istogramma del conteggio delle iterazioni frattali</translation>
    </message>
    <message>
        <source>Histogram of ray-marching step count</source>
        <translatorcomment>not sure about &apos;passi di ray matching&quot;</translatorcomment>
        <translation type="vanished">Istogramma del conteggio dei passi di ray-marching</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Swithes off stopping of ray-marching at distance threshold. When it&apos;s checked detail level is controlled with &lt;span style=&quot; font-style:italic;&quot;&gt;Max. fractal iterations&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>&quot;Swithes&quot; must be &quot;Switches&quot;</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Disattiva l&apos;arresto del proccesso di ray-marching ad una certa soglia di distanza. Quando è selezionato, il livello di dettaglio è controllato tramite&lt;span style=&quot; font-style:italic;&quot;&gt;Max. Iterazioni frattali&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Raymarching step mult.
(controls quality):</source>
        <translation type="vanished">moltiplicatore 
passo Raymarching
(controlla qualità):</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Distance threshold which defines detail size.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Soglia distanza che definisce la quantità di dettagli.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Delete all images</source>
        <translation type="vanished">Cancella tutte le immagini</translation>
    </message>
    <message>
        <source>Show Animation</source>
        <translation type="vanished">Mostra l&apos;Animazione</translation>
    </message>
    <message>
        <source>Continue recording</source>
        <translation type="vanished">Continua la registrazione</translation>
    </message>
    <message>
        <source>Refresh table</source>
        <translation type="vanished">Aggiorna tavola</translation>
    </message>
    <message>
        <source>Export to Keyframes</source>
        <translation type="vanished">Esporta in fotogrammi chiave</translation>
    </message>
    <message>
        <source>image type:</source>
        <translation type="vanished">Tipo immagine:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Defines visibility of additional light sources. Higher value gives brighter appearance of light sources. It doesn&apos;t control luminosity of light sources.&lt;/p&gt;&lt;p&gt;This parameter also affects random lights.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>Strange English, seems saying opposite things.</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Definisce la visibilità delle sorgenti luminose supplementari. Valori più alti aumentano la visibilità delle fonti luminose ma non ne aumenteranno la luminosità.&lt;/p&gt;&lt;p&gt;Questo parametro influenza anche le luci casuali.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Defines size of visible light sources. When it&apos;s higher then lights appear bigger.&lt;/p&gt;&lt;p&gt;This parameter also affects random lights.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Definisce l&apos;area di visibilità delle fonti luminose. Valori più alti creano fonti luminose più grandi.&lt;/p&gt;&lt;p&gt;Questo parametro influenza anche le luci casuali.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Select folder</source>
        <translation type="vanished">Seleziona directory</translation>
    </message>
    <message>
        <source>roll speed:</source>
        <translation type="vanished">velocità rollio:</translation>
    </message>
    <message>
        <source>Show thumbnails</source>
        <translation type="vanished">Mostra miniature</translation>
    </message>
    <message>
        <source>rotation speed:</source>
        <translation type="vanished">velocità rotazione:</translation>
    </message>
    <message>
        <source>Add flight and rotation speed to parameters
(needed to continue recording animation)</source>
        <translation type="vanished">Aggiungere velocità di rotazione e di volo ai parametri
(è necessario per continuare con la registrazione dell&apos;animazione)</translation>
    </message>
    <message>
        <source>first frame to render:</source>
        <translation type="vanished">primo fotogramma da renderizzare:</translation>
    </message>
    <message>
        <source>last frame to render:</source>
        <translation type="vanished">ultimo fotogramma da renderizzare:</translation>
    </message>
    <message>
        <source>Insert keyframe</source>
        <translation type="vanished">Inserisci fotogramma chiave</translation>
    </message>
    <message>
        <source>Delete selected keyframe</source>
        <translation type="vanished">Cancella fotogramma chiave</translation>
    </message>
    <message>
        <source>Delete keyframe</source>
        <translation type="vanished">Cancella fotogramma chiave</translation>
    </message>
    <message>
        <source>Add keyframe</source>
        <translation type="vanished">Aggiungi fotogramma chiave</translation>
    </message>
    <message>
        <source>Render animation</source>
        <translation type="vanished">Renderizza animazione</translation>
    </message>
    <message>
        <source>Modify selected keyframe</source>
        <translation type="vanished">Modifica fotogramma chiave selezionato</translation>
    </message>
    <message>
        <source>Modify keyframe</source>
        <translation type="vanished">Modifica fotogramma chiave</translation>
    </message>
    <message>
        <source>Export to Flight</source>
        <translation type="vanished">Esporta verso volo</translation>
    </message>
    <message>
        <source>frames per keyframe:</source>
        <translation type="vanished">fotogrammi per fotogrammi chiave:</translation>
    </message>
    <message>
        <source>Total number of iterations</source>
        <translation type="vanished">Numero totale delle iterazioni</translation>
    </message>
    <message>
        <source>Number of iterations per pixel</source>
        <translation type="vanished">Numero iterazioni per pixel</translation>
    </message>
    <message>
        <source>Number of iterations per second</source>
        <translation type="vanished">Numero di iterazioni per secondo</translation>
    </message>
    <message>
        <source>Percentage of wrong distance estimations</source>
        <translation type="vanished">Percentuale errore DE</translation>
    </message>
    <message>
        <source>Distance of camera to fractal surface</source>
        <translation type="vanished">Distanza della camera dalla superficie del frattale</translation>
    </message>
    <message>
        <source>Value</source>
        <translation type="vanished">Valore</translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="66"/>
        <location filename="../src/render_window_menu.cpp" line="454"/>
        <location filename="../src/render_window_menu.cpp" line="773"/>
        <source>Fractals (*.txt *.fract)</source>
        <translation>Fractattali (*.txt *.fract)</translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="662"/>
        <source>TIFF images (*.tiff)</source>
        <translation>Immagini TIFF (*.tiff)</translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="208"/>
        <location filename="../src/render_window_menu.cpp" line="779"/>
        <source>Save settings...</source>
        <translation>Salva impostazioni...</translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="188"/>
        <source>Ctrl</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="190"/>
        <source>Alt</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="192"/>
        <source>Shift</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="198"/>
        <source>Main Program Hotkeys</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="203"/>
        <location filename="../src/render_window_menu.cpp" line="459"/>
        <source>Load settings...</source>
        <translation>Carica impostazioni...</translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="205"/>
        <source>Load settings from clipboard...</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="206"/>
        <source>Load example...</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="210"/>
        <source>Save settings to clipboard...</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="212"/>
        <source>Import legacy settings...</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="214"/>
        <source>Export Mesh</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="215"/>
        <source>Save as Image...</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="217"/>
        <source>Program Preferences</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="218"/>
        <source>Quit</source>
        <translation type="unfinished">Esci</translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="219"/>
        <source>Full screen</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="224"/>
        <source>Other</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="225"/>
        <source>Undo</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="226"/>
        <source>Redo</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="227"/>
        <source>Show User Manual</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="228"/>
        <source>Show (these) Hotkeys</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="230"/>
        <source>Terminate all calculations</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="236"/>
        <source>Render Window Hotkeys</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="240"/>
        <source>Movement</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="242"/>
        <source>Mouse left button click</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="242"/>
        <source>jump forward</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="244"/>
        <source>Mouse right button click</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="244"/>
        <source>jump backward</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="247"/>
        <source>Mouse left+right buttons drag</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="250"/>
        <location filename="../src/render_window_menu.cpp" line="279"/>
        <source>up</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="251"/>
        <location filename="../src/render_window_menu.cpp" line="280"/>
        <source>down</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="252"/>
        <location filename="../src/render_window_menu.cpp" line="254"/>
        <location filename="../src/render_window_menu.cpp" line="281"/>
        <source>left</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="254"/>
        <location filename="../src/render_window_menu.cpp" line="281"/>
        <location filename="../src/render_window_menu.cpp" line="283"/>
        <source>Arrow left</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="255"/>
        <location filename="../src/render_window_menu.cpp" line="257"/>
        <location filename="../src/render_window_menu.cpp" line="282"/>
        <source>right</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="257"/>
        <location filename="../src/render_window_menu.cpp" line="282"/>
        <location filename="../src/render_window_menu.cpp" line="285"/>
        <source>Arrow right</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="258"/>
        <location filename="../src/render_window_menu.cpp" line="260"/>
        <location filename="../src/render_window_menu.cpp" line="262"/>
        <source>forward</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="260"/>
        <location filename="../src/render_window_menu.cpp" line="262"/>
        <location filename="../src/render_window_menu.cpp" line="279"/>
        <source>Arrow up</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="263"/>
        <location filename="../src/render_window_menu.cpp" line="264"/>
        <location filename="../src/render_window_menu.cpp" line="266"/>
        <source>backward</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="264"/>
        <location filename="../src/render_window_menu.cpp" line="266"/>
        <location filename="../src/render_window_menu.cpp" line="280"/>
        <source>Arrow down</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="245"/>
        <source>Mouse Wheel</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="246"/>
        <source>forward / backward</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="272"/>
        <source>Rotation</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="274"/>
        <source>Mouse left button drag</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="275"/>
        <source>Mouse right button drag</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="276"/>
        <source>Rotate camera around point</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="278"/>
        <source>Mouse middle button drag</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="278"/>
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arrow keys - strafe</source>
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arrow keys - sidewards</source>
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hold shift key - orthogonal move</source>
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distribution radius of lights to 50%,</source>
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raggio distribuzione luce al 50%,</translation>
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max distance from fractal to 10%</source>
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massima distanza dal frattale a 10%</translation>
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        <location filename="../qt/ui_audio_selector.h" line="574"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Width of the band of frequencies used to calculate the sound value effect on an animation.&lt;/p&gt;&lt;p&gt;Selected bandwidth is shown on the &amp;quot;Frequency spectrum&amp;quot; chart.&lt;/p&gt;&lt;p&gt;If the bandwidth is wide, then the sound value will be calculated from the average amplitude of the selected frequencies.&lt;/p&gt;&lt;p&gt;If the bandwidth is set to the maximum value, then the sound value will be calculated from the amplitude of the sound.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The value of animation of a parameter, is the sum of the &lt;span style=&quot; text-decoration: underline;&quot;&gt;sound value&lt;/span&gt; added to the &lt;span style=&quot; text-decoration: underline;&quot;&gt;parameter value&lt;/span&gt; (from the keyframe animation table): &lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600; font-style:italic;&quot;&gt;animation =&lt;/span&gt;&lt;span style=&quot; font-weight:600;&quot;&gt; parameter_value + parameter_value * multiplication_factor * sound&lt;/span&gt;&lt;span style=&quot; font-style:italic;&quot;&gt; + &lt;/span&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;sound * addition factor&lt;/span&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;where:&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;sound&lt;/span&gt; - average amplitude or pitch of the selected range of sound frequencies. It is calculated as a value from 0 to 1, ( 0 = silent&#xa0;, 1 = maximum.) &lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;parameter value &lt;/span&gt;- from keyframe animation calculations.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;animation&lt;/span&gt; - value of the parameter value after the sound_value has been added.&lt;/p&gt;&lt;p&gt;Note: when only multiplication factor is used (i.e. addition_factor is close to zero), it is guaranteed that &lt;span style=&quot; font-style:italic;&quot;&gt;sound&lt;/span&gt; will not modify the sign of animated parameter value. &lt;/p&gt;&lt;p&gt;Note: multiplication_factor operates differently in Negative Influence mode function. There it is used as division instead of multiplication.      Negative Influence mode function:&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600; font-style:italic;&quot;&gt;animation =&lt;/span&gt;&lt;span style=&quot; font-weight:600;&quot;&gt; parameter_value / (1.0 + multiplication_factor * sound)&lt;/span&gt;&lt;span style=&quot; font-style:italic;&quot;&gt; + sound * addition factor;&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Bandwidth:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;A higher value extends the decay of the sound value.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option enables the smooth filter.&lt;/p&gt;&lt;p&gt;The sound value will change in a smooth way.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Smooth fi&amp;lter</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;A higher value will result in a reduced audio influence on the animated parameter.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_audio_selector.h" line="628"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Displays frequency spectrum of loaded audio file.&lt;/p&gt;&lt;p&gt;The chart displays low frequencies of the sound (bass) at the bottom,  and  high frequencies (high tones)  at the top.&lt;/p&gt;&lt;p&gt;Brighter pixels indicates louder tones.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Sound Animation chart</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Animation chart shows &lt;span style=&quot; font-weight:600;&quot;&gt;sound&lt;/span&gt;  that is used in the calculation of sound value. It ranges from silent at the bottom up to maximum of 1.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>-- / --</source>
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        <source>Addition factor</source>
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        <source>Negative influence</source>
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        <source>Sound pitch mode</source>
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        <source>Sound delay (frames)</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option enables the binary filter.&lt;/p&gt;&lt;p&gt;The addition of the sound value to the parameter value is triggered when the sound rises above the threshold and ceases when the sound drops below the threshold, (unless the minimum duration is extended past that frame point.)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&amp;Binary filter</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Minimum duration for which the sound value will be calculated and added to the parameter value, from the frame where the sound first exceeded the threshold, ( measured in frames.)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Threshold for binary filter. &lt;/p&gt;&lt;p&gt;When sound is above the threshold, the sound value is calculated and added to the parameter value.  Calculation continues until the sound falls below the threshold or the minimum duration is exceeded.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    <message>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option enables the decay filter.&lt;/p&gt;&lt;p&gt;The sound value will rise fast, but decay slowly.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Note: you can drag keyframes on the ruler to align them with audio</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Displays waveform of loaded audio file.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Frequency spectrum</source>
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    <message>
        <source>Load Audio</source>
        <translation type="vanished">Carica Audio</translation>
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    <message>
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        <source>Select audio file...</source>
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        <source>Pause Audio</source>
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        <source>Play Audio</source>
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<context>
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        <source>Loading sound file</source>
        <translation type="unfinished"></translation>
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        <source>Decompressing audio file</source>
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        <source>Calculating FFT</source>
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<context>
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        <location filename="../qt/buton_load_settings_from_widget.cpp" line="74"/>
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<context>
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        <source>Randomize settings in %1 widget</source>
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<context>
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        <source>Reset settings only in %1 widget</source>
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<context>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Load formula code from selected build-in formula&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_custom_formula_editor.h" line="156"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Saves formula code to chosen file. &lt;/p&gt;&lt;p&gt;Remark: formula code is always saved together with fractal settings (compressed formula code in .fract file)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Formats code in the editor. It needs clang-format tool.&lt;/p&gt;&lt;p&gt;To install clang-format:&lt;/p&gt;&lt;p&gt;- Linux: Install clang-format from ypur package manager.&lt;/p&gt;&lt;p&gt;- Windows: Go to https://llvm.org/builds&lt;br/&gt;   download and install clang-format&lt;/p&gt;&lt;p&gt;MacOS: When you have the brew package manager installed run: &lt;br/&gt;brew install clang-format&lt;/p&gt;&lt;p&gt;If required, you can specify the program path under &lt;br/&gt;Preferences &amp;gt; OpenCL (GPU) &amp;gt; clang-format path.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_custom_formula_editor.h" line="165"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Runs OpenCL compiler to check syntax&lt;/p&gt;&lt;p&gt;Errors are displayed in the list below.&lt;/p&gt;&lt;p&gt;You can double-click on chosen error to move cursor to the error position.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Check syntax</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Inserts parameter from the list of available parameter names.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Load existing fractal formula code...</source>
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        <source>Inserting parameter</source>
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        <source>Saving custom formula code...</source>
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        <source>Load custom fractal formula code...</source>
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<context>
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        <source>Rendered image</source>
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        <translation type="unfinished"></translation>
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        <translation type="unfinished"></translation>
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        <translation></translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;In record flight mode, the camera is operated like in a flight simulator game. Flight path is recorded. It recommended to use low image resolution for better recording performance. &lt;/p&gt;&lt;p&gt;Render animation button starts rendering of the recorded flight path. For final rendering you can select higher image resolution.&lt;/p&gt;&lt;p&gt;To add a parameter, right click on the selected parameter&apos;s edit field and select from context menu &lt;span style=&quot; font-style:italic;&quot;&gt;Add to flight animation&lt;/span&gt;&lt;/p&gt;&lt;p&gt;You can modify frame parameters directly in the animation table or by editing parameters in fractal or effects edit fields (double click keyframe preview or right click on a keyframe, and choose &lt;span style=&quot; font-style:italic;&quot;&gt;Render this keyframe&lt;/span&gt; , this updates parameters in window, then modify parameters and click &lt;span style=&quot; font-style:italic;&quot;&gt;Modify keyframe&lt;/span&gt; to get modified parameters into table)&lt;/p&gt;&lt;p&gt;You can click on &lt;span style=&quot; font-style:italic;&quot;&gt;Export to keyframes&lt;/span&gt; to continue editing animation in &lt;span style=&quot; font-style:italic;&quot;&gt;Keyframe animation&lt;/span&gt; editor&lt;/p&gt;&lt;p&gt;Animation is stored in a settings file in CSV format, therefore it is possible to edit animation with external tools (e.g spreadsheet editor or text editor).&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;In modalità registrazione volo, la camera funziona come in un simulatore di volo. Il percorso di volo viene registrato. Si raccomanda di usare una risoluzione immagine bassa, per avere una migliore performance durante la registrazione.&lt;/p&gt;&lt;p&gt;Il bottone di render dell&apos;immagine fa partire il rendering del percorso di volo registrato. Per il rendering finale si può selezionare in seguito una risoluzione immagine migliore.&lt;/p&gt;&lt;p&gt;Per aggiungere un parametro, fare click sul campo di modifica del parametro che si vuole cambiare e selezionare dal menù contestuale&lt;span style=&quot; font-style:italic;&quot;&gt;Aggiungi all&apos;animazione volo&lt;/span&gt;.&lt;/p&gt;&lt;p&gt; Si possono modificare direttamente i parametri dei fotogrammi tramite la tavola animazione o editando i parametri all&apos;interno dei campi di modifica dei parametri stessi (fare doppio click sulle anteprime dei fotogrammi chiave, o ciccando il fotogramma chiave con il pulsante destro e facendo click su &lt;span style=&quot; font-style:italic;&quot;&gt;Renderizza questo fotogramma chiave&lt;/span&gt;, aggiornando così i parametri in finestra, poi modificare i parametri e fare click su &lt;span style=&quot; font-style:italic;&quot;&gt;Modifica fotogramma chiave&lt;/span&gt; per inserire i parametri modificati nella tavola animazione).&lt;/p&gt;&lt;p&gt;È possibile fare click su  &lt;span style=&quot; font-style:italic;&quot;&gt;Esporta fotogrammi chiave&lt;/span&gt; per poter continuare a lavorare sull&apos;animazionenell&apos;editor &lt;span style=&quot; font-style:italic;&quot;&gt;Animazione fotogrammi chiave&lt;/span&gt; &lt;/p&gt;&lt;p&gt;L&apos;animazione viene salvata in un file in formato CSV, è quindi possibile editare l&apos;animazione usando un programma esterno (e.g. programma che utilizza fogli di calcolo o editor di testo).&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Starts rendering of previously recorded flight path&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Starts recording flight path. &lt;/p&gt;&lt;p&gt;It is recommended to decrease image resolution for better rendering performance.&lt;/p&gt;&lt;p&gt;The mouse pointer is used as the controller. &lt;br/&gt;Move the mouse pointer to change flight direction.&lt;br/&gt;Left mouse button increases flight speed. Right mouse button decreases speed.&lt;br/&gt;Arrow keys moves camera up, down, left and right (strafe)&lt;br/&gt;Z and X keys rotate the camera (roll)&lt;br/&gt;Spacebar pauses flight path recording . &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Avvia la registrazine del percorso di volo. &lt;/p&gt;&lt;p&gt;Si raccomanda di diminuire la risoluzione dell&apos;immagine per migliorare la performance di rendering.&lt;/p&gt;&lt;p&gt;Il bottone del mouse viene usato come controller. &lt;br/&gt;Muovere il puntatore del mouse per cambiare direzione di volo.&lt;br/&gt;Il pulsante sinistro aumenta la velocità di volo. Il pulsante destro diminuisce la velocità.&lt;br/&gt;I tasti freccia muovono la camera verso l&apos;alto, verso il basso, a sinistra e a destra (strafe)&lt;br/&gt;I tasti Z e X ruotano la camera (roll)&lt;br/&gt;La barra spaziatrice mette in pausa la registrazione del percorso di volo.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Record flight path</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Deletes all already rendered image frames in selected folder (&lt;span style=&quot; font-style:italic;&quot;&gt;Path for images&lt;/span&gt;). &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Elimina tutti i fotogrammi già renderizzati nella directory selezionata (&lt;span style=&quot; font-style:italic;&quot;&gt;Directory immagini&lt;/span&gt;).&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Delete all images</source>
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        <location filename="../qt/ui_dock_animation.h" line="928"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Plays rendered animation.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Esegue l&apos;animazione renderizzata.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Show Animation</source>
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        <location filename="../qt/ui_dock_animation.h" line="932"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Continues recording previously stopped rendering. The flight will start from the last point from the table, and will be continued with the latest direction and speed.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Contina il rendering precedentemente interrotto. Il volo riprenderà dall&apos;ultimo punto indicato nella tavola, con la stessa velocità e direzione.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Continue recording</source>
        <translation>Continua la registrazione</translation>
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        <location filename="../qt/dock_animation.ui" line="865"/>
        <location filename="../qt/ui_dock_animation.h" line="936"/>
        <location filename="../qt/ui_dock_animation.h" line="1047"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Refreshes animation table and keyframe previews.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Aggiorna tavola animazione e anteprime fotogrammi chiave.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/dock_animation.ui" line="868"/>
        <location filename="../qt/ui_dock_animation.h" line="938"/>
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        <source>Refresh table</source>
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        <location filename="../qt/ui_dock_animation.h" line="940"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Exports flight path to keyframe animation.  &lt;span style=&quot; font-style:italic;&quot;&gt;Keyframe animation/frames per keyframe&lt;/span&gt; parameter is used to determine how many frames will be exported as new keyframes. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Esporta animazione volo in animazione con fotogrammi chiave. Il parametro &lt;span style=&quot; font-style:italic;&quot;&gt;animazione fotogrammi chiave/fotogramma per fotogramma&lt;/span&gt; viene usato per determinare quanti fotogrammi verranno esportati come fotogrammi chiave.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Export to Keyframes</source>
        <translation>Esporta fotogrammi chiave</translation>
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        <location filename="../qt/ui_dock_animation.h" line="943"/>
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        <source>path for images:</source>
        <translation>directory immagini:</translation>
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        <source>image type:</source>
        <translation>Tipo immagine:</translation>
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        <source>inertia:</source>
        <translation>inerzia:</translation>
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        <source>speed:</source>
        <translation>velocità:</translation>
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        <location filename="../qt/ui_dock_animation.h" line="1074"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to stored rendered animation frames.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Percorso dove salvare fotogrammi del rendering dell&apos;animazione.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Determines how camera speed will be calculated.&lt;/p&gt;&lt;p&gt;In &lt;span style=&quot; font-style:italic;&quot;&gt;Relative to distance&lt;/span&gt; mode, camera speed will decrease when camera is nearer to the fractal surface. This mode will help you to not collide with the fractal. In this mode you can still control speed by &lt;span style=&quot; font-style:italic;&quot;&gt;speed&lt;/span&gt; parameter and by mouse buttons.&lt;/p&gt;&lt;p&gt;In Constant mode, the camera speed is only controlled by &lt;span style=&quot; font-style:italic;&quot;&gt;speed&lt;/span&gt; parameter and mouse buttons&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Determina come verrà calcolata la velocità della camera.&lt;/p&gt;&lt;p&gt;Nella modalità  &lt;span style=&quot; font-style:italic;&quot;&gt;Relativa alla distanza&lt;/span&gt;, la velocità della camera diminuirà quando la camera sarà più vicina alla superficie del frattale. Questa modalità aiuta a non entrare in collisione con il frattale. È comunque possibile controllare la velocità tramite il parametro &lt;span style=&quot; font-style:italic;&quot;&gt;velocità&lt;/span&gt;e tramite bottoni del mouse.&lt;/p&gt;&lt;p&gt; In modalità costante, la velocità della camera verrà controllata esclusivamente dal parametro &lt;span style=&quot; font-style:italic;&quot;&gt;velocità&lt;/span&gt; e dai bottoni del mouse.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Relative to distance</source>
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        <source>Constant</source>
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        <source>speed control:</source>
        <translation>controllo velocità:</translation>
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        <location filename="../qt/ui_dock_animation.h" line="976"/>
        <location filename="../qt/ui_dock_animation.h" line="1082"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection for image format for animation frames.&lt;/p&gt;&lt;p&gt;For more image format settings go to to &lt;span style=&quot; font-style:italic;&quot;&gt;File/Program Preferences&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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        <location filename="../qt/ui_dock_animation.h" line="981"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controls flight speed. &lt;/p&gt;&lt;p&gt;If you click left mouse button, speed will be increased&lt;/p&gt;&lt;p&gt;If you click right mouse button, speed will be decreased&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controllo della velocità di volo.&lt;/p&gt;&lt;p&gt;Se si fa clic su pulsante sinistro del mouse, aumenta la velocità&lt;/p&gt;&lt;p&gt;Se si fa clic su pulsante destro del mouse, diminuisce la velocità&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_animation.h" line="1059"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Add all parameters with non-default value to the animation&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Add all parameters</source>
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        <source>Set in all</source>
        <translation type="unfinished"></translation>
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        <source>Show camera path</source>
        <translation type="unfinished"></translation>
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        <source>Show target path</source>
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        <source>Show light #1 path</source>
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        <source>Show light #2 path</source>
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        <source>Show light #3 path</source>
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        <source>Show light #4 path</source>
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        <source>Select folder</source>
        <translation>Seleziona directory</translation>
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        <source>seconds per frame:</source>
        <translation>Secondi per fotogramma:</translation>
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        <location filename="../qt/ui_dock_animation.h" line="984"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Inertia of camera. &lt;/p&gt;&lt;p&gt;Higher inertia makes flight more smooth but more difficult to change speed or direction.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Inerzia della camera. &lt;/p&gt;&lt;p&gt;Valori più alti di inerzia rendono il volo più scorrevole ma rendono più difficile il controllo di direzione o cambio velocità.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_animation.h" line="1005"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameters controls frame rate during flight path recording. Higher values give slower rendering but are more detailed.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questo parametro controlla la velocità espressa in numero di fotogrammi (frame rate) durante la registrazione del volo. Valori più alti rallentano il rendering ma l&apos;animazione risulta più dettagliata.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_animation.h" line="959"/>
        <source>roll speed:</source>
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        <location filename="../qt/ui_dock_animation.h" line="989"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotation speed of camera&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Velocità di rotazione della camera&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_animation.h" line="961"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables rendering of keyframe previews in animation table.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Attiva il rendering delle anteprime dei fotogrammi chiave nella tavola animazione.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_animation.h" line="963"/>
        <source>Show thumbnails</source>
        <translation>Mostra miniature</translation>
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        <source>rotation speed:</source>
        <translation>velocità rotazione:</translation>
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        <location filename="../qt/ui_dock_animation.h" line="994"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Roll speed of camera&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Velocità di rollio della camera&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <location filename="../qt/ui_dock_animation.h" line="966"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enable this parameter  if you want to record a flight path in parts. It allows the program to continue recording the flight with the same speed.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilitare questo parametro se si vuole registrare il percorso di volo in parti. Permette al programma di continuare la registrazione con la stessa velocità precedente.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_animation.h" line="968"/>
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        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Cancella tutti i fotogrammi renderizzati nella directory animazione (selezionata tramite &lt;span style=&quot; font-style:italic;&quot;&gt;percorso directory immagini)&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;La distanza minima consentita tra la camera e il frattale definita tramite la funzione&lt;span style=&quot; font-style:italic;&quot;&gt;Validare&lt;/span&gt; (individuazione collisioni)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This feature is for rendering animations by interpolating between keyframes.&lt;/p&gt;&lt;p&gt;You can create multiple keyframes, each with different parameters (i.e.camera, fractal and environment parameters values). Intermediate frames will be calculated during rendering of the animation. &lt;/p&gt;&lt;p&gt;To add a keyframe to the animation table, click &lt;span style=&quot; font-style:italic;&quot;&gt;Add keyframe&lt;/span&gt;. &lt;/p&gt;&lt;p&gt;To add a parameter, right click on the selected parameter&apos;s edit field and select from context menu &lt;span style=&quot; font-style:italic;&quot;&gt;Add to keyframe animation&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Build an animation by adding, inserting and deleting keyframes. Modify parameters directly in the animation table, or in fractal or effects edit fields (double click keyframe preview or right click on a keyframe, and choose &lt;span style=&quot; font-style:italic;&quot;&gt;Render this keyframe&lt;/span&gt; , this updates parameters in window, then modify parameters and click &lt;span style=&quot; font-style:italic;&quot;&gt;Modify keyframe&lt;/span&gt; to refresh animation table.)&lt;/p&gt;&lt;p&gt;Each parameter can have assigned different type of interpolation (right click on animation parameter name.)&lt;/p&gt;&lt;p&gt;Animation is stored in a settings file in CSV format, therefore it is possible to edit animation with external tools (e.g spreadsheet editor or text editor).&lt;/p&gt;&lt;p&gt;Animation can be exported to Flight Animation, where it is possible to edit each frame.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Set the same
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tra camera e bersaglio
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;La profondità di campo (Depth of field) è l&apos;effetto per cui gli oggetti all&apos;interno di un certo spazio di distanza in una scena appaiono a fuoco, mentre gli oggetti più vicini o più lontani appaiono fuori fuoco.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Depth of field</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;It&apos;s the distance where objects appear in focus.&lt;/p&gt;&lt;p&gt;Distance can be set bu using button &lt;span style=&quot; font-style:italic;&quot;&gt;Set focus distance by mouse&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;low focus distance&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;high focus distance&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DOF - focus close.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DOF - focus far.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use DOF algorithm based on floating point image buffer.&lt;/p&gt;&lt;p&gt;This mode cannot be used together with SSAO effect.&lt;/p&gt;&lt;p&gt;When effect is already rendered there is no possibility to adjust image brightness, contrast and gamma.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Usa algoritmo profondità di campo (DOF) basato su buffer a virgola mobile.&lt;/p&gt;&lt;p&gt;Questa modalità non può essere usata assieme all&apos;effetto SSAO.&lt;/p&gt;&lt;p&gt;Quando l&apos;effetto è stato già renderizzato non è possibile aggiustare luminosità, contrasto o gamma dell&apos;immagine.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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Disables &apos;Update image&apos; options)</source>
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(non è possibile usare in contemporanea l&apos;effetto SSAO.
Disabilita l&apos;opzione &apos;aggiorna immagine&apos;)</translation>
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        <source>Number of passes:</source>
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        <source>Blur opacity:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables Monte Carlo algorithm for rendering the depth of field (DOF) effect. This effect is extremely slow for rendering, but gives a very realistic DOF appearance. &lt;/p&gt;&lt;p&gt;Remark: This effect canot work properly when screen space ambient occlusion is enabled. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilita algoritmo Monte Carlo per il rendering dell&apos;effetto profondità di campo (DOF). Il rendering di questo effetto è estremamente lento, ma offre risultati molto realistici. &lt;/p&gt;&lt;p&gt;Nota: Questo effetto non può lavorare propriamente quando è attiva l&apos;opzione SSAO. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <translatorcomment>strange English &quot; then the rendering will take 100 times&quot; what does it mean? is 100 times slower?</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Numero di raggi calcolati per ogni pixel dell&apos;immagine. Valori alti riducono il rumore presente sull&apos;immagine, aumentando però i tempi di rendering. &lt;/p&gt;&lt;p&gt;Per esempio, se il numero di campioni è 100, allora il rendering sarà 100 volte più lento rispetto al rendering con quest&apos;opzione disabilitata.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Setting of focus distance by mouse pointer. &lt;/p&gt;&lt;p&gt;Click on this button and then point the object on image which you want to appear in focus.&lt;/p&gt;&lt;p&gt;After using it don&apos;t forget to change &lt;span style=&quot; font-style:italic;&quot;&gt;Navigation&lt;/span&gt; / &lt;span style=&quot; font-style:italic;&quot;&gt;Mouse click function&lt;/span&gt; to continue work with the camera.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Impostazione della distanza di messa a fuoco tramite puntatore del mouse.&lt;/p&gt;&lt;p&gt;Fare click su questo pulsante e poi puntare l&apos;oggetto sull&apos;immagine che si desidera mettere a fuoco.&lt;/p&gt;&lt;p&gt;Dopo non dimenticare di ripristinare la funzione assegnata al click del mouse tramite &lt;span style=&quot; font-style:italic;&quot;&gt;Navigazione&lt;/span&gt; / &lt;span style=&quot; font-style:italic;&quot;&gt;Funzione click del mouse click&lt;/span&gt; per poter continuare a lavorare con la camera.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Settings for scattered light effect&lt;/p&gt;&lt;p&gt;Types of ambient occlusion effect:&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Screen Space Ambient Occlusion (SSAO)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Multiple rays&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Fast&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion high quality.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion fast mode.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;SSAO - relatively fast post-effect based on z-Buffer&lt;/p&gt;&lt;p&gt;Multiple rays - based on calculation of rays in different directions. It uses texture to create colored light map. This effect slows down rendering.&lt;/p&gt;&lt;p&gt;Fast - simple and fast method to calculate scattered light effect. This the least accurate effect.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Quality:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Quality of ambient occlusion effect. Higher quality increases rendering time.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter controls brightness of fast ambient occlusion effect.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Multiple rays with light map</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of scattered light&lt;/p&gt;&lt;p&gt;example of effect:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg&quot;/&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;intensità luce diffusa&lt;/p&gt;&lt;p&gt;esempio dell&apos;effetto:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg&quot;/&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>SSAO random mode</source>
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        <source>Light map texture:</source>
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Percorso directory per le immagini per il light mapping. Per l&apos;effetto di occlusione ambiente basato su raggi multipli&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Environment mapping is an image-based lighting technique for approximating the appearance of a reflective surface by means of a precomputed texture image. The texture is used to store the image of the distant environment surrounding the rendered object.&lt;/p&gt;&lt;p&gt;To adjust effect intensity use &lt;span style=&quot; font-style:italic;&quot;&gt;reflection&lt;/span&gt; slider&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;La mappatura ambiente (Environment mapping) è una tecnica di illuminazione basata su immagini per approssimare l&apos;aspetto di una superficie riflettente per mezzo di una immagine di texture precalcolata. La texture viene utilizzata per memorizzare l&apos;immagine dell&apos;ambiente lontano che circonda l&apos;oggetto renderizzato.&lt;/p&gt;&lt;p&gt;Per regolare l&apos;intensità dell&apos; effetto usare lo slider &lt;span style=&quot; font-style:italic;&quot;&gt;riflessione&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Texture path:</source>
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Directory file per l&apos;immagine mappa riflessioni.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Volumetric</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables fog effect. Density of fog is constant over entire space.&lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - fog.jpeg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilita effetto nebbia. La densità della nebbia è costante su tutto lo spazio.&lt;/p&gt;&lt;p&gt;Esempio:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - fog.jpeg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Basic fog</source>
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Distanza di visibilità nebbia. La visibilità può essere impostata utilizzando il pulsante &apos;&lt;span style=&quot; font-style:italic;&quot;&gt;Imposta distanza di visibilità con il mouse&apos;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Valori più bassi danno nebbia più densa&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/dock_effects.ui" line="1383"/>
        <location filename="../qt/dock_effects.ui" line="4215"/>
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        <location filename="../qt/ui_dock_effects.h" line="3263"/>
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        <source>Color:</source>
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        <location filename="../qt/ui_dock_effects.h" line="3266"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of fog effect&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore dell&apos;effetto nebbia&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/dock_effects.ui" line="1491"/>
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        <location filename="../qt/dock_effects.ui" line="1616"/>
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        <location filename="../qt/ui_dock_effects.h" line="3315"/>
        <location filename="../qt/ui_dock_effects.h" line="3324"/>
        <location filename="../qt/ui_dock_effects.h" line="3354"/>
        <location filename="../qt/ui_dock_effects.h" line="3359"/>
        <location filename="../qt/ui_dock_effects.h" line="3380"/>
        <location filename="../qt/ui_dock_effects.h" line="3402"/>
        <location filename="../qt/ui_dock_effects.h" line="3448"/>
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        <location filename="../qt/ui_dock_effects.h" line="3463"/>
        <location filename="../qt/ui_dock_effects.h" line="3524"/>
        <location filename="../qt/ui_dock_effects.h" line="3576"/>
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        <source>PushButton</source>
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        <source>Visibility distance:</source>
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Imposta distanza di visibilità utilizzando il puntatore del mouse. Puntare l&apos;oggetto che dovrebbe essere il più lontano visibile.&lt;/p&gt;&lt;p&gt;Dopo l&apos;uso non dimenticare di cambiare &lt;span style=&quot; font-style:italic;&quot;&gt;Navigazione&lt;/span&gt;/&lt;span style=&quot; font-style:italic;&quot;&gt;funzione click del mouse&lt;/span&gt; per poter continuare a lavorare con la camera.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_effects.h" line="3272"/>
        <source>Set visibility distance by mouse</source>
        <translation>Impostare la distanza di visibilità con il mouse</translation>
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        <location filename="../qt/ui_dock_effects.h" line="3274"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Glow effect based on ray-marching step count&lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - glow.jpeg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Effetto bagliore in base al conteggio dei passi di ray-marching&lt;/p&gt;&lt;p&gt;Esempio:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - glow.jpeg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Glow</source>
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        <location filename="../qt/dock_effects.ui" line="1460"/>
        <location filename="../qt/dock_effects.ui" line="1692"/>
        <location filename="../qt/dock_effects.ui" line="1843"/>
        <location filename="../qt/dock_effects.ui" line="2826"/>
        <location filename="../qt/ui_dock_effects.h" line="3277"/>
        <location filename="../qt/ui_dock_effects.h" line="3334"/>
        <location filename="../qt/ui_dock_effects.h" line="3360"/>
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        <source>Color #1:</source>
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        <location filename="../qt/dock_effects.ui" line="1685"/>
        <location filename="../qt/dock_effects.ui" line="1826"/>
        <location filename="../qt/dock_effects.ui" line="2871"/>
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        <source>Color #2:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of bright areas&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore delle aree luminose&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_effects.h" line="3284"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of dark areas&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore delle aree scure&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of effect&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Nebbia, dove la densità dipende dalla distanza dalla superficie frattale&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Esempio di valori alti di distanza&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Esempio di valori bassi di distanza&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - distance glow.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - distance glow 2.jpeg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Depth of field is the effect in which objects within some range of distances in a scene appear in focus, and objects nearer or farther than this range appear out of focus.&lt;/p&gt;&lt;p&gt;note: using DOF prevents one-pass anaglyph rendering, unless Monte carlo algorithm mode is selected.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_dock_effects.h" line="3195"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Settings for scattered light effect&lt;/p&gt;&lt;p&gt;Types of ambient occlusion effect:&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Screen Space Ambient Occlusion (SSAO)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Multiple rays&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Fast&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion high quality.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion fast mode.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;SSAO&lt;/span&gt; - relatively fast post-effect based on z-Buffer&lt;br/&gt;note: using SSAO prevents one-pass anaglyph rendering&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Multiple rays&lt;/span&gt; - based on calculation of rays in different directions. It uses texture to create colored light map. This effect slows down rendering.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Fast&lt;/span&gt; - simple and fast method to calculate scattered light effect. This the least accurate effect.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Environment mappin&amp;g</source>
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        <source>&amp;Glow</source>
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        <source>Fog based on dis&amp;tance</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Density of fog. Higher value gives denser fog. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Densità nebbia. Un valore più alto dà nebbia più densa. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Fog distance factor:</source>
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        <source>Distance of color #2:</source>
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        <source>Distance of color #1:</source>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum distance from fractal surface where color #2 is used and minimum where color #3  is used.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;La distanza massima dalla superficie del frattale che utilizza il colore #2 e come minimo il colore #3.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_effects.h" line="3305"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of fog which is used from fractal surface to distance #1&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore nebbia che viene utilizzato per la distanza dalla superficie frattale #1&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum distance from fractal surface where color #1 is used&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;La distanza massima dalla superficie frattale in cui viene utilizzato il colore #1&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/dock_effects.ui" line="1699"/>
        <location filename="../qt/dock_effects.ui" line="2115"/>
        <location filename="../qt/ui_dock_effects.h" line="3335"/>
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        <source>Density:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of fog which is used between distance #1  and distance #2&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore nebbia che viene utilizzato tra la distanza #1 e la distanza #2&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/dock_effects.ui" line="1654"/>
        <location filename="../qt/dock_effects.ui" line="1781"/>
        <location filename="../qt/dock_effects.ui" line="2878"/>
        <location filename="../qt/ui_dock_effects.h" line="3325"/>
        <location filename="../qt/ui_dock_effects.h" line="3345"/>
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        <source>Color #3:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of fog which is used farther than distance #2&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Consente di regolare la densità della nebbia in base alla distanza dalla superficie del frattale. Un valore più alto dà nebbia più lontana dalla superficie frattale.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_effects.h" line="3296"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Calculates optimal settings for fog effect.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Optimal distances calculation</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Fog effect, where density of fog is dependent on iteration count of fractal formula. Fog is denser in areas of higher iteration count.&lt;/p&gt;&lt;p&gt;Fog receives shadows and casts shadows on fractal surface and on itself.&lt;/p&gt;&lt;p&gt;Example of fog with additional light sources:&lt;br/&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - lights.jpeg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Effetto nebbia, dove la densità della nebbia dipende dal numero di iterazioni della formula frattale. La nebbia è più densa nelle zone di maggiore iterazione.&lt;/p&gt;&lt;p&gt;La nebbia riceve ombre e getta ombre sulla superficie frattale e su se stessa.&lt;/p&gt;&lt;p&gt;Esempio di nebbia con ulteriori fonti di luce:&lt;br/&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - lights.jpeg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Fog based on iteration co&amp;unt</source>
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        <location filename="../qt/ui_dock_effects.h" line="3352"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color #1 of fog effect&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore #1 dell&apos;effetto nebbia&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;There is no fog in volume where iteration count is lower than this value. When this parameter is high then fog is only just by fractal surface.&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;trim = 4&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;trim = 6&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;trim = 8&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 6 - 30000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 8 - 40000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Non c&apos;è nebbia nel volume in cui il numero di iterazioni è inferiore a questo valore. Quando questo parametro è alto, allora la nebbia è presente solo sulla superficie del frattale.&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;trim = 4&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;trim = 6&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;trim = 8&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 6 - 30000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 8 - 40000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color #1 is used for iteration count lower than this value&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Opacity of fog. Higher value gives denser fog.&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;opacity = 1000&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;opacity = 4000&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;opacity = 16000&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 1000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 4000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Opacità nebbia. Valori più alti danno nebbia più densa.&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;opacità = 1000&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;opacità = 4000&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;opacità = 16000&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 1000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 4000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_effects.h" line="3378"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color #3 of fog effect&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore #3 dell&apos;effetto nebbia&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_effects.h" line="3357"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color #2 of fog effect&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_dock_effects.h" line="3387"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color #2 is used for iteration count lower than this value. &lt;/p&gt;&lt;p&gt;Color #3 is used for iteration count greater than this value.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Opacity:</source>
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        <source>Low iterations trim:</source>
        <translation>Assetto iterazion basse:</translation>
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        <source>Max iter. for color#2:</source>
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        <source>Max iter. for color#1:</source>
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        <source>Clouds</source>
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        <source>Color</source>
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        <source>Noise iterations:</source>
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        <source>Period:</source>
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        <source>Visible light and trap light boost:</source>
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        <source>Random seed:</source>
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        <source>z</source>
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        <location filename="../qt/ui_dock_effects.h" line="3446"/>
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        <location filename="../qt/ui_dock_effects.h" line="3455"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of background at nadir&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_dock_effects.h" line="3477"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables covering of background sphere with selected image.&lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - backhround texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Percorso immagini sfondo. I formati accettati sono BMP, GIF, JPG, PNG&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;It determines, how texture will be mapped on background sphere&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Equirectangular: &lt;br/&gt;&lt;/span&gt;&lt;span style=&quot; font-weight:400;&quot;&gt;Texture has to be created used equirectangular projection. It&apos;s the most popular format for textures dedicated for sphere mapping.&lt;br/&gt;Example:&lt;br/&gt;&lt;/span&gt;&lt;img src=&quot;:/tooltips/tooltips_images/equirectangular_bkg.jpg&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Double hemisphere:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Texture has to be created as a pair of images of hemispheres. Mapping has to be the same as &lt;span style=&quot; font-style:italic;&quot;&gt;Full dome projection&lt;/span&gt; (or &lt;span style=&quot; font-style:italic;&quot;&gt;Fish eye&lt;/span&gt;)&lt;br/&gt;Example texture with indicated axes and directions:&lt;br/&gt;&lt;img src=&quot;:/tooltips/tooltips_images/full_dome_bkg_axes.png&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Determina come viene applicata la texture sullo sfondo sferico&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Equirettangolare: &lt;br/&gt;&lt;/span&gt;&lt;span style=&quot; font-weight:400;&quot;&gt;La texture dev&apos;essere creata usando la proiezione equirettangolare. È il formato più popolare per le texture dedicate alla mappatura sferica.&lt;br/&gt;Example:&lt;br/&gt;&lt;/span&gt;&lt;img src=&quot;:/tooltips/tooltips_images/equirectangular_bkg.jpg&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;a doppio emisfero:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;La texture dev&apos;essere preparata come un paio di immagini emisferiche. La mappatura dev&apos;essere uguale alla &lt;span style=&quot; font-style:italic;&quot;&gt;Proiezione Full dome&lt;/span&gt; (o &lt;span style=&quot; font-style:italic;&quot;&gt;Grandangolare/Fish eye&lt;/span&gt;)&lt;br/&gt;Esempio di texture con indicazioni di verso e assi :&lt;br/&gt;&lt;img src=&quot;:/tooltips/tooltips_images/full_dome_bkg_axes.png&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_effects.h" line="3482"/>
        <source>Equirectangular</source>
        <translation>Equirettangolare</translation>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3483"/>
        <source>Double hemisphere</source>
        <translation>A doppio emisfero</translation>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3484"/>
        <source>Flat</source>
        <translation>Piana</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Brightness of background image&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Luminosità dell&apos;immagine di sfondo&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="2908"/>
        <location filename="../qt/ui_dock_effects.h" line="3464"/>
        <source>Brightness:</source>
        <translation>Luminosità:</translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="3412"/>
        <location filename="../qt/ui_dock_effects.h" line="3645"/>
        <source>Lights</source>
        <translation>Luci</translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="3508"/>
        <location filename="../qt/ui_dock_effects.h" line="3520"/>
        <source>Common light options</source>
        <translation>Opzioni comuni luce</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables casting shadows from all light sources&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilita le ombre per tutte le sorgenti luminose&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3566"/>
        <source>Cast shadows</source>
        <translation>Ombre</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Makes light rays penetrate all the objects. When it&apos;s enabled, then even inside the fractal it will not be completely dark. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;I raggi di luce penetrano tutti gli oggetti. Quando è attivata, anche all&apos;interno del frattale non sarà completamente buio. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>Penetrating lights</source>
        <translation type="vanished">Luci penetranti</translation>
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    <message>
        <source>&amp;Main light source</source>
        <translation type="vanished">&amp;Sorgente luminosa principale</translation>
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    <message>
        <source>Horizontal angle:</source>
        <translation type="vanished">Angolo orizzontale:</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter moves the light source to the left / right. &lt;/p&gt;&lt;p&gt;When &lt;span style=&quot; font-style:italic;&quot;&gt;Position relative to camera&lt;/span&gt; is off and angle is zero then light is set on Y axis.&lt;/p&gt;&lt;p&gt;When &lt;span style=&quot; font-style:italic;&quot;&gt;Position relative to camera&lt;/span&gt; is on and angle is zero then light is set behind the camera. When it&apos;s +90, then is on the right side of the camera. When it&apos;s -90, then is on the left side of the camera. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questo parametro sposta la sorgente luminosa a sinistra/destra. &lt;/p&gt;&lt;p&gt;Quando la &lt;span style=&quot; font-style:italic;&quot;&gt;Posizione relativa alla camera&lt;/span&gt;è spenta e l&apos;angolo è pari a zero, allora la luce si trova sull&apos;asse Y. &lt;/p&gt;&lt;p&gt;Quando la &lt;span style=&quot; font-style:italic;&quot;&gt;Posizione relativa alla camera&lt;/span&gt; è abilitata, e l&apos;angolo è uguale a zero , allora la luce si trova dietro la camera. Quando è +90, allora si trova sul lato destro della camera. Quando è -90, si trova sul lato sinistro della camera. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter sets size of main light which is visible on a &amp;quot;sky&amp;quot;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questo parametro setta la dimensione della luce principale che è visibile in un &amp;quot;cielo&amp;quot;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of main light source. When it&apos;s higher then objects illuminated by main light source will be brighter.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensità della fonte di luce principale. Quando è maggiore gli oggetti illuminati dalla sorgente luminosa principale sarnno più luminosi.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter sets brightness of the light which is visible on a &amp;quot;sky&amp;quot;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questo parametro setta la luminosità della luce che è visibile in un ambiente che simula un &amp;quot;cielo&amp;quot;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <source>Size:</source>
        <translation>Dimensione:</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter controls angle of shadows cone. It simulates &amp;quot;soft shadow&amp;quot; effect. When it&apos;s zero, then shadows are very sharp.&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;shadow cone 0 degrees&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;shadow cone 5 degrees &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shadow cone 0.jpeg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shadow cone 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questo parametro controlla l&apos;angolo del cono formato dalle ombre. Simula l&apos;effetto &amp;quot;ombre morbide&amp;quot;. Quando è zero, le ombre sono molto nette.&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;cono ombre 0 gradi&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;cono ombre 5 gradi &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shadow cone 0.jpeg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shadow cone 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>Vertical angle:</source>
        <translation type="vanished">Angolo verticale:</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter moves main light source higher / lower. &lt;/p&gt;&lt;p&gt;When &lt;span style=&quot; font-style:italic;&quot;&gt;Position relative to camera&lt;/span&gt; is off and angle is zero then light is set on X-Y plane (horizon).&lt;/p&gt;&lt;p&gt;When &lt;span style=&quot; font-style:italic;&quot;&gt;Position relative to camera&lt;/span&gt; is on and angle is zero then light is on local horizon. When it&apos;s +90, then is over the camera. When it&apos;s -90, then is under the camera. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questo parametro sposta la fonte di luce principale più in alto o più in basso.&lt;/p&gt;&lt;p&gt;Quando la &lt;span style=&quot; font-style:italic;&quot;&gt;Posizione relativa alla camera&lt;/span&gt; è spenta e l&apos;angolo è zero, allora la luce è impostata sul piano XY (orizzonte).&lt;/p&gt;&lt;p&gt;Quando la &lt;span style=&quot; font-style:italic;&quot;&gt;Posizione relativa alla camera&lt;/span&gt;è accesa e l&apos;angolo è zero, allora la luce è sull&apos;orizzonte locale. Quando è +90, allora si trova al di sopra della camera. Quando è -90, allora si trova al di sotto della camera. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>Soft shadow cone angle:</source>
        <translation type="vanished">Cono angolo ombra morbida:</translation>
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    <message>
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        <location filename="../qt/dock_effects.ui" line="132"/>
        <location filename="../qt/dock_effects.ui" line="1246"/>
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        <location filename="../qt/dock_effects.ui" line="3435"/>
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        <location filename="../qt/ui_dock_effects.h" line="3247"/>
        <location filename="../qt/ui_dock_effects.h" line="3440"/>
        <location filename="../qt/ui_dock_effects.h" line="3516"/>
        <location filename="../qt/ui_dock_effects.h" line="3646"/>
        <source>Load</source>
        <translation type="unfinished">Carica</translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="41"/>
        <location filename="../qt/dock_effects.ui" line="139"/>
        <location filename="../qt/dock_effects.ui" line="1253"/>
        <location filename="../qt/dock_effects.ui" line="2724"/>
        <location filename="../qt/dock_effects.ui" line="3442"/>
        <location filename="../qt/dock_effects.ui" line="4483"/>
        <location filename="../qt/ui_dock_effects.h" line="3062"/>
        <location filename="../qt/ui_dock_effects.h" line="3067"/>
        <location filename="../qt/ui_dock_effects.h" line="3248"/>
        <location filename="../qt/ui_dock_effects.h" line="3441"/>
        <location filename="../qt/ui_dock_effects.h" line="3517"/>
        <location filename="../qt/ui_dock_effects.h" line="3647"/>
        <source>Save</source>
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    <message>
        <location filename="../qt/dock_effects.ui" line="48"/>
        <location filename="../qt/dock_effects.ui" line="146"/>
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        <location filename="../qt/dock_effects.ui" line="3449"/>
        <location filename="../qt/dock_effects.ui" line="4490"/>
        <location filename="../qt/ui_dock_effects.h" line="3063"/>
        <location filename="../qt/ui_dock_effects.h" line="3068"/>
        <location filename="../qt/ui_dock_effects.h" line="3249"/>
        <location filename="../qt/ui_dock_effects.h" line="3442"/>
        <location filename="../qt/ui_dock_effects.h" line="3518"/>
        <location filename="../qt/ui_dock_effects.h" line="3648"/>
        <source>Reset</source>
        <translation type="unfinished">Reset</translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="55"/>
        <location filename="../qt/dock_effects.ui" line="153"/>
        <location filename="../qt/dock_effects.ui" line="1267"/>
        <location filename="../qt/dock_effects.ui" line="2180"/>
        <location filename="../qt/dock_effects.ui" line="2738"/>
        <location filename="../qt/dock_effects.ui" line="3456"/>
        <location filename="../qt/dock_effects.ui" line="4497"/>
        <location filename="../qt/ui_dock_effects.h" line="3064"/>
        <location filename="../qt/ui_dock_effects.h" line="3069"/>
        <location filename="../qt/ui_dock_effects.h" line="3250"/>
        <location filename="../qt/ui_dock_effects.h" line="3403"/>
        <location filename="../qt/ui_dock_effects.h" line="3443"/>
        <location filename="../qt/ui_dock_effects.h" line="3519"/>
        <location filename="../qt/ui_dock_effects.h" line="3649"/>
        <source>Randomize</source>
        <translation type="unfinished">Randomizza</translation>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3075"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum number of ray bounces which are calculated for a given pixel.&lt;/p&gt;&lt;p&gt;This value affects reflections, refraction and MC Global Illumination &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="365"/>
        <location filename="../qt/ui_dock_effects.h" line="3094"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Number of passes of rendering DOF effect. One pass is enough for most of cases. But for more realistic blur it can be increased (e.g to 4) and blur opacity should be accordingly decreased (e.g. to 1.0)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="391"/>
        <location filename="../qt/ui_dock_effects.h" line="3098"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Opacity of blur effect used during second phase of rendering the DOF effect. 4.0 is correct for most of cases. But for more realistic blur the number of passes can be increased (e.g to 4) and blur opacity should be accordingly decreased (e.g. to 1.0)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    <message>
        <location filename="../qt/dock_effects.ui" line="419"/>
        <location filename="../qt/ui_dock_effects.h" line="3102"/>
        <source>Maximum blur radius:</source>
        <translation type="unfinished"></translation>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3104"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum radius of generated blur. Lower value can speed up rendering but effect will be less realistic.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3117"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables Monte Carlo algorithms for rendering the depth of field (DOF), global illumination, ambient occlusion (with multiple rays) and soft shadows effects. This mode is extremely slow for rendering, but gives a very realistic appearance of effects.&lt;/p&gt;&lt;p&gt;In addition Monte Carlo algorithm provides high quality adaptive anti-aliasing.&lt;/p&gt;&lt;p&gt;Every pixed (or tile) of the image is rendered multiple times with randomly changed parameters. Every repeat reduces noise. Sampling of each pixel (or tile) is stopped when noise is reduced to defined level (defined by &amp;quot;Max noise level&amp;quot; parameter&amp;quot;) or when maximum number of repeats is reached (defined by &amp;quot;Max number of samples&amp;quot;). &lt;/p&gt;&lt;p&gt;Remark: This effect cannot work properly when screen space ambient occlusion is enabled. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3119"/>
        <source>&amp;Monte Carlo algorithm</source>
        <translation type="unfinished"></translation>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3136"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Minimum number of MC samples calculated for each image pixel. Increasing this parameter can reduce visible noise, ( by improving calculation of noise level estimation).&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3141"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Number of MC samples calculated for each image pixel. Higher values reduce the noise on the image but increase the rendering time. &lt;/p&gt;&lt;p&gt;For instance if the number of samples is 100, then the rendering will take 100 times longer compared to the effect disabled.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    <message>
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        <source>Max number of samples
per pixel:</source>
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        <location filename="../qt/ui_dock_effects.h" line="3122"/>
        <source>Min number of samples
per pixel:</source>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3129"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Limit of noise level for each image pixel. Every pixel is calculated multiple times until estimated noise reaches maximum noise level percentage.&lt;/p&gt;&lt;p&gt;A lower value reduces visible noise on the final image, but increases rendering time. Decreasing the maximum noise level by half, increases the rendering time by 4.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Max noise level
(percentage)</source>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3125"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Average number of MC samples that have been calculated  for each image pixel.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3065"/>
        <source>Navi</source>
        <translation type="unfinished"></translation>
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        <location filename="../qt/ui_dock_effects.h" line="3071"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Activate calculation of ray-traced reflections and transparency. Reflectance can be set by &lt;span style=&quot; font-style:italic;&quot;&gt;Material/Reflection. &lt;/span&gt;Transparency settings are in the same tab as reflection.&lt;br/&gt;Also enable with Monte Carlo global illumination.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    <message>
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        <source>Average number of MC samples:</source>
        <translation type="unfinished"></translation>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3144"/>
        <location filename="../qt/ui_dock_effects.h" line="3148"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Estimated average noise caused by Monte Carlo effects.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="565"/>
        <location filename="../qt/ui_dock_effects.h" line="3134"/>
        <source>Average noise:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="615"/>
        <location filename="../qt/ui_dock_effects.h" line="3146"/>
        <source>Masked pixels:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="625"/>
        <location filename="../qt/ui_dock_effects.h" line="3150"/>
        <source>Tiles done:</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="640"/>
        <location filename="../qt/ui_dock_effects.h" line="3152"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables additonal optimization of MC rendering. The noise level is calculated separatelly for each pixel. If noise level is enough low, then the pixel is no longer calculated.&lt;/p&gt;&lt;p&gt;If the image is very noisy and there is low value of &lt;span style=&quot; font-style:italic;&quot;&gt;Min number of samples&lt;/span&gt;, then enabling this option can cause dark random pixels left on the image.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="643"/>
        <location filename="../qt/ui_dock_effects.h" line="3154"/>
        <source>Enable pixel level optimization</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="650"/>
        <location filename="../qt/ui_dock_effects.h" line="3155"/>
        <source>Denoiser</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="678"/>
        <location filename="../qt/ui_dock_effects.h" line="3156"/>
        <source>Light</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="683"/>
        <location filename="../qt/ui_dock_effects.h" line="3157"/>
        <source>Medium</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="688"/>
        <location filename="../qt/ui_dock_effects.h" line="3158"/>
        <source>Strong</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="693"/>
        <location filename="../qt/ui_dock_effects.h" line="3159"/>
        <source>Extreme</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="701"/>
        <location filename="../qt/ui_dock_effects.h" line="3161"/>
        <source>Strength</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="714"/>
        <location filename="../qt/ui_dock_effects.h" line="3163"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Keeps sharp edges and object details.&lt;/p&gt;&lt;p&gt;This option can give wrong appearance when strong DOF is used.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="717"/>
        <location filename="../qt/ui_dock_effects.h" line="3165"/>
        <source>Preserve geometry</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="733"/>
        <location filename="../qt/dock_effects.ui" line="773"/>
        <location filename="../qt/ui_dock_effects.h" line="3167"/>
        <location filename="../qt/ui_dock_effects.h" line="3175"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables calculation of realistic global illumination using Monte Carlo algorithm. &lt;/p&gt;&lt;p&gt;Number of light bounces is defined by the &amp;quot;reflections depth&amp;quot; parameter at the top of tab.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="736"/>
        <location filename="../qt/ui_dock_effects.h" line="3169"/>
        <source>Calculate MC global illumination</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="748"/>
        <location filename="../qt/ui_dock_effects.h" line="3170"/>
        <source>Radiance limit for GI</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="755"/>
        <location filename="../qt/ui_dock_effects.h" line="3172"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Limit for intensity of bounced light. Lower value reduces noise caused by very bright spots on HDR background textures.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="776"/>
        <location filename="../qt/ui_dock_effects.h" line="3177"/>
        <source>Global illumination by volumetric effects</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="789"/>
        <location filename="../qt/ui_dock_effects.h" line="3179"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables calculation of realistic soft shadows using Monte Carlo algorithm.&lt;/p&gt;&lt;p&gt;Soft shadow cone for main light source is defined by &lt;span style=&quot; font-style:italic;&quot;&gt;Soft shadow code angle&lt;/span&gt; (&lt;span style=&quot; font-style:italic;&quot;&gt;Lights&lt;/span&gt; tab)&lt;/p&gt;&lt;p&gt;Soft shadow cone for auxiliary lights is defined by C&lt;span style=&quot; font-style:italic;&quot;&gt;ustom lights options&lt;/span&gt; / &lt;span style=&quot; font-style:italic;&quot;&gt;Size.&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="792"/>
        <location filename="../qt/ui_dock_effects.h" line="3181"/>
        <source>Calculate MC soft shadows</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="799"/>
        <location filename="../qt/ui_dock_effects.h" line="3183"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables rendering of chromatic aberration. This effect simulates the way an actual lens refracts light slightly differently based on wavelength.&lt;/p&gt;&lt;p&gt;It will give a &quot;rainbow&quot; type effect that gets stronger closer to the edges of the image. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="802"/>
        <location filename="../qt/ui_dock_effects.h" line="3185"/>
        <source>Calculate chromatic aberration</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="831"/>
        <location filename="../qt/ui_dock_effects.h" line="3187"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Higher value makes dispersion of refracted light more vsible on transparent objects.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="838"/>
        <location filename="../qt/ui_dock_effects.h" line="3189"/>
        <source>Dispersion gain of light refraction:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="848"/>
        <location filename="../qt/ui_dock_effects.h" line="3190"/>
        <source>Camera lenses dispersion:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="858"/>
        <location filename="../qt/ui_dock_effects.h" line="3192"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Higher value makes simulated dispersion of camera lenses more visible.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1014"/>
        <location filename="../qt/ui_dock_effects.h" line="3221"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection of method to calculate ambient occlusion effect.&lt;br/&gt;Do not use SSAO method with Monte Carlo option.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1122"/>
        <location filename="../qt/ui_dock_effects.h" line="3234"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;File-path to light map image. For ambient occlusion effect based on multiple rays&lt;/p&gt;&lt;p&gt;To use animated textures (image sequences), replace numbers by &apos;%&apos; symbol. Example: If sequence of images is as showed below: &lt;br/&gt;texture0001.jpg&lt;br/&gt;texture0002.jpg&lt;br/&gt;etc&lt;/p&gt;&lt;p&gt;Then use following file name: texture%%%%.jpg&lt;br/&gt;This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1164"/>
        <location filename="../qt/ui_dock_effects.h" line="3240"/>
        <source>Remark: It is simple reflections mapping.
To do mapping of radiance use HDRI texture as a background texture.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1193"/>
        <location filename="../qt/ui_dock_effects.h" line="3244"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;File-path to reflection map image .&lt;/p&gt;&lt;p&gt;To use animated textures (image sequences), replace numbers by &apos;%&apos; symbol. Example: If sequence of images is as showed below: &lt;br/&gt;texture0001.jpg&lt;br/&gt;texture0002.jpg&lt;br/&gt;etc&lt;/p&gt;&lt;p&gt;Then use following file name: texture%%%%.jpg&lt;br/&gt;This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1324"/>
        <location filename="../qt/ui_dock_effects.h" line="3252"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This value controls the quality of the volumetric light effect.  The step for volumetric light is calculated in each iteration as: &lt;/p&gt;&lt;p&gt;step = DE * DE_FACTOR[global] * DE_FACTOR[volumetric].&lt;/p&gt;&lt;p&gt;A higher value gives a faster render but of poorer quality.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1331"/>
        <location filename="../qt/ui_dock_effects.h" line="3254"/>
        <source>Custom DE Step multiplier
for volumetric effects:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1373"/>
        <location filename="../qt/ui_dock_effects.h" line="3261"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Visibility distance of fog. Visibility can be set by using &apos;&lt;span style=&quot; font-style:italic;&quot;&gt;Set visibility distance by mouse&apos;&lt;/span&gt; button&lt;/p&gt;&lt;p&gt;Lower values produce denser fog,&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1415"/>
        <location filename="../qt/ui_dock_effects.h" line="3270"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Sets visibility distance using mouse pointer. Point the object which should be the farthest visible.&lt;/p&gt;&lt;p&gt;After using it don&apos;t forget to change &lt;span style=&quot; font-style:italic;&quot;&gt;Navigation&lt;/span&gt; / &lt;span style=&quot; font-style:italic;&quot;&gt;Mouse click function&lt;/span&gt; to continue work with the camera.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1513"/>
        <location filename="../qt/ui_dock_effects.h" line="3292"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Fog where density depends on the distance from the fractal surface.&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Example of high values of distance&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Examples of low values of distance &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - distance glow.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - distance glow 2.jpeg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1561"/>
        <location filename="../qt/ui_dock_effects.h" line="3299"/>
        <source>x2</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1568"/>
        <location filename="../qt/ui_dock_effects.h" line="3300"/>
        <source>÷2</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1671"/>
        <location filename="../qt/dock_effects.ui" line="1678"/>
        <location filename="../qt/ui_dock_effects.h" line="3328"/>
        <location filename="../qt/ui_dock_effects.h" line="3331"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Adjusts the density of fog based on  the  distance from the fractal surface. Higher values produces fog which reaches further from the fractal surface.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="4672"/>
        <location filename="../qt/ui_dock_effects.h" line="3661"/>
        <source>Chromatic aberration</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="4701"/>
        <location filename="../qt/ui_dock_effects.h" line="3662"/>
        <source>Aberration intensity:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="4783"/>
        <location filename="../qt/ui_dock_effects.h" line="3668"/>
        <source>Reverse color order</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1582"/>
        <location filename="../qt/ui_dock_effects.h" line="3302"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Density of fog. Higher values produce denser fog. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1637"/>
        <location filename="../qt/ui_dock_effects.h" line="3319"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum fog distance of color #2 from the fractal surface, and minimum fog distance for color #3.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1599"/>
        <location filename="../qt/ui_dock_effects.h" line="3309"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum fog distance of color #1 from the fractal surface, and minimum fog distance for color #2.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1661"/>
        <location filename="../qt/ui_dock_effects.h" line="3326"/>
        <source>Distance from fractal surface:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1724"/>
        <location filename="../qt/ui_dock_effects.h" line="3338"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Fog effect, where the density of the fog is dependent on the iteration count of the fractal formula. Fog is denser in areas of higher iteration count.&lt;/p&gt;&lt;p&gt;Fog receives shadows, and casts shadows on fractal surface and on itself.&lt;/p&gt;&lt;p&gt;Example of fog with additional light sources:&lt;br/&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - lights.jpeg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1794"/>
        <location filename="../qt/ui_dock_effects.h" line="3347"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter can be used to increase brightness of fog illuminated by auxiliary light sources.&lt;/p&gt;&lt;p&gt;In Mandelbulber version &amp;lt;= 2.12 this value was hardcoded and default value was 100. &lt;/p&gt;&lt;p&gt;When brightness boost is 1.0 then there is correct proportion of illuminating fractal surface and fog.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1770"/>
        <location filename="../qt/ui_dock_effects.h" line="3343"/>
        <source>Brightness boost.
Set 100 to keep compatibility with version &lt;=2.12</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1712"/>
        <location filename="../qt/dock_effects.ui" line="2006"/>
        <location filename="../qt/ui_dock_effects.h" line="3336"/>
        <location filename="../qt/ui_dock_effects.h" line="3391"/>
        <source>Cast/receive shadows</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1951"/>
        <location filename="../qt/ui_dock_effects.h" line="3381"/>
        <source>High iterations trim:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="2835"/>
        <location filename="../qt/ui_dock_effects.h" line="3451"/>
        <source>Enables colored gradient on background. When disabled only color #1 is used.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="2838"/>
        <location filename="../qt/ui_dock_effects.h" line="3453"/>
        <source>&amp;3-color gradient</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="2921"/>
        <location filename="../qt/dock_effects.ui" line="2962"/>
        <location filename="../qt/ui_dock_effects.h" line="3466"/>
        <location filename="../qt/ui_dock_effects.h" line="3472"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Brightness of background&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="2949"/>
        <location filename="../qt/ui_dock_effects.h" line="3470"/>
        <source>Gamma</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="2992"/>
        <location filename="../qt/ui_dock_effects.h" line="3479"/>
        <source>Text&amp;ured background</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="3040"/>
        <location filename="../qt/ui_dock_effects.h" line="3481"/>
        <source>Vertical scale:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="3075"/>
        <location filename="../qt/ui_dock_effects.h" line="3489"/>
        <source>Beta:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="3091"/>
        <location filename="../qt/ui_dock_effects.h" line="3491"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to the background image. Acceptable formats are BMP, GIF, JPG, PNG&lt;/p&gt;&lt;p&gt;To use animated textures (image sequences), replace numbers by &apos;%&apos; symbol. Example: If sequence of images is as showed below: &lt;br/&gt;texture0001.jpg&lt;br/&gt;texture0002.jpg&lt;br/&gt;etc&lt;/p&gt;&lt;p&gt;Then use following file name: texture%%%%.jpg&lt;br/&gt;This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="3126"/>
        <location filename="../qt/ui_dock_effects.h" line="3495"/>
        <source>Alpha:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="3136"/>
        <location filename="../qt/ui_dock_effects.h" line="3496"/>
        <source>Gamma:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="3152"/>
        <location filename="../qt/ui_dock_effects.h" line="3497"/>
        <source>Texture offset:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="3193"/>
        <location filename="../qt/ui_dock_effects.h" line="3500"/>
        <source>Rotation:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="3247"/>
        <location filename="../qt/ui_dock_effects.h" line="3504"/>
        <source>Horizontal scale:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="3544"/>
        <location filename="../qt/ui_dock_effects.h" line="3525"/>
        <source>All lights visibility</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="3564"/>
        <location filename="../qt/ui_dock_effects.h" line="3529"/>
        <source>All lights intensity</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="3571"/>
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        <source>Fill light color:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controls distance from the fractal surface where the light will be placed with mouse pointer. When it&apos;s zero, the light will be set on fractal surface. A higher value moves the light towards the camera.&lt;/p&gt;&lt;p&gt;This parameter can be controlled with mouse wheel + alt key.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When this is checked, then the position of the light changes with camera rotation. When it is unchecked, then main light source position is set with angles relative to scene coordinate system.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Simulates a large amount of lights and is relatively fast to render.&lt;/p&gt;&lt;p&gt;An orbit trap is a point, a 2D, or 3D shape defined in 3D space. The brightness of the point is dependent on how close the point&apos;s orbit gets to the orbit trap shape during the chosen iterations.&lt;/p&gt;&lt;p&gt;This effect is difficult to setup and often you need to try many different orbit trap settings.&lt;/p&gt;&lt;p&gt;These light sources illuminate the fractal surface, but do not cast shadows.&lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - orbit trap lights.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of illumination of fractal surface&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Definisce la visibilità delle sorgenti luminose supplementari. Valori più alti aumentano la visibilità delle fonti luminose ma non ne aumentano la luminosità.&lt;/p&gt;&lt;p&gt;Questo parametro influenza anche le luci casuali.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/random lights placement.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Random seed: &lt;/span&gt;random seed for lights distribution &lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Maximum distance from the fractal: &lt;/span&gt;random lights are placed within this distance from the fractal surface &lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Centre of distribution X, Y, Z: &lt;/span&gt;the centre point for random light distribution. To set this point by mouse pointer, select &amp;quot;Set position of centre for random lights&amp;quot; in Mouse click function combo box in Mandelbulber Render Window &lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Distribution radius of lights: &lt;/span&gt;maximum distance from Centre of distribution where lights can be placed. The random lights appear in the region that matches the condition of being both within this radius and also within the maximum distance from fractal surface.&lt;/p&gt;&lt;p&gt;If this radius is too small to generate random lights, then the program will automatically increase this radius. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Simula una grande quantità di luci. Queste sorgenti di luce sono veloci per il rendering perché non devono essere calcolate separatamente. Sono calcolate assieme all&apos;equazione del frattale.&lt;/p&gt;&lt;p&gt;La posizione delle luci viene stabilita dalle coordinate delle orbit trap. Quando la funzione iterativa va più vicino al punto selezionato, quel punto diventa più luminoso.&lt;/p&gt;&lt;p&gt; Questo effetto è difficile da configurare e spesso è necessario provare molte diverse coordinate orbit trap.&lt;/p&gt;&lt;p&gt;Queste fonti di luce illuminano la superficie frattale, ma non creano ombre.&lt;/p&gt;&lt;p&gt;Esempio:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - orbit trap lights.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;First iteration taken for orbit trap calculation&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Prima iterazione presa dal calcolo relativo a orbit trap&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Size of visible lights (scale is logarithmic)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Brightness of visible lights. It is volumetric effect.&lt;/p&gt;&lt;p&gt;Quality of this effect can by controled by &lt;span style=&quot; font-style:italic;&quot;&gt;Effects / Volumetric / Custom DE step multiplier for volumetric effects&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Line</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Brightness of visible lights&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Maximum iteration:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Position of orbit trap point&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Posizione dei punti delle orbit trap&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Form</source>
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        <source>Remark: Julia mode is enabled</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection for fractal formula. Fractal formula defines shape of fractal.&lt;/p&gt;&lt;p&gt;Algorithm (code) for selected formula is visible in Information box.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selezione relativa alla formula frattale. La formula frattale definisce la forma del frattale.&lt;/p&gt;&lt;p&gt;L&apos;algoritmo (codice) della formula selezionata è visibile nel box Informazioni.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Remark: to unlock more fractal tabs, enable &quot;hybrid fractals&quot; or &quot;boolean operators&quot;</source>
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        <source>Formula #2</source>
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        <source>Formula #3</source>
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        <source>Formula #4</source>
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        <source>Formula #5</source>
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        <source>Formula #6</source>
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        <source>Formula #7</source>
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        <source>Formula #8</source>
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        <source>Formula #9</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables calculation of fractal in the same way as Julia Set.&lt;/p&gt;&lt;p&gt;When it&apos;s enabled then:&lt;br/&gt;z&lt;span style=&quot; vertical-align:sub;&quot;&gt;0&lt;/span&gt; = p&lt;br/&gt;z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n+1&lt;/span&gt; = f(z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n&lt;/span&gt;) + c&lt;/p&gt;&lt;p&gt;where:&lt;br/&gt;p - coordinates of point&lt;br/&gt;c - Julia constant&lt;/p&gt;&lt;p&gt;to compare, regular fractals are calculated in following way:&lt;br/&gt;z&lt;span style=&quot; vertical-align:sub;&quot;&gt;0&lt;/span&gt; = p&lt;br/&gt;z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n+1&lt;/span&gt; = f(z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n&lt;/span&gt;) + p&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilita calcolo frattale allo steso modo dell&apos;insieme di Julia.&lt;/p&gt;&lt;p&gt;Quando è abilitato:&lt;br/&gt;z&lt;span style=&quot; vertical-align:sub;&quot;&gt;0&lt;/span&gt; = p&lt;br/&gt;z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n+1&lt;/span&gt; = f(z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n&lt;/span&gt;) + c&lt;/p&gt;&lt;p&gt;dove:&lt;br/&gt;p - sono le coordinate del punto&lt;br/&gt;c - costante di Julia&lt;/p&gt;&lt;p&gt;per fare un paragone, i frattali standard vengono calcolati nel seguente modo:&lt;br/&gt;z&lt;span style=&quot; vertical-align:sub;&quot;&gt;0&lt;/span&gt; = p&lt;br/&gt;z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n+1&lt;/span&gt; = f(z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n&lt;/span&gt;) + p&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>J&amp;ulia mode</source>
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        <source>Julia constant (c):</source>
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        <source>z:</source>
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        <source>x:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Julia constant can be grabbed from image.&lt;/p&gt;&lt;p&gt;When Julia mode is disabled, select part of fractal which has interesting features. After enabling Julia mode, entire fractal will have shapes similar to previously selected place.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Si può catturare la costante di Julia tramite l&apos;immagine.&lt;/p&gt;&lt;p&gt;Quando la modalità Julia è disabilitata, seleziona una parte dell&apos;immagine che ha delle caratteristiche interessanti. Dopo aver abilitato la modalità Julia, l&apos;intero frattale avrà assunto una forma simile al luogo selezionato precedentemente.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Get Julia constant by mouse pointer</source>
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        <source>Preview</source>
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        <source>Julia mode
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        <source>Material for fractal</source>
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        <source>Initial w-axis value
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Multiplies fractal c constant by this value.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Fractals</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controls from which fractal component will be repeated hybrid formula sequence&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Linear DE offset
(fine tuning of IFS
distance estimation)</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables hybrid fractals.&lt;/p&gt;&lt;p&gt;Hybrid fractals are calculated by multiplexing between different fractal formulas. In 9 fractal tabs (slots) you can define a set of fractal formulas each with their own parameters.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/dock_fractal.cpp" line="400"/>
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Operatori booleani applicati alle forme frattali.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>6rd &lt;-&gt; 7th formula:</source>
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        <source>7rd &lt;-&gt; 8th formula:</source>
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        <source>8rd &lt;-&gt; 9th formula:</source>
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        <source>Complement (4th minus 5th)</source>
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    <message>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables box folding like is used in Mandelbox formula.&lt;/p&gt;&lt;p&gt;(It&apos;s to keep compatibility with Mandelbulber 1.21)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Bo&amp;x Folding</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Boolean operators between fractal shapes.&lt;br/&gt;Additional controls will appear at the bottom of each formula UI.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_dock_fractal.h" line="1751"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables spherical folding like is used in Mandelbox formula.&lt;/p&gt;&lt;p&gt;(It&apos;s to keep compatibility with Mandelbulber 1.21)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Spherical Folding</source>
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        <source>all primitives
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(except plane
and water):</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;An explanation of the setting&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>An explanation of the setting</source>
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Do you want to enable hybrid fractals or boolean mode?</source>
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        <location filename="../qt/ui_dock_gamepad.h" line="244"/>
        <source>Form</source>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;A Gamepad can be used as an input device. The keymap for the gamepad is the following:&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/gamepad Keymap.png&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Si può usare un Gamepad come periferica di input. La mappa caratteri del gamepad è la seguente:&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/gamepad Keymap.png&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>Ga&amp;mepad activate</source>
        <translation type="vanished">Ga&amp;mepad attiva</translation>
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        <location filename="../qt/ui_dock_gamepad.h" line="245"/>
        <source>&amp;Gamepad activate</source>
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        <source>Gamepad device:</source>
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        <location filename="../qt/ui_dock_gamepad.h" line="248"/>
        <source>movement velocity</source>
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        <location filename="../qt/dock_gamepad.ui" line="110"/>
        <location filename="../qt/ui_dock_gamepad.h" line="249"/>
        <source>x:</source>
        <translation></translation>
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    <message>
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        <location filename="../qt/ui_dock_gamepad.h" line="250"/>
        <source>y:</source>
        <translation></translation>
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    <message>
        <location filename="../qt/dock_gamepad.ui" line="124"/>
        <location filename="../qt/ui_dock_gamepad.h" line="251"/>
        <source>z:</source>
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        <source>angle velocity</source>
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        <translation>imbardata:</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Height of rendered image in pixel&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>×2</source>
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        <source>Load</source>
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        <source>Reset</source>
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        <source>÷2</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Force image proportion&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Forza proporzione immagine&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>16:9</source>
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        <source>16:10</source>
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        <source>2:1</source>
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        <source>Anti-aliasin&amp;g</source>
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        <source>Number of samples (n x n):</source>
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        <source>9</source>
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        <location filename="../qt/ui_dock_image_adjustments.h" line="703"/>
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        <source>81</source>
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        <source>405</source>
        <translation type="unfinished"></translation>
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        <source>729</source>
        <translation type="unfinished"></translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When this option is enabled, the fractal appearance is maintained at all resolutions. &lt;/p&gt;&lt;p&gt;The fractal detail level will be automatically adjusted to match any change of image resolution. &lt;/p&gt;&lt;p&gt;For instance, if the resolution is doubled then the detail level will be reduced by half.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Quando questa opzione è attiva, l&apos;aspetto del frattale è costante per tutte le risoluzioni. &lt;/p&gt;&lt;p&gt;Il dettaglio del frattale verrà automaticamente regolato per adattarsi a seconda della risoluzione immagine scelta. &lt;/p&gt;&lt;p&gt;Ad esempio, se la risoluzione è doppia, allora il livello di dettaglio verrà ridotto della metà.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Connect fractal detail level with image resolution</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Presets for rendered image size&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables rendering of stereoscopic images and animations for viewing with 3D glasses.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilita rendering delle immagini e delle animazioni stereoscopiche, da vedere tramite occhiali 3D.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Distance between eyes</source>
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Definisce come verrà renderizzata l&apos;immagine stereoscopica.&lt;/p&gt;&lt;p&gt;Sinistra-destra - La vista relativa all&apos;occhio sinistro verrà renderizzata nella parte a sinistra dell&apos;immagine. La vista relativa all&apos;occhio destro verrà posizionata nella parte a destra.&lt;/p&gt;&lt;p&gt;Alto-basso - La vista relativa all&apos;occhio sinistro verrà renderizzata nella metà superiore dell&apos;immagine. La vista relativa all&apos;occhio destro verrà posizionata nella parte inferiore dell&apos;immagine.&lt;/p&gt;&lt;p&gt;Anaglifo rosso/ciano - L&apos;immagine verrà renderizzata come anaglifo da vedere con occhiali 3d rosso/ciano. Usando quest&apos;opzione è possibile editare il frattale direttamente nella vista 3D nella finestra dell&apos;applicazione, usando lo schermo video abituale. Degli occhiali 3D economici sono tutto ciò che serve. Per l&apos;esplorazione del frattale si raccomanda di non usare l&apos;occlusione ambientale SSAO, perché viene renderizzata in 2 passate (impostare invece la modalità &amp;quot;Veloce&amp;quot;).&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Anaglyph - red/cyan</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The distance between two virtual eyes. Higher values make the 3D effect more intense. &lt;/p&gt;&lt;p&gt;The optimal distance between eyes is about 1%-5% of the distance to the viewed object. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;La distanza tra due occhi virtuali. Valori più alti creano un effetto 3D più intenso. &lt;/p&gt;&lt;p&gt;La distanza ottimale è all&apos;incirca un valore compreso tra l&apos;1% e il 5% della distanza esistente tra gli occhi e l&apos;oggetto.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Swaps left and right eye on rendered image.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Scambia tra loro la posizione dell&apos;occhio sinistro con quello destro nell&apos;immagine renderizzata.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Swap eyes</source>
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        <source>Infinite distance correction</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Adjusts the appearance of the 3D effect for the furthest objects (or background). If the value of this parameter is higher then the background objects will appear further away. &lt;/p&gt;&lt;p&gt;As an example, the optimal value of this parameter for a 24 inch display could be about 0.4. For bigger display this value should be lower. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Corregge l&apos;aspetto dell&apos;effetto 3D relativo agli oggetti più lontani (oppure relativo allo sfondo). Se il valore di questo parametro è più alto, allora gli oggetti sullo sfondo appariranno più lontani. &lt;/p&gt;&lt;p&gt;Per esempio, per un display che misuri 24 pollici il valore ottimale di questo parametro sarebbe all&apos;incirca 0.4. Per display più grandi tale valore dovrebbe essere più basso. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Image quality presets</source>
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Preset qualità normale.&lt;/p&gt;&lt;p&gt;L&apos;occlusione ambientale è attivata nella modalità SSAO (Screen Space Ambient Occlusion).&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;A fast preset but with low quality.&lt;/p&gt;&lt;p&gt;Ambient occlusion is turned off.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Preset veloce ma con qualità bassa.&lt;/p&gt;&lt;p&gt;L&apos;occlusione ambientale è disabilitata.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The highest quality preset and the slowest.&lt;/p&gt;&lt;p&gt;Ambient occlusion is turned on in Multiple Rays mode. Raymarching step is decreased to 0.2 to reduce fractal calculation errors.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Preset con qualità migliore ma anche il più lento.&lt;/p&gt;&lt;p&gt;L&apos;occlusione ambientale è attiva nella modalità Raggi Multipli. Il passo di Raymarching viene ridotto a 0.2 per ridurre gli errori di calcolo.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source> High
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accurate raymarching)</source>
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 raymarching accurato)</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This is the fastest preset but with the lowest quality.&lt;/p&gt;&lt;p&gt;Shadows, ambient occlusion and raytraced reflections are turned off. Detail level is decreased to 0.5.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questo è il preset più veloce ma anche quello con qualità più bassa.&lt;/p&gt;&lt;p&gt;Ombre, occlusione ambiente e riflessioni raytracing sono disattivate. Il livello di dettaglio viene ridotto a 0.5.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_image_adjustments.h" line="774"/>
        <source>Very low
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no ambient occlusion)</source>
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(senza ombre
senza occlusione ambiente)</translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="764"/>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Adjustments for image colors. Can be changed after rendering&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Contrast of image&lt;/p&gt;&lt;p&gt;Use &lt;span style=&quot; font-style:italic;&quot;&gt;apply changes&lt;/span&gt; button to update image&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Gamma:</source>
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        <source>Calculate optimal distance
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;High dynamic range effect. Reduces brightness of the brightest pixels to prevent oversaturation.&lt;/p&gt;&lt;p&gt;Use &lt;span style=&quot; font-style:italic;&quot;&gt;apply changes&lt;/span&gt; button to update image&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Effetto High Dynamic Range. Riduce la luminosità dei pixel più luminosi per evitare sovrasaturazione .&lt;/p&gt;&lt;p&gt;Usa il bottone &lt;span style=&quot; font-style:italic;&quot;&gt;applicare le modifiche&lt;/span&gt; per aggiornare l&apos;immagine&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>High Dynamic Range (HDR)</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Field of view of camera. Higher value gives wider view.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;These parameters and gauges controls position of camera and point where the camera is looking at (target)&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/Camera target.png&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questi parametri e indicatori controllano la camera e il punto in cui la camera sta guardando (il bersaglio)&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/Camera target.png&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Coordinates:</source>
        <translation>Coordinate:</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Coordinates of camera&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Coordinate della camera&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Camera</source>
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        <source>x:</source>
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        <source>y:</source>
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        <source>z:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Coordinates of target&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Coordinate del bersaglio&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Target</source>
        <translation>Bersaglio</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Set camera far from the fractal. It keeps actual camera angle.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Imposta la camera lontana dal frattale. Mantiene l&apos;angolazione attuale.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Reset view</source>
        <translation>Ripristinare vista</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Sweet spot position used especially for fulldome images or animations.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection of camera / target movement mode&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;Move camera and target&lt;/span&gt; - moves camera and target by the same distance&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/move camera and target.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;Move camera&lt;/span&gt; - moves only camera. Target stays in the same prace. Camera rotates to look at stationary target.&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/move only camera.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;Move target - moves only target. Camera stays in the same place. Camera rotates to look at moving target.&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/move only target.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selezione modalità movimento camera/bersaglio&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;Muovi camera e bersaglio&lt;/span&gt; - muovi camera e bersaglio della stessa distanza&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/move camera and target.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;Muovi camera&lt;/span&gt; - muovi solo la camera. Il bersaglio rimane fermo. La camera ruota sempre verso il bersaglio fermo.&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/move only camera.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;Muovi bersaglio - muove solo il bersaglio. La camera rimane ferma. La Camera ruota sempre verso il bersaglio in movimento.&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/move only target.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Move camera and target</source>
        <translation>Muovi camera e bersaglio</translation>
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        <source>Camera distance
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controls distance between camera and target&lt;/p&gt;&lt;p&gt;In&lt;span style=&quot; font-style:italic;&quot;&gt; Move camera and target&lt;/span&gt; and &lt;span style=&quot; font-style:italic;&quot;&gt;Move camera&lt;/span&gt; modes it moves camera closer/further from target.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controlla la distanza tra camera e bersaglio&lt;/p&gt;&lt;p&gt;Tramite &lt;span style=&quot; font-style:italic;&quot;&gt; Muovi camera e bersaglio&lt;/span&gt; e tramite la modalità &lt;span style=&quot; font-style:italic;&quot;&gt;Muovi camera&lt;/span&gt;sposta la camera più vicino/lontano dal bersaglio.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Moves the camera or the target to the right by distance set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Muove la camera o il bersaglio a destra di una distanza impostata tramite il parametro &lt;span style=&quot; font-style:italic;&quot;&gt;passo&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Moves the camera or the target to the left by distance set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Muove la camera o il bersaglio a sinistra di una distanza impostata tramite il parametro &lt;span style=&quot; font-style:italic;&quot;&gt;passo&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Moves the camera or the target up by distance set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Muove la camera o il bersaglio in alto di una distanza impostata tramite il parametro &lt;span style=&quot; font-style:italic;&quot;&gt;passo&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Moves the camera or the target forward by distance set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Muove la camera o il bersaglio in avanti di una distanza impostata tramite il parametro &lt;span style=&quot; font-style:italic;&quot;&gt;passo&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_navigation.h" line="982"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Moves the camera or the target backwards by distance set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Muove la camera o il bersaglio indietro di una distanza impostata tramite il parametro &lt;span style=&quot; font-style:italic;&quot;&gt;passo&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_navigation.h" line="994"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Moves the camera or the target down by distance set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Muove la camera o il bersaglio in basso di una distanza impostata tramite il parametro &lt;span style=&quot; font-style:italic;&quot;&gt;passo&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>step:</source>
        <translation>passo:</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Step for camera or target movement.&lt;/p&gt;&lt;p&gt;It can be relative or absolute step.&lt;/p&gt;&lt;p&gt;If it is set relative then movement distance equals &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; multiplied by actual distance to the fractal surface.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Passo relativo al movimento dela camera o del bersaglio.&lt;/p&gt;&lt;p&gt;Può essere passo relativo o assoluto.&lt;/p&gt;&lt;p&gt;Se viene impostato come relativo, allora la distanza del movimento equivale al &lt;span style=&quot; font-style:italic;&quot;&gt;passo&lt;/span&gt; moltiplicato per la distanza effettiva dalla superficie frattale.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection for movement step calculation.&lt;/p&gt;&lt;p&gt;If it is set relative then movement distance equals  &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; multiplied by actual distance to fractal surface. This is the preferred mode.&lt;/p&gt;&lt;p&gt;If it is set absolute then movement equals step set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Seleziona il tipo movimento per il calcolo dei passi.&lt;/p&gt;&lt;p&gt;Se viene impostato come relativo, allora la distanza del movimento equivale al &lt;span style=&quot; font-style:italic;&quot;&gt;passo&lt;/span&gt; moltiplicato per la distanza effettiva dalla superficie frattale. Questa è la modalità preferita.&lt;/p&gt;&lt;p&gt;Se è impostato come assoluto, allora il movimento è uguale all&apos;impostzione del parametro &lt;span style=&quot; font-style:italic;&quot;&gt;passo.&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Relative step mode</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controls for camera rotation in three different axes&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/Yaw_Pich_Roll.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;image source: &amp;quot;&lt;a href=&quot;http://commons.wikimedia.org/wiki/File:Yaw_Axis_Corrected.svg#/media/File:Yaw_Axis_Corrected.svg&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Yaw Axis Corrected&lt;/span&gt;&lt;/a&gt;&amp;quot; by &lt;a href=&quot;//commons.wikimedia.org/wiki/File:Yaw_Axis.svg&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Yaw_Axis.svg&lt;/span&gt;&lt;/a&gt;: &lt;a href=&quot;//commons.wikimedia.org/wiki/User:Auawise&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Auawise&lt;/span&gt;&lt;/a&gt;derivative work: &lt;a href=&quot;//commons.wikimedia.org/w/index.php?title=User:Jrvz&amp;amp;action=edit&amp;amp;redlink=1&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Jrvz&lt;/span&gt;&lt;/a&gt; (&lt;a href=&quot;//commons.wikimedia.org/w/index.php?title=User_talk:Jrvz&amp;amp;action=edit&amp;amp;redlink=1&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;talk&lt;/span&gt;&lt;/a&gt;) - &lt;a href=&quot;//commons.wikimedia.org/wiki/File:Yaw_Axis.svg&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Yaw_Axis.svg&lt;/span&gt;&lt;/a&gt;. Licensed under &lt;a href=&quot;http://creativecommons.org/licenses/by-sa/3.0&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;CC BY-SA 3.0&lt;/span&gt;&lt;/a&gt; via &lt;a href=&quot;//commons.wikimedia.org/wiki/&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Wikimedia Commons&lt;/span&gt;&lt;/a&gt;.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt; I comandi per la rotazione della camera su tre assi differenti&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/Yaw_Pich_Roll.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;fonte immagine: &amp;quot;&lt;a href=&quot;http://commons.wikimedia.org/wiki/File:Yaw_Axis_Corrected.svg#/media/File:Yaw_Axis_Corrected.svg&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Asse imbardata corretta&lt;/span&gt;&lt;/a&gt;&amp;quot; da &lt;a href=&quot;//commons.wikimedia.org/wiki/File:Yaw_Axis.svg&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Yaw_Axis.svg&lt;/span&gt;&lt;/a&gt;: &lt;a href=&quot;//commons.wikimedia.org/wiki/User:Auawise&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Auawise&lt;/span&gt;&lt;/a&gt; derivative work: &lt;a href=&quot;//commons.wikimedia.org/w/index.php?title=User:Jrvz&amp;amp;action=edit&amp;amp;redlink=1&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Jrvz&lt;/span&gt;&lt;/a&gt; (&lt;a href=&quot;//commons.wikimedia.org/w/index.php?title=User_talk:Jrvz&amp;amp;action=edit&amp;amp;redlink=1&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;talk&lt;/span&gt;&lt;/a&gt;) - &lt;a href=&quot;//commons.wikimedia.org/wiki/File:Yaw_Axis.svg&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Yaw_Axis.svg&lt;/span&gt;&lt;/a&gt;. con licenza &lt;a href=&quot;http://creativecommons.org/licenses/by-sa/3.0&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;CC BY-SA 3.0&lt;/span&gt;&lt;/a&gt; via &lt;a href=&quot;//commons.wikimedia.org/wiki/&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Wikimedia Commons&lt;/span&gt;&lt;/a&gt;.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Camera rotation:</source>
        <translation>Rotazione camera:</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Yaw left&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Imbardata sinistra&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Pitch up&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Beccheggio su&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_navigation.h" line="1037"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Yaw right&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Imbardata a destra&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Roll right&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;rollio a destra&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <translation type="unfinished"></translation>
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        <source>rotation step:</source>
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        <source>yaw:</source>
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        <source>pitch:</source>
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        <source>roll:</source>
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Preset posizione &apos;Sweet spot&apos; usato specialmente per immagini fulldome o per le animazioni.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Crea un file settaggi dai settaggi correnti del programma, salvalo nella directory code e aggiungilo alla lista code.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selezione formato immagine per immagini singole&lt;/p&gt;&lt;p&gt;Per le altre impostazioni dei formati immagine vedi &lt;span style=&quot; font-style:italic;&quot;&gt;File/Impostazioni Programma&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables rendering of queue previews in the queue table.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The vector values are checked during each iteration of fractal formula to see if they have reached a critical &apos;escape&apos; condition or &apos;bailout&apos;. If that condition is reached, the calculation is stopped. Condition is: if length of vector is greater than bailout, then break iteration loop.&lt;/p&gt;&lt;p&gt;In some cases higher value can increase image quality, but it will increase rendering time.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;I valori dei vettori vengono controllati durante ogni iterazione della formula frattale per assicurarsi che non venga raggiunta la soglia critica di uscita (escape) o &apos;bailout,&apos; se tale condizione si verifica, allora il calcolo si ferma. La condizione è la seguente: se la lunghezza del vettore è maggiore del valore di bailout, allora esci dal loop iterativo.&lt;/p&gt;&lt;p&gt;In alcuni casi valori maggiori possono aumentare la qualità dell&apos;immagine, aumentando però anche il tempo necessario per completare il rendering.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables using default (recommended) bailout value. Each fractal formula has different optimal bailout value.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilita l&apos;utilizzo del valore di bailout di default (raccomandato). Ogni formula frattale ha un valore di bailout ottimale differente.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When this option is enabled, the fractal appearance is maintained at all resolutions. &lt;/p&gt;&lt;p&gt;The fractal detail level will be automatically adjusted to match any change of image resolution. &lt;/p&gt;&lt;p&gt;For instance, if the resolution is doubled then the detail level will be reduced by half.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Quando quest&apos;opzione è abilitata, l&apos;aspetto del frattale è costante per tutte le risoluzioni.&lt;/p&gt;&lt;p&gt;Il livello del dettaglio del frattale viene aggiustato automaticamente a seconda della risoluzione dell&apos;immagine scelta.. &lt;/p&gt;&lt;p&gt;Ad esempio, se la risoluzione è doppia, allora il livello verrà ridotto alla metà.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Optimize &apos;Raymarching step multiplier&apos; for high image quality and slow rendering&lt;/p&gt;&lt;p&gt;It gives 0.01% of wrong distance estimations (pixels with potential noise)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Ottimizza &apos;moltiplicatore passo Raymarching&apos; - alta qualità e rendering lento&lt;/p&gt;&lt;p&gt;Risulta 0.01% percentuale di errore DE (pixel con potenziale rumore)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>High quality</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Optimize &apos;Raymarching step multiplier&apos; for medium image quality.&lt;/p&gt;&lt;p&gt;It gives 0.1% of wrong distance estimations (pixels with potential noise)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Ottimizza &apos;moltiplicatore passo Raymarching&apos; - qualità media&lt;/p&gt;&lt;p&gt;Risulta 0.01% percentuale di errore DE (pixel con potenziale rumore)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Medium quality</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter has the biggest influence on overall quality of image and rendering speed.&lt;/p&gt;&lt;p&gt;Higher value gives faster rendering but more noise on image.&lt;/p&gt;&lt;p&gt;When rays are traced, for each step there are estimated distances to the fractal surface. Optimally , the jump distance for every ray-marching step would be equal to the estimated distance. This would produce a small number of steps and good quality. However the distance can be only estimated, so it&apos;s not always accurate. It can produce oversteppings which will be visible on the image as random noise.&lt;/p&gt;&lt;p&gt;In some cases you need to adjust  this parameter to find a balance between acceptable image quality and a reasonable rendering time.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;step multiplier = 1.0 (optimal - good quality and fast)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;step multiplier = 5 (visible strong noise on image)&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DE step factor 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DE step factor 4.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;As a quality indicator, the&lt;span style=&quot; font-style:italic;&quot;&gt;Percentage of wrong distance estimations&lt;/span&gt; ( visible in &lt;span style=&quot; font-style:italic;&quot;&gt;Statistics&lt;/span&gt; dock ) can be used . &lt;/p&gt;&lt;p&gt;To optimize this parameter the histograms of iteration count and ray-marching step count,  can be used .&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questo parametro ha la più grande influenza sulla qualità complessiva dell&apos;immagine e velocità di rendering.&lt;/p&gt;&lt;p&gt;Quando i raggi vengono tracciati, per ogni passo esistono distanze stimate relative alla superficie del frattale. Nel caso ottimale, per ogni passo dell&apos;algoritmo di ray marching, la distanza reale sarebbe uguale alla distanza stimata. Ciò produrrebbe un numero minimo di passi e di buona qualità. Tuttavia la distanza può solo essere stimata, quindi non è sempre accurata. Si possono produrre degli errori di overstepping, che saranno visibili sull&apos;immagine come rumori casuali.&lt;/p&gt;&lt;p&gt;In alcuni casi è necessario modificare questo parametro per trovare un equilibrio tra qualità dell&apos;immagine accettabile e tempi di rendering ragionevoli.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;moltiplicatore passo = 1.0 (ottimale - di buona qualità e veloce)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;moltiplicatore passo = 5 (sono ben visibili rumori sull&apos;immagine)&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DE step factor 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DE step factor 4.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;Come indicatore di qualità si può usare la &lt;span style=&quot; font-style:italic;&quot;&gt;Percentuale errore di DE (Distance Estimation)&lt;/span&gt; (visibile nel pannello &lt;span style=&quot; font-style:italic;&quot;&gt;Statistiche)&lt;/span&gt;. &lt;/p&gt;&lt;p&gt;Per ottimizzare questo parametro utilizzare gli istogrammi di conteggio iterazioni e ray marching.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Optimize &apos;Raymarching step multiplier&apos; for low image quality and fast rendering&lt;/p&gt;&lt;p&gt;It gives 1% of wrong distance estimations (pixels with potential noise)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Ottimizza &apos;moltiplicatore passo Raymarching&apos; - qualità bassa e rendering veloce&lt;/p&gt;&lt;p&gt;Risulta 0.01% percentuale di errore DE (pixel con potenziale rumore)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Low quality</source>
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        <source>Optimization:</source>
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        <source>Raymarching step mult.
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passo Raymarching
(controlla qualità):</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Distance estimation is a method which calculates approximate distance to fractal surface from any point in space.&lt;/p&gt;&lt;p&gt;In some fractal functions the length of the iteration vector increases exponentially and some in a linear manner.&lt;/p&gt;&lt;p&gt;- Preferred mode - finds the best method for actual settings of fractal&lt;/p&gt;&lt;p&gt;- Delta DE Logarithmic - the best for fractals with exponential growth of iteration vector (e.g. Mandelbulb)&lt;/p&gt;&lt;p&gt;- Delta DE Linear - the best for fractals with linear growth of iteration vector (e.g. Mandelbox, IFS)&lt;/p&gt;&lt;p&gt;- Delta DE Pseudo Kleinian - distance estimation mode dedicated for hybrids with Pseudo Kleinian formulas&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;La stima distanza (DE, Distance estimation) è un metodo per calcolare la distanza approssimativa che intercorre tra la superficie del frattale e un punto situato nello spazio.&lt;/p&gt;&lt;p&gt;In alcune funzioni frattali la lunghezza del vettore iterato aumenta esponenzialmente, mentre per altre funzioni frattali aumenta linearmente.&lt;/p&gt;&lt;p&gt;- Modo preferito - trova il metodo migliore relativo alle impostazioni del frattale corrente&lt;/p&gt;&lt;p&gt;- Delta DE Logaritmico - metodo migliore per calcolare frattali con vettore iterativo che cresce esponenzialmente (e.g. Mandelbulb)&lt;/p&gt;&lt;p&gt;- Delta DE Lineare - metodo migliore per calcolare frattali con vettore iterativo che cresce linearmente (e.g. Mandelbox, IFS)&lt;/p&gt;&lt;p&gt;Delta DE Pseudo Kleiniana - modo DE dedicato agli ibridi che utilizzano le formule Pseudo Kleinian&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Distance estimation is a method which calculates approximate distance to fractal surface from any point in space.&lt;/p&gt;&lt;p&gt;- Preferred mode uses distance estimation method defined for selected fractal&lt;/p&gt;&lt;p&gt;- Force &amp;quot;Delta DE&amp;quot; method uses  Delta DE algorithm which is slower but works also with untypical fractal configurations&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;La stima distanza (DE, Distance estimation) è un metodo per calcolare la distanza approssimativa che intercorre tra la superficie del frattale e un punto situato nello spazio.&lt;/p&gt;&lt;p&gt;- Modo preferito usa il metodo DE definito per lo specifico frattale selezionato&lt;/p&gt;&lt;p&gt;- Metodo forza &amp;quot;Delta DE&amp;quot; usa l&apos;algoritmo Delta DE, che è più lento ma funziona anche con le configurazioni frattali atipiche&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Force &quot;Delta DE&quot; method</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controls how much detail will be visible on fractal surface. When it is set to 1.0, then minimum visible detail has size of 2 pixels.&lt;/p&gt;&lt;p&gt;Higher value gives more detailed image, but slows down rendering.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;detail level 0.2&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;detail level 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;detail level 1.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 0.2.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controlla quanti dettagli saranno presenti sulla superficie del frattale. Quando è settata su 1.0, i dettagli minimi visibili hanno dimensione di 2 pixel.&lt;/p&gt;&lt;p&gt;Valori più alti danno immagini migliori, ma rallentano i tempi di rendering.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;livello dettagli 0.2&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;livello dettagli 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;livello dettagli 1.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 0.2.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Percentage of points on image which are probably calculated wrong.&lt;/p&gt;&lt;p&gt;Higher value usually means more visible noise or artifacts on image.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Percentuale di punti nell&apos;immagine che sono probabilmente errati.&lt;/p&gt;&lt;p&gt;un valori più alto significa maggior rumore visibile nell&apos;immagine.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Percentage of wrong distance estimations:</source>
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        <source>Detail level:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When not enabled, the program automatically reduces the level of detail for the farthest regions of the fractal. If you go closer to the fractal surface, the program increases the level of detail.&lt;/p&gt;&lt;p&gt;If enabled, then in every region of the fractal,  the detail level (size) will be the same.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Quando non è attiva, il programma riduce automaticamente il livello di dettaglio per le regioni del frattale più lontane&lt;/p&gt;&lt;p&gt;Se attivo, in ogni regione del frattale il livello di dettaglio è costante.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>distance threshold:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Distance threshold which defines detail size.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Used distance estimation algorithm:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Switches off stopping of ray-marching at distance threshold. When it&apos;s checked detail level is controlled with &lt;span style=&quot; font-style:italic;&quot;&gt;Max. fractal iterations&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Quando è disattivata, disabilita la fermata del processo di ray-marching ad una distanza-soglia. Quando è attiva, il livello di dettaglio è controllato da &lt;span style=&quot; font-style:italic;&quot;&gt;maxiter&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Stop at maximum iteration (at maxiter)</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Smoothness parameter defines averaging area for normal vector calculation.&lt;/p&gt;&lt;p&gt;Higher value gives smoother fractal surface.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;smoothness = 0.1&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;smoothness = 1.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;smoothness = 5.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - smoothness 0.1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - smoothness 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - smoothness 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Smoothness:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Distance estimation is a method which calculates approximate distance to fractal surface from any point in space.&lt;/p&gt;&lt;p&gt;- Automatic mode uses distance estimation method defined for selected fractal&lt;/p&gt;&lt;p&gt;- Force &amp;quot;Delta DE&amp;quot; method uses  Delta DE algorithm which is slower but works also with untypical fractal configurations&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Distance estimation function is specific to the fractal formula calculations.&lt;/p&gt;&lt;p&gt;In some fractal fomulas the length of the iteration vector increases exponentially and some in a linear manner.&lt;/p&gt;&lt;p&gt;- Automatic mode - finds the probable best function based on the fractal formulas used.&lt;/p&gt;&lt;p&gt;- Logarithmic - the best for fractals with exponential growth of iteration vector (e.g. Mandelbulb)&lt;/p&gt;&lt;p&gt;- Linear - the best for fractals with linear growth of iteration vector (e.g. Mandelbox, IFS)&lt;/p&gt;&lt;p&gt;- Pseudo Kleinian - linear growth distance estimation function for working with Pseudo Kleinian formulas&lt;/p&gt;&lt;p&gt;- JosKleinian - linear growth distance estimation function for working with JosKleinian formulas&lt;/p&gt;&lt;p&gt;- Custom - distance estimation function where the distance estimation out.distance is calculated entirely in the formula. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Higher value can produce less detail in areas close to the camera.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum relative step for raymarching. It is related to local detail size. Close to the camera, the limit is lower (visible details are smaller).&lt;/p&gt;&lt;p&gt;Lower value can improve calculation accuracy far from the fractal surface.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Lower value can produce more detail in areas far from the camera.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables mode dedicated for fractals where it is difficult to calculate surface normal vectors. Rendering is much slower, but fractal surface is much smoother.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <translatorcomment>English is a bit strange to me</translatorcomment>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Gradient which defines the reflected light colors.&lt;/p&gt;&lt;p&gt;Brighter colors increase reflectance. A black color creates no reflections.&lt;/p&gt;&lt;p&gt;This gradient works only when &lt;span style=&quot; font-style:italic;&quot;&gt;reflectance&lt;/span&gt; is greater than zero.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Gradient which defines the transparency colors of the fractal.&lt;/p&gt;&lt;p&gt;Brighter colors increase transparency. A black color creates no transparency.&lt;/p&gt;&lt;p&gt;This gradient works only if &lt;span style=&quot; font-style:italic;&quot;&gt;transparency of surface&lt;/span&gt; is greater than zero.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="462"/>
        <location filename="../qt/ui_material_editor.h" line="2832"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Direction vector of the line used in the orbit trap coloring algorithm&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/material_editor.ui" line="518"/>
        <location filename="../qt/ui_material_editor.h" line="2840"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color palette speed sets the frequency of color changing&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;speed 0.3&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;speed 1.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;speed 5.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colour speed 0.3.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colouring enabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colour speed 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    <message>
        <location filename="../qt/material_editor.ui" line="558"/>
        <location filename="../qt/ui_material_editor.h" line="2845"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Radius of the sphere used in the orbit trap coloring algorithm &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/material_editor.ui" line="595"/>
        <location filename="../qt/ui_material_editor.h" line="2856"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection between different coloring algorithms based on an orbit trap calculation, (distance of point from orbit trap.)&lt;/p&gt;&lt;p&gt;- Standard: orbit trap defined as a point at the origin.  The value is the value at the &lt;span style=&quot; text-decoration: underline;&quot;&gt;end&lt;/span&gt; of orbit trap iterations&lt;/p&gt;&lt;p&gt;The rest of the algorithms use the minimum value recorded &lt;span style=&quot; text-decoration: underline;&quot;&gt;during&lt;/span&gt; the orbit trap iterations.&lt;/p&gt;&lt;p&gt;- orbit trap: z.Dot(point): orbit trap defined as the starting coordinates of the point being iterated&lt;/p&gt;&lt;p&gt;- orbit trap: Sphere: orbit trap defined as a sphere surface&lt;/p&gt;&lt;p&gt;- orbit trap: Cross: orbit trap defined as a cross&lt;/p&gt;&lt;p&gt;- orbit trap: Line: orbit trap defined as a line in set direction&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="666"/>
        <location filename="../qt/ui_material_editor.h" line="2864"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Shift along the color palette&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
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        <location filename="../qt/ui_material_editor.h" line="2868"/>
        <source>w:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="750"/>
        <location filename="../qt/ui_material_editor.h" line="2878"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Can be used for controlling the relative size of the three color components in the Hybrid Mode.&lt;/p&gt;&lt;p&gt;These controls can also be used for pre-V2.15 backwards compatibility&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="753"/>
        <location filename="../qt/ui_material_editor.h" line="2880"/>
        <source>Extra Hybrid Mode Co&amp;lor Options</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="779"/>
        <location filename="../qt/ui_material_editor.h" line="2881"/>
        <source>Hybrid Mode Color</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="799"/>
        <location filename="../qt/ui_material_editor.h" line="2882"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:400;&quot;&gt;radDivDe scale:&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="840"/>
        <location filename="../qt/ui_material_editor.h" line="2885"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:400;&quot;&gt;aux.color scale:&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/material_editor.ui" line="909"/>
        <location filename="../qt/ui_material_editor.h" line="2890"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:400;&quot;&gt;orbit trap scale:&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="921"/>
        <location filename="../qt/ui_material_editor.h" line="2892"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;At Default Color_Speed the distance between two colors is 256. With these functions this distance = 1.0, e.g. a radius of 1.0 is one color step from the color at the origin. Similarly an addition of 1.0 = 256, cos period 1 =256.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;At the end of these functions, the colorValue is then multiplied by * 256.&lt;/p&gt;&lt;p&gt;Settings vary widely depending on such factors as fractal type &amp;amp; size, location and number of iterations.&lt;/p&gt;&lt;p&gt;Adjusting the color speed may be required.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="924"/>
        <location filename="../qt/ui_material_editor.h" line="2894"/>
        <source>C&amp;olor by numbers</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="959"/>
        <location filename="../qt/ui_material_editor.h" line="2895"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:400;&quot;&gt;initial colorValue:&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1002"/>
        <location filename="../qt/ui_material_editor.h" line="2902"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&amp;quot;c&amp;quot; (aux.c) is the original coordinates of the point being iterated. These &amp;quot;c&amp;quot; functions, color the point domain before the fractal is iterated, e.g. assigning an Initial ColorValue (default,  all = 0.0.)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1005"/>
        <location filename="../qt/ui_material_editor.h" line="2904"/>
        <source>co&amp;lorValue Initial Conditions Components</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1041"/>
        <location filename="../qt/ui_material_editor.h" line="2905"/>
        <source>c radius * scale:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1048"/>
        <location filename="../qt/ui_material_editor.h" line="2906"/>
        <source>c.z * scale:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1055"/>
        <location filename="../qt/ui_material_editor.h" line="2907"/>
        <source>c.x * scale:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1062"/>
        <location filename="../qt/ui_material_editor.h" line="2908"/>
        <source>c.y * scale:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1200"/>
        <location filename="../qt/ui_material_editor.h" line="2917"/>
        <source>Fractal Color Components</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1221"/>
        <location filename="../qt/ui_material_editor.h" line="2919"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;OrbitTrap weight  scales the colorValue input from the chosen Coloring Algorithm above (orbit traps). This allows blending of this input with other functions.&lt;/p&gt;&lt;p&gt;Initial minimumR is a separate limit set in the code  to control the size of this colorValue.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1224"/>
        <location filename="../qt/ui_material_editor.h" line="2921"/>
        <source>Orbit trap com&amp;ponent</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1254"/>
        <location filename="../qt/ui_material_editor.h" line="2922"/>
        <source>weight of 19.5 = old default (minimumR * 5000)</source>
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    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1267"/>
        <location filename="../qt/ui_material_editor.h" line="2923"/>
        <source>weight of 3.9 = old hybrid default (minimumR * 1000)</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1285"/>
        <location filename="../qt/ui_material_editor.h" line="2924"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:400;&quot;&gt;orbit trap weight:&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1331"/>
        <location filename="../qt/ui_material_editor.h" line="2931"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;These components collect and update data with every iteration. &lt;/p&gt;&lt;p&gt;aux.color is what collects theXYZplane and radius components, as in the original Mandelbox UI: Coloring Parameters.&lt;/p&gt;&lt;p&gt;aux.colorHybrid is the input from some experimental color Transforms.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1334"/>
        <location filename="../qt/ui_material_editor.h" line="2933"/>
        <source>a&amp;uxillary color components</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1364"/>
        <location filename="../qt/ui_material_editor.h" line="2934"/>
        <source>weight of 0.39 =  old hybrid default (aux.color * 100)</source>
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    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1382"/>
        <location filename="../qt/ui_material_editor.h" line="2935"/>
        <source>aux. color weight:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1395"/>
        <location filename="../qt/ui_material_editor.h" line="2937"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use with fractals that have aux.color components. aux.color must be enabled on the formula UI.&lt;/p&gt;&lt;p&gt;These functions update a running colorValue total, every iteration (may result in localized cuts in the color)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1426"/>
        <location filename="../qt/ui_material_editor.h" line="2941"/>
        <source>aux. color hybrid weight:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1439"/>
        <location filename="../qt/ui_material_editor.h" line="2943"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;For BETA transforms: trans_hybrid_color &amp;amp; trans_hybrid_color2.&lt;/p&gt;&lt;p&gt;Parameter controls weight of aux.colorHybrid values.&lt;/p&gt;&lt;p&gt;Assume these functions may not be backwards compatible in later releases.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1469"/>
        <location filename="../qt/ui_material_editor.h" line="2948"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;ColorValue is derived from the radius of the point at termination.&lt;/p&gt;&lt;p&gt;Radius derived changes in colorValue are often inside the fractal. Can use with pseudoKleinian type structures.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1472"/>
        <location filename="../qt/ui_material_editor.h" line="2950"/>
        <source>rad&amp;ius components</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1543"/>
        <location filename="../qt/ui_material_editor.h" line="2953"/>
        <source>radius  * scale:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1555"/>
        <location filename="../qt/ui_material_editor.h" line="2955"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;ColorValue is derived from the radius of the point divided by the DE value, at termination.&lt;/p&gt;&lt;p&gt;Radius derived changes in colorValue are often inside the fractal. Can use with pseudoKleinian type structures.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1558"/>
        <location filename="../qt/ui_material_editor.h" line="2957"/>
        <source>rad&amp;ius / DE components</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1588"/>
        <location filename="../qt/ui_material_editor.h" line="2958"/>
        <source>scale of 19.5 = old hybrid default ( r  * 5000) / DE )</source>
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    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1642"/>
        <location filename="../qt/ui_material_editor.h" line="2961"/>
        <source>radius  / DE  * scale</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1654"/>
        <location filename="../qt/ui_material_editor.h" line="2963"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;ColorValue is derived from the coordinates of the point at termination&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1657"/>
        <location filename="../qt/ui_material_editor.h" line="2965"/>
        <source>xyz &amp;bias</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1707"/>
        <location filename="../qt/ui_material_editor.h" line="2966"/>
        <source>z.z * scale:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1720"/>
        <location filename="../qt/ui_material_editor.h" line="2968"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;color_y  = z.y   *  scale_y ;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;colorValue = color_x + color_y + color_z;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1751"/>
        <location filename="../qt/ui_material_editor.h" line="2973"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;colorValue *= (1.0 + ( i * scale));&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1783"/>
        <location filename="../qt/ui_material_editor.h" line="2977"/>
        <source>iter scale :</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1790"/>
        <location filename="../qt/ui_material_editor.h" line="2978"/>
        <source>z.y * scale:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1803"/>
        <location filename="../qt/ui_material_editor.h" line="2980"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;color_x  = z.x   *  scale_x ;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;colorValue = color_x + color_y + color_z;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1828"/>
        <location filename="../qt/ui_material_editor.h" line="2984"/>
        <source>sqrd</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1841"/>
        <location filename="../qt/ui_material_editor.h" line="2986"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;color_z  = z.z   *  scale_z ;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;colorValue = color_x + color_y + color_z;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1866"/>
        <location filename="../qt/ui_material_editor.h" line="2990"/>
        <source>z.x * scale:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1885"/>
        <location filename="../qt/ui_material_editor.h" line="2992"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;As these functions are simply iteration based, they will produce sharp changes in color based on the iteration count at termination.&lt;/p&gt;&lt;p&gt;Adjusting the color speed may be required, depending on the size of the fractal and location.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1888"/>
        <location filename="../qt/ui_material_editor.h" line="2994"/>
        <source>color&amp;Value iteration components</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1930"/>
        <location filename="../qt/ui_material_editor.h" line="2996"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;colorValue += addValue * ( i - startIter);&lt;/p&gt;&lt;p&gt;An addValue of 1.0 equals one whole color step along the palette, at default color speed of 1.0.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1981"/>
        <location filename="../qt/ui_material_editor.h" line="3001"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;colorValue *=  1.0 +   ( scale * ( i  -  startIter));&lt;/p&gt;&lt;p&gt;This function will not work on its own, it always needs some other component supplying a range of colorValues.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2006"/>
        <location filename="../qt/ui_material_editor.h" line="3005"/>
        <source>start function at iteration:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2021"/>
        <location filename="../qt/ui_material_editor.h" line="3006"/>
        <source>Final ColorValue Controls</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2039"/>
        <location filename="../qt/ui_material_editor.h" line="3008"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;These options deform the Final ColorValues derived from the previous functions.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2042"/>
        <location filename="../qt/ui_material_editor.h" line="3010"/>
        <source>Palette deformin&amp;g options</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2066"/>
        <location filename="../qt/material_editor.ui" line="2208"/>
        <location filename="../qt/material_editor.ui" line="2315"/>
        <location filename="../qt/ui_material_editor.h" line="3012"/>
        <location filename="../qt/ui_material_editor.h" line="3025"/>
        <location filename="../qt/ui_material_editor.h" line="3035"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Function produces an addition to the ColorValues based on its current value.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2069"/>
        <location filename="../qt/ui_material_editor.h" line="3014"/>
        <source>addition curv&amp;e function</source>
        <translation type="unfinished"></translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Function rounds adjacent colorValues to produces solid color bands (i.e. no transitions between colors.)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Limit of minimum colorValue (units are still 1.0 = 256 colorValue units).&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Limit of maximum colorValue (units are still 1.0 = 256 colorValue units).&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of the object&apos;s surface . This color is used when &apos;Use colors from palette&apos; is disabled or when the material is to be applied to a non-fractal object.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to image with color texture&lt;/p&gt;&lt;p&gt;To use animated textures (image sequences), replace numbers by &apos;%&apos; symbol. Example: If sequence of images is as showed below: &lt;br/&gt;texture0001.jpg&lt;br/&gt;texture0002.jpg&lt;br/&gt;etc&lt;/p&gt;&lt;p&gt;Then use following file name: texture%%%%.jpg&lt;br/&gt;This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>(effect of angle of incidence of light)</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Plastic specular reflection has color defined by &lt;span style=&quot; font-style:italic;&quot;&gt;Specular highlight color&lt;/span&gt; and depends on light source color. Surface color doesn&apos;t affect specular reflection color.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Metallic specular reflection has color defined by &lt;span style=&quot; font-style:italic;&quot;&gt;Specular highlight color&lt;/span&gt; and depends on light source color and surface color.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Roughness of metallic specular highlights &lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;roughness 0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;roughness 5&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - specular metallic 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - specular metallic roughness 10.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_material_editor.h" line="3139"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Makes surface rough. This effect works well with enabled Monte Carlo algorithms.&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - roughness 0,05.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Roughness of object surface&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;roughness 0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;roughness 0.05&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - roughness 0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - roughness 0,05.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Iridescence makes gradual changes of surface colour as the angle of view or the angle of illumination changes. &lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Iridescence disabled&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Ididescence enabled&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - iridescence off.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - iridescence on.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_material_editor.h" line="3166"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of the luminosity of the selected color.&lt;/p&gt;&lt;p&gt;Note: luminosity effect illuminates near objects only when Global Illumination is enabled.&lt;/p&gt;&lt;p&gt;Example of luminosity effect:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - luminosity.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_material_editor.h" line="3172"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of the luminosity effect.&lt;/p&gt;&lt;p&gt;Note: luminosity effect does not illuminate near objects.&lt;/p&gt;&lt;p&gt;Example of luminosity effect:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - luminosity.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Multiplier of luminosity intensity wich controls amount of emited light in global illumination effect,&lt;/p&gt;&lt;p&gt;Note: luminosity effect illuminates near objects only when Global Illumination is enabled.&lt;/p&gt;&lt;p&gt;Example of luminosity effect:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - luminosity.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_material_editor.h" line="3182"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use an image as a texture for luminosity effect.&lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - luminosity texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to image with luminosity texture&lt;/p&gt;&lt;p&gt;To use animated textures (image sequences), replace numbers by &apos;%&apos; symbol. Example: If sequence of images is as showed below: &lt;br/&gt;texture0001.jpg&lt;br/&gt;texture0002.jpg&lt;br/&gt;etc&lt;/p&gt;&lt;p&gt;Then use following file name: texture%%%%.jpg&lt;br/&gt;This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Reflections and refraction</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;If enabled the reflectance is calculated from Fresnel&apos;s equations.  Reflectance is dependant on the angle of incidence of the ray.&lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Fresnel&apos;s equations off&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Fresnel&apos;s equations on&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance fresnel off.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance fresnel.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Index of refraction of the material. It has influence on transparent objects and on non-transparent reflective objects. It affects the calculation in Fresnel&apos;s equations. &lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab&lt;/p&gt;&lt;p&gt;Example values: vacuum 1.0; glass.1.5; water 1.35; diamond 2.41&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;index of refraction 1.0 (gas or vacuum)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;index of refraction 1.5 (glass)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;index of refraction 2.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency index of refraction 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency index of refraction 1.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency index of refraction 2.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Reflectance:</source>
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        <source>Transparency of volume:</source>
        <translation>Trasparenza volume:</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Displacement map technique uses texture to cause an effect where the actual geometric position of points over the textured surface are displaced. It gives the surfaces a greater sense of depth and detail, permitting self-shadowing. In contrast to normal mapping, it deforms object surface.&lt;/p&gt;&lt;p&gt;Example displacement map texture (in most cases it can be the same as for bump maps). Brighter pixels will give bigger embossing of surface.&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/displacement_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;p&gt;Example result:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - displacement map.jpg&quot;/&gt;&lt;/p&gt;&lt;p&gt;Note: displacement map doesn&apos;t work with cubic mapping of texture.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;La tecnica di Displacement map consiste nell&apos;usare una texture che causa un movimento della posizione dei punti sulla superficie. La superficie acquista maggior profondità e dettaglio, permettendo le ombreggiature. Contrariamente al mapping che avviene via linee normali (normal mapping), tramite displacement la superficie dell&apos;oggetto viene deformata.&lt;/p&gt;&lt;p&gt;Esempio di texture con displacement map (nella maggiorparte dei casi l&apos;effetto è analogo alle bump map). I pixel più luminosi avranno maggior rilievo.&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/displacement_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;p&gt;Risultato d&apos;esempio:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - displacement map.jpg&quot;/&gt;&lt;/p&gt;&lt;p&gt;Nota: le displacement map non funzionano con il mapping cubico.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Use displacement &amp;map texture</source>
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        <source>Displacement height:</source>
        <translation>Altezza displacement:</translation>
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        <source>Texture path:</source>
        <translation>Percorso texture:</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to image with displacement map texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Percorso immagini texture displacement map&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_material_editor.h" line="3298"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Height of displacement. Height is in the same units as object sizes.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Altezza displacement. L&apos;altezza è espressa usando le stesse unità di grandezza degli oggetti.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Specular highlight
color:</source>
        <translation type="vanished">Colori alteluci speculari
colore:</translation>
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        <location filename="../qt/ui_material_editor.h" line="3105"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Size of specular highlights&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;width 0.1&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;width 1.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;width 5.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - specular highlight width 0.1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - specular highlight width 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - specular highlight width 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Grandezza alteluci speculari&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;width 0.1&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;width 1.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;width 5.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - specular highlight width 0.1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - specular highlight width 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - specular highlight width 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Diffusion texture controls the amount and color of reflected light. It also controls the intensity and width of the specular reflections.&lt;/p&gt;&lt;p&gt;Areas with brighter colors will reflect more light, the specular reflection will be brighter and the size of the specular reflections will be smaller (i.e.  simulates polished surface.)&lt;/p&gt;&lt;p&gt;Dark areas will not reflect light, and the specular reflections will be dark and wide (i.e.  simulates a rough surface). &lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - diffusion texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;La texture di diffusione controlla la quantità e il colore della luce riflessa. Controlla anche intensità e larghezza delle riflessioni speculari.&lt;/p&gt;&lt;p&gt;Aree con colori più luminosi rifletteranno più luce, la riflessione speculare sarà più luminosa e la dimensione delle riflessioni speculari sarà minore (i.e. simulazione superficie lucida).&lt;/p&gt;&lt;p&gt;Le aree più scure non rifletteranno la luce e le riflessioni speculari saranno scure e larghe (i.e. simulazione superficie corrugata).&lt;/p&gt;&lt;p&gt;Esempio:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - diffusion texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <translation type="vanished">Usa texture di d&amp;iffusione</translation>
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        <source>Texture intensity:</source>
        <translation>Intensità texture:</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to image with diffusion texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Percorso immagini texture diffusion&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_material_editor.h" line="3263"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Brightness of diffusion texture. Higher value will simulate more polished surface.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Lucentezza della texture di diffusione. Valori più alti simuleranno una superficie più lucida.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Transparency of fractal interior. Thicker parts of the object will appear less transparent than thinner parts.&lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab&lt;/p&gt;&lt;p&gt;Examples for yellow color of volume&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;transparency 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;transparency 0.8&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;transparency 1.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of volume 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of volume 0.8.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Trasparenza dell&apos;interno del frattale. Le parti più spesse dell&apos;oggetto appariranno meno trasparenti di quelle più sottili.&lt;/p&gt;&lt;p&gt;Per applicare questo effetto, abilitare le riflessioni ray-traced nella scheda &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Esempi di volume di colore giallo&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;transparenza 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;transparenza 0.8&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;transparenza 1.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of volume 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of volume 0.8.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Luminosity:</source>
        <translation>Luminosità:</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Transparency of fractal surface. &lt;/p&gt;&lt;p&gt;This effect simulates glass or another refractive materials. If this effect is applied of fractal object, there is recommended to decrease &apos;maximum number of iterations&apos; to as low value as it will not decrease image quality (to e.g. about 20). Then the rendering will be much faster.&lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab &lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;transparency 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;transparency 0.8&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;transparency 1.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 0.8.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>&quot;there is recommended&quot; should be &quot;it is recommended&quot;</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Trasparenza della superficie frattale. &lt;/p&gt;&lt;p&gt;Questo effetto simula il vetro o altri materiali rifrangenti. Se l&apos;effetto è applicato all&apos;oggeto frattale, si raccomanda si diminuire il &apos;valore massimo di iterazioni&apos; ma senza diminuire la qualità dell&apos;immagine (e.g. all&apos;incirca 20). In questo modo il rendering sarà più veloce.&lt;/p&gt;&lt;p&gt;Per applicare questo effetto, abilitare le riflessioni ray-traced nella scheda &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;trasparenza 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;trasparenza 0.8&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;trasparenza 1.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 0.8.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Shading:</source>
        <translation>Shading:</translation>
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    <message>
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brightness:</source>
        <translation type="vanished">Alteluci speculari
Luminosità:</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables coloring of fractal surface using mathematical algorithms and color palette. &lt;/p&gt;&lt;p&gt;This option works only for fractal objects. For primitive objects it will be ignored.&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;palette off&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;palette on&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colouring enabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilita colorazione della superficie frattale usando algoritmi matematici e palette colori. &lt;/p&gt;&lt;p&gt;Questa opzione funziona soltanto sugli oggetti frattali. Gli oggetti-primitive verranno ignorati.&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;palette disattivata&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;palette attivata&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colouring enabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&amp;Use colors from a palette</source>
        <translation type="vanished">&amp;Usa colori palette</translation>
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        <source>Coloring algorithm:</source>
        <translation>Algoritmo colorazione:</translation>
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        <location filename="../qt/ui_material_editor.h" line="2835"/>
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        <location filename="../qt/ui_material_editor.h" line="2870"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Direction vector of line in orbit trap algorithm for coloring&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Direzione linee vettori nell&apos;algoritmo orbit-trap per la colorazione&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Color speed:</source>
        <translation>Velocità colore:</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Random seed for palette generator&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Seme casuale per la generazione della tavolozza&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Random seed:</source>
        <translation type="vanished">Seme casuale:</translation>
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        <source>Saturation:</source>
        <translation type="vanished">Saturazione:</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Saturation of colors in random color palette &lt;/p&gt;&lt;p&gt;To apply changes of saturation, click on &lt;span style=&quot; font-style:italic;&quot;&gt;Generate new random palette&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Saturazione colori tavolozza colori casuale. &lt;/p&gt;&lt;p&gt;Per modificare fare click su &lt;span style=&quot; font-style:italic;&quot;&gt;Genera nuova tavolozza casuale&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Cyclic palette of colors which is used to color fractal surface.&lt;/p&gt;&lt;p&gt;To edit palette click on chosen color.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Palette dei colori ciclica usata per colorare la superficie del frattale.&lt;/p&gt;&lt;p&gt;Per editare la palette fare click sul colore scelto.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color palette speed sets frequency of color changing&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;speed 0.3&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;speed 1.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;speed 5.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colour speed 0.3.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colouring enabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colour speed 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;La velocità della tavolozza colore imposta la frequenza del cambio del colore&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;velocità 0.3&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;velocità 1.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;velocità 5.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colour speed 0.3.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colouring enabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colour speed 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Grab color palette from selected picture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Cattura la tavolozza colore dall&apos;immagine selezionata&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Grab colors from image...</source>
        <translation type="vanished">Cattura i colori dall&apos;immagine...</translation>
    </message>
    <message>
        <source>Palette size:</source>
        <translation type="vanished">Dimensione tavolozza:</translation>
    </message>
    <message>
        <source>Palette:
(click to edit)</source>
        <translation type="vanished">Tavolozza:
(clicca per editare)</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="438"/>
        <location filename="../qt/ui_material_editor.h" line="2828"/>
        <source>Palette offset:</source>
        <translation>Deviazione offset tavolozza:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Number of colors used in color palette.&lt;/p&gt;&lt;p&gt;To apply changes of palette size, click on &lt;span style=&quot; font-style:italic;&quot;&gt;Generate new random palette&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Numero dei colori usati nella tavolozza colori.&lt;/p&gt;&lt;p&gt;Per applicare le modifiche della dimensione della tavolozza, cliccare su &lt;span style=&quot; font-style:italic;&quot;&gt;Genera una nuova tavolozza casuale&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Generate palette from  random seed.&lt;/p&gt;&lt;p&gt;This applies changes to palette size and color saturation.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Genera tavolozza da seme casuale.&lt;/p&gt;&lt;p&gt;Questo modifica le dimensioni tavolozza e la saturazione del colore.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Generate new random palette</source>
        <translation type="vanished">Genera una nuova tavolozza casuale</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Generate new random seed and palette&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Genera un nuovo seme casuale e tavolozza&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="44"/>
        <location filename="../qt/ui_material_editor.h" line="2780"/>
        <source>Randomize</source>
        <translation>Randomizza</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Shift of color palette&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>Shift=cambiamento (meglio mutamento?)</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Cambiamento tavolozza colori&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="445"/>
        <location filename="../qt/ui_material_editor.h" line="2829"/>
        <source>Orbit trap
sphere radius:</source>
        <translation>Orbit trap
Raggio sfera:</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="627"/>
        <location filename="../qt/material_editor.ui" line="4492"/>
        <location filename="../qt/material_editor.ui" line="4598"/>
        <location filename="../qt/ui_material_editor.h" line="2858"/>
        <location filename="../qt/ui_material_editor.h" line="3307"/>
        <location filename="../qt/ui_material_editor.h" line="3323"/>
        <source>y:</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="502"/>
        <location filename="../qt/material_editor.ui" line="4469"/>
        <location filename="../qt/material_editor.ui" line="4614"/>
        <location filename="../qt/ui_material_editor.h" line="2838"/>
        <location filename="../qt/ui_material_editor.h" line="3305"/>
        <location filename="../qt/ui_material_editor.h" line="3324"/>
        <source>z:</source>
        <translation></translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection between different coloring algorithms based on orbit trap calculation.&lt;/p&gt;&lt;p&gt;- Standard: orbit trap defined as a point at origin&lt;/p&gt;&lt;p&gt;- orbit trap: z.Dot(point): orbit trap defined as point at actual calculated fractal coordinates&lt;/p&gt;&lt;p&gt;- orbit trap: Sphere: orbit trap defined as a sphere surface&lt;/p&gt;&lt;p&gt;- orbit trap: Cross: orbit trap defined as a cross&lt;/p&gt;&lt;p&gt;- orbit trap: Line: orbit trap defined as a line in given direction&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Seleziona uno tra i diversi algoritmi di colorazioni basati su calcolo orbit trap.&lt;/p&gt;&lt;p&gt;- Orbit trap: Standard: definizione orbit trap come un punto con origine definita&lt;/p&gt;&lt;p&gt;- orbit trap: z.Dot(point): definizione orbit trap come un punto calcolato tramite coordinate del frattale &lt;/p&gt;&lt;p&gt;- orbit trap: Sfera: definizione orbit trap come superficie sferica&lt;/p&gt;&lt;p&gt;- orbit trap: Croce: definizione orbit trap a forma di croce&lt;/p&gt;&lt;p&gt;- orbit trap: Linea: definizione orbit trap come linea orientata verso una direzione data&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="599"/>
        <location filename="../qt/ui_material_editor.h" line="2849"/>
        <source>Standard</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="604"/>
        <location filename="../qt/ui_material_editor.h" line="2850"/>
        <source>orbit trap: z.Dot(point)</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="609"/>
        <location filename="../qt/ui_material_editor.h" line="2851"/>
        <source>orbit trap: Sphere</source>
        <translation>orbit trap: Sfera</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="614"/>
        <location filename="../qt/ui_material_editor.h" line="2852"/>
        <source>orbit trap: Cross</source>
        <translation>orbit trap: Croce</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="619"/>
        <location filename="../qt/ui_material_editor.h" line="2853"/>
        <source>orbit trap: Line</source>
        <translation>orbit trap: Linea</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Radius of sphere in orbit trap algorithm for coloring&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Raggio sfera nell&apos;algoritmo orbit trap per la colorazione&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="492"/>
        <location filename="../qt/material_editor.ui" line="4508"/>
        <location filename="../qt/material_editor.ui" line="4524"/>
        <location filename="../qt/ui_material_editor.h" line="2837"/>
        <location filename="../qt/ui_material_editor.h" line="3308"/>
        <location filename="../qt/ui_material_editor.h" line="3309"/>
        <source>x:</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="723"/>
        <location filename="../qt/ui_material_editor.h" line="2872"/>
        <source>Orbit trap line
direction vector:</source>
        <translation>Vettore direzione
linea orbit trap:</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2874"/>
        <location filename="../qt/ui_material_editor.h" line="3097"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of specular highlights&lt;/p&gt;&lt;p&gt;example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - specular highlight color.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore alteluci speculari&lt;/p&gt;&lt;p&gt;esempio:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - specular highlight color.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2663"/>
        <location filename="../qt/material_editor.ui" line="2877"/>
        <location filename="../qt/material_editor.ui" line="3498"/>
        <location filename="../qt/material_editor.ui" line="3736"/>
        <location filename="../qt/material_editor.ui" line="3922"/>
        <location filename="../qt/material_editor.ui" line="3977"/>
        <location filename="../qt/ui_material_editor.h" line="3070"/>
        <location filename="../qt/ui_material_editor.h" line="3099"/>
        <location filename="../qt/ui_material_editor.h" line="3174"/>
        <location filename="../qt/ui_material_editor.h" line="3208"/>
        <location filename="../qt/ui_material_editor.h" line="3230"/>
        <location filename="../qt/ui_material_editor.h" line="3240"/>
        <source>PushButton</source>
        <translatorcomment>strange &quot;pushbutton&quot;</translatorcomment>
        <translation>Premi Pulsante</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of surface of object. This color is used when &apos;Use colors from palette&apos; is off or when material is applied on non-fractal object.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore superficie oggetto. Questo colore viene usato quando l&apos;opzione &apos;Usa colori palette&apos; è disattivata o quando il materiale è applicato su un oggetto che non sia un frattale.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of luminosity of selected color.&lt;/p&gt;&lt;p&gt;Note: luminosity effect doesn&apos;t illuminate near objects.&lt;/p&gt;&lt;p&gt;Example of luminosity effect:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - luminosity.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensità luminosità colore selezionato.&lt;/p&gt;&lt;p&gt;Nota: L&apos;effetto luminosità non agisce sugli oggetti vicini.&lt;/p&gt;&lt;p&gt;Esempio di effetto luminosità:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - luminosity.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="3896"/>
        <location filename="../qt/ui_material_editor.h" line="3222"/>
        <source>Transparency of surface:</source>
        <translation>Trasparenza superficie:</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="3482"/>
        <location filename="../qt/ui_material_editor.h" line="3170"/>
        <source>Luminosity color:</source>
        <translation>Colore luminosità:</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2670"/>
        <location filename="../qt/ui_material_editor.h" line="3071"/>
        <source>Single color:</source>
        <translation>colore singolo:</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="3756"/>
        <location filename="../qt/ui_material_editor.h" line="3211"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of light reflection effect&lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab or environment mapping&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;reflectance 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;reflectance 0.8&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;reflectance 1.0 (perfect reflection)&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance 0.8.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensità effetto riflessione luce&lt;/p&gt;&lt;p&gt;Per applicare questo effetto, abilitare le riflessioni ray-traced nella scheda &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; o nel mapping ambientale (environment mapping)&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;riflettanza 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;riflettanza 0.8&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;riflettanza 1.0 (riflessione perfetta)&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance 0.8.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2814"/>
        <location filename="../qt/ui_material_editor.h" line="3090"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;angle of incidence effects intensity&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;shading 0.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;shading 1.0 &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shading 0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shading 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;intensità effetto angolo incidenza&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;shading 0.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;shading 1.0 &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shading 0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shading 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="3991"/>
        <location filename="../qt/ui_material_editor.h" line="3242"/>
        <source>Color of volume:</source>
        <translation>Colore volume:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of luminosity effect.&lt;/p&gt;&lt;p&gt;Note: luminosity effect doesn&apos;t illuminate near objects.&lt;/p&gt;&lt;p&gt;Example of luminosity effect:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - luminosity.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore effetto luminosità.&lt;/p&gt;&lt;p&gt;Nota: L&apos;effetto luminosità non agisce sugli oggetti vicini.&lt;/p&gt;&lt;p&gt;Esempio effetto luminosità:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - luminosity.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Index of refraction of material. It has influence on transparent objects and on non-transparent reflective objects. It affects the calculation in Fresnel&apos;s equations. &lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab&lt;/p&gt;&lt;p&gt;Example values: vacuum 1.0; glass.1.5; water 1.35; diamond 2.41&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;index of refraction 1.0 (gas or vacuum)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;index of refraction 1.5 (glass)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;index of refraction 2.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency index of refraction 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency index of refraction 1.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency index of refraction 2.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>check &quot;glass.&quot; the point should be removed</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Indice di rifrazione del materiale. Influenza gli oggetti trasparenti e gli oggetti riflettenti non trasparenti. Ha effetto sul calcolo delle equazioni di Fresnel.&lt;/p&gt;&lt;p&gt;Per applicare questo effetto, abilitare le riflessioni ray-traced nella scheda &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Valori d&apos;esempio: vuoto assoluto (vacuum) 1.0; vetro 1.5; acqua 1.35; diamante 2.41&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;indice rifrazione 1.0 (gas o vacuum)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;indice rifrazione 1.5 (vetro)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;indice rifrazione 2.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency index of refraction 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency index of refraction 1.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency index of refraction 2.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="3673"/>
        <location filename="../qt/ui_material_editor.h" line="3200"/>
        <source>Index of refraction:</source>
        <translation>Indice di rifrazione:</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2679"/>
        <location filename="../qt/ui_material_editor.h" line="3073"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use image file as color texture.&lt;/p&gt;&lt;p&gt;Color texture is mixed with &apos;Single Color&apos; (if palette is off) or &apos;Palette&apos; (if palette is on). &lt;/p&gt;&lt;p&gt;example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - color texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>strange &quot;or&quot; used with &quot;mixed with single color&quot; and &quot;mixed with palette&quot;, the sense is not clear to me</translatorcomment>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Usa file immagine come texture.&lt;/p&gt;&lt;p&gt;La texture per il colore viene mixata con &apos;Colore singolo&apos; (se la palette è disattivata) o &apos;Palette&apos; (se la palette è attivata).&lt;/p&gt;&lt;p&gt;esempio:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - color texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Use colo&amp;r texture from an image</source>
        <translation type="vanished">Usa texture colo&amp;re da immagine</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to image with color texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Percorso immagini texture colore&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2744"/>
        <location filename="../qt/ui_material_editor.h" line="3082"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Contrast of color texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Contrasto texture colore&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;If enabled the reflectance is calculated from Fresnel&apos;s equations. In other words reflectance depends on angle of incidence of ray.&lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Fresnel&apos;s equations off&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Fresnel&apos;s equations on&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance fresnel off.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance fresnel.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Se abilitato la riflettanza viene calcolata usando le equazioni di Fresnel. In altre parole la riflettanza dipende dall&apos;angolo d&apos;incidenza del raggio.&lt;/p&gt;&lt;p&gt;Per applicare questo effetto, abilitare le rifflessioni ray-traced nella scheda &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;equazioni di Fresnel&apos;s disabilitate&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;equazioni di Fresnel&apos;s abilitate&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance fresnel off.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance fresnel.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="3664"/>
        <location filename="../qt/ui_material_editor.h" line="3199"/>
        <source>Fresnel&apos;s equations for reflectance</source>
        <translation>Equazioni di Fresnel per riflettanza</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="4207"/>
        <location filename="../qt/ui_material_editor.h" line="3268"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Normal mapping is a technique used for faking the lighting of bumps and dents – an implementation of bump mapping. Normal map texture changes locally the direction of the surface normal vector, (i.e. &lt;span style=&quot; text-decoration: underline;&quot;&gt;simulates&lt;/span&gt; local changes of the surface angle). It causes changes to the way that the light is reflected or diffused. Normal maps do not deform the object surface, but just give the appearance of deformation.&lt;/p&gt;&lt;p&gt;Normal map textures uses color components to define the direction of the deflection of a normal vector. Red represents X axis, green represents Y axis and blue represents Z axis. &lt;/p&gt;&lt;p&gt;Normal maps can be derived from height maps (bumpmaps)&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Example normal map texture:&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Example height map&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/normal_map_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/displacement_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;Example object with normal map texture:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - normal map texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Normal mapping è una tecnica usata per simulare la luce su protuberanze e ammaccature – un&apos;implementazione della tecnica di bump mapping. Le texture cambiano localmente la direzione dei vettori delle normali sulla superficie dell&apos;oggetto, (i.e. &lt;span style=&quot; text-decoration: underline;&quot;&gt;simula&lt;/span&gt; cambiamenti locali dell&apos;angolo della superficie). Crea cambiamenti nel modo in cui la luce viene riflessa o diffusa. Le normal map non deformano la superficie dell&apos;oggetto, ma ne simulano l&apos;aspetto.&lt;/p&gt;&lt;p&gt;Le texture usano il componente colore per definire la direzione della deviazione di un vettore della normale. Il rosso rappresenta l&apos;asse X, il verde l&apos;asse Y e il blu rappresenta l&apos;asse Z.&lt;/p&gt;&lt;p&gt;Le normal map possono essere derivate dalle height map (bump map)&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Esempio texture normal map:&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Esempio texture height map&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/normal_map_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/displacement_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;Esempio oggetto con texture normal map:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - normal map texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Use normal map &amp;texture</source>
        <translation type="vanished">Usa &amp;texture normal map</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to image with normal map texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Percorso texture normal map&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="3349"/>
        <location filename="../qt/material_editor.ui" line="4246"/>
        <location filename="../qt/ui_material_editor.h" line="3157"/>
        <location filename="../qt/ui_material_editor.h" line="3273"/>
        <source>Intensity:</source>
        <translation>Intensità:</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="4253"/>
        <location filename="../qt/ui_material_editor.h" line="3275"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of bumps.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensità forme in rilievo (bumps).&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables the use of greyscale heightmaps as bump maps like on the image below. The bump map is internally converted to a normal map. &lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/displacement_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;p&gt;This texture can give the following result:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - normal map texture from bumpmap.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilita uso delle heightmaps in scala di grigio come bump maps come mostrato nell&apos;immagine sotto. La bump map viene convertita internamente in normal map.&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/displacement_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;p&gt;Questa texture produce i seguenti risultati:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - normal map texture from bumpmap.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="4276"/>
        <location filename="../qt/ui_material_editor.h" line="3283"/>
        <source>Normal map derived from greyscale bump map</source>
        <translation>Normal map derivata da bump map in modalità scala di grigi</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="4283"/>
        <location filename="../qt/ui_material_editor.h" line="3285"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;There are two standards of normal maps. The difference between them is in the direction of the Y component of the normal vector. Visually when the Y component is swapped then the green component of the texture is inverted.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;standard&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;inverted&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/normal_map_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/normal_map_texture_g_inv.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;To recognize which standard it is, check how the colors are located on the convex part of the texture.&lt;/p&gt;&lt;p&gt;Standard:   top left corner - green,  bottom right- red&lt;/p&gt;&lt;p&gt;Inverted:    bottom left corner - green,  right top - red&lt;/p&gt;&lt;p&gt;If you use inverted texture, then this check box should be ticked.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Ci sono due tipi tipologie di normal map. La differenza tra loro è la direzione del componente Y del vettore della normale. Visivamente, quando viene scambiato il componente Y, il colore verde presente nella texture viene invertito.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;standard&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Invertito&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/normal_map_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/normal_map_texture_g_inv.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;Per riconoscere la tipologia, controllare come sono disposti i colori nelle parti convesse della texture.&lt;/p&gt;&lt;p&gt;Standard:   angolo in alto a sinistra - verde,  inferiore destro - rosso&lt;/p&gt;&lt;p&gt;Invertito:    angolo inferiore sinistro - verde, in alto a destra - rosso&lt;/p&gt;&lt;p&gt;Se si usa una texture invertita, spuntare questa casella di controllo.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="4286"/>
        <location filename="../qt/ui_material_editor.h" line="3287"/>
        <source>Invert green (Y+ / Y-)</source>
        <translation>Inverti il verde (Y+ / Y-)</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="3919"/>
        <location filename="../qt/ui_material_editor.h" line="3228"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of interior of transparent objects.&lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore interno degli oggetti trasparenti.&lt;/p&gt;&lt;p&gt;Per applicare questo effetto, abilitare le riflessioni ray-traced nella scheda &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use image as a texture for luminosity effect.&lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - luminosity texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Usa immagine come texture per l&apos;effetto luminosità.&lt;/p&gt;&lt;p&gt;Esempio:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - luminosity texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="3545"/>
        <location filename="../qt/ui_material_editor.h" line="3184"/>
        <source>Use luminosity te&amp;xture</source>
        <translation>Usea te&amp;xture luminosità</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to image with luminosity texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Percorso immagini texture luminosità&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="3607"/>
        <location filename="../qt/ui_material_editor.h" line="3191"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Brightness of luminosity texture.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Lucentezza texture luminosità.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2955"/>
        <location filename="../qt/ui_material_editor.h" line="3110"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of specular highlights&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;brightness 0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;brightness 5 &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - specularity 0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - specularity 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;IIntensità alteluci speculari&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;luminosità 0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;luminosità 5 &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - specularity 0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - specularity 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
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        <source>Color of reflections:</source>
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        <source>Use reflectance map texture</source>
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        <location filename="../qt/ui_material_editor.h" line="3232"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Transparency of the fractal interior. Thicker parts of the object will appear less transparent than thinner parts.&lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab&lt;/p&gt;&lt;p&gt;Examples for yellow color of volume&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;transparency 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;transparency 0.8&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;transparency 1.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of volume 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of volume 0.8.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    <message>
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        <location filename="../qt/ui_material_editor.h" line="3236"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Transparency of fractal surface. &lt;/p&gt;&lt;p&gt;This effect simulates glass or other refractive materials. For fast rendering, it is recommended to decrease the &apos;maximum number of iterations&apos; to as low a value as will still produce acceptable  image quality ( e.g. maybe about 20 iterations).&lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab &lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;transparency 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;transparency 0.8&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;transparency 1.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 0.8.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Color of transparency:</source>
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        <location filename="../qt/ui_material_editor.h" line="2875"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;For backwards compatibity.  If enabled, OpenCL and Non-OpenCL modes will sometimes render different coloring.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    <message>
        <location filename="../qt/material_editor.ui" line="3909"/>
        <location filename="../qt/ui_material_editor.h" line="3224"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Apply color gradient to the volume of the object (if transparency of volume is lower than 1)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Use color gradient for interior</source>
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        <location filename="../qt/ui_material_editor.h" line="3244"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Scatters the light inside the object. It involves calculation of shadows through the volume of the object.&lt;/p&gt;&lt;p&gt;Because the effect is slow for calculation, it is recomended to decrease Maximum number of fractal iterations to a level which does not change the appearance of the objects.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_material_editor.h" line="3246"/>
        <source>Subsurface scattering</source>
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        <source>Use transparency map texture</source>
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        <source>Note: reduce Maximum number of fractal iterations to the level which will not cause changes to the objects shape. It will significantly speed up calculations.</source>
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        <location filename="../qt/ui_material_editor.h" line="3254"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Diffusion texture controls the amount and color of the reflected light. It also controls the intensity and width of the specular reflections.&lt;/p&gt;&lt;p&gt;Areas with brighter colors will reflect more light, the specular reflection will be brighter and the size of the specular reflections will be smaller (i.e. simulates polished surface.)&lt;/p&gt;&lt;p&gt;Dark areas will not reflect light, and the specular reflections will be dark and wide (i.e. simulates a rough surface). &lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - diffusion texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_material_editor.h" line="3256"/>
        <source>Use diffusion &amp;texture</source>
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        <location filename="../qt/ui_material_editor.h" line="3260"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to the image to be used for diffusion texture&lt;/p&gt;&lt;p&gt;To use animated textures (image sequences), replace numbers by &apos;%&apos; symbol. Example: If sequence of images is as showed below: &lt;br/&gt;texture0001.jpg&lt;br/&gt;texture0002.jpg&lt;br/&gt;etc&lt;/p&gt;&lt;p&gt;Then use following file name: texture%%%%.jpg&lt;br/&gt;This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Use normal &amp;map texture</source>
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        <location filename="../qt/ui_material_editor.h" line="3278"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to the image to be used as the normal map texture&lt;/p&gt;&lt;p&gt;To use animated textures (image sequences), replace numbers by &apos;%&apos; symbol. Example: If sequence of images is as showed below: &lt;br/&gt;texture0001.jpg&lt;br/&gt;texture0002.jpg&lt;br/&gt;etc&lt;/p&gt;&lt;p&gt;Then use following file name: texture%%%%.jpg&lt;br/&gt;This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/material_editor.ui" line="4273"/>
        <location filename="../qt/ui_material_editor.h" line="3281"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables the use of greyscale heightmaps as bump maps, like on the image below. The bump map is internally converted to a normal map. &lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/displacement_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;p&gt;This texture can give the following result:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - normal map texture from bumpmap.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_material_editor.h" line="3289"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Displacement map technique uses texture to cause an effect where the actual geometric position of points over the textured surface are displaced. It gives the surfaces a greater sense of depth and detail, permitting self-shadowing. In contrast to normal mapping, it deforms object surface.&lt;/p&gt;&lt;p&gt;Example displacement map texture (in most cases it can be the same as for bump maps). Brighter pixels will give bigger embossing of surface.&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/displacement_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;p&gt;Example result:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - displacement map.jpg&quot;/&gt;&lt;/p&gt;&lt;p&gt;Note: displacement map does not work with cubic mapping of texture.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_material_editor.h" line="3295"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to image with displacement map texture&lt;/p&gt;&lt;p&gt;To use animated textures (image sequences), replace numbers by &apos;%&apos; symbol. Example: If sequence of images is as showed below: &lt;br/&gt;texture0001.jpg&lt;br/&gt;texture0002.jpg&lt;br/&gt;etc&lt;/p&gt;&lt;p&gt;Then use following file name: texture%%%%.jpg&lt;br/&gt;This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Texture mapping</source>
        <translation></translation>
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        <source>Fractalize texture</source>
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        <source>Map texture to fractal shape using algorithm basing on orbit traps</source>
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        <source>start orbit trap at iteration:</source>
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        <source>Orbit trap cube size</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Geometry of texture mapping&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Planar - texture is mapped as a 2D plane&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Spherical - texture is mapped as a sphere around the object center&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - planar mapping.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - spherical mapping.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Cylindrical - texture is mapped as a cylinder around the object axis&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Cubic - texture is mapped in accordance with the surface direction of a cube.&lt;br/&gt;Note: this mapping cannot be used with a displacement map &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - cylindrical mapping.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - cubic mapping.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Texture
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        <location filename="../qt/ui_material_editor.h" line="3330"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Position of the center of the texture. Position is relative to the texture size.&lt;/p&gt;&lt;p&gt;Note: size of texture is always 1 x 1 x 1.&lt;/p&gt;&lt;p&gt;Example of changed texture center [0.3, 0.3, 0.0] &lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - cubic mapping - center 0.3 0.3 0.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/material_editor.ui" line="4815"/>
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        <location filename="../qt/ui_material_editor.h" line="3359"/>
        <location filename="../qt/ui_material_editor.h" line="3364"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotation of the texture relative to the object orientation.&lt;/p&gt;&lt;p&gt;Example of rotated texture&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - planar mapping - rotated.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotazione texture relativa alla rotazione dell&apos;oggetto.&lt;/p&gt;&lt;p&gt;Esempio di texture ruotata&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - planar mapping - rotated.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_material_editor.h" line="3306"/>
        <source>Mapping type:</source>
        <translation>Tipo mapping:</translation>
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        <source>Texture center:
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        <translation>Centro texture:
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grandezza oggetto)</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Position of center of the texture. Position is relative to texture size.&lt;/p&gt;&lt;p&gt;Note: size of texture is always 1 x 1 x 1.&lt;/p&gt;&lt;p&gt;Example of changed texture center [0.3, 0.3, 0.0] &lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - cubic mapping - center 0.3 0.3 0.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Posizione del centro della texture. La posizione è relativa alle dimensioni della texture.&lt;/p&gt;&lt;p&gt;Nota: le dimensioni della texture sono sempre 1 x 1 x 1.&lt;/p&gt;&lt;p&gt;Esempio di cambiamento del centro della texture [0.3, 0.3, 0.0] &lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - cubic mapping - center 0.3 0.3 0.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/material_editor.ui" line="4701"/>
        <location filename="../qt/material_editor.ui" line="4732"/>
        <location filename="../qt/ui_material_editor.h" line="3335"/>
        <location filename="../qt/ui_material_editor.h" line="3340"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Position of center of the texture. Position is relative to object size.&lt;/p&gt;&lt;p&gt;Note: object size of fractal object is always 1 x 1 x 1.&lt;/p&gt;&lt;p&gt;Example of changed texture center [0.3, 0.3, 0.0] &lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - cubic mapping - center 0.3 0.3 0.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Posizione del centro della texture. La posizione è relativa alle dimensioni dell&apos;oggetto.&lt;/p&gt;&lt;p&gt;Nota: le dimensioni dell&apos;oggetto sono sempre 1 x 1 x 1.&lt;/p&gt;&lt;p&gt;Esempio di cambiamento del centro della texture [0.3, 0.3, 0.0] &lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - cubic mapping - center 0.3 0.3 0.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <source>Texture scale:
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dimensioni oggetto)</translation>
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        <source>alpha:</source>
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        <source>Navi</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This fractal formula will be used when iteration number will be not less than &apos;Start at iteration&apos;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>really strange sentence</translatorcomment>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questa formula frattale verrà usata quando il numero delle iterazioni sarà non inferiore al parametro &apos;Inizia all&apos;iterazione&apos;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <translation type="unfinished"></translation>
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        <translation type="unfinished"></translation>
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        <source>Smooth DE combine</source>
        <translation type="unfinished"></translation>
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        <source>Smooth distance:</source>
        <translation type="unfinished"></translation>
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        <source>C constant addition for this fractal formula</source>
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        <source>&amp;Julia mode</source>
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        <location filename="../qt/tab_fractal.ui" line="983"/>
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        <source>y:</source>
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        <source>Julia constant (c):</source>
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        <location filename="../qt/tab_fractal.ui" line="738"/>
        <location filename="../qt/tab_fractal.ui" line="861"/>
        <location filename="../qt/tab_fractal.ui" line="1113"/>
        <location filename="../qt/ui_tab_fractal.h" line="809"/>
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        <source>z:</source>
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        <location filename="../qt/tab_fractal.ui" line="722"/>
        <location filename="../qt/tab_fractal.ui" line="901"/>
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        <source>Constant multiplier:</source>
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        <source>Initial w-axis value
for 4D fractals</source>
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        <source>Material for fractal</source>
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        <source>X-axis rotation:</source>
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        <source>Z-axis rotation:</source>
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        <source>scale:</source>
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        <source>Voxel Export</source>
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        <source>Export Voxel</source>
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        <source>Layer settings</source>
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        <source>layer folder</source>
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        <source>Render settings</source>
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        <source>MaxIter</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When this option is enabled, the fractal appearance is maintained at all resolutions. &lt;/p&gt;&lt;p&gt;The fractal detail level will be automatically adjusted to match any change of image resolution. &lt;/p&gt;&lt;p&gt;For instance, if the resolution is doubled then the detail level will be reduced by half.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Samples Z</source>
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        <source>Custom Limits (leave untoggled to use global limits)</source>
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        <source>top right back corner:</source>
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        <source>x:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Start rendering of layers based on actual settings&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Inizia rendering degli strati basato sui settaggi correnti&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Render Layers</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Terminate rendering of layers&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Termina rendering strati&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Stop Render</source>
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        <source>Show Layers</source>
        <translation>Mostra Strati</translation>
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        <source>Show Voxel Information</source>
        <translation>Mostra Informazioni relative ai Voxel</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The generated image layers can be used to generate &lt;/p&gt;&lt;p&gt;a &lt;span style=&quot; font-weight:600;&quot;&gt;3d model&lt;/span&gt; for various applications.&lt;/p&gt;&lt;p&gt;A possible workflow to work with these images:&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Program&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Input&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Output&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Mandelbulber&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;---&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;image layers&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;a href=&quot;http://fiji.sc/&quot;&gt;&lt;span style=&quot; font-weight:600; text-decoration: underline; color:#0000ff;&quot;&gt;FIJI&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;image layers&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;3D model&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;a href=&quot;http://meshlab.sourceforge.net/&quot;&gt;&lt;span style=&quot; font-weight:600; text-decoration: underline; color:#0000ff;&quot;&gt;Meshlab&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;3D model&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;optimized 3D model&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Online 3d print service&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;optimized 3D model&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;printed model&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The generated image layers can be used to generate &lt;/p&gt;&lt;p&gt;a &lt;span style=&quot; font-weight:600;&quot;&gt;3d model&lt;/span&gt; for various applications.&lt;/p&gt;&lt;p&gt;A possible workflow to work with these images:&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Program&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Input&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Output&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Mandelbulber&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;---&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;image layers&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;a href=&quot;http://fiji.sc/&quot;&gt;&lt;span style=&quot; font-weight:600; text-decoration: underline; color:#0000ff;&quot;&gt;FIJI&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;image layers&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;3D model&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;a href=&quot;http://meshlab.sourceforge.net/&quot;&gt;&lt;span style=&quot; font-weight:600; text-decoration: underline; color:#0000ff;&quot;&gt;Meshlab&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;3D model&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;optimized 3D model&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Online 3d print service&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;optimized 3D model&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;printed model&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;Here are some good articles on this topic:&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;http://henri-hebeisen.com/tag/mandelbulb&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#0000ff;&quot;&gt;http://henri-hebeisen.com/tag/mandelbulb&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;http://www.instructables.com/id/Create-a-3D-printed-3D-fractal/&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#0000ff;&quot;&gt;http://www.instructables.com/id/Create-a-3D-printed-3D-fractal/&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Le immagini generate che rappresentano gli strati (o livelli) possono venir usate per creare un &lt;/p&gt;&lt;p&gt;a &lt;span style=&quot; font-weight:600;&quot;&gt;modello 3d&lt;/span&gt; che può avere diverse applicazioni.&lt;/p&gt;&lt;p&gt;Un possibile flusso di lavoro per lavorare con queste immagini:&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Programma&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Input&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Output&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Mandelbulber&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;---&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;immagini (strati)&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;a href=&quot;http://fiji.sc/&quot;&gt;&lt;span style=&quot; font-weight:600; text-decoration: underline; color:#0000ff;&quot;&gt;FIJI&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;immagini (strati)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;modello 3D&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;a href=&quot;http://meshlab.sourceforge.net/&quot;&gt;&lt;span style=&quot; font-weight:600; text-decoration: underline; color:#0000ff;&quot;&gt;Meshlab&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;modello 3D &lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;modello 3D ottimizzato&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Servizi online di stampa 3d &lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;modelli 3D ottimizzati&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;modello stampato&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;Qui si possono trovare informazioni utili sull&apos;argomento:&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;http://henri-hebeisen.com/tag/mandelbulb&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#0000ff;&quot;&gt;http://henri-hebeisen.com/tag/mandelbulb&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;http://www.instructables.com/id/Create-a-3D-printed-3D-fractal/&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#0000ff;&quot;&gt;http://www.instructables.com/id/Create-a-3D-printed-3D-fractal/&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/voxel_export_dialog.cpp" line="142"/>
        <source>Select path for slice images</source>
        <translation>Seleziona percorso per le immagini degli strati</translation>
    </message>
</context>
<context>
    <name>cWaveFormView</name>
    <message>
        <location filename="../qt/wave_form_view.cpp" line="165"/>
        <source>Not able to load audio file!</source>
        <translation type="unfinished"></translation>
    </message>
</context>
<context>
    <name>main</name>
    <message>
        <source>Start program without GUI.</source>
        <translation type="vanished">Avviare programma senza interfaccia grafica.</translation>
    </message>
    <message>
        <source>Set &lt;Mode&gt; of animation (flight / keyframe), default is flight.</source>
        <translation type="vanished">Impostare &lt;Mode&gt; dell&apos;animazione (volo / fotogramma chiave) , di default è impostato come volo.</translation>
    </message>
    <message>
        <source>MODE</source>
        <translation type="vanished">MODO</translation>
    </message>
    <message>
        <source>Start rendering from frame number &lt;N&gt;.</source>
        <translation type="vanished">Inizia il rendering dal fotogramma numero &lt;N&gt;.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="76"/>
        <source>Starts the program without a GUI.</source>
        <translation>Esegui programma senza interfaccia grafica (GUI).</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="79"/>
        <source>Renders keyframe animation.</source>
        <translation>Renderizza animazione fotogrammi chiave.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="82"/>
        <source>Renders flight animation.</source>
        <translation>Renderizza animazione volo.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="85"/>
        <source>Never delete data, instead Exit CLI application.</source>
        <translation>Non cancellare dati, invece Esci dal programma in modalità riga di comando (CLI command line interface).</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="88"/>
        <source>Starts rendering from frame number &lt;N&gt;.</source>
        <translation>Inizia rendering dal fotogramma numero &lt;N&gt;.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="89"/>
        <location filename="../src/command_line_interface.cpp" line="93"/>
        <location filename="../src/command_line_interface.cpp" line="127"/>
        <location filename="../src/command_line_interface.cpp" line="140"/>
        <location filename="../src/command_line_interface.cpp" line="148"/>
        <location filename="../src/command_line_interface.cpp" line="153"/>
        <source>N</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="92"/>
        <source>Stops rendering on frame number &lt;N&gt;.</source>
        <translation>Interrompi rendering al fotogramma numero &lt;N&gt;.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="96"/>
        <source>&lt;KEY=VALUE&gt; overrides item &apos;&lt;KEY&gt;&apos; from settings file with new value &apos;&lt;VALUE&gt;&apos;.
Specify multiple KEY=VALUE pairs by separating with a &apos;#&apos;: &lt;KEY1=VALUE1#KEY2=VALUE2&gt;. Quote whole expression to avoid whitespace parsing issues
Override fractal parameter in the form &apos;fractal&lt;N&gt;_KEY=VALUE&apos; with &lt;N&gt; being index of fractal</source>
        <translation>&lt;CHIAVE=VALORE&gt; sovrascrive elemento &apos;&lt;CHIAVE&gt;&apos;, presente nel file impostazioni, con il nuovo valore &apos;&lt;VALUE&gt;&apos;.
Si possono specificare più coppie del tipo CHIAVE=VALORE separandole tramite il carattere &apos;#&apos;: &lt;CHIAVE=VALORE1#CHIAVE=VALORE2&gt;. racchiudere tra virgolette l&apos;intera espressione per evitare problemi di parsing quando si incontra il carattere di spaziatura
Sovrascrivere i parametri del frattale nella forma &apos;frattale&lt;N&gt;_CHIAVE=VALORE&apos; con &lt;N&gt; che funge da indice del frattale</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="102"/>
        <source>...</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="105"/>
        <source>Lists all possible parameters &apos;&lt;KEY&gt;&apos; with corresponding default value &apos;&lt;VALUE&gt;&apos;.</source>
        <translation>Elenca tutti i possibili parametri &apos;&lt;KEY&gt;&apos; con i relativi valori di default corrispondenti &apos;&lt;VALUE&gt;&apos;.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="109"/>
        <source>Image output format:
  jpg  - JPEG format (default)
  png  - PNG format
  exr  - EXR format
  tiff - TIFF format
 Legacy formats for still frames:
  png16 - 16-bit PNG format
  png16alpha - 16-bit PNG with alpha channel format</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="162"/>
        <source>Runs benchmarks on the mandelbulber instance, specify optional parameter difficulty (1 -&gt; very easy, &gt; 20 -&gt; very hard, 10 -&gt; default). When [output] option is set to a folder, the example-test images will be stored there.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="168"/>
        <source>Runs the program in opencl mode and selects first available gpu device.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="172"/>
        <source>Runs the program in opencl mode and selects all available gpu devices.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="180"/>
        <source>Renders the voxel volume. Output formats are:
  slice - stack of PNG images into one folder (default)
  ply   - Polygon File Format (single 3d file)
</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="194"/>
        <source>Shows commands regarding OpenCL.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <source>Image output format:
  jpg - JPEG format (default)
  png - PNG format
  png16 - 16-bit PNG format
  png16alpha - 16-bit PNG with alpha channel format
  exr - EXR format
  tiff - TIFF format</source>
        <translation type="vanished">Formato immagine:
  jpg - JPEG (default)
  png - PNG
  png16 - 16-bit PNG
  png16alpha - 16-bit PNG con canale alfa
  exr - EXR
  tiff - TIFF</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="121"/>
        <source>Overrides image resolution. Specify as width and height separated by &apos;x&apos;</source>
        <translation>Sovrascrive risoluzione immagine. Specificare larghezza ed altezza separatamente usando il carattere &apos;x&apos;</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="123"/>
        <source>WxH</source>
        <translation>LxA</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="126"/>
        <source>Overrides frames per key parameter.</source>
        <translation>Sovrascrive parametro fotogrammi per fotogrammi chiave.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="130"/>
        <source>Sets application as a server listening for clients.</source>
        <translation>Setta l&apos;applicazione come server in attesa dei client.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="133"/>
        <source>Sets application as a client connected to server of given host address (Host can be of type IPv4, IPv6 and Domain name address).</source>
        <translation>Setta l&apos;applicazione come client connesso al server con indirizzo specificato (l&apos;host del server può essere di tipo IPv4, IPv6 o indicato con nome di dominio).</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="139"/>
        <source>Sets network port number for netrender (default 5555).</source>
        <translation>Setta il numero di porta per il rendering in rete (di default è 5555).</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="143"/>
        <source>Starts program without ANSI colors, when execution on CLI.</source>
        <translation>segue programma senza colori ANSI, quando in esecuzione via CLI.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="147"/>
        <source>Saves rendered image(s) to this file / folder.</source>
        <translatorcomment>Can&apos;t understand &quot;file / folder&quot;</translatorcomment>
        <translation>Salva immagine/i renderizzata/e nel file nella directory /.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="151"/>
        <source>Specify custom system log filepath (default is: ~/.mandelbulber_log.txt).</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="156"/>
        <source>Renders all images from common queue.</source>
        <translation>Renderizza tutte le immagini da coda comune.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="159"/>
        <source>Runs testcases on the mandelbulber instance</source>
        <translation>Esegui test sull&apos;istanza del programma</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="176"/>
        <source>Resaves a settings file (can be used to update a settings file)</source>
        <translation>Salva nuovamente file impostazioni (può essere usato per aggiornare un file impostazioni)</translation>
    </message>
    <message>
        <source>This will run testcases on the mandelbulber instance</source>
        <translation type="vanished">Quest&apos;opzione lancerà un controllo di sitema sull&apos;istanza di mandelbulber</translation>
    </message>
    <message>
        <source>Renders the voxel volume in a stack of images.</source>
        <translation type="vanished">Renderizza volume voxel in uno stack di immagini (le immagini vengono impilate una sull&apos;altra).</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="187"/>
        <source>Shows statistics while rendering in CLI mode.</source>
        <translation>Mostra statistiche mentre il rendering via CLI è attivo.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="190"/>
        <source>Shows help about input.</source>
        <translation>Mostra aiuto relativo all&apos;input.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="192"/>
        <source>Shows example commands.</source>
        <translation>Mostra esempi di comandi.</translation>
    </message>
    <message>
        <source>Stop rendering on frame number &lt;N&gt;.</source>
        <translation type="vanished">Stop rendering frame numero &lt;N&gt;.</translation>
    </message>
    <message>
        <source>Override item &apos;&lt;key&gt;&apos; from settings file with new value &apos;&lt;value&gt;&apos;.</source>
        <translatorcomment>Sovrascrivi voce &apos;&lt;key&gt;&apos;da impostazioni file con il nuovo valore &apos;&lt;value&gt;&apos;.</translatorcomment>
        <translation type="vanished">Override item &apos;&lt;key&gt;&apos; from settings file with new value &apos;&lt;value&gt;&apos;.</translation>
    </message>
    <message>
        <source>KEY=VALUE</source>
        <translation type="vanished">CHIAVE=VALORE</translation>
    </message>
    <message>
        <source>Image output format:
jpg - JPEG format
png - PNG format
png16 - 16-bit PNG format
png16alpha - 16-bit PNG with alpha channel format</source>
        <translation type="vanished">Formato di output Immagine:
jpg - formato JPEG
PNG - formato PNG
png16 - formato PNG a 16 bit
png16alpha - formato PNG a 16 bit con canale alfa</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="67"/>
        <source>Mandelbulber is an easy to use, handy application designed to help you render 3D Mandelbrot fractals called Mandelbulb and some other kind of 3D fractals like Mandelbox, Bulbbox, Juliabulb, Menger Sponge</source>
        <translation>Mandelbulber è un&apos;applicazione semplice da usare, utile per aiutarti a progettare rendering che utilizzano particolari frattali 3D di Mandelbrot chiamati Mandelbulb, così come altri tipi di frattali 3D, Mandelbox, Bulbbox, Juliabulb e spugna di Menger</translation>
    </message>
    <message>
        <source>Render flight animation</source>
        <translation type="obsolete">Renderizza animazione volo</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="118"/>
        <location filename="../src/command_line_interface.cpp" line="184"/>
        <source>FORMAT</source>
        <translation>FORMATO</translation>
    </message>
    <message>
        <source>Override image resolution.</source>
        <translation type="vanished">Sovrascrivi risoluzione immagine.</translation>
    </message>
    <message>
        <source>WIDTHxHEIGHT</source>
        <translation type="vanished">LARGHEZZAxALTEZZA</translation>
    </message>
    <message>
        <source>Override frames per key parameter.</source>
        <translation type="vanished">Sovrascrivi fotogrammi per parametri chiave.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="197"/>
        <source>file with fractal settings (program also tries
to find file in ./mandelbulber/settings directory)
When settings_file is put as a command line argument then program will start in noGUI mode&lt;settings_file&gt; can also be specified as a list, see all options with --help-input</source>
        <translation></translation>
    </message>
    <message>
        <source>Set application as a client connected to server of given Host address(Host can be of type IPv4, IPv6 and Domain name address).</source>
        <translation type="vanished">Imposta applicazione come client connesso al server di un determinato Host ( Host può essere di tipo IPv4 , IPv6 o come indirizzo nome Dominio) .</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="136"/>
        <source>N.N.N.N</source>
        <translation></translation>
    </message>
    <message>
        <source>Set network port number for Netrender (default 5555).</source>
        <translation type="vanished">Impostare il numero di porta di rete per Netrender (di default è 5555).</translation>
    </message>
    <message>
        <source>file with fractal settings (program also tries
to find file in ./mandelbulber/settings directory)
When settings_file is put as command argument then program will start in noGUI mode</source>
        <translation type="vanished">Fle con le impostazioni dei frattali (il programma cerca prova
a trovarli nella directory ./mandelbulber/settings )
Quando il parametro settings_file è passato come argomento tramite interfaccia a riga di comando
il programma si avvierà in modalità non grafica</translation>
    </message>
</context>
</TS>
