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        <translation type="unfinished"></translation>
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    <message>
        <location filename="../src/interface.cpp" line="1021"/>
        <location filename="../src/interface.cpp" line="1178"/>
        <source>Done</source>
        <translation type="unfinished"></translation>
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    <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 type="unfinished"></translation>
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    <message>
        <location filename="../src/interface.cpp" line="1116"/>
        <source>Negative X Limit</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../src/interface.cpp" line="1125"/>
        <source>Negative Y Limit</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../src/interface.cpp" line="1134"/>
        <source>Negative Z Limit</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../src/interface.cpp" line="1143"/>
        <source>Positive X Limit</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../src/interface.cpp" line="1152"/>
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        <translation type="unfinished"></translation>
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    <message>
        <location filename="../src/interface.cpp" line="1161"/>
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        <translation type="unfinished"></translation>
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    <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>
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    <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 type="unfinished"></translation>
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    <message>
        <location filename="../src/interface.cpp" line="1197"/>
        <source>No action</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../src/interface.cpp" line="1201"/>
        <source>Move the camera</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1205"/>
        <source>Set fog visibility</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1209"/>
        <source>Set DOF focus</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1213"/>
        <source>Get Julia constant</source>
        <translation type="unfinished"></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 type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1231"/>
        <source>Get point coordinates</source>
        <translation type="unfinished"></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 type="unfinished"></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>
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    <message>
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    <message>
        <location filename="../src/interface.cpp" line="1393"/>
        <source>No, don&apos;t ask again</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../src/interface.cpp" line="1495"/>
        <location filename="../src/interface.cpp" line="1540"/>
        <source>Looking for optimal DE factor</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1541"/>
        <source>Percentage of wrong distance estimations: %1</source>
        <translation type="unfinished"></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 type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_slots.cpp" line="466"/>
        <source>Toolbar settings: </source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1276"/>
        <source>Are you sure to close the application?</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1278"/>
        <source>Quit?</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../src/interface.cpp" line="1283"/>
        <source>Yes, don&apos;t ask again</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1340"/>
        <source>Auto recovery</source>
        <translation type="unfinished"></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 type="unfinished"></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 type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/netrender_server.cpp" line="90"/>
        <source>NetRender - SetServer Error:

</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/netrender_server.cpp" line="392"/>
        <source>NetRender - Client version mismatch!
 Client address:</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../src/old_settings.cpp" line="76"/>
        <source>Can&apos;t import old settings
</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/old_settings.cpp" line="77"/>
        <source>File with default values doesn&apos;t exist
</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/old_settings.cpp" line="1426"/>
        <source>Hybrid fractal can&apos;t be converted</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/player_widget.cpp" line="128"/>
        <source>No frames to play</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/progress_text.cpp" line="90"/>
        <source>Done %1%, elapsed: %2, estimated to end: %3</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/progress_text.cpp" line="95"/>
        <source>100% Done, total time: %3</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_image.cpp" line="161"/>
        <location filename="../src/render_job.cpp" line="368"/>
        <source>Rendering image</source>
        <translation type="unfinished"></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 type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_job.cpp" line="166"/>
        <location filename="../src/render_job.cpp" line="307"/>
        <source>Initialization</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_job.cpp" line="166"/>
        <source>Setting up image buffers</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_job.cpp" line="307"/>
        <source>Loading textures</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_job.cpp" line="368"/>
        <source>Starting rendering of image</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_ssao.cpp" line="190"/>
        <source>Rendering SSAO effect in progress</source>
        <translation type="unfinished"></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 type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="373"/>
        <source>Ok, don&apos;t show again</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="805"/>
        <source>Settings saved to clipboard</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="523"/>
        <source>Cannot load settings from clipboard!</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="455"/>
        <source>It&apos;s not valid Mandelbulber settings file. No header</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="460"/>
        <source>It&apos;s not valid Mandelbulber settings file. Wrong header</source>
        <translation type="unfinished"></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 type="unfinished"></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 type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="478"/>
        <source>File was saved in newer version of Mandelbulber
File version: </source>
        <translation type="unfinished"></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 type="unfinished"></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 type="unfinished"></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 type="unfinished"></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 type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="969"/>
        <source>Missing value for parameter %1</source>
        <translation type="unfinished"></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>
        <location filename="../src/settings.cpp" line="1624"/>
        <source>Unknown parameter in animation frames: </source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="1630"/>
        <source>No valid list of parameters for animation frames</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="1688"/>
        <source>Wrong number of interpolation columns</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="1763"/>
        <source>Missing frame no </source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="1768"/>
        <source>Wrong number of columns</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/texture.cpp" line="151"/>
        <source>Can&apos;t load texture!
</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/texture.cpp" line="252"/>
        <source>Can&apos;t load texture from QByteArray!
</source>
        <translation type="unfinished"></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 type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/undo.cpp" line="220"/>
        <source>No more redo</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="235"/>
        <source>Are you sure to clear the thumbnail cache?</source>
        <translation type="unfinished"></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 type="unfinished"></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 type="unfinished"></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 type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="289"/>
        <source>Are you sure to generate all example thumbnail cache files?</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="407"/>
        <source>Retrieve toolbar</source>
        <translation type="unfinished"></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 type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="421"/>
        <source>Retrieve materials</source>
        <translation type="unfinished"></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 type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="450"/>
        <source>Some useful example commands:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="453"/>
        <source>Simple render</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="456"/>
        <source>Renders the file on the cli (no window required).</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="458"/>
        <source>Animation render</source>
        <translation type="unfinished"></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 type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="467"/>
        <source>Network render</source>
        <translation type="unfinished"></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 type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="482"/>
        <source>Voxel volume render</source>
        <translation type="unfinished"></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="495"/>
        <source>Queue render</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 type="unfinished"></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:
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  .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>
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    </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 type="unfinished"></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 type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="782"/>
        <source>NetRender - Waiting for clients
</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="802"/>
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</source>
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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;Play loaded audio track&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Play sound</source>
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    <message>
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        <location filename="../qt/ui_audio_selector.h" line="543"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Stop playing audio track&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;Remove audio track from animation&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Delete audio track</source>
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    <message>
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        <location filename="../qt/ui_audio_selector.h" line="551"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables Animation by Sound, which uses digital data from audio files to adjust parameter values obtained from the keyframe animation table.&lt;/p&gt;&lt;p&gt;The change in a parameter value can be in response to either the amplitude or the pitch of the sound sampled at each frame (independent from keyframes.)&lt;/p&gt;&lt;p&gt;There are two types of parameters in this program.&#xa0;&#xa0; The first type can have negative values entered, the second type&#xa0; cannot. &lt;span style=&quot; text-decoration: underline;&quot;&gt;It is important&lt;/span&gt; when animating a parameter of the second type, that the functions and settings used do not result in a negative number.&lt;/p&gt;&lt;p&gt;Animation by Sound can be used in combination with animation from the Keyframe table. &lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;An object can be moving in a linear direction in respect to the keyframe animation table calculation, and at the same time have this movement responding to the audio.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Enable animation by so&amp;und</source>
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    <message>
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        <location filename="../qt/ui_audio_selector.h" line="556"/>
        <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 = parameter_value + sound * addition factor &lt;/span&gt;&lt;span style=&quot; font-weight:400; font-style:italic;&quot;&gt;+ parameter_value * &lt;/span&gt;&lt;span style=&quot; font-weight:400; font-style:italic;&quot;&gt;multiplication_factor * sound&lt;/span&gt;&lt;span style=&quot; font-weight:400; 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; - effect of average amplitude or pitch of the selected range of sound frequencies. It is calculated as a value from 0 to 1, ( 0 = silent , 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 has been applied.&lt;/p&gt;&lt;p&gt;To get subtraction of the sound value from parameter value, use &lt;span style=&quot; font-style:italic;&quot;&gt;Negative influence&lt;/span&gt; option.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_audio_selector.h" line="565"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Frequency of sound which will be used to calculate animation.&lt;/p&gt;&lt;p&gt;This frequency is shown on the &amp;quot;Frequency spectrum&amp;quot; chart.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    <message>
        <location filename="../qt/audio_selector.ui" line="200"/>
        <location filename="../qt/ui_audio_selector.h" line="570"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Changes direction of influence of the sound value.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600; font-style:italic;&quot;&gt;animation = parameter_value / (1 + multiplication_factor * sound) - (addition_factor * sound);&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Note: multiplication_factor  scales the denominator in this function.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/audio_selector.ui" line="244"/>
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        <source>Frequency of interest:</source>
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        <location filename="../qt/ui_audio_selector.h" line="560"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Changes the way the sound is calculated.&lt;/p&gt;&lt;p&gt;If the mode is disabled, then the sound is calculated from the average amplitude of the selected sound frequencies.&lt;/p&gt;&lt;p&gt;When it is enabled, then the sound  is calculated from the average pitch of the selected sound frequencies.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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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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        <location filename="../qt/audio_selector.ui" line="258"/>
        <location filename="../qt/ui_audio_selector.h" line="581"/>
        <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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        <location filename="../qt/audio_selector.ui" line="123"/>
        <location filename="../qt/ui_audio_selector.h" line="554"/>
        <source>Bandwidth:</source>
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    <message>
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        <location filename="../qt/ui_audio_selector.h" line="607"/>
        <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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        <location filename="../qt/audio_selector.ui" line="484"/>
        <location filename="../qt/ui_audio_selector.h" line="612"/>
        <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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        <location filename="../qt/ui_audio_selector.h" line="630"/>
        <source>Sound Animation chart</source>
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        <location filename="../qt/ui_audio_selector.h" line="632"/>
        <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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        <location filename="../qt/ui_audio_selector.h" line="634"/>
        <source>-- / --</source>
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        <location filename="../qt/ui_audio_selector.h" line="579"/>
        <source>Addition factor</source>
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        <source>Multiplication factor</source>
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    <message>
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        <location filename="../qt/ui_audio_selector.h" line="572"/>
        <source>Negative influence</source>
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        <location filename="../qt/ui_audio_selector.h" line="562"/>
        <source>Sound pitch mode</source>
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        <location filename="../qt/ui_audio_selector.h" line="584"/>
        <source>Sound delay (frames)</source>
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        <location filename="../qt/ui_audio_selector.h" line="586"/>
        <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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        <location filename="../qt/ui_audio_selector.h" line="590"/>
        <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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        <location filename="../qt/ui_audio_selector.h" line="595"/>
        <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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        <source>Minimum duration:</source>
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        <source>Threshold:</source>
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        <location filename="../qt/ui_audio_selector.h" line="602"/>
        <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>Select audio file...</source>
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        <source>Pause Audio</source>
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        <source>Loading sound file</source>
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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>
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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>
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        <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>
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        <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>
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        <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>
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        <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>
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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>&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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        <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>
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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;&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>&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>
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        <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>
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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>
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        <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>
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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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        <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>
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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>
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        <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>&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>
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        <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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        <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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        <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>
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        <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>
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        <source>Strong</source>
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        <location filename="../qt/ui_dock_effects.h" line="3159"/>
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        <location filename="../qt/ui_dock_effects.h" line="3161"/>
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        <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>
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        <location filename="../qt/dock_effects.ui" line="773"/>
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        <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>
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        <location filename="../qt/ui_dock_effects.h" line="3170"/>
        <source>Radiance limit for GI</source>
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        <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>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3177"/>
        <source>Global illumination by volumetric effects</source>
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        <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>
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        <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>
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        <source>Calculate chromatic aberration</source>
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        <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>
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    <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>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3190"/>
        <source>Camera lenses dispersion:</source>
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    <message>
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        <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>
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    <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>
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    <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>
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    <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>
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    <message>
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        <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>
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    <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>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3254"/>
        <source>Custom DE Step multiplier
for volumetric effects:</source>
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    <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>
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    <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>
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    <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>
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    <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>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3300"/>
        <source>÷2</source>
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    <message>
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        <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>
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    <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>
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    <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>
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    <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>
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    <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>
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    <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>
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    <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>
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    <message>
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        <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>
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    <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>
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    <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>
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    <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>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3451"/>
        <source>Enables colored gradient on background. When disabled only color #1 is used.</source>
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    <message>
        <location filename="../qt/dock_effects.ui" line="2838"/>
        <location filename="../qt/ui_dock_effects.h" line="3453"/>
        <source>&amp;3-color gradient</source>
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    <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>
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        <location filename="../qt/ui_dock_effects.h" line="3479"/>
        <source>Text&amp;ured background</source>
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    <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>
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    <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>
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        <location filename="../qt/ui_dock_effects.h" line="3495"/>
        <source>Alpha:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
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        <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>
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    <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>
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    <message>
        <location filename="../qt/dock_effects.ui" line="3571"/>
        <location filename="../qt/ui_dock_effects.h" line="3530"/>
        <source>Fill light color:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="3591"/>
        <location filename="../qt/ui_dock_effects.h" line="3534"/>
        <source>All lights size</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="3616"/>
        <location filename="../qt/ui_dock_effects.h" line="3538"/>
        <source>Light placement options</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="3642"/>
        <location filename="../qt/ui_dock_effects.h" line="3540"/>
        <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>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="3710"/>
        <location filename="../qt/ui_dock_effects.h" line="3550"/>
        <source>Visibility:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="3879"/>
        <location filename="../qt/ui_dock_effects.h" line="3568"/>
        <source>Number of random
lights:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="3737"/>
        <location filename="../qt/ui_dock_effects.h" line="3553"/>
        <source>Maximum distance
from fractal:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="3791"/>
        <location filename="../qt/ui_dock_effects.h" line="3560"/>
        <source>Random colors</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="3796"/>
        <location filename="../qt/ui_dock_effects.h" line="3561"/>
        <source>Single color</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="3801"/>
        <location filename="../qt/ui_dock_effects.h" line="3562"/>
        <source>Two colors</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="3806"/>
        <location filename="../qt/ui_dock_effects.h" line="3563"/>
        <source>Two colors based on distance</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="3900"/>
        <location filename="../qt/ui_dock_effects.h" line="3571"/>
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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>&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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        <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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        <location filename="../qt/ui_dock_fractal.h" line="1751"/>
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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>&amp;Gamepad activate</source>
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        <source>x:</source>
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        <source>z:</source>
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        <source>yaw:</source>
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        <source>pitch:</source>
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        <location filename="../qt/ui_dock_gamepad.h" line="255"/>
        <source>roll:</source>
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        <location filename="../qt/ui_dock_gamepad.h" line="256"/>
        <source>(does not work properly with v1 coordinates)</source>
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        <location filename="../qt/ui_dock_image_adjustments.h" line="672"/>
        <source>Form</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="70"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="676"/>
        <source>Image resolution</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="149"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="684"/>
        <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>
        <translation type="unfinished"></translation>
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    <message>
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        <location filename="../qt/ui_dock_image_adjustments.h" line="687"/>
        <source>Image width:</source>
        <translation type="unfinished"></translation>
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    <message>
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        <location filename="../qt/ui_dock_image_adjustments.h" line="682"/>
        <source>Image height:</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="120"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="680"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Width of rendered image in pixel&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="165"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="686"/>
        <source>Image proportion:</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="98"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="677"/>
        <source>×2</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="34"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="673"/>
        <source>Load</source>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="41"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="674"/>
        <source>Save</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="48"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="675"/>
        <source>Reset</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="105"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="678"/>
        <source>÷2</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="185"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="697"/>
        <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="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="189"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="688"/>
        <source>Free</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="194"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="689"/>
        <source>1:1</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="199"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="690"/>
        <source>4:3</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="204"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="691"/>
        <source>3:2</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="209"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="692"/>
        <source>16:9</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="214"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="693"/>
        <source>16:10</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="219"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="694"/>
        <source>2:1</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="229"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="699"/>
        <source>Anti-aliasin&amp;g</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="258"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="700"/>
        <source>Number of samples (n x n):</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="291"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="701"/>
        <source>5</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="296"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="702"/>
        <source>9</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="301"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="703"/>
        <source>45</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="306"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="704"/>
        <source>81</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="311"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="705"/>
        <source>405</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="316"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="706"/>
        <source>729</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="327"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="708"/>
        <source>Number of samples (OpenCL mode):</source>
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    <message>
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        <location filename="../qt/ui_dock_image_adjustments.h" line="709"/>
        <source>Adaptive (faster)</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="349"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="711"/>
        <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 type="unfinished"></translation>
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        <location filename="../qt/ui_dock_image_adjustments.h" line="713"/>
        <source>Connect fractal detail level with image resolution</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="359"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="715"/>
        <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="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="362"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="717"/>
        <source>Presets</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="516"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="728"/>
        <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 type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="548"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="731"/>
        <source>Distance between eyes</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="559"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="732"/>
        <source>Left - right</source>
        <translation type="unfinished"></translation>
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    <message>
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        <location filename="../qt/ui_dock_image_adjustments.h" line="733"/>
        <source>Top - bottom</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="569"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="734"/>
        <source>Anaglyph - red/cyan</source>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="607"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="746"/>
        <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 type="unfinished"></translation>
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        <source>Mode:</source>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="590"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="741"/>
        <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 type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="593"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="743"/>
        <source>Swap eyes</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="600"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="744"/>
        <source>Infinite distance correction</source>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="620"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="749"/>
        <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 type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="661"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="755"/>
        <source>Image quality presets</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="699"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="759"/>
        <source>Normal</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="712"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="761"/>
        <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>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="715"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="763"/>
        <source>Low
(no ambient occlusion)</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="729"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="766"/>
        <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="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="732"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="768"/>
        <source> High
(HQ ambient occlusion
accurate raymarching)</source>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="747"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="772"/>
        <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="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="750"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="774"/>
        <source>Very low
(no shadows
no ambient occlusion)</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="764"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="778"/>
        <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="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="767"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="780"/>
        <source>Picture</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="799"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="782"/>
        <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="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="827"/>
        <location filename="../qt/dock_image_adjustments.ui" line="911"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="787"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="801"/>
        <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="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="877"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="796"/>
        <source>Gamma:</source>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="855"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="792"/>
        <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="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="519"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="730"/>
        <source>S&amp;tereoscopic rendering</source>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="555"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="737"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Defines how stereoscopic image will be rendered.&lt;/p&gt;&lt;p&gt;Left-right - View for left eye will be rendered on the left side of the image. View for right eye will be on the right side.&lt;/p&gt;&lt;p&gt;Top-bottom - View for left eye will be rendered on the top half of the image. View for right eye will be on the bottom half of the image.&lt;/p&gt;&lt;p&gt;Anaglyph red/cyan - Image will be rendered as an anaglyph dedicated for red/cyan 3D glasses. Using this option it is possible to edit the fractal with 3D view directly in the application window using regular display.  Cheap 3D glasses are all that is required. For fractal exploration it is recommended to not use SSAO ambient occlusion, because it is rendered in 2 passes (try to use &amp;quot;Fast&amp;quot; ambient occlusion).&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="650"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="753"/>
        <source>Calculate optimal distance
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        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="696"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="757"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Normal 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="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="884"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="797"/>
        <source>Brightness:</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="891"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="798"/>
        <source>Contrast:</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="898"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="799"/>
        <source>Saturation</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="935"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="806"/>
        <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 type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="938"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="808"/>
        <source>High Dynamic Range (HDR)</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="945"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="810"/>
        <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="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="948"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="812"/>
        <source>Apply changes</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="962"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="813"/>
        <source>Camera</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="995"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="816"/>
        <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="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="1015"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="825"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Type of perspective projection.&lt;/p&gt;&lt;p&gt;- Three-point perspective  projection, has two vanishing points on the horizon line and one on zenith or nadir&lt;/p&gt;&lt;p&gt;- Fish eye - simulates fish eye camera. &lt;span style=&quot; font-style:italic;&quot;&gt;Field of view&lt;/span&gt; = 1.0 corresponds to 180 degree&lt;/p&gt;&lt;p&gt;- Equirectangular - is dedicated to render 360 degree panoramas. Image proportion should be set to 2:1 and &lt;span style=&quot; font-style:italic;&quot;&gt;Field of view&lt;/span&gt; = 1.0&lt;/p&gt;&lt;p&gt;- Fulldome - is dedicated to render images for displaying in fulldome.&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;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>
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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>&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>
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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>
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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>
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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;Enables coloring of fractal surface using mathematical algorithms and a color palette. &lt;/p&gt;&lt;p&gt;This option works only for fractal objects, (not for primitive objects.)&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>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Gradient which defines the luminosity of the fractal.&lt;/p&gt;&lt;p&gt;Higher brighness of gradient colors provides a higher luminosity.&lt;/p&gt;&lt;p&gt;This effect works only when the luminosity value is greater than zero.&lt;/p&gt;&lt;p&gt;To illuminate other objects by this gradient, &lt;span style=&quot; font-style:italic;&quot;&gt;Monte Carlo Algorithm&lt;/span&gt; / &lt;span style=&quot; font-style:italic;&quot;&gt;Calculate MC Global Illumination &lt;/span&gt;must be enabled.&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 roughness of the fractal surface.&lt;/p&gt;&lt;p&gt;A higher value provides higher roughness. A black color makes a smooth surface.&lt;/p&gt;&lt;p&gt;This gradient works only when &amp;quot;Rough surface&amp;quot; is enabled.&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 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;Direction vector of the line used in the orbit trap coloring algorithm&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 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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        <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>
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        <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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        <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>
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        <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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        <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>
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        <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>
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        <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>
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        <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>
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        <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>
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        <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>
        <translation type="unfinished"></translation>
    </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>
        <translation type="unfinished"></translation>
    </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>
        <translation type="unfinished"></translation>
    </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>
        <translation type="unfinished"></translation>
    </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>
        <translation type="unfinished"></translation>
    </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>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2126"/>
        <location filename="../qt/ui_material_editor.h" line="3017"/>
        <source>spread factor:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2133"/>
        <location filename="../qt/ui_material_editor.h" line="3018"/>
        <source>maximum add:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2168"/>
        <location filename="../qt/material_editor.ui" line="2247"/>
        <location filename="../qt/material_editor.ui" line="2417"/>
        <location filename="../qt/ui_material_editor.h" line="3021"/>
        <location filename="../qt/ui_material_editor.h" line="3029"/>
        <location filename="../qt/ui_material_editor.h" line="3044"/>
        <source>start value:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2211"/>
        <location filename="../qt/ui_material_editor.h" line="3027"/>
        <source>paraboli&amp;c function</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2240"/>
        <location filename="../qt/ui_material_editor.h" line="3028"/>
        <source>parab scale:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2318"/>
        <location filename="../qt/ui_material_editor.h" line="3037"/>
        <source>t&amp;rig function</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2375"/>
        <location filename="../qt/ui_material_editor.h" line="3040"/>
        <source>cosine add:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2382"/>
        <location filename="../qt/ui_material_editor.h" line="3041"/>
        <source>cosine period:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2462"/>
        <location filename="../qt/ui_material_editor.h" line="3048"/>
        <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>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2465"/>
        <location filename="../qt/ui_material_editor.h" line="3050"/>
        <source>roun&amp;d</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2522"/>
        <location filename="../qt/ui_material_editor.h" line="3053"/>
        <source>round scale</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2541"/>
        <location filename="../qt/ui_material_editor.h" line="3054"/>
        <source>min colorValue</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2554"/>
        <location filename="../qt/ui_material_editor.h" line="3056"/>
        <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>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2579"/>
        <location filename="../qt/ui_material_editor.h" line="3060"/>
        <source>max colorValue</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2592"/>
        <location filename="../qt/ui_material_editor.h" line="3062"/>
        <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>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2660"/>
        <location filename="../qt/ui_material_editor.h" line="3068"/>
        <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>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2682"/>
        <location filename="../qt/ui_material_editor.h" line="3075"/>
        <source>Use color texture from an &amp;image</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2731"/>
        <location filename="../qt/ui_material_editor.h" line="3079"/>
        <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>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2774"/>
        <location filename="../qt/ui_material_editor.h" line="3086"/>
        <source>Shading</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2792"/>
        <location filename="../qt/ui_material_editor.h" line="3087"/>
        <source>(effect of angle of incidence of light)</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2841"/>
        <location filename="../qt/ui_material_editor.h" line="3094"/>
        <source>Specular highlight</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2861"/>
        <location filename="../qt/ui_material_editor.h" line="3095"/>
        <source>Specular highlight color:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2886"/>
        <location filename="../qt/ui_material_editor.h" line="3101"/>
        <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>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2889"/>
        <location filename="../qt/ui_material_editor.h" line="3103"/>
        <source>Plastic specular reflection</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2977"/>
        <location filename="../qt/material_editor.ui" line="3034"/>
        <location filename="../qt/ui_material_editor.h" line="3114"/>
        <location filename="../qt/ui_material_editor.h" line="3120"/>
        <source>Specular highlight brightness:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2987"/>
        <location filename="../qt/material_editor.ui" line="3044"/>
        <location filename="../qt/ui_material_editor.h" line="3115"/>
        <location filename="../qt/ui_material_editor.h" line="3121"/>
        <source>Specular highlight width:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="3002"/>
        <location filename="../qt/ui_material_editor.h" line="3117"/>
        <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>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="3005"/>
        <location filename="../qt/ui_material_editor.h" line="3119"/>
        <source>Metallic specular reflection</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="3060"/>
        <location filename="../qt/ui_material_editor.h" line="3123"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity 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;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 - specular metallic 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="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="3088"/>
        <location filename="../qt/ui_material_editor.h" line="3128"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Width 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;width 0.2&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;width 2&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 width 02.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 width 2.jpg&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>
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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="3156"/>
        <source>Iridescence</source>
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        <source>Subsurface relative thickness</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>Emission multiplier:</source>
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        <location filename="../qt/ui_material_editor.h" line="3177"/>
        <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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        <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>Reflections</source>
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        <source>Reflectance:</source>
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        <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>&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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        <source>Subsurface scattering</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="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>
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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>
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        <location filename="../qt/material_editor.ui" line="3263"/>
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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>
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        <source>Luminosity:</source>
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        <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>
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        <source>Orbit trap line
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        <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>
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        <source>Transparency of surface:</source>
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        <source>Luminosity color:</source>
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        <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>
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        <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>
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        <source>Color of volume:</source>
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        <source>Index of refraction:</source>
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        <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>
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        <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>
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        <location filename="../qt/ui_material_editor.h" line="3199"/>
        <source>Fresnel&apos;s equations for reflectance</source>
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        <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>
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        <source>Intensity:</source>
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        <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>
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        <source>Normal map derived from greyscale bump map</source>
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        <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>
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    <message>
        <location filename="../qt/material_editor.ui" line="4286"/>
        <location filename="../qt/ui_material_editor.h" line="3287"/>
        <source>Invert green (Y+ / Y-)</source>
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    <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>
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        <source>Use luminosity te&amp;xture</source>
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        <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>
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        <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>
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        <source>Color of reflections:</source>
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    <message>
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        <source>Use reflectance map texture</source>
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    <message>
        <location filename="../qt/material_editor.ui" line="3929"/>
        <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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        <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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    <message>
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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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        <source>Use transparency map texture</source>
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        <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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        <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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        <location filename="../qt/material_editor.ui" line="4210"/>
        <location filename="../qt/ui_material_editor.h" line="3271"/>
        <source>Use normal &amp;map texture</source>
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    <message>
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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/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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 Legacy formats for still frames:
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