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<!DOCTYPE TS>
<TS version="2.1" language="nl_NL" sourcelanguage="en">
<context>
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    <message>
        <source>NetRender - version mismatch!
</source>
        <translation type="vanished">NetRender - Versie komt niet overeen!
</translation>
    </message>
    <message>
        <source>Client version: %1
</source>
        <translation type="vanished">Client-versie: %1
</translation>
    </message>
    <message>
        <source>Server version: %1</source>
        <translation type="vanished">Server-versie: %1</translation>
    </message>
    <message>
        <source>DISABLED</source>
        <translation type="vanished">UITGESCHAKELD</translation>
    </message>
    <message>
        <source>READY</source>
        <translation type="vanished">KLAAR</translation>
    </message>
    <message>
        <source>WORKING</source>
        <translation type="vanished">WERKEND</translation>
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    <message>
        <source>NEW</source>
        <translation type="vanished">NIEUW</translation>
    </message>
    <message>
        <source>(RE-)CONNECTING</source>
        <translation type="vanished">(OPNIEUW) VERBINDEN</translation>
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    <message>
        <source>ERROR</source>
        <translation type="vanished">FOUT</translation>
    </message>
    <message>
        <source>UNKNOWN</source>
        <translation type="vanished">ONBEKEND</translation>
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<context>
    <name>CNetRenderClient</name>
    <message>
        <location filename="../src/netrender_client.cpp" line="277"/>
        <source>NetRender - version mismatch!
</source>
        <translation type="unfinished">NetRender - Versie komt niet overeen!
</translation>
    </message>
    <message>
        <location filename="../src/netrender_client.cpp" line="278"/>
        <source>Client version: %1
</source>
        <translation type="unfinished">Client-versie: %1
</translation>
    </message>
    <message>
        <location filename="../src/netrender_client.cpp" line="279"/>
        <source>Server version: %1</source>
        <translation type="unfinished">Server-versie: %1</translation>
    </message>
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<context>
    <name>CommonMyWidgetWrapper</name>
    <message>
        <location filename="../qt/common_my_widget_wrapper.cpp" line="70"/>
        <source>Reset to default</source>
        <translation>Terug naar standaardinstellingen</translation>
    </message>
    <message>
        <location filename="../qt/common_my_widget_wrapper.cpp" line="84"/>
        <source>Add to flight animation</source>
        <translation>Toevoegen aan vluchtanimatie</translation>
    </message>
    <message>
        <location filename="../qt/common_my_widget_wrapper.cpp" line="90"/>
        <source>Remove from flight animation</source>
        <translation>Verwijderen uit vluchtanimatie</translation>
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    <message>
        <location filename="../qt/common_my_widget_wrapper.cpp" line="98"/>
        <source>Add to keyframe animation</source>
        <translation>Toevoegen aan keyframe-animatie</translation>
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    <message>
        <location filename="../qt/common_my_widget_wrapper.cpp" line="104"/>
        <source>Remove from keyframe animation</source>
        <translation>Verwijderen uit keyframe-animatie</translation>
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    <message>
        <location filename="../qt/common_my_widget_wrapper.cpp" line="156"/>
        <source>Parameter&amp;nbsp;name:&amp;nbsp;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/common_my_widget_wrapper.cpp" line="158"/>
        <source>Default&amp;nbsp;value:&amp;nbsp;</source>
        <translation type="unfinished"></translation>
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    <message>
        <source>Parameter name: %1</source>
        <translation type="vanished">Parameternaam: %1</translation>
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    <message>
        <source>Default value: %1</source>
        <translation type="vanished">Standaardwaarde: %1</translation>
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</context>
<context>
    <name>FileSelectWidget</name>
    <message>
        <source>Images (*.jpg *.jpeg *.png *.bmp)</source>
        <translation type="vanished">Afbeeldingen (*.jpg *.jpeg *.png *.bmp)</translation>
    </message>
    <message>
        <location filename="../qt/file_select_widget.cpp" line="124"/>
        <source>Images (*.jpg *.jpeg *.png *.bmp *.hdr)</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/file_select_widget.cpp" line="128"/>
        <source>Select file for %1</source>
        <translation>Kies bestand voor %1</translation>
    </message>
</context>
<context>
    <name>ImageFileSaveEXR</name>
    <message>
        <location filename="../src/file_image.hpp" line="250"/>
        <source>Saving %1</source>
        <translation>Opslaan van %1</translation>
    </message>
</context>
<context>
    <name>ImageFileSaveJPG</name>
    <message>
        <location filename="../src/file_image.hpp" line="214"/>
        <source>Saving %1</source>
        <translation>Opslaan van %1</translation>
    </message>
</context>
<context>
    <name>ImageFileSavePNG</name>
    <message>
        <location filename="../src/file_image.hpp" line="188"/>
        <source>Saving %1</source>
        <translation>Opslaan van %1</translation>
    </message>
</context>
<context>
    <name>ImageFileSaveTIFF</name>
    <message>
        <location filename="../src/file_image.hpp" line="233"/>
        <source>Saving %1</source>
        <translation>Opslaan van %1</translation>
    </message>
</context>
<context>
    <name>MeshFileSavePLY</name>
    <message>
        <location filename="../src/file_mesh.cpp" line="116"/>
        <source>Mesh Export - Failed to open output file!</source>
        <translation type="unfinished">Mesh Export - Openen output-bestand niet gelukt!</translation>
    </message>
    <message>
        <location filename="../src/file_mesh.hpp" line="136"/>
        <source>Saving %1</source>
        <translation type="unfinished">Opslaan van %1</translation>
    </message>
</context>
<context>
    <name>MyColorButton</name>
    <message>
        <location filename="../qt/my_color_button.cpp" line="138"/>
        <source>Edit color: %1</source>
        <translation>Kleur bewerken: %1</translation>
    </message>
</context>
<context>
    <name>MyGroupBox</name>
    <message>
        <location filename="../qt/my_group_box.cpp" line="133"/>
        <source>Load to this groupbox</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/my_group_box.cpp" line="136"/>
        <source>Save from this groupbox</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/my_group_box.cpp" line="139"/>
        <source>Reset all to default</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/my_group_box.cpp" line="142"/>
        <source>Randomize</source>
        <translation type="unfinished">Randomiseer</translation>
    </message>
</context>
<context>
    <name>MyLineEdit</name>
    <message>
        <location filename="../qt/my_line_edit.cpp" line="242"/>
        <source>Copy vector</source>
        <translation>Vector kopiëren</translation>
    </message>
    <message>
        <location filename="../qt/my_line_edit.cpp" line="243"/>
        <source>Paste vector</source>
        <translation>Vector plakken</translation>
    </message>
    <message>
        <location filename="../qt/my_line_edit.cpp" line="244"/>
        <source>Reset vector to default</source>
        <translation>Vector terugzetten naar standaard</translation>
    </message>
</context>
<context>
    <name>MyTableWidgetAnim</name>
    <message>
        <location filename="../qt/my_table_widget_anim.cpp" line="74"/>
        <location filename="../qt/my_table_widget_anim.cpp" line="107"/>
        <source>Render this frame</source>
        <translation>Render dit frame</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_anim.cpp" line="80"/>
        <source>Interpolate next frames</source>
        <translation>Volgende frames interpoleren</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_anim.cpp" line="108"/>
        <source>Delete all frames to here</source>
        <translation>Alle frames verwijderen tot hier</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_anim.cpp" line="109"/>
        <source>Delete all frames from here</source>
        <translation>Alle frames verwijderen vanaf hier</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_anim.cpp" line="143"/>
        <source>Remove &apos;%1&apos; from animation</source>
        <translation>&apos;%1&apos; uit animatie verwijderen</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_anim.cpp" line="158"/>
        <source>Refresh all thumbnails</source>
        <translation>Alle miniaturen verversen</translation>
    </message>
</context>
<context>
    <name>MyTableWidgetKeyframes</name>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="81"/>
        <source>Multipy values by...</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="82"/>
        <source>Increase values by...</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="89"/>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="149"/>
        <source>Render this keyframe</source>
        <translation>Keyframe renderen</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="95"/>
        <source>Interpolate next keyframes</source>
        <translation>Volgende keyframes interpoleren</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="100"/>
        <source>Copy value to all keyframes</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="150"/>
        <source>Delete this keyframe</source>
        <translation>Keyframe verwijderen</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="151"/>
        <source>Delete all keyframes to here</source>
        <translation>Alle keyframes verwijderen tot hier</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="152"/>
        <source>Delete all keyframes from here</source>
        <translation>Alle keyframes verwijderen vanaf hier</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="156"/>
        <source>Insert keyframe in between</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="159"/>
        <source>Delete rendered frames for this keyframe</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="203"/>
        <source>Remove &apos;%1&apos; from animation</source>
        <translation>&apos;%1&apos; uit animatie verwijderen</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="204"/>
        <source>Interpolation type</source>
        <translation>Interpolatietype</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="205"/>
        <source>None</source>
        <translation>Geen</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="206"/>
        <source>Linear</source>
        <translation>Lineair</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="207"/>
        <source>Linear angle</source>
        <translation>Lineair-hoek</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="208"/>
        <source>CatMulRom</source>
        <translation>CatMulRom</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="209"/>
        <source>CatMulRom angle</source>
        <translation>CatMulRom-hoek</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="210"/>
        <source>Akima</source>
        <translation>Akima</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="211"/>
        <source>Akima angle</source>
        <translation>Akima-hoek</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="212"/>
        <source>Cubic</source>
        <translation type="unfinished">Kubisch</translation>
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    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="213"/>
        <source>Cubic angle</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="214"/>
        <source>Steffen</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="215"/>
        <source>Steffen angle</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="294"/>
        <source>Refresh all thumbnails</source>
        <translation>Alle miniaturen verversen</translation>
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<context>
    <name>PreviewFileDialog</name>
    <message>
        <location filename="../qt/preview_file_dialog.cpp" line="59"/>
        <source>Preview</source>
        <translation>Voorbeeld</translation>
    </message>
    <message>
        <location filename="../qt/preview_file_dialog.cpp" line="84"/>
        <source>Add to presets</source>
        <translation>Voeg toe aan voorinstellingen</translation>
    </message>
    <message>
        <location filename="../qt/preview_file_dialog.cpp" line="87"/>
        <source>Add to queue</source>
        <translation>Voeg toe aan wachtrij</translation>
    </message>
</context>
<context>
    <name>QObject</name>
    <message>
        <source>filepath invalid</source>
        <translation type="vanished">Ongeldig bestandspad</translation>
    </message>
    <message>
        <location filename="../qt/material_manager_view.cpp" line="98"/>
        <source>Delete material?</source>
        <translation>Materiaal verwijderen?</translation>
    </message>
    <message>
        <location filename="../qt/material_manager_view.cpp" line="99"/>
        <source>Are you sure to delete selected material?</source>
        <translation>Weet u zeker dat u het geselecteerde materiaal wilt verwijderen?</translation>
    </message>
    <message>
        <location filename="../qt/material_manager_view.cpp" line="111"/>
        <source>You cannot delete last material!</source>
        <translation>U kunt het laatste materiaal niet verwijderen!</translation>
    </message>
    <message>
        <location filename="../qt/mesh_export_dialog.cpp" line="133"/>
        <location filename="../qt/voxel_export_dialog.cpp" line="125"/>
        <source>Voxel Export is busy. Stop unfinished rendering before starting new voxel export job.</source>
        <translation>Voxel-export is bezig. Stop het renderen van renders die nog niet klaar zijn voor het starten van een nieuwe voxel-exportjob.</translation>
    </message>
    <message>
        <location filename="../qt/mesh_export_dialog.cpp" line="184"/>
        <source>Mesh Export is busy. Stop unfinished rendering before closing the mesh export dialog.</source>
        <translation>Mesh-export is bezig. Stop het renderen van renders die nog niet klaar zijn voor het sluiten van de mesh-exportdialoog.</translation>
    </message>
    <message>
        <location filename="../qt/player_widget.cpp" line="128"/>
        <source>No frames to play</source>
        <translation>Geen frames om af te spelen</translation>
    </message>
    <message>
        <location filename="../qt/player_widget.cpp" line="196"/>
        <location filename="../src/animation_flight.cpp" line="954"/>
        <source>Frame %1 of %2</source>
        <translation>Frame %1 van %2</translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="235"/>
        <source>Are you sure to clear the thumbnail cache?</source>
        <translation>Weet u zeker dat u de miniaturencache wilt legen?</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>Weet u zeker dat u de miniaturencache wilt legen?
De cache bevat op dit moment %1 miniaturen. Deze worden verwijderd en zo nodig opnieuw gerenderd
Nu leegmaken?</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>Weet u zeker dat u de miniaturencache van de server wilt laden?</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>Er wordt geprobeerd alle ontbrekende miniaturen van de server te laden.
Doorgaan?</translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="289"/>
        <source>Are you sure to generate all example thumbnail cache files?</source>
        <translation>Weet u zeker dat u alle voorbeeld-miniaturencachebestanden wilt aanmaken?</translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="407"/>
        <source>Retrieve toolbar</source>
        <translation>Werkbalk terughalen</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>Weet u zeker dat u de standaard-voorinstellingen in de werkbalk wilt laden?
U zou ermee bestaande voorinstellingen kunnen overschrijven.
Doorgaan?</translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="421"/>
        <source>Retrieve materials</source>
        <translation>Materialen terughalen</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>Weet u zeker dat u standaard-materialen in de materialen-map wilt laden?
U zou ermee bestaande materialen kunnen overschrijven.
Doorgaan?</translation>
    </message>
    <message>
        <source>Formulas</source>
        <translation type="vanished">Formules</translation>
    </message>
    <message>
        <source>Transforms</source>
        <translation type="vanished">Transforms</translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="110"/>
        <source>*** Formulas with analytic DE ***</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="111"/>
        <source>Logarithmic DE</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="112"/>
        <source>Linear DE</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="113"/>
        <source>JosLeys-Kleinian DE</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="114"/>
        <source>Pseudo Kleinian DE</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="116"/>
        <source>Custom DE - dIFS Formulas</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="118"/>
        <source>Custom DE - dIFS Transforms</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="120"/>
        <source>Custom DE - non-dIFS formulas</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="123"/>
        <source>*** Formulas with delta-DE ***</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="125"/>
        <source>Logarithmic delta-DE</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="126"/>
        <source>Linear delta-DE</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="129"/>
        <source>*** Transforms ***</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="132"/>
        <source>*** Hybrid coloring ***</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="134"/>
        <source>*** Experimental Do Not Use***</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="146"/>
        <location filename="../qt/tab_fractal.cpp" line="209"/>
        <location filename="../qt/tab_fractal.cpp" line="222"/>
        <location filename="../qt/tab_fractal.cpp" line="229"/>
        <source>Don&apos;t add global C constant</source>
        <translation>Geen globale C-constante toevoegen</translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="215"/>
        <source>Add global C constant</source>
        <translation>Globale C-constante toevoegen</translation>
    </message>
    <message>
        <location filename="../qt/voxel_export_dialog.cpp" line="117"/>
        <location filename="../src/command_line_interface.cpp" line="1175"/>
        <source>Cannot start voxel export. Specified folder (%1) does not exist.</source>
        <translation>Kan voxel-export niet starten. De opgegeven map (%1) bestaat niet.</translation>
    </message>
    <message>
        <location filename="../qt/voxel_export_dialog.cpp" line="192"/>
        <source>Voxel Export is busy. Stop unfinished rendering before closing the voxel export dialog.</source>
        <translation>Voxel-export is bezig. Stop het renderen van renders die nog niet klaar zijn voor het sluiten van de voxel-exportdialoog.</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="231"/>
        <location filename="../src/animation_keyframes.cpp" line="352"/>
        <source>No frames to render</source>
        <translation>Geen frames om te renderen</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="237"/>
        <location filename="../src/animation_keyframes.cpp" line="358"/>
        <source>The folder %1 does not exist. Please specify a valid location.</source>
        <translation>De map %1 bestaat niet. Geef a.u.b. een geldige locatie op.</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="265"/>
        <source>Are you sure to start recording of new animation?</source>
        <translation>Weet u zeker dat u een nieuwe animatie wilt opnemen?</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="266"/>
        <location filename="../src/animation_flight.cpp" line="840"/>
        <location filename="../src/animation_flight.cpp" line="1424"/>
        <location filename="../src/animation_keyframes.cpp" line="744"/>
        <location filename="../src/animation_keyframes.cpp" line="1383"/>
        <source>This will delete all images in the image folder.
Proceed?</source>
        <translation>Alle afbeeldingen in de afbeeldingsmap worden verwijderd.
Doorgaan?</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="283"/>
        <source>No frames recorded before. Unable to continue.</source>
        <translation>Geen eerder opgenomen frames. Afgebroken.</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="292"/>
        <location filename="../src/animation_flight.cpp" line="999"/>
        <location filename="../src/interface.cpp" line="1461"/>
        <source>Rendering engine is busy. Stop unfinished rendering before starting new one</source>
        <translation>Render-machine is bezig. Stop renders die nog niet klaar zijn voordat u een nieuwe start</translation>
    </message>
    <message>
        <source>Recordning flight path</source>
        <translation type="vanished">Vluchtpad wordt opgenomen</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="305"/>
        <source>Recording flight path</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="399"/>
        <location filename="../src/animation_flight.cpp" line="407"/>
        <source>Recording flight animation</source>
        <translation>Vluchtanimatie wordt opgenomen</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="834"/>
        <location filename="../src/animation_flight.cpp" line="1423"/>
        <location filename="../src/animation_keyframes.cpp" line="739"/>
        <location filename="../src/animation_keyframes.cpp" line="1382"/>
        <source>Truncate Image Folder</source>
        <translation>Afbeeldingsmap leeg maken</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="836"/>
        <location filename="../src/animation_keyframes.cpp" line="741"/>
        <source>The animation has already been rendered completely.
 Do you want to purge the output folder?
</source>
        <translation>De animatie is al volledig gerenderd.
Wilt u de uitvoermap opschonen?
</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="953"/>
        <source>Animation start</source>
        <translation>Animatie start</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="1136"/>
        <location filename="../src/animation_flight.cpp" line="1139"/>
        <location filename="../src/animation_keyframes.cpp" line="1081"/>
        <location filename="../src/animation_keyframes.cpp" line="1085"/>
        <source>Animation finished</source>
        <translation>Animatie beëindigd</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="1155"/>
        <location filename="../src/animation_keyframes.cpp" line="1100"/>
        <source>Rendering terminated</source>
        <translation>Renderen afgebroken</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="1156"/>
        <location filename="../src/animation_keyframes.cpp" line="1101"/>
        <source>Error occured, see log output</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="1223"/>
        <location filename="../src/animation_keyframes.cpp" line="1173"/>
        <source>Refreshing animation</source>
        <translation>Animatie verversen</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="1325"/>
        <location filename="../src/animation_keyframes.cpp" line="1257"/>
        <source>Animation Image Folder</source>
        <translation>Animatie-afbeeldingsmap</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="1328"/>
        <location filename="../src/animation_keyframes.cpp" line="1260"/>
        <source>Choose Animation Image Folder</source>
        <translation>Kies animatie-afbeeldingsmap</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="1587"/>
        <source>Export flight to keyframes</source>
        <translation>Vlucht exporteren naar keyframes</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="1588"/>
        <source>There are already captured keyframes present.
Discard current keyframes?</source>
        <translation>Er zijn al keyframes opgenomen.
Huidige keyframes verwijderen?</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="270"/>
        <location filename="../src/animation_keyframes.cpp" line="289"/>
        <source>No keyframe selected</source>
        <translation>Geen keyframe geselecteerd</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="787"/>
        <location filename="../src/animation_keyframes.cpp" line="660"/>
        <source>There is no frame to render: first frame to render and last frame to render are equals.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="698"/>
        <location filename="../src/animation_keyframes.cpp" line="1699"/>
        <source>Camera collides with fractal at following frames:
</source>
        <translation>Camera botst met fractal in de volgende frames:
</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="884"/>
        <source>Rendering animation</source>
        <translation>Animatie wordt gerenderd</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="885"/>
        <source>Frame %1 of %2 (key %3)</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="897"/>
        <source>Rendering engine is busy. Stop unfinished rendering before starting rendering animation</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1574"/>
        <source>Export keyframes to flight</source>
        <translation>Keyframes naar vlucht exporteren</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1575"/>
        <source>There are already captured flight frames present.
Discard current flight frames ?</source>
        <translation>Er zijn al vluchtframes opgenomen.
Huidige vluchtframes verwijderen?</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1596"/>
        <source>Exporting</source>
        <translation>Exporteert</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1668"/>
        <location filename="../src/animation_keyframes.cpp" line="1675"/>
        <source>Checking for collisions</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1669"/>
        <source>Checking for collisions on keyframe # %1</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="2034"/>
        <source>Deleting rendered frames</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="2035"/>
        <source>This will delete rendered frames from %1 to %2
in the image folder.
%3
Proceed?</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <source>Checking for collissions</source>
        <translation type="vanished">Check op botsingen</translation>
    </message>
    <message>
        <source>Checking for collissions on keyframe # %1</source>
        <translation type="vanished">Check op botsingen op keyframe # %1</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1676"/>
        <source>Checking for collisions finished</source>
        <translation>Bots-check beëindigd</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1704"/>
        <source>No collisions detected
</source>
        <translation>Geen botsingen gedetecteerd</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1758"/>
        <source>Cannot change target distance. Missing camera parameters in keyframes</source>
        <translation>Kan doelafstand niet veranderen. Ontbrekende cameraparameters in keyframes</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="379"/>
        <source>You have to specify a settings file, for this configuration!</source>
        <translation>U moet een bestand met voorinstellingen opgeven voor deze configuratie!</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="450"/>
        <source>Some useful example commands:</source>
        <translation>Nuttige voorbeeldcommando&apos;s:</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="453"/>
        <source>Simple render</source>
        <translation>Eenvoudige render</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="456"/>
        <source>Renders the file on the cli (no window required).</source>
        <translation>Rendert het bestand op de client (geen venster nodig).</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="458"/>
        <source>Animation render</source>
        <translation>Animatie-render</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>Rendert de keyframe-animatie van bestand keyframe_fractal.fract binnen frames 200 tot 300.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="467"/>
        <source>Network render</source>
        <translation>Netwerkrender</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="473"/>
        <source>In a network you can render on multiple machines. One is a server (2) and multiple clients (1) can connect to help rendering.
On each client run (1), 192.168.100.1 should be substituted with the IP address of the server.
On the server run (2) with the settings required for the render and additionally &apos;--server&apos;.
The server will start and wait a short time for the clients to connect. Then the whole system will start rendering.</source>
        <translation>In een netwerk kunt u op meerdere machines renderen. Een ervan is een server (2) en meerdere clients (1). kunnen ermee verbinden om bij het renderen te helpen. 
Voor elke client-run (1) moet 192;168.100.1 vervangen worden door het IP-adres van de server.
Voor de server-run (2) door de instellingen voor de render en additioneel &apos;-server&apos;.
De server start en wacht een korte tijd zodat de clients verbinding maken kunnen. Daarna start het hele systeem met renderen.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="482"/>
        <source>Voxel volume render</source>
        <translation>Voxelvolumen-render</translation>
    </message>
    <message>
        <source>Renders the voxel volume in the bounding box of [x(-1 - 1); y(-1 - 1); z(-1 - 1)] with a resolution of 10x10x10.
This
 will produce 10 slices (z) with a resolution of 10(x) times 10(y) and save as black and white images to working folder/slices.</source>
        <translation type="vanished">Rendert het voxelvolume in een begrenzende rechthoek [x(-1 - 1); y(-1 - 1); z(-1 - 1)] met een resolutie van 10x10x10.
Dit produceert 10 lagen (z) met een resolutie van 10(x) * 10(y) en slaat ze op als zwartwit-afbeeldingen naar werkmap/slices.</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>Wachtrij-render</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>Laat het Mandelbulber-proces in wachtrijmodus draaien und daemoniseert het.
Mandelbulber draait op de achtergrond en wacht op jobs.
Uitvoer wordt geschreven naar /tmp/queue.log.
(Werkt niet onder Windows)</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="513"/>
        <source>Mandelbulber also accepts an arbitrary number of input files
These files can be of type:
  .fract File - An ordinary fractal file
  .fractlist File - A queue file, all entries inside the queue file will be added to the current queue
  Folder - if the specified argument is a folder all .fract files inside the folder will be added to the queue
You can also use &quot;-&quot; as a special argument to indicate that the filename, or the whole file contents are specified in stdin, example: cat example.fract | mandelbulber2 -
</source>
        <translation>Mandelbulber accepteerd ook een willekeurig aantal input-bestanden
Deze bestanden kunnen van de volgende types zijn:
  .fract File - Een normaal fractal-bestand
  .fractlist File - Een wachtrij-bestand, elk item in het wachtrij-bestand wordt toegevoegd aan de huidige wachtrij
  Folder - Wanneer een map wordt opgegeven, worden alle .fract-bestanden in deze map toegevoegd aan de wachtrij
U kunt ook &quot;-&quot; gebruiken om aan te geven dat de bestandsnaam of de bestandsinhoud zijn gespecificeerd in stdin, bij voorbeeld:  cat example.fract | mandelbulber2 -
</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="534"/>
        <source>Mandelbulber can utilize OpenCL to accelerate rendering.
When Mandelbulber is already configured to use OpenCL, it will also run OpenCL from commandline by default.
The configuration can also be done directly from this commandline by setting the optional settings directly.
These can be given by the default --override option, available opencl specific options are:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="541"/>
        <source>boolean to enable OpenCL</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="543"/>
        <source>platform index to use, see available platforms below</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="544"/>
        <source>Possible device types of the platform to use</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="546"/>
        <location filename="../src/command_line_interface.cpp" line="556"/>
        <location filename="../src/command_line_interface.cpp" line="563"/>
        <source>possible values: [%1]</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="549"/>
        <source>right now only one device at a time is supported.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="552"/>
        <source>Mode of the render engine, &apos;fast&apos; has no effects, &apos;limited&apos; has basic effects, &apos;full&apos; contains all shaders.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="559"/>
        <source>Floating point precision of Render (single is faster, but less accurate)</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="565"/>
        <source>Memory limit in MB</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="569"/>
        <source>Available platforms are:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="581"/>
        <source>Available devices for the selected platform (%1) are:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="599"/>
        <source>Example invocation:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="628"/>
        <source>
List of fractal parameters:
</source>
        <translation>
Lijst van fractal-parameters:
</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>Opgegeven server-port is ongeldig
</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="782"/>
        <source>NetRender - Waiting for clients
</source>
        <translation>NetRender - Wacht op clients
</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="802"/>
        <source>Specified client port is invalid
</source>
        <translation>Opgegeven client-port is ongeldig
</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="826"/>
        <location filename="../src/command_line_interface.cpp" line="891"/>
        <location filename="../src/main.cpp" line="212"/>
        <source>Cannot init queue: </source>
        <translation>Kan wachtrij niet initieren: </translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="872"/>
        <source>Cannot load file!
</source>
        <translation>Kan bestand niet laden!
</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="965"/>
        <source>Specified resolution not valid
both dimensions need to be &gt; 0</source>
        <translation>Opgegeven resolutie is ongeldig
beide dimensies moeten &gt;0 zijn</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="975"/>
        <source>Specified resolution not valid
resolution has to be in the form WIDTHxHEIGHT</source>
        <translation>Opgegeven resolutie is ongeldig,
resolutie moet in het format WIJDTExHOOGTE zijn</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="988"/>
        <source>Specified frames per key not valid
need to be &gt; 0</source>
        <translation>Opgegeven frames per key ongeldig
Moet &gt;0 zijn</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="1001"/>
        <source>Specified imageFileFormat is not valid
allowed formats are: </source>
        <translation>Opgegeven afbeeldings-bestandstype is ongeldig
Toegestane types zijn: </translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="1027"/>
        <source>There are no flight animation frames in specified settings file</source>
        <translation>Geen vluchtanimatie-frames gevonden in opgegeven instellingsbestand</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="1038"/>
        <source>You cannot render keyframe animation at the same time as flight animation</source>
        <translation>U kunt niet tegelijkertijd een keyframe-animatie en een vlucht-animatie renderen</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="1051"/>
        <source>There are no keyframes in specified settings file</source>
        <translation>Geen keyframes gevonden in opgegeven instellingenbestand</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="1071"/>
        <location filename="../src/command_line_interface.cpp" line="1089"/>
        <location filename="../src/command_line_interface.cpp" line="1120"/>
        <location filename="../src/command_line_interface.cpp" line="1149"/>
        <source>Animation has only %1 frames</source>
        <translation>Animatie heeft maar %1 frames</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="1111"/>
        <location filename="../src/command_line_interface.cpp" line="1141"/>
        <source>End frame has to be greater than start frame which is %1</source>
        <translation>Endframe moet groter zijn dan startframe (%1)</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="1163"/>
        <source>Specified voxel format is not valid
allowed formats are: </source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="1200"/>
        <location filename="../src/command_line_interface.cpp" line="1238"/>
        <source>No opencl platforms found</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="1209"/>
        <location filename="../src/command_line_interface.cpp" line="1247"/>
        <source>No opencl devices found</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="1218"/>
        <location filename="../src/command_line_interface.cpp" line="1262"/>
        <source>Not compiled for opencl</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/dof.cpp" line="77"/>
        <source>Rendering Depth Of Field effect - phase I</source>
        <translation>Scherptediepte renderen - fase I</translation>
    </message>
    <message>
        <location filename="../src/dof.cpp" line="205"/>
        <source>Rendering Depth Of Field effect - phase II</source>
        <translation>Scherptediepte renderen - fase II</translation>
    </message>
    <message>
        <location filename="../src/dof.cpp" line="208"/>
        <source>Sorting zBuffer</source>
        <translation>zBuffer sorteren</translation>
    </message>
    <message>
        <location filename="../src/dof.cpp" line="217"/>
        <source>Randomizing zBuffer</source>
        <translation>zBuffer randomiseren</translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="65"/>
        <source>Warning</source>
        <translation>Waarschuwing</translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="67"/>
        <source>Error</source>
        <translation>Fout</translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="69"/>
        <source>Note</source>
        <translation>Aantekening</translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="95"/>
        <source>Mandelbulber warning</source>
        <translation>Mandelbulber-waarschuwing</translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="100"/>
        <source>Mandelbulber error</source>
        <translation>Mandelbulber-fout</translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="105"/>
        <source>Mandelbulber information</source>
        <translation>Mandelbulber-informatie</translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="118"/>
        <source>
Warning: </source>
        <translation>
Waarschuwing: </translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="125"/>
        <source>
Error: </source>
        <translation>
Fout:</translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="131"/>
        <source>
Note: </source>
        <translation>
Aantekening: </translation>
    </message>
    <message>
        <location filename="../src/file_image.cpp" line="180"/>
        <location filename="../src/file_image.cpp" line="261"/>
        <location filename="../src/file_image.cpp" line="322"/>
        <location filename="../src/file_image.cpp" line="436"/>
        <source>Saving channel: %1</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/file_image.cpp" line="185"/>
        <source>Started</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/file_image.cpp" line="189"/>
        <source>Finished</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/file_image.cpp" line="221"/>
        <source>Cannot create directory for image!
</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/file_image.cpp" line="229"/>
        <source>Directory for new image is not accessible!
</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/file_image.cpp" line="808"/>
        <location filename="../src/file_image.cpp" line="880"/>
        <source>Can&apos;t save image to PNG file!
</source>
        <translation>Kan niet als PNG-bestand opslaan!
</translation>
    </message>
    <message>
        <location filename="../src/file_image.cpp" line="1076"/>
        <location filename="../src/file_image.cpp" line="1139"/>
        <location filename="../src/file_image.cpp" line="1184"/>
        <location filename="../src/file_image.cpp" line="1214"/>
        <location filename="../src/file_image.cpp" line="1240"/>
        <source>Can&apos;t save image to JPEG file!
</source>
        <translation>Kan niet als JPG-bestand opslaan!
</translation>
    </message>
    <message>
        <location filename="../qt/navigator_window.cpp" line="416"/>
        <location filename="../src/interface.cpp" line="646"/>
        <source>Cannot init renderJob, see log output for more information.</source>
        <translation>Kan renderjob niet initieren, zie uitvoer-log voor meer informatie.</translation>
    </message>
    <message>
        <source>Reseting view</source>
        <translation type="vanished">Standaardweergave</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="986"/>
        <source>Fractal size calculation</source>
        <translation>Berekening van de Fractalgrootte</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1021"/>
        <location filename="../src/interface.cpp" line="1178"/>
        <source>Done</source>
        <translation>Klaar</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1116"/>
        <location filename="../src/interface.cpp" line="1125"/>
        <location filename="../src/interface.cpp" line="1134"/>
        <location filename="../src/interface.cpp" line="1143"/>
        <location filename="../src/interface.cpp" line="1152"/>
        <location filename="../src/interface.cpp" line="1161"/>
        <location filename="../src/interface.cpp" line="1178"/>
        <source>bounding box as limit</source>
        <translation>Begrenzende rechthoek als limiet</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1116"/>
        <source>Negative X Limit</source>
        <translation>Negatieve X-limiet</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1125"/>
        <source>Negative Y Limit</source>
        <translation>Negatieve Y-limiet</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1134"/>
        <source>Negative Z Limit</source>
        <translation>Negatieve Z-limiet</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1143"/>
        <source>Positive X Limit</source>
        <translation>Positieve X-limiet</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1152"/>
        <source>Positive Y Limit</source>
        <translation>Positieve Y-limiet</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1161"/>
        <source>Positive Z Limit</source>
        <translation>Positieve Z-limiet</translation>
    </message>
    <message>
        <source>Set position of %1 # %2 by mouse pointer</source>
        <translation type="vanished">Positie van %1 # %2 door muis instellen</translation>
    </message>
    <message>
        <source>Delete </source>
        <translation type="vanished">Verwijderen </translation>
    </message>
    <message>
        <location filename="../src/render_job.cpp" line="1190"/>
        <location filename="../src/render_job.cpp" line="1217"/>
        <source>You cannot apply changes during rendering. You will do this after rendering.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_job.cpp" line="1048"/>
        <location filename="../src/render_job.cpp" line="1157"/>
        <source>Not enough free memory in OpenCL device to render SSAO effect!</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="985"/>
        <location filename="../src/interface.cpp" line="1021"/>
        <source>Resetting view</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/primitives_manager.cpp" line="182"/>
        <source>Can&apos;t open file </source>
        <translation>Kan bestand niet openen </translation>
    </message>
    <message>
        <location filename="../qt/primitives_manager.cpp" line="183"/>
        <source> Primitive object ui file can&apos;t be loaded</source>
        <translation> Primitieve object-gebruikersinterfacebestand kan niet worden geladen</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1197"/>
        <source>No action</source>
        <translation>Geen actie</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1201"/>
        <source>Move the camera</source>
        <translation>Beweeg de camera</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1205"/>
        <source>Set fog visibility</source>
        <translation>Mist-zichtbarheid instellen</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1209"/>
        <source>Set DOF focus</source>
        <translation>Scherptediepte-focus instellen</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1213"/>
        <source>Get Julia constant</source>
        <translation>Julia-constante ophalen</translation>
    </message>
    <message>
        <source>Place light #1</source>
        <translation type="vanished">Licht #1 plaatsen</translation>
    </message>
    <message>
        <source>Place light #2</source>
        <translation type="vanished">Licht #2 plaatsen</translation>
    </message>
    <message>
        <source>Place light #3</source>
        <translation type="vanished">Licht #3 plaatsen</translation>
    </message>
    <message>
        <source>Place light #4</source>
        <translation type="vanished">Licht #4 plaatsen</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>Plaats random licht-centrum</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1231"/>
        <source>Get point coordinates</source>
        <translation>Punt-coördinaten ophalen</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>Plaats </translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1276"/>
        <source>Are you sure to close the application?</source>
        <translation>Weet u zeker dat u de applicatie wilt afsluiten?</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1278"/>
        <source>Quit?</source>
        <translation>Afsluiten?</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1283"/>
        <source>Yes, don&apos;t ask again</source>
        <translation>Ja, niet opnieuw vragen</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1340"/>
        <source>Auto recovery</source>
        <translation>Automatisch herstel</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>De applicatie is niet correct afgesloten
Wilt u uw laatste werk herstellen?</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1378"/>
        <source>In Mandelbulber 2.10 the default data structure changed for linux and MacOS:
Instead of keeping all working folders/files in ~/.mandelbulber these are now split into&lt;ul&gt;&lt;li&gt;&lt;b&gt;.mandelbulber&lt;/b&gt; for program internal folders/files:&lt;br&gt;undo, toolbar, queue, thumbnails, mandelbulber.ini, miscellaneous meta files&lt;/li&gt;&lt;li&gt;&lt;b&gt;mandelbulber&lt;/b&gt; for user defined folders/files:&lt;br&gt;settings, images, materials, slices, animation, textures&lt;/li&gt;&lt;/ul&gt;
Do you want to upgrade now to this new structure? Program will restart after upgrade.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <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 .mandelbulber for program internal folders/files (undo, toolbar, queue, mandelbulber.ini)
and mandelbulber for user defined folders/files (settings, images, materials, slices, textures)
Do you want to upgrade now to this new structure?</source>
        <translation type="vanished">In Mandelbulber 2.10 is de datastructuur voor Linux en MacOs veranderd:
In plaats van alle werkmappen en -bestanden onder ~/.mandelbulber te houden, zijn deze nu gesplitst
in .mandelbulber voor programma-interne mappen/bestanden (undo (ongedaan maken), toolbar (werkbalk), queue (wachtrij), mandelbulber.ini)
en .mandelbulber voor gebruiker-gedefinieerde mappen/bestanden (settings (instellingen), images (afbeeldingen), slices (voxel-lagen), textures(texturen))
Wilt u nu upgraden naar deze nieuwe structuur?</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1388"/>
        <source>Data folder upgrade</source>
        <translation>Upgrade van de data-map</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1393"/>
        <source>No, don&apos;t ask again</source>
        <translation>Nee, niet opnieuw vragen</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1495"/>
        <location filename="../src/interface.cpp" line="1540"/>
        <source>Looking for optimal DE factor</source>
        <translation>Optimale DE-factor zoeken</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1541"/>
        <source>Percentage of wrong distance estimations: %1</source>
        <translation>Percentage foute Distance Estimations: %1</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>Inactief</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>De optimale DE-factor is: %1, geeft %2% foute Distance Estimations</translation>
    </message>
    <message>
        <location filename="../src/lights.cpp" line="215"/>
        <source>Positioning random lights</source>
        <translation>Plaatsing van random lichten</translation>
    </message>
    <message>
        <location filename="../src/lights.cpp" line="216"/>
        <source>Positioned light %1 of %2</source>
        <translation>Licht %1 van %2 geplaatst</translation>
    </message>
    <message>
        <location filename="../src/netrender_server.cpp" line="83"/>
        <source>NetRender - address already in use.

Is there already a mandelbulber server instance running on this port?</source>
        <translation>NetRender -  het adres is al in gebruik.

Draait er al een mandelbulber-server op deze poort?</translation>
    </message>
    <message>
        <location filename="../src/netrender_server.cpp" line="90"/>
        <source>NetRender - SetServer Error:

</source>
        <translation>NetRender - SetServer-fout:

</translation>
    </message>
    <message>
        <location filename="../src/netrender_server.cpp" line="392"/>
        <source>NetRender - Client version mismatch!
 Client address:</source>
        <translation>NetRender - verkeerde client-versie!
Client-adres: </translation>
    </message>
    <message>
        <location filename="../src/old_settings.cpp" line="76"/>
        <source>Can&apos;t import old settings
</source>
        <translation>Kan geen oude instellingen laden
</translation>
    </message>
    <message>
        <location filename="../src/old_settings.cpp" line="77"/>
        <source>File with default values doesn&apos;t exist
</source>
        <translation>Bestand met standaardwaarden bestaat niet
</translation>
    </message>
    <message>
        <location filename="../src/old_settings.cpp" line="1426"/>
        <source>Hybrid fractal can&apos;t be converted</source>
        <translation>Hybride-fractal kan niet worden geconverteerd</translation>
    </message>
    <message>
        <location filename="../src/progress_text.cpp" line="90"/>
        <source>Done %1%, elapsed: %2, estimated to end: %3</source>
        <translation>Gereed %1%, verstreken: %2, geschatte eindtijd: %3</translation>
    </message>
    <message>
        <location filename="../src/progress_text.cpp" line="95"/>
        <source>100% Done, total time: %3</source>
        <translation>100% gereed, totale duur: %3</translation>
    </message>
    <message>
        <location filename="../src/queue.cpp" line="595"/>
        <source>No queue items to render</source>
        <translation>Geen items om te renderen in de wachtrij</translation>
    </message>
    <message>
        <location filename="../src/render_image.cpp" line="161"/>
        <location filename="../src/render_job.cpp" line="368"/>
        <source>Rendering image</source>
        <translation>Afbeelding wordt gerenderd</translation>
    </message>
    <message>
        <location filename="../src/render_job.cpp" line="166"/>
        <location filename="../src/render_job.cpp" line="307"/>
        <source>Initialization</source>
        <translation>Initialisatie</translation>
    </message>
    <message>
        <location filename="../src/render_job.cpp" line="166"/>
        <source>Setting up image buffers</source>
        <translation>Afbeeldingsbuffer wordt ingesteld</translation>
    </message>
    <message>
        <location filename="../src/render_job.cpp" line="307"/>
        <source>Loading textures</source>
        <translation>Texturen worden geladen</translation>
    </message>
    <message>
        <location filename="../src/render_job.cpp" line="368"/>
        <source>Starting rendering of image</source>
        <translation>Afbeeldingsrender wordt gestart</translation>
    </message>
    <message>
        <location filename="../src/render_queue.cpp" line="127"/>
        <source>Queue Item %1 of %2</source>
        <translation>Wachtrij-item %1 van %2</translation>
    </message>
    <message>
        <location filename="../src/render_queue.cpp" line="167"/>
        <source>Queue Render</source>
        <translation>Wachtrij-render</translation>
    </message>
    <message>
        <location filename="../src/render_queue.cpp" line="167"/>
        <source>Queue Done</source>
        <translation>Wachtrij gereed</translation>
    </message>
    <message>
        <location filename="../src/render_ssao.cpp" line="190"/>
        <source>Rendering SSAO effect in progress</source>
        <translation>SSAO-effect wordt gerenderd</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>Omschrijving</translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="373"/>
        <source>Ok, don&apos;t show again</source>
        <translation>Ok, niet opnieuw tonen</translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="523"/>
        <source>Cannot load settings from clipboard!</source>
        <translation>Kan geen instellingen van het klembord laden!</translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="805"/>
        <source>Settings saved to clipboard</source>
        <translation>Instellingen opgeslagen op het klembord</translation>
    </message>
    <message>
        <location filename="../src/render_window_slots.cpp" line="466"/>
        <source>Toolbar settings: </source>
        <translation>Instellingen werkbalk: </translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="455"/>
        <source>It&apos;s not valid Mandelbulber settings file. No header</source>
        <translation>Dit is geen geldig Mandelbulber-instellingenbestand. Geen header</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="460"/>
        <source>It&apos;s not valid Mandelbulber settings file. Wrong header</source>
        <translation>Dit is geen geldig Mandelbulber-instellingenbestand. Verkeerde header</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>Dit is geen geldig Mandelbulber-instellingenbestand. Geen informatie over de bestandsversie</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>Dit is geen geldig Mandelbulber-instellingenbestand. Verkeerd  bestandsversie-nummer</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="478"/>
        <source>File was saved in newer version of Mandelbulber
File version: </source>
        <translation>Bestand was opgeslagen in een nieuwere versie van Mandelbulber
Bestands-versie: </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>Dit is geen geldig Mandelbulber-instellingenbestand. Indeling niet opgegeven in de header</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>Fout in instellingenbestand. Regel: </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>Teveel fouten in instellingenbestand</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>Onbekende parameter: </translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="969"/>
        <source>Missing value for parameter %1</source>
        <translation>Geen waarde voor parameter %1</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="1529"/>
        <source>Missing column &apos;frame&apos; in the list of animation frames</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="1537"/>
        <source>Missing column &apos;framesPerKeyframe&apos; in the list of animation frames</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <source>Missing column &apos;frame&apos; in list of animation frames</source>
        <translation type="vanished">Ontbrekende kolom-&apos;frame&apos; in de lijst met animatieframes</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="1624"/>
        <source>Unknown parameter in animation frames: </source>
        <translation>Onbekende parameter in animatieframes: </translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="1630"/>
        <source>No valid list of parameters for animation frames</source>
        <translation>Geen geldige parameterlijst voor animatieframes</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="1688"/>
        <source>Wrong number of interpolation columns</source>
        <translation>Verkeerd aantal interpolatiekolommen</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="1763"/>
        <source>Missing frame no </source>
        <translation>Ontbrekend frame nr </translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="1768"/>
        <source>Wrong number of columns</source>
        <translation>Verkeerd aantal kolommen</translation>
    </message>
    <message>
        <location filename="../src/texture.cpp" line="151"/>
        <source>Can&apos;t load texture!
</source>
        <translation>Kan textuur niet laden!
</translation>
    </message>
    <message>
        <location filename="../src/texture.cpp" line="252"/>
        <source>Can&apos;t load texture from QByteArray!
</source>
        <translation>Kan textuur niet laden van QByteArray!
</translation>
    </message>
    <message>
        <location filename="../src/undo.cpp" line="155"/>
        <source>Missing undo data in disk cache</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/undo.cpp" line="181"/>
        <source>No more undo</source>
        <translation>Verder ongedaan maken niet mogelijk</translation>
    </message>
    <message>
        <location filename="../src/undo.cpp" line="220"/>
        <source>No more redo</source>
        <translation>Verder opnieuw doen niet mogelijk</translation>
    </message>
    <message>
        <location filename="../qt/audio_selector.cpp" line="372"/>
        <location filename="../qt/audio_selector.cpp" line="403"/>
        <source>%1 / %2</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/custom_formula_editor.cpp" line="168"/>
        <source>clang-format is required for autoformat but was not detected

To install clang-format:
- Linux: Install clang-format from ypur package manager.
- Windows: Go to https://llvm.org/builds/ 
  download and install clang-format.
- MacOS: When you have the brew package manager installed run: 
  `brew install clang-format`
If required, you can specify the program path under
Preferences &gt; OpenCL (GPU) &gt; clang-format path.

Current clang-format path is: %1</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/file_select_widget.cpp" line="170"/>
        <source>file path invalid</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/gradient_edit_widget.cpp" line="456"/>
        <source>Selected file doesn&apos;t contain valid gradient of colors</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/gradient_edit_widget.cpp" line="552"/>
        <source>Clipboard doesn&apos;t contain valid gradient of colors</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/opencl_engine.cpp" line="199"/>
        <source>Error during compilation of OpenCL program
</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/opencl_engine.cpp" line="214"/>
        <location filename="../src/opencl_engine.cpp" line="303"/>
        <location filename="../src/opencl_engine.cpp" line="377"/>
        <location filename="../src/opencl_engine.cpp" line="471"/>
        <location filename="../src/opencl_engine.cpp" line="488"/>
        <location filename="../src/opencl_engine.cpp" line="504"/>
        <location filename="../src/opencl_engine_render_fractal.cpp" line="1055"/>
        <location filename="../src/opencl_engine_render_fractal.cpp" line="1072"/>
        <location filename="../src/opencl_engine_render_fractal.cpp" line="1088"/>
        <location filename="../src/opencl_engine_render_fractal.cpp" line="1106"/>
        <location filename="../src/opencl_engine_render_fractal.cpp" line="1124"/>
        <location filename="../src/opencl_hardware.cpp" line="255"/>
        <source>OpenCL %1 cannot be created!</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/opencl_engine.cpp" line="214"/>
        <source>program</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
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        <translation type="unfinished"></translation>
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        <translation type="unfinished"></translation>
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        <translation type="unfinished"></translation>
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        <translation type="vanished">&amp;Navigatie</translation>
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        <translation type="unfinished"></translation>
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        <translation type="unfinished"></translation>
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        <translation type="unfinished"></translation>
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        <translation type="unfinished"></translation>
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        <location filename="../qt/ui_render_window.h" line="1168"/>
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        <translation type="unfinished"></translation>
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        <translation type="unfinished"></translation>
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        <translation type="unfinished"></translation>
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        <location filename="../qt/ui_render_window.h" line="1171"/>
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        <translation type="unfinished"></translation>
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        <translation type="unfinished"></translation>
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        <translation type="unfinished"></translation>
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        <source>Randomize all...</source>
        <translation type="unfinished"></translation>
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        <translation type="unfinished"></translation>
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        <location filename="../qt/ui_render_window.h" line="1227"/>
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        <source>&amp;Queue</source>
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        <source>Material editor</source>
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        <location filename="../qt/ui_render_window.h" line="1127"/>
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        <source>Save as &amp;PNG 16 bit...</source>
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        <source>About &amp;Qt</source>
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        <location filename="../qt/ui_render_window.h" line="1145"/>
        <location filename="../src/interface.cpp" line="188"/>
        <source>About &amp;User Manual</source>
        <translation type="unfinished"></translation>
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        <location filename="../qt/ui_render_window.h" line="1146"/>
        <source>About &amp;Third Party</source>
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        <translation>&amp;Over Mandelbulber</translation>
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        <location filename="../qt/ui_render_window.h" line="1149"/>
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        <source>&amp;Import settings from old Mandelbulber (v1.21)...</source>
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        <source>&amp;Import settings from Mandelbulb3d...</source>
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        <location filename="../qt/ui_render_window.h" line="1152"/>
        <source>Export &amp;Voxel Layers</source>
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        <location filename="../qt/ui_render_window.h" line="1153"/>
        <source>Load &amp;example...</source>
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        <location filename="../qt/ui_render_window.h" line="1155"/>
        <source>Show &amp;gamepad dock</source>
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        <location filename="../qt/ui_render_window.h" line="1156"/>
        <source>Show &amp;queue dock</source>
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        <location filename="../qt/ui_render_window.h" line="1157"/>
        <source>Show &amp;Info dock</source>
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        <location filename="../qt/ui_render_window.h" line="1158"/>
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        <location filename="../qt/ui_render_window.h" line="1159"/>
        <source>Sta&amp;ck all docks</source>
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        <location filename="../qt/ui_render_window.h" line="1160"/>
        <source>S&amp;how statistics</source>
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        <translation type="unfinished"></translation>
    </message>
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        <location filename="../qt/ui_render_window.h" line="1162"/>
        <source>Save as &amp;EXR</source>
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    <message>
        <location filename="../qt/render_window.ui" line="1465"/>
        <location filename="../qt/ui_render_window.h" line="1163"/>
        <source>Save as &amp;TIFF</source>
        <translation>Opslaan als &amp;TIFF</translation>
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        <location filename="../qt/render_window.ui" line="1474"/>
        <location filename="../qt/ui_render_window.h" line="1164"/>
        <source>Add current settings to toolbar</source>
        <translation>Huidige instellingen toevoegen aan werkbalk</translation>
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        <location filename="../qt/ui_render_window.h" line="1166"/>
        <source>Show &amp;measurement dock</source>
        <translation>Toon a&amp;fmetingen-dock</translation>
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        <location filename="../qt/ui_render_window.h" line="1167"/>
        <source>Export &amp;Mesh</source>
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        <source>Info &amp;Qt</source>
        <translation>Informatie &amp;Qt</translation>
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    <message>
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        <source>&amp;Info Mandelbulber</source>
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        <translation>Informatie &amp;Third Party</translation>
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    <message>
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        <location filename="../src/render_window_menu.cpp" line="454"/>
        <location filename="../src/render_window_menu.cpp" line="773"/>
        <source>Fractals (*.txt *.fract)</source>
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        <source>Import settings from old Mandelbulber (v1.21)...</source>
        <translation>Instellingen importeren uit een oudere versie van Mandelbulber (v1.21)...</translation>
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        <source>Load example settings...</source>
        <translation type="vanished">Voorbeeld-instellingen laden...</translation>
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    <message>
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        <location filename="../src/render_window_menu.cpp" line="459"/>
        <source>Load settings...</source>
        <translation>Instellingen laden...</translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="188"/>
        <source>Ctrl</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="190"/>
        <source>Alt</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="192"/>
        <source>Shift</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="198"/>
        <source>Main Program Hotkeys</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="205"/>
        <source>Load settings from clipboard...</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="206"/>
        <source>Load example...</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="210"/>
        <source>Save settings to clipboard...</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="212"/>
        <source>Import legacy settings...</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="214"/>
        <source>Export Mesh</source>
        <translation type="unfinished">Exporteer Mesh</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The value of animation of a parameter, is the sum of the &lt;span style=&quot; text-decoration: underline;&quot;&gt;sound value&lt;/span&gt; added to the &lt;span style=&quot; text-decoration: underline;&quot;&gt;parameter value&lt;/span&gt; (from the keyframe animation table): &lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600; font-style:italic;&quot;&gt;animation = 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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        <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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        <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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        <source>Frequency of interest:</source>
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        <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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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Width of the band of frequencies used to calculate the sound value effect on an animation.&lt;/p&gt;&lt;p&gt;Selected bandwidth is shown on the &amp;quot;Frequency spectrum&amp;quot; chart.&lt;/p&gt;&lt;p&gt;If the bandwidth is wide, then the sound value will be calculated from the average amplitude of the selected frequencies.&lt;/p&gt;&lt;p&gt;If the bandwidth is set to the maximum value, then the sound value will be calculated from the amplitude of the sound.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The value of animation of a parameter, is the sum of the &lt;span style=&quot; text-decoration: underline;&quot;&gt;sound value&lt;/span&gt; added to the &lt;span style=&quot; text-decoration: underline;&quot;&gt;parameter value&lt;/span&gt; (from the keyframe animation table): &lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600; font-style:italic;&quot;&gt;animation =&lt;/span&gt;&lt;span style=&quot; font-weight:600;&quot;&gt; parameter_value + parameter_value * multiplication_factor * sound&lt;/span&gt;&lt;span style=&quot; font-style:italic;&quot;&gt; + &lt;/span&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;sound * addition factor&lt;/span&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;where:&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;sound&lt;/span&gt; - average amplitude or pitch of the selected range of sound frequencies. It is calculated as a value from 0 to 1, ( 0 = silent&#xa0;, 1 = maximum.) &lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;parameter value &lt;/span&gt;- from keyframe animation calculations.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;animation&lt;/span&gt; - value of the parameter value after the sound_value has been added.&lt;/p&gt;&lt;p&gt;Note: when only multiplication factor is used (i.e. addition_factor is close to zero), it is guaranteed that &lt;span style=&quot; font-style:italic;&quot;&gt;sound&lt;/span&gt; will not modify the sign of animated parameter value. &lt;/p&gt;&lt;p&gt;Note: multiplication_factor operates differently in Negative Influence mode function. There it is used as division instead of multiplication.      Negative Influence mode function:&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600; font-style:italic;&quot;&gt;animation =&lt;/span&gt;&lt;span style=&quot; font-weight:600;&quot;&gt; parameter_value / (1.0 + multiplication_factor * sound)&lt;/span&gt;&lt;span style=&quot; font-style:italic;&quot;&gt; + sound * addition factor;&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Bandwidth:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;A higher value extends the decay of the sound value.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option enables the smooth filter.&lt;/p&gt;&lt;p&gt;The sound value will change in a smooth way.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Smooth fi&amp;lter</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;A higher value will result in a reduced audio influence on the animated parameter.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Displays frequency spectrum of loaded audio file.&lt;/p&gt;&lt;p&gt;The chart displays low frequencies of the sound (bass) at the bottom,  and  high frequencies (high tones)  at the top.&lt;/p&gt;&lt;p&gt;Brighter pixels indicates louder tones.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Sound Animation chart</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Animation chart shows &lt;span style=&quot; font-weight:600;&quot;&gt;sound&lt;/span&gt;  that is used in the calculation of sound value. It ranges from silent at the bottom up to maximum of 1.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&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>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Minimum duration for which the sound value will be calculated and added to the parameter value, from the frame where the sound first exceeded the threshold, ( measured in frames.)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Threshold for binary filter. &lt;/p&gt;&lt;p&gt;When sound is above the threshold, the sound value is calculated and added to the parameter value.  Calculation continues until the sound falls below the threshold or the minimum duration is exceeded.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <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>&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;Inertia of camera. &lt;/p&gt;&lt;p&gt;Higher inertia makes flight more smooth but more difficult to change speed or direction.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameters controls frame rate during flight path recording. Higher values give slower rendering but are more detailed.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enable this parameter  if you want to record a flight path in parts. It allows the program to continue recording the flight with the same speed.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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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 efects edit fields (double click keyframe preview or right click on a keyframe, and choose &lt;span style=&quot; font-style:italic;&quot;&gt;Render this keyframe&lt;/span&gt; , this updates parameters in window, then modify parameters and click &lt;span style=&quot; font-style:italic;&quot;&gt;Modify keyframe&lt;/span&gt; to refresh animation table.)&lt;/p&gt;&lt;p&gt;Each parameter can have assigned different type of interpolation (right click on animation parameter name.)&lt;/p&gt;&lt;p&gt;Animation is stored in a settings file in CSV format, therefore it is possible to edit animation with external tools (e.g spreadsheet editor or text editor).&lt;/p&gt;&lt;p&gt;Animation can be exported to Flight Animation, where it is possible to edit each frame.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Deze functie is voor het renderen van animaties door middel van het interpoleren tussen keyframes.&lt;/p&gt;&lt;p&gt;U kunt meerdere keyframes creëren, elk met andere parameters (camera-, fractal- en omgevings-parameterwaarden). Tussenframes worden berekend tijdens het renderen van de animatie. &lt;/p&gt;&lt;p&gt;Om een keyframe toe te voegen aan de animatie-tabel, klik &lt;span style=&quot; font-style:italic;&quot;&gt;Keyframe toevoegen&lt;/span&gt;. &lt;/p&gt;&lt;p&gt;Om een paramter toe te voegen, klik met de rechter muisknop op het bewerkingsveld van de de geselecteerde parameter en selecteer van het contextmenu &lt;span style=&quot; font-style:italic;&quot;&gt;Toevoegen aan keyframe-animatie&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Creëer een animatie door toevoegen, invoegen en verwijderen van keyframes. Bewerk parameters direct in de animatietabel of in de  fractal- of effecten- bewerkingsvelden (dubbelklik de keyframe-voorvertoning of klik met rechter muisknop op een keyframe, en kies  &lt;span style=&quot; font-style:italic;&quot;&gt;Render dit keyframe&lt;/span&gt; , dit ververst de parameter in het venster, en verander daarna de parameter en klik &lt;span style=&quot; font-style:italic;&quot;&gt;Keyframe aanpassen&lt;/span&gt; om de animatietabel te verversen.)&lt;/p&gt;&lt;p&gt;Elke parameter kan verschillende interpolatie-types aan zich gebonden hebben (recher muisklik op animatie-parameternaam.)&lt;/p&gt;&lt;p&gt;De animatie wordt opgeslagen in een instellingenbestand in CSV formaat, vandaar dat de animatie bewerkbaar is met externe programma&apos;s(e.g spreadsheet-programma of tekstverwerker).&lt;/p&gt;&lt;p&gt;De animatie kan worden geëxporteerd als Vlucht-animatie, waarin het mogelijk is om elk frame te bewerken.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;&apos;</translation>
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        <source>Delete selected keyframe</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Add keyframe at the end&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Export all keyframes to &lt;span style=&quot; font-style:italic;&quot;&gt;Flight animation&lt;/span&gt;. All keyframes will be interpolated. &lt;/p&gt;&lt;p&gt;This feature will allow editing of each animation frame separately in Flight animation editor (or external CSV editor) &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Exporteer alle keyframes naar &lt;span style=&quot; font-style:italic;&quot;&gt;Vlucht-animatie&lt;/span&gt;. Alle keyframes worden geïnterpoleerd. &lt;/p&gt;&lt;p&gt;Deze feature maakt het mogelijk elk animatieframe afzonderlijk te bewerken in de Vlucht-animatie-editor (of in een externe CSV-editor) &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Verwijder alle al gerenderde frames in de animatie-map (ingesteld in&lt;span style=&quot; font-style:italic;&quot;&gt;Pad voor afbeeldingen)&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Checkt alle geïnterpoleerde frames op botsingen tussen camera en fractal.&lt;/p&gt;&lt;p&gt;&quot;Botsing&apos;is gedefiniëerd als gebeurtenis waarbij de afstand tussen camera en fractal die kleiner is dan de &lt;span style=&quot; font-style:italic;&quot;&gt;Bots-afstand&lt;/span&gt;-parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_animation.h" line="1097"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enable checking for collisions before starting rendering of animation.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Activeer het checken op botsingen voor het starten van de animatie-render.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Validate before render</source>
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        <location filename="../qt/ui_dock_animation.h" line="1112"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Sets the same distance between camera target and camera for all keyframes. It doesn&apos;t modify camera position and rotation, so it doesn&apos;t modify camera movement path. It makes camera rotation smooth through entire animation.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Stelt dezelfde afstand in tussen cameradoel en camera voor alle keyframes. Dit beïnvloedt niet de camera-positie en -rotatie, dus verandert het camerapad niet. Het maakt de camera-rotaties soepel in de hele animatie.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Set the same
camera target
distance for all
keyframes</source>
        <translation>Dezelfde
cameradoel-
afstand voor
alle keyframes</translation>
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        <source>frames per second:</source>
        <translation type="unfinished"></translation>
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        <translation type="vanished">Tijdelijke knop om audio-bestanden te laden</translation>
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        <source>Form</source>
        <translation>Formulier</translation>
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        <source>Ray-tracing</source>
        <translation>Ray-tracing</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Activate calculation of ray-traced reflections and transparency. Reflectance can be set by &lt;span style=&quot; font-style:italic;&quot;&gt;Material/Reflection. &lt;/span&gt;Transparency settings are in the same tab as reflection.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Activeert de berekening van ray-tracer- reflecties en -transparantie. Reflectie is in te stellen in &lt;span style=&quot; font-style:italic;&quot;&gt;Materiaal/Reflectie. &lt;/span&gt;Instellingen voor de transparantie zijn te vinden op dezelfde tab als de reflecties.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Ray-&amp;traced reflections and transparency</source>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum number of ray bounces which are calculated for a given pixel.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum aantal ray-weerkaatsingen per pixel.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Reflections depth:</source>
        <translation>Reflectie-diepte:</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Depth of field is the effect in which objects within some range of distances in a scene appear in focus, and objects nearer or farther than this range appear out of focus.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Scherptediepte is het effect waarin objecten binnen een bepaald afstandsbereik scherp en objecten buiten dat bereik onscherp worden weergegeven.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Depth of field</source>
        <translation>Scherptediepte</translation>
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        <source>Focus distance:</source>
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        <source>Radius:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;It&apos;s the distance where objects appear in focus.&lt;/p&gt;&lt;p&gt;Distance can be set bu using button &lt;span style=&quot; font-style:italic;&quot;&gt;Set focus distance by mouse&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;low focus distance&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;high focus distance&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DOF - focus close.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DOF - focus far.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Dit is de afstand waarop objecten scherpgesteld zijn.&lt;/p&gt;&lt;p&gt;Deze afstand kan worden ingesteld door de knop  &lt;span style=&quot; font-style:italic;&quot;&gt;Focus-afstand per muis instellen&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;korte focus-afstand&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;lange focus-afstand&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DOF - focus close.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DOF - focus far.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of DOF effect (average radius of blur)&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;radius = 10&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;radius = 50&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DOF - radius 10.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DOF - radius 50.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensiteit van het scherptediepte-effect (gemiddelde onscherpte-radius)&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;radius = 10&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;radius = 50&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DOF - radius 10.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DOF - radius 50.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use DOF algorithm based on floating point image buffer.&lt;/p&gt;&lt;p&gt;This mode cannot be used together with SSAO effect.&lt;/p&gt;&lt;p&gt;When effect is already rendered there is no possibility to adjust image brightness, contrast and gamma.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Gebruikt een scherptediepte-algoritme op basis van een floating-point-beeldbuffer.&lt;/p&gt;&lt;p&gt;Deze modus kan niet samen met het SSAO-effect worden gebruikt.&lt;/p&gt;&lt;p&gt;Wanneer dit effect al is gerenderd, is het niet meer mogelijk om lichtsterkte, contrast en gamma aan te passen.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>Use HDR version of DOF effect
(not possible to use together with SSAO.
Disables &apos;Update image&apos; options)</source>
        <translation type="vanished">Gebruik HDR-versie van het scherptediepte-effect
(niet mogelijk om samen met SSAO te gebruiken.
Schakelt &apos;Afbeelding verversen&apos; uit)</translation>
    </message>
    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3092"/>
        <source>Number of passes:</source>
        <translation>Aantal stappen:</translation>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3096"/>
        <source>Blur opacity:</source>
        <translation>Onscherpte-opaciteit:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables Monte Carlo algorithm for rendering the depth of field (DOF) effect. This effect is extremely slow for rendering, but gives a very realistic DOF appearance. &lt;/p&gt;&lt;p&gt;Remark: This effect canot work properly when screen space ambient occlusion is enabled. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Schakelt het Monte Carlo-algoritme voor het renderen van de scherptediepte in. Dit effect rendert extreem langzaam, maar geeft een zeer realistische scherptediepte. &lt;/p&gt;&lt;p&gt;Opmerking: Dit effect kan niet goed werken wanneer schermruimte-ambient occlusion is ingeschakeld. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>&amp;Monte carlo algorithm</source>
        <translation type="vanished">&amp;Monte Carlo-algoritme</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Number of rays calculated for each image pixel. Higher values reduce the noise on the image but increase rendering time. &lt;/p&gt;&lt;p&gt;For instance if the number of samples is 100, then the rendering will take 100 times compared to the effect disabled.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Aantal rays dat per beeldpixel wordt berekend. Hogere waarden reduceren ruis maar vergroten de rendertijd. &lt;/p&gt;&lt;p&gt;B.v. als het aantal rays per pixel 100 is, dan wordt de rendertijd met een factor 100 vergroot.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>Number of samples per pixel:</source>
        <translation type="vanished">Aantal rays per pixel:</translation>
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        <location filename="../qt/ui_dock_effects.h" line="3651"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Update image after changes of DOF settings. Can be updated even after image rendering.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Ververst het beeld na aanpassingen van de scherptediepte-instellingen. Kan ook ná het renderen worden toegepast.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <location filename="../qt/dock_effects.ui" line="4555"/>
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        <source>Update image</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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Scherptediepte instellen met de muisaanwijzer. &lt;/p&gt;&lt;p&gt;Klik op deze knop en wijs vervolgens het object aan dat u scherp wilt zien.&lt;/p&gt;&lt;p&gt;Vergeet na afloop niet om via  &lt;span style=&quot; font-style:italic;&quot;&gt;Navigatie&lt;/span&gt; / &lt;span style=&quot; font-style:italic;&quot;&gt;Muisklik-functie&lt;/span&gt;ervoor te zorgen dat u verder met de camera kunt werken&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Set focus distance by mouse</source>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Settings for scattered light effect&lt;/p&gt;&lt;p&gt;Types of ambient occlusion effect:&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Screen Space Ambient Occlusion (SSAO)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Multiple rays&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Fast&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion high quality.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion fast mode.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;SSAO - relatively fast post-effect based on z-Buffer&lt;/p&gt;&lt;p&gt;Multiple rays - based on calculation of rays in different directions. It uses texture to create colored light map. This effect slows down rendering.&lt;/p&gt;&lt;p&gt;Fast - simple and fast method to calculate scattered light effect. This the least accurate
 effect.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Instellingen voor het strooilicht-effect&lt;/p&gt;&lt;p&gt;Types ambient occlusion-effecten:&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;Schermruimte Ambient Occlusion (SSAO)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Meervoudige rays&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Snel&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion high quality.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion fast mode.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;SSAO - relatief snel post-effect gebaseerd op de zbuffer&lt;/p&gt;&lt;p&gt;Meervoudige rays - gebaseerd op berekening van rays in diverse richtingen. Maakt gebruik van texturen om een kleur-lightmap aan te maken. Dit effect vertraagt het renderproces.&lt;/p&gt;&lt;p&gt;Snel - simpele en snelle methode om het strooilicht-effect te berekenen. Dit is het minst accurate effect.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_effects.h" line="3198"/>
        <source>Ambient occl&amp;usion</source>
        <translation></translation>
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        <source>Quality:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Quality of ambient occlusion effect. Higher quality increases rendering time.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Kwaliteit van het strooilicht-effect. Hoe hoger de waarde hoe hoger de rendertijd.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_effects.h" line="3205"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter controls brightness of fast ambient occlusion effect.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Deze parameter regelt de helderheid van het snelle strooilicht-effect.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection of method to calculate ambient occlusion effect&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selectie van de methode van berekenen voor het strooilicht-effect&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_effects.h" line="3216"/>
        <source>Fast</source>
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        <source>Multiple rays with light map</source>
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        <source>Screen space</source>
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        <source>Fast AO tune:</source>
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        <location filename="../qt/dock_effects.ui" line="1481"/>
        <location filename="../qt/dock_effects.ui" line="3730"/>
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        <location filename="../qt/ui_dock_effects.h" line="3210"/>
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        <source>Light map texture:</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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Omgevings-mapping is een afbeeldings-gebaseerde lichttechniek voor het benaderen van het uiterlijk van een weerspiegelend oppervlak door middel van een eerder gemaakte textuurafbeelding. De textuur wordt gebruikt om de afbeelding voor de wijdere omgeving van het gerenderde object op te slaan.&lt;/p&gt;&lt;p&gt;Om de intensitit van dit effect aan te passen, gebruik de &lt;span style=&quot; font-style:italic;&quot;&gt;reflectie&lt;/span&gt;-schruifbalk&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Volumetric</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables fog effect. Density of fog is constant over entire space.&lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - fog.jpeg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Basic fog</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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Kleur van het mist-effect&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Visibility distance:</source>
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Zichtbaarheidsafstand instellen met de muisaanwijzer. Wijs het object aan dat nog net zichtbaar moet zijn in de verte.&lt;/p&gt;&lt;p&gt;Vergeet na afloop niet om via &lt;span style=&quot; font-style:italic;&quot;&gt;Navigatie&lt;/span&gt; / &lt;span style=&quot; font-style:italic;&quot;&gt;Muisklik-functie&lt;/span&gt;ervoor te zorgen dat u verder met de camera kunt werken&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Set visibility distance by mouse</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Glow effect based on ray-marching step count&lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - glow.jpeg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Gloed-effect gebaseerd op ray-marching step count&lt;/p&gt;&lt;p&gt;Voorbeeld:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - glow.jpeg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of bright areas&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of dark areas&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of effect&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Mist waarbij de dichtheid afhangt van de afstand tot het fractal-oppervlak.&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;Voorbeeld van hoge afstandswaarden &lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Voorbeeld van lage afstandswaarden &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - distance glow.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - distance glow 2.jpeg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Depth of field is the effect in which objects within some range of distances in a scene appear in focus, and objects nearer or farther than this range appear out of focus.&lt;/p&gt;&lt;p&gt;note: using DOF prevents one-pass anaglyph rendering, unless Monte carlo algorithm mode is selected.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <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;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;Color of fog which is used farther than distance #2&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Past de mistdichtheid aan tot afstand van het fractal-oppervlak. Hogere waarden geven mist die verder reikt vanaf het fractal-oppervlak.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Calculates optimal settings for fog effect.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Optimal distances calculation</source>
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Mist-effect waarbij de dichtheid van de mist afhankelijk is van het aantal iteraties van de fractal-formule. Hoe hoger het aantal iteraties hoe dichter de mist.&lt;/p&gt;&lt;p&gt;Mist ontvangt en werpt schaduw van en op fractal-oppervlakken en zichzelf.&lt;/p&gt;&lt;p&gt;Voorbeeld van mist met additionele lichtbronnen:&lt;br/&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - lights.jpeg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Fog based on iteration co&amp;unt</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color #1 of fog effect&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;There is no fog in volume where iteration count is lower than this value. When this parameter is high then fog is only just by fractal surface.&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;trim = 4&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;trim = 6&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;trim = 8&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 6 - 30000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 8 - 40000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Geen mist in volume als iteratie lager is dan deze waarde. Wanneer deze waarde hoog is verschijnt de mist alleen vlak bij het fractal-oppervlak.&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;trim = 4&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;trim = 6&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;trim = 8&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 6 - 30000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 8 - 40000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Opacity of fog. Higher value gives denser fog.&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;opacity = 1000&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;opacity = 4000&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;opacity = 16000&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 1000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 4000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Mist-opaciteit. Hogere waarden geven dichtere mist.&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;opaciteit = 1000&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;opaciteit
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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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Kleur #3 van het mist-effect&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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;Color #2 is used for iteration count lower than this value. &lt;/p&gt;&lt;p&gt;Color #3 is used for iteration count greater than this value.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <translation type="vanished">Gete&amp;xtureerde achtergrond</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to the background image. Acceptable formats are BMP, GIF, JPG, PNG&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Pad naar de achtergrond-afbeelding. Mogelijke types zijn BMP, GIF, JPG, PNG&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3480"/>
        <source>Map type:</source>
        <translation>Mapping-type:</translation>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3487"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;It determines, how texture will be mapped on background sphere&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Equirectangular: &lt;br/&gt;&lt;/span&gt;&lt;span style=&quot; font-weight:400;&quot;&gt;Texture has to be created used equirectangular projection. It&apos;s the most popular format for textures dedicated for sphere mapping.&lt;br/&gt;Example:&lt;br/&gt;&lt;/span&gt;&lt;img src=&quot;:/tooltips/tooltips_images/equirectangular_bkg.jpg&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Double hemisphere:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Texture has to be created as a pair of images of hemispheres. Mapping has to be the same as &lt;span style=&quot; font-style:italic;&quot;&gt;Full dome projection&lt;/span&gt; (or &lt;span style=&quot; font-style:italic;&quot;&gt;Fish eye&lt;/span&gt;)&lt;br/&gt;Example texture with indicated axes and directions:&lt;br/&gt;&lt;img src=&quot;:/tooltips/tooltips_images/full_dome_bkg_axes.png&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Bepaalt hoe de textuur gemapt wordt op de achtergrondbol&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Equirectangulair: &lt;br/&gt;&lt;/span&gt;&lt;span style=&quot; font-weight:400;&quot;&gt;Textuur moet equirectangulair zijn aangemaakt. Dit is het meest populaire type voor sphere-mapping.&lt;br/&gt;Voorbeeld:&lt;br/&gt;&lt;/span&gt;&lt;img src=&quot;:/tooltips/tooltips_images/equirectangular_bkg.jpg&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Dubbele hemisfeer:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;De textuur moet zijn aangemaakt als twee afbeeldingen van hemisferen. Mapping moet hetzelfde zijn als&lt;span style=&quot; font-style:italic;&quot;&gt;Full dome-projecties&lt;/span&gt; (of &lt;span style=&quot; font-style:italic;&quot;&gt;Fish eye&lt;/span&gt;)&lt;br/&gt;Voorbeeldtextuur met assen en richtingen:&lt;br/&gt;&lt;img src=&quot;:/tooltips/tooltips_images/full_dome_bkg_axes.png&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_effects.h" line="3482"/>
        <source>Equirectangular</source>
        <translation>Equirectangulair</translation>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3483"/>
        <source>Double hemisphere</source>
        <translation>Dubbele hemisfeer</translation>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3484"/>
        <source>Flat</source>
        <translation>Plat</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Brightness of background image&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Helderheid van de achtergrondafbeelding&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="2908"/>
        <location filename="../qt/ui_dock_effects.h" line="3464"/>
        <source>Brightness:</source>
        <translation>Helderheid:</translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="3412"/>
        <location filename="../qt/ui_dock_effects.h" line="3645"/>
        <source>Lights</source>
        <translation>Lichten</translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="3508"/>
        <location filename="../qt/ui_dock_effects.h" line="3520"/>
        <source>Common light options</source>
        <translation>Algemene licht-opties</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables casting shadows from all light sources&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Schakelt het werpen van schaduwen van alle lichtbronnen in&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_effects.h" line="3566"/>
        <source>Cast shadows</source>
        <translation>Werp schaduw</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Makes light rays penetrate all the objects. When it&apos;s enabled, then even inside the fractal it will not be completely dark. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Laat licht in alle objecten doordringen. Wanneer dit is ingeschakeld is het binnen in de fractal niet helemaal donker.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <translation type="vanished">Doordringende lichten</translation>
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    <message>
        <source>&amp;Main light source</source>
        <translation type="vanished">&amp;Hoofdlicht</translation>
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        <source>Horizontal angle:</source>
        <translation type="vanished">Horizontale hoek:</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter moves the light source to the left / right. &lt;/p&gt;&lt;p&gt;When &lt;span style=&quot; font-style:italic;&quot;&gt;Position relative to camera&lt;/span&gt; is off and angle is zero then light is set on Y axis.&lt;/p&gt;&lt;p&gt;When &lt;span style=&quot; font-style:italic;&quot;&gt;Position relative to camera&lt;/span&gt; is on and angle is zero then light is set behind the camera. When it&apos;s +90, then is on the right side of the camera. When it&apos;s -90, then is on the left side of the camera. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Deze parameter beweegt het licht naar links/rechts. &lt;/p&gt;&lt;p&gt;Wanneer &lt;span style=&quot; font-style:italic;&quot;&gt;Positie relatief tot camera&lt;/span&gt; is uitgeschakeld en de hoek 0 is dan wordt het licht op y-as geplaatst.&lt;/p&gt;&lt;p&gt;Wanneer &lt;span style=&quot; font-style:italic;&quot;&gt;Positie relatief tot camera&lt;/span&gt; is ingeschakeld en de hoek is 0, dan wordt het licht achter de camera geplaatst. Wanneer de hoek +90 is wordt het licht rechts van de camera geplaatst, bij een hoek van -90 links. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter sets size of main light which is visible on a &amp;quot;sky&amp;quot;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Deze parameter stelt de grootte in van een aan de &amp;quot;hemel&amp;quot; zichtbaar licht.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of main light source. When it&apos;s higher then objects illuminated by main light source will be brighter.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensiteit van het hoofdlicht. Hoe hoger hoe lichter de verlichte objecten zijn.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter sets brightness of the light which is visible on a &amp;quot;sky&amp;quot;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Deze parameter stelt de helderheid in van een aan de &amp;quot;hemel&amp;quot; zichtbaar licht.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Size:</source>
        <translation>Grootte:</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter controls angle of shadows cone. It simulates &amp;quot;soft shadow&amp;quot; effect. When it&apos;s zero, then shadows are very sharp.&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;shadow cone 0 degrees&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;shadow cone 5 degrees &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shadow cone 0.jpeg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shadow cone 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Deze parameter regelt de hoek van de soft shadow-kegel. Het simuleert een &amp;quot;soft shadow&amp;quot;-effect. Wanneer het nul is zijn de schaduwen zeer scherp.&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;schaduwkegel 0 graden&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;schaduwkegel 5 graden &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shadow cone 0.jpeg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shadow cone 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>Vertical angle:</source>
        <translation type="vanished">Verticale hoek:</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter moves main light source higher / lower. &lt;/p&gt;&lt;p&gt;When &lt;span style=&quot; font-style:italic;&quot;&gt;Position relative to camera&lt;/span&gt; is off and angle is zero then light is set on X-Y plane (horizon).&lt;/p&gt;&lt;p&gt;When &lt;span style=&quot; font-style:italic;&quot;&gt;Position relative to camera&lt;/span&gt; is on and angle is zero then light is on local horizon. When it&apos;s +90, then is over the camera. When it&apos;s -90, then is under the camera. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Deze parameter beweegt het hoofdlicht naar boven/onder. &lt;/p&gt;&lt;p&gt;Wanneer &lt;span style=&quot; font-style:italic;&quot;&gt;Positie relatief tot camera&lt;/span&gt; is uitgeschakeld en de hoek 0 is dan wordt het licht op het x,y-vlak geplaatst.&lt;/p&gt;&lt;p&gt;Wanneer &lt;span style=&quot; font-style:italic;&quot;&gt;Positie relatief tot camera&lt;/span&gt; is ingeschakeld en de hoek is 0, dan wordt het licht op de locale horizon geplaatst. Wanneer de hoek +90 is wordt het licht boven de camera geplaatst, bij een hoek van -90 onder. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>Soft shadow cone angle:</source>
        <translation type="vanished">Soft shadow-kegelhoek:</translation>
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    <message>
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        <location filename="../qt/dock_effects.ui" line="132"/>
        <location filename="../qt/dock_effects.ui" line="1246"/>
        <location filename="../qt/dock_effects.ui" line="2717"/>
        <location filename="../qt/dock_effects.ui" line="3435"/>
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        <location filename="../qt/ui_dock_effects.h" line="3516"/>
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        <source>Load</source>
        <translation type="unfinished">Laden</translation>
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    <message>
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        <location filename="../qt/dock_effects.ui" line="139"/>
        <location filename="../qt/dock_effects.ui" line="1253"/>
        <location filename="../qt/dock_effects.ui" line="2724"/>
        <location filename="../qt/dock_effects.ui" line="3442"/>
        <location filename="../qt/dock_effects.ui" line="4483"/>
        <location filename="../qt/ui_dock_effects.h" line="3062"/>
        <location filename="../qt/ui_dock_effects.h" line="3067"/>
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        <location filename="../qt/ui_dock_effects.h" line="3441"/>
        <location filename="../qt/ui_dock_effects.h" line="3517"/>
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        <source>Save</source>
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        <location filename="../qt/dock_effects.ui" line="146"/>
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        <location filename="../qt/dock_effects.ui" line="3449"/>
        <location filename="../qt/dock_effects.ui" line="4490"/>
        <location filename="../qt/ui_dock_effects.h" line="3063"/>
        <location filename="../qt/ui_dock_effects.h" line="3068"/>
        <location filename="../qt/ui_dock_effects.h" line="3249"/>
        <location filename="../qt/ui_dock_effects.h" line="3442"/>
        <location filename="../qt/ui_dock_effects.h" line="3518"/>
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        <source>Reset</source>
        <translation type="unfinished">Herstel</translation>
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    <message>
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        <location filename="../qt/dock_effects.ui" line="153"/>
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        <location filename="../qt/dock_effects.ui" line="2738"/>
        <location filename="../qt/dock_effects.ui" line="3456"/>
        <location filename="../qt/dock_effects.ui" line="4497"/>
        <location filename="../qt/ui_dock_effects.h" line="3064"/>
        <location filename="../qt/ui_dock_effects.h" line="3069"/>
        <location filename="../qt/ui_dock_effects.h" line="3250"/>
        <location filename="../qt/ui_dock_effects.h" line="3403"/>
        <location filename="../qt/ui_dock_effects.h" line="3443"/>
        <location filename="../qt/ui_dock_effects.h" line="3519"/>
        <location filename="../qt/ui_dock_effects.h" line="3649"/>
        <source>Randomize</source>
        <translation type="unfinished">Randomiseer</translation>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3075"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum number of ray bounces which are calculated for a given pixel.&lt;/p&gt;&lt;p&gt;This value affects reflections, refraction and MC Global Illumination &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    <message>
        <location filename="../qt/dock_effects.ui" line="365"/>
        <location filename="../qt/ui_dock_effects.h" line="3094"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Number of passes of rendering DOF effect. One pass is enough for most of cases. But for more realistic blur it can be increased (e.g to 4) and blur opacity should be accordingly decreased (e.g. to 1.0)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="391"/>
        <location filename="../qt/ui_dock_effects.h" line="3098"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Opacity of blur effect used during second phase of rendering the DOF effect. 4.0 is correct for most of cases. But for more realistic blur the number of passes can be increased (e.g to 4) and blur opacity should be accordingly decreased (e.g. to 1.0)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3102"/>
        <source>Maximum blur radius:</source>
        <translation type="unfinished"></translation>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3104"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum radius of generated blur. Lower value can speed up rendering but effect will be less realistic.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    <message>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables Monte Carlo algorithms for rendering the depth of field (DOF), global illumination, ambient occlusion (with multiple rays) and soft shadows effects. This mode is extremely slow for rendering, but gives a very realistic appearance of effects.&lt;/p&gt;&lt;p&gt;In addition Monte Carlo algorithm provides high quality adaptive anti-aliasing.&lt;/p&gt;&lt;p&gt;Every pixed (or tile) of the image is rendered multiple times with randomly changed parameters. Every repeat reduces noise. Sampling of each pixel (or tile) is stopped when noise is reduced to defined level (defined by &amp;quot;Max noise level&amp;quot; parameter&amp;quot;) or when maximum number of repeats is reached (defined by &amp;quot;Max number of samples&amp;quot;). &lt;/p&gt;&lt;p&gt;Remark: This effect cannot work properly when screen space ambient occlusion is enabled. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    <message>
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        <source>&amp;Monte Carlo algorithm</source>
        <translation type="unfinished"></translation>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3136"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Minimum number of MC samples calculated for each image pixel. Increasing this parameter can reduce visible noise, ( by improving calculation of noise level estimation).&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3141"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Number of MC samples calculated for each image pixel. Higher values reduce the noise on the image but increase the rendering time. &lt;/p&gt;&lt;p&gt;For instance if the number of samples is 100, then the rendering will take 100 times longer compared to the effect disabled.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    <message>
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        <source>Max number of samples
per pixel:</source>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3122"/>
        <source>Min number of samples
per pixel:</source>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3129"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Limit of noise level for each image pixel. Every pixel is calculated multiple times until estimated noise reaches maximum noise level percentage.&lt;/p&gt;&lt;p&gt;A lower value reduces visible noise on the final image, but increases rendering time. Decreasing the maximum noise level by half, increases the rendering time by 4.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3138"/>
        <source>Max noise level
(percentage)</source>
        <translation type="unfinished"></translation>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3125"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Average number of MC samples that have been calculated  for each image pixel.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3065"/>
        <source>Navi</source>
        <translation type="unfinished"></translation>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3071"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Activate calculation of ray-traced reflections and transparency. Reflectance can be set by &lt;span style=&quot; font-style:italic;&quot;&gt;Material/Reflection. &lt;/span&gt;Transparency settings are in the same tab as reflection.&lt;br/&gt;Also enable with Monte Carlo global illumination.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    <message>
        <location filename="../qt/dock_effects.ui" line="548"/>
        <location filename="../qt/ui_dock_effects.h" line="3127"/>
        <source>Average number of MC samples:</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="562"/>
        <location filename="../qt/dock_effects.ui" line="612"/>
        <location filename="../qt/dock_effects.ui" line="622"/>
        <location filename="../qt/ui_dock_effects.h" line="3132"/>
        <location filename="../qt/ui_dock_effects.h" line="3144"/>
        <location filename="../qt/ui_dock_effects.h" line="3148"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Estimated average noise caused by Monte Carlo effects.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="565"/>
        <location filename="../qt/ui_dock_effects.h" line="3134"/>
        <source>Average noise:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="615"/>
        <location filename="../qt/ui_dock_effects.h" line="3146"/>
        <source>Masked pixels:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="625"/>
        <location filename="../qt/ui_dock_effects.h" line="3150"/>
        <source>Tiles done:</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="640"/>
        <location filename="../qt/ui_dock_effects.h" line="3152"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables additonal optimization of MC rendering. The noise level is calculated separatelly for each pixel. If noise level is enough low, then the pixel is no longer calculated.&lt;/p&gt;&lt;p&gt;If the image is very noisy and there is low value of &lt;span style=&quot; font-style:italic;&quot;&gt;Min number of samples&lt;/span&gt;, then enabling this option can cause dark random pixels left on the image.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="643"/>
        <location filename="../qt/ui_dock_effects.h" line="3154"/>
        <source>Enable pixel level optimization</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="650"/>
        <location filename="../qt/ui_dock_effects.h" line="3155"/>
        <source>Denoiser</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="678"/>
        <location filename="../qt/ui_dock_effects.h" line="3156"/>
        <source>Light</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="683"/>
        <location filename="../qt/ui_dock_effects.h" line="3157"/>
        <source>Medium</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="688"/>
        <location filename="../qt/ui_dock_effects.h" line="3158"/>
        <source>Strong</source>
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    <message>
        <location filename="../qt/dock_effects.ui" line="693"/>
        <location filename="../qt/ui_dock_effects.h" line="3159"/>
        <source>Extreme</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="701"/>
        <location filename="../qt/ui_dock_effects.h" line="3161"/>
        <source>Strength</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="714"/>
        <location filename="../qt/ui_dock_effects.h" line="3163"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Keeps sharp edges and object details.&lt;/p&gt;&lt;p&gt;This option can give wrong appearance when strong DOF is used.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="717"/>
        <location filename="../qt/ui_dock_effects.h" line="3165"/>
        <source>Preserve geometry</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="733"/>
        <location filename="../qt/dock_effects.ui" line="773"/>
        <location filename="../qt/ui_dock_effects.h" line="3167"/>
        <location filename="../qt/ui_dock_effects.h" line="3175"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables calculation of realistic global illumination using Monte Carlo algorithm. &lt;/p&gt;&lt;p&gt;Number of light bounces is defined by the &amp;quot;reflections depth&amp;quot; parameter at the top of tab.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="736"/>
        <location filename="../qt/ui_dock_effects.h" line="3169"/>
        <source>Calculate MC global illumination</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="748"/>
        <location filename="../qt/ui_dock_effects.h" line="3170"/>
        <source>Radiance limit for GI</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="755"/>
        <location filename="../qt/ui_dock_effects.h" line="3172"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Limit for intensity of bounced light. Lower value reduces noise caused by very bright spots on HDR background textures.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="776"/>
        <location filename="../qt/ui_dock_effects.h" line="3177"/>
        <source>Global illumination by volumetric effects</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="789"/>
        <location filename="../qt/ui_dock_effects.h" line="3179"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables calculation of realistic soft shadows using Monte Carlo algorithm.&lt;/p&gt;&lt;p&gt;Soft shadow cone for main light source is defined by &lt;span style=&quot; font-style:italic;&quot;&gt;Soft shadow code angle&lt;/span&gt; (&lt;span style=&quot; font-style:italic;&quot;&gt;Lights&lt;/span&gt; tab)&lt;/p&gt;&lt;p&gt;Soft shadow cone for auxiliary lights is defined by C&lt;span style=&quot; font-style:italic;&quot;&gt;ustom lights options&lt;/span&gt; / &lt;span style=&quot; font-style:italic;&quot;&gt;Size.&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="792"/>
        <location filename="../qt/ui_dock_effects.h" line="3181"/>
        <source>Calculate MC soft shadows</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="799"/>
        <location filename="../qt/ui_dock_effects.h" line="3183"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables rendering of chromatic aberration. This effect simulates the way an actual lens refracts light slightly differently based on wavelength.&lt;/p&gt;&lt;p&gt;It will give a &quot;rainbow&quot; type effect that gets stronger closer to the edges of the image. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="802"/>
        <location filename="../qt/ui_dock_effects.h" line="3185"/>
        <source>Calculate chromatic aberration</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="831"/>
        <location filename="../qt/ui_dock_effects.h" line="3187"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Higher value makes dispersion of refracted light more vsible on transparent objects.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="838"/>
        <location filename="../qt/ui_dock_effects.h" line="3189"/>
        <source>Dispersion gain of light refraction:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="848"/>
        <location filename="../qt/ui_dock_effects.h" line="3190"/>
        <source>Camera lenses dispersion:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="858"/>
        <location filename="../qt/ui_dock_effects.h" line="3192"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Higher value makes simulated dispersion of camera lenses more visible.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1014"/>
        <location filename="../qt/ui_dock_effects.h" line="3221"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection of method to calculate ambient occlusion effect.&lt;br/&gt;Do not use SSAO method with Monte Carlo option.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1122"/>
        <location filename="../qt/ui_dock_effects.h" line="3234"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;File-path to light map image. For ambient occlusion effect based on multiple rays&lt;/p&gt;&lt;p&gt;To use animated textures (image sequences), replace numbers by &apos;%&apos; symbol. Example: If sequence of images is as showed below: &lt;br/&gt;texture0001.jpg&lt;br/&gt;texture0002.jpg&lt;br/&gt;etc&lt;/p&gt;&lt;p&gt;Then use following file name: texture%%%%.jpg&lt;br/&gt;This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1164"/>
        <location filename="../qt/ui_dock_effects.h" line="3240"/>
        <source>Remark: It is simple reflections mapping.
To do mapping of radiance use HDRI texture as a background texture.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1193"/>
        <location filename="../qt/ui_dock_effects.h" line="3244"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;File-path to reflection map image .&lt;/p&gt;&lt;p&gt;To use animated textures (image sequences), replace numbers by &apos;%&apos; symbol. Example: If sequence of images is as showed below: &lt;br/&gt;texture0001.jpg&lt;br/&gt;texture0002.jpg&lt;br/&gt;etc&lt;/p&gt;&lt;p&gt;Then use following file name: texture%%%%.jpg&lt;br/&gt;This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1324"/>
        <location filename="../qt/ui_dock_effects.h" line="3252"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This value controls the quality of the volumetric light effect.  The step for volumetric light is calculated in each iteration as: &lt;/p&gt;&lt;p&gt;step = DE * DE_FACTOR[global] * DE_FACTOR[volumetric].&lt;/p&gt;&lt;p&gt;A higher value gives a faster render but of poorer quality.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1331"/>
        <location filename="../qt/ui_dock_effects.h" line="3254"/>
        <source>Custom DE Step multiplier
for volumetric effects:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1373"/>
        <location filename="../qt/ui_dock_effects.h" line="3261"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Visibility distance of fog. Visibility can be set by using &apos;&lt;span style=&quot; font-style:italic;&quot;&gt;Set visibility distance by mouse&apos;&lt;/span&gt; button&lt;/p&gt;&lt;p&gt;Lower values produce denser fog,&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1415"/>
        <location filename="../qt/ui_dock_effects.h" line="3270"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Sets visibility distance using mouse pointer. Point the object which should be the farthest visible.&lt;/p&gt;&lt;p&gt;After using it don&apos;t forget to change &lt;span style=&quot; font-style:italic;&quot;&gt;Navigation&lt;/span&gt; / &lt;span style=&quot; font-style:italic;&quot;&gt;Mouse click function&lt;/span&gt; to continue work with the camera.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1513"/>
        <location filename="../qt/ui_dock_effects.h" line="3292"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Fog where density depends on the distance from the fractal surface.&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Example of high values of distance&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Examples of low values of distance &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - distance glow.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - distance glow 2.jpeg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1561"/>
        <location filename="../qt/ui_dock_effects.h" line="3299"/>
        <source>x2</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1568"/>
        <location filename="../qt/ui_dock_effects.h" line="3300"/>
        <source>÷2</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1671"/>
        <location filename="../qt/dock_effects.ui" line="1678"/>
        <location filename="../qt/ui_dock_effects.h" line="3328"/>
        <location filename="../qt/ui_dock_effects.h" line="3331"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Adjusts the density of fog based on  the  distance from the fractal surface. Higher values produces fog which reaches further from the fractal surface.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="4672"/>
        <location filename="../qt/ui_dock_effects.h" line="3661"/>
        <source>Chromatic aberration</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="4701"/>
        <location filename="../qt/ui_dock_effects.h" line="3662"/>
        <source>Aberration intensity:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="4783"/>
        <location filename="../qt/ui_dock_effects.h" line="3668"/>
        <source>Reverse color order</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1582"/>
        <location filename="../qt/ui_dock_effects.h" line="3302"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Density of fog. Higher values produce denser fog. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1637"/>
        <location filename="../qt/ui_dock_effects.h" line="3319"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum fog distance of color #2 from the fractal surface, and minimum fog distance for color #3.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1599"/>
        <location filename="../qt/ui_dock_effects.h" line="3309"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum fog distance of color #1 from the fractal surface, and minimum fog distance for color #2.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1661"/>
        <location filename="../qt/ui_dock_effects.h" line="3326"/>
        <source>Distance from fractal surface:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1724"/>
        <location filename="../qt/ui_dock_effects.h" line="3338"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Fog effect, where the density of the fog is dependent on the iteration count of the fractal formula. Fog is denser in areas of higher iteration count.&lt;/p&gt;&lt;p&gt;Fog receives shadows, and casts shadows on fractal surface and on itself.&lt;/p&gt;&lt;p&gt;Example of fog with additional light sources:&lt;br/&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - lights.jpeg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1794"/>
        <location filename="../qt/ui_dock_effects.h" line="3347"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter can be used to increase brightness of fog illuminated by auxiliary light sources.&lt;/p&gt;&lt;p&gt;In Mandelbulber version &amp;lt;= 2.12 this value was hardcoded and default value was 100. &lt;/p&gt;&lt;p&gt;When brightness boost is 1.0 then there is correct proportion of illuminating fractal surface and fog.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1770"/>
        <location filename="../qt/ui_dock_effects.h" line="3343"/>
        <source>Brightness boost.
Set 100 to keep compatibility with version &lt;=2.12</source>
        <translation type="unfinished"></translation>
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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>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1951"/>
        <location filename="../qt/ui_dock_effects.h" line="3381"/>
        <source>High iterations trim:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="2835"/>
        <location filename="../qt/ui_dock_effects.h" line="3451"/>
        <source>Enables colored gradient on background. When disabled only color #1 is used.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="2838"/>
        <location filename="../qt/ui_dock_effects.h" line="3453"/>
        <source>&amp;3-color gradient</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="2921"/>
        <location filename="../qt/dock_effects.ui" line="2962"/>
        <location filename="../qt/ui_dock_effects.h" line="3466"/>
        <location filename="../qt/ui_dock_effects.h" line="3472"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Brightness of background&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="2949"/>
        <location filename="../qt/ui_dock_effects.h" line="3470"/>
        <source>Gamma</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="2992"/>
        <location filename="../qt/ui_dock_effects.h" line="3479"/>
        <source>Text&amp;ured background</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="3040"/>
        <location filename="../qt/ui_dock_effects.h" line="3481"/>
        <source>Vertical scale:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="3075"/>
        <location filename="../qt/ui_dock_effects.h" line="3489"/>
        <source>Beta:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="3091"/>
        <location filename="../qt/ui_dock_effects.h" line="3491"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to the background image. Acceptable formats are BMP, GIF, JPG, PNG&lt;/p&gt;&lt;p&gt;To use animated textures (image sequences), replace numbers by &apos;%&apos; symbol. Example: If sequence of images is as showed below: &lt;br/&gt;texture0001.jpg&lt;br/&gt;texture0002.jpg&lt;br/&gt;etc&lt;/p&gt;&lt;p&gt;Then use following file name: texture%%%%.jpg&lt;br/&gt;This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="3126"/>
        <location filename="../qt/ui_dock_effects.h" line="3495"/>
        <source>Alpha:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="3136"/>
        <location filename="../qt/ui_dock_effects.h" line="3496"/>
        <source>Gamma:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="3152"/>
        <location filename="../qt/ui_dock_effects.h" line="3497"/>
        <source>Texture offset:</source>
        <translation type="unfinished"></translation>
    </message>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controls distance from the fractal surface where the light will be placed with mouse pointer. When it&apos;s zero, the light will be set on fractal surface. A higher value moves the light towards the camera.&lt;/p&gt;&lt;p&gt;This parameter can be controlled with mouse wheel + alt key.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Simulates a large amount of lights and is relatively fast to render.&lt;/p&gt;&lt;p&gt;An orbit trap is a point, a 2D, or 3D shape defined in 3D space. The brightness of the point is dependent on how close the point&apos;s orbit gets to the orbit trap shape during the chosen iterations.&lt;/p&gt;&lt;p&gt;This effect is difficult to setup and often you need to try many different orbit trap settings.&lt;/p&gt;&lt;p&gt;These light sources illuminate the fractal surface, but do not cast shadows.&lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - orbit trap lights.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Defines size of visible light sources. When it&apos;s higher then lights appear bigger.&lt;/p&gt;&lt;p&gt;This parameter also affects random lights.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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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;Brightness of visible lights&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 calculation of fractal in the same way as Julia Set.&lt;/p&gt;&lt;p&gt;When it&apos;s enabled then:&lt;br/&gt;z&lt;span style=&quot; vertical-align:sub;&quot;&gt;0&lt;/span&gt; = p&lt;br/&gt;z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n+1&lt;/span&gt; = f(z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n&lt;/span&gt;) + c&lt;/p&gt;&lt;p&gt;where:&lt;br/&gt;p - coordinates of point&lt;br/&gt;c - Julia constant&lt;/p&gt;&lt;p&gt;to compare, regular fractals are calculated in following way:&lt;br/&gt;z&lt;span style=&quot; vertical-align:sub;&quot;&gt;0&lt;/span&gt; = p&lt;br/&gt;z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n+1&lt;/span&gt; = f(z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n&lt;/span&gt;) + p&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Julia constant can be grabbed from image.&lt;/p&gt;&lt;p&gt;When Julia mode is disabled, select part of fractal which has interesting features. After enabling Julia mode, entire fractal will have shapes similar to previously selected place.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Get Julia constant by mouse pointer</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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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables spherical folding like is used in Mandelbox formula.&lt;/p&gt;&lt;p&gt;(It&apos;s to keep compatibility with Mandelbulber 1.21)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&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>&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;Enables rendering of stereoscopic images and animations for viewing with 3D glasses.&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 distance between two virtual eyes. Higher values make the 3D effect more intense. &lt;/p&gt;&lt;p&gt;The optimal distance between eyes is about 1%-5% of the distance to the viewed object. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;De afstand tussen twee virtuele ogen. Hogere waarden maken het 3D-effect intenser. &lt;/p&gt;&lt;p&gt;De optimale afstand tussen ogen is ongeveer 1%-5% van de
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        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Instelling voor de hoogste kwaliteit en ook de langzaamste.&lt;/p&gt;&lt;p&gt;Ambient occlusion is ingeschakeld als Meervoudige Rays-modus. Raymarching step is verlaagd tot 0.2 om berekeningsfouten voor de fractal te reduceren.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source> High
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This is the fastest preset but with the lowest quality.&lt;/p&gt;&lt;p&gt;Shadows, ambient occlusion and raytraced reflections are turned off. Detail level is decreased to 0.5.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Adjustments for image colors. Can be changed after rendering&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Picture</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Contrast of image&lt;/p&gt;&lt;p&gt;Use &lt;span style=&quot; font-style:italic;&quot;&gt;apply changes&lt;/span&gt; button to update image&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Beeldcontrast&lt;/p&gt;&lt;p&gt;Gebruik de&lt;span style=&quot; font-style:italic;&quot;&gt;Toepassen&lt;/span&gt;-knop om het beeld te verversen&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Beeldgamma&lt;/p&gt;&lt;p&gt;Gebruik de&lt;span style=&quot; font-style:italic;&quot;&gt;Toepassen&lt;/span&gt;-knop om het beeld te verversen&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Gamma:</source>
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        <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>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Beeldhelderheid&lt;/p&gt;&lt;p&gt;Gebruik de&lt;span style=&quot; font-style:italic;&quot;&gt;Toepassen&lt;/span&gt;-knop om het beeld te verversen&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>S&amp;tereoscopic rendering</source>
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        <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>
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        <location filename="../qt/ui_dock_image_adjustments.h" line="753"/>
        <source>Calculate optimal distance
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        <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>
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        <source>Brightness:</source>
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        <source>Contrast:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;High dynamic range effect. Reduces brightness of the brightest pixels to prevent oversaturation.&lt;/p&gt;&lt;p&gt;Use &lt;span style=&quot; font-style:italic;&quot;&gt;apply changes&lt;/span&gt; button to update image&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;High dynamic range-effect. Verlaagd de helderheid van de helderste pixels om oversaturatie te voorkomen&lt;/p&gt;&lt;p&gt;Gebruik de&lt;span style=&quot; font-style:italic;&quot;&gt;Toepassen&lt;/span&gt;-knop om het beeld te verversen&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>High Dynamic Range (HDR)</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Aanpassingen voor afbeeldingskleuren toepassen&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Apply changes</source>
        <translation>Toepassen</translation>
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        <source>Camera</source>
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        <translation type="vanished">Gezichtsveld:</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Field of view of camera. Higher value gives wider view.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Gezichtsveld van de camera. Hogere waarden geven een breder beeld.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Perspectief-projectietypes&lt;/p&gt;&lt;p&gt;- Driepunts-perspectief - heeft twee verdwijnpunten aan de horizont en een aan zenith of nadir&lt;/p&gt;&lt;p&gt;- Fish eye - simuleert een fish eye-lens. &lt;span style=&quot; font-style:italic;&quot;&gt;Gezichtsveld&lt;/span&gt; = 1.0 correspondeert met 180 graden&lt;/p&gt;&lt;p&gt;- Equirectangulair - speciaal voor het renderen van 360 graden-panoramas. De beeldverhouding moet 2:1 zijn en &lt;span style=&quot; font-style:italic;&quot;&gt;Gezichtsveld&lt;/span&gt; = 1.0&lt;/p&gt;&lt;p&gt;- Full dome - wordt gebruikt voor afbeeldingen van het full dome-type.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Field of view (degrees):</source>
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        <source>Three-point perspective</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;For compatibility of coordinate system with old Mandelbulber v. 1.21 .fract files&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Voor compatibiliteit van het coördinaten-systeem met oude Mandelbulber v. 1.21 .fract-bestanden&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Coordinate system like in Mandelbulber v1.21</source>
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        <source>Get point by mouse pointer</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Start rendering of image based on actual settings&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Start het renderen van het beeld gebaseerd op de huidige instellingen&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Redo last revoked change of settings and start rendering of image&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Beëindig render&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Modes for OpenCL computation (GPU support):&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;no OpenCL&lt;/span&gt; - use only CPU&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;fast&lt;/span&gt; - very fast rendering on GPU. Fractal has visible shape, but colors and effects are not calculated. It is very good mode for fast camera navigation and looking for interesting fractal shapes in auto-refresh mode.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;medium&lt;/span&gt; - medium rendering speed on GPU. There is calculated color of the fractal, light sources with shadows are used. There is used only first defined material. Reflections and volumetric effects are not calculated.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;full&lt;/span&gt; - the most accurate and the the slowest rendering. Uses more GPU resources. All effects are calculated .&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>no OpenCL</source>
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        <source>fast</source>
        <translation type="unfinished"></translation>
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        <source>medium</source>
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        <source>full</source>
        <translation type="unfinished"></translation>
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        <source>Auto-refresh</source>
        <translation>Automatisch verversen</translation>
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        <source>Load</source>
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        <source>Save</source>
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        <source>Reset</source>
        <translation type="unfinished">Herstel</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;These parameters and gauges controls position of camera and point where the camera is looking at (target)&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/Camera target.png&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Deze parameters en meters regelen de camerapositie en het punt waarnaar de camera kijkt (doel)&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/Camera target.png&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Coordinates:</source>
        <translation>Coördinaten:</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Coordinates of camera&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Camera-coördinaten&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Camera</source>
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        <source>x:</source>
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        <source>y:</source>
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        <source>z:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Coordinates of target&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Doelcoördinaten&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Target</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Set camera far from the fractal. It keeps actual camera angle.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Plaatst de camera ver van de fractal. Behoudt de huidige camerahoek.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Reset view</source>
        <translation>Herstel weergave</translation>
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        <location filename="../qt/ui_dock_navigation.h" line="1071"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Sweet spot position used especially for fulldome images or animations.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection of camera / target movement mode&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;Move camera and target&lt;/span&gt; - moves camera and target by the same distance&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/move camera and target.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;Move camera&lt;/span&gt; - moves only camera. Target stays in the same prace. Camera rotates to look at stationary target.&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/move only camera.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;Move target - moves only target. Camera stays in the same place. Camera rotates to look at moving target.&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/move only target.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selectie van camera/doel-bewegingsmodus&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;Beweeg camera en doel&lt;/span&gt; - beweegt camera en doel over dezelfde afstand&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/move camera and target.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;Beweeg camera&lt;/span&gt; - Beweegt alleen de camera. Het doel blijft op dezelfde plaats. De camera roteert om te kijken naar het stationaire doel.&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/move only camera.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;Beweeg doel - beweegt alleen het doel. De camera blijft op dezelfde plaats. De camera roteert om te kijken naar het bewegende doel.&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/move only target.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Move camera and target</source>
        <translation>Beweeg camera en doel</translation>
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        <source>Move camera</source>
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        <source>Camera distance
to target:</source>
        <translation>Camera-afstand
tot doel:</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controls distance between camera and target&lt;/p&gt;&lt;p&gt;In&lt;span style=&quot; font-style:italic;&quot;&gt; Move camera and target&lt;/span&gt; and &lt;span style=&quot; font-style:italic;&quot;&gt;Move camera&lt;/span&gt; modes it moves camera closer/further from target.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Regelt de afstand tussen camera en doel.&lt;/p&gt;&lt;p&gt;In de&lt;span style=&quot; font-style:italic;&quot;&gt; Beweeg camera en doel-&lt;/span&gt; en &lt;span style=&quot; font-style:italic;&quot;&gt;Beweeg camera&lt;/span&gt;-modi beweegt de camera naar het doel toe/van het doel af.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Moves the camera or the target to the right by distance set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Beweegt de camera of het doel naar rechts op de afstand ingesteld door de &lt;span style=&quot; font-style:italic;&quot;&gt;stap&lt;/span&gt;-parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Moves the camera or the target to the left by distance set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Beweegt de camera of het doel naar links op de afstand ingesteld door de &lt;span style=&quot; font-style:italic;&quot;&gt;stap&lt;/span&gt;-parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Moves the camera or the target up by distance set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Beweegt de camera of het doel naar boven op de afstand ingesteld door de &lt;span style=&quot; font-style:italic;&quot;&gt;stap&lt;/span&gt;-parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Moves the camera or the target forward by distance set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Beweegt de camera of het doel naar voren op de afstand ingesteld door de &lt;span style=&quot; font-style:italic;&quot;&gt;stap&lt;/span&gt;-parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Moves the camera or the target backwards by distance set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Beweegt de camera of het doel naar achter op de afstand ingesteld door de &lt;span style=&quot; font-style:italic;&quot;&gt;stap&lt;/span&gt;-parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_navigation.h" line="994"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Moves the camera or the target down by distance set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Beweegt de camera of het doel naar beneden op de afstand ingesteld door de &lt;span style=&quot; font-style:italic;&quot;&gt;stap&lt;/span&gt;-parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>step:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Step for camera or target movement.&lt;/p&gt;&lt;p&gt;It can be relative or absolute step.&lt;/p&gt;&lt;p&gt;If it is set relative then movement distance equals &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; multiplied by actual distance to the fractal surface.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Stap voor camera- of doelbeweging.&lt;/p&gt;&lt;p&gt;Dit kan een relatieve of absolute stap zijn.&lt;/p&gt;&lt;p&gt;Wanneer relatief is ingesteld is de afstand gelijk aan &lt;span style=&quot; font-style:italic;&quot;&gt;stap&lt;/span&gt; vermenigvuldigd met de huidige afstand tot het fractal-oppervlak.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection for movement step calculation.&lt;/p&gt;&lt;p&gt;If it is set relative then movement distance equals  &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; multiplied by actual distance to fractal surface. This is the preferred mode.&lt;/p&gt;&lt;p&gt;If it is set absolute then movement equals step set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selectie voor de berekening van de stap-beweging.&lt;/p&gt;&lt;p&gt;Wanneer relatief is ingesteld is de afstand gelijk aan &lt;span style=&quot; font-style:italic;&quot;&gt;stap&lt;/span&gt; vermenigvuldigd met de huidige afstand tot het fractal-oppervlak. Dit is de voorkeurmethode..&lt;/p&gt;&lt;p&gt;Wanneer absoluut is gekozen is de beweging gelijk aan de afstand ingesteld bij de &lt;span style=&quot; font-style:italic;&quot;&gt;stap&lt;/span&gt;-parameter. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Relative step mode</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controls for camera rotation in three different axes&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/Yaw_Pich_Roll.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;image source: &amp;quot;&lt;a href=&quot;http://commons.wikimedia.org/wiki/File:Yaw_Axis_Corrected.svg#/media/File:Yaw_Axis_Corrected.svg&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Yaw Axis Corrected&lt;/span&gt;&lt;/a&gt;&amp;quot; by &lt;a href=&quot;//commons.wikimedia.org/wiki/File:Yaw_Axis.svg&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Yaw_Axis.svg&lt;/span&gt;&lt;/a&gt;: &lt;a href=&quot;//commons.wikimedia.org/wiki/User:Auawise&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Auawise&lt;/span&gt;&lt;/a&gt;derivative work: &lt;a href=&quot;//commons.wikimedia.org/w/index.php?title=User:Jrvz&amp;amp;action=edit&amp;amp;redlink=1&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Jrvz&lt;/span&gt;&lt;/a&gt; (&lt;a href=&quot;//commons.wikimedia.org/w/index.php?title=User_talk:Jrvz&amp;amp;action=edit&amp;amp;redlink=1&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;talk&lt;/span&gt;&lt;/a&gt;) - &lt;a href=&quot;//commons.wikimedia.org/wiki/File:Yaw_Axis.svg&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Yaw_Axis.svg&lt;/span&gt;&lt;/a&gt;. Licensed under &lt;a href=&quot;http://creativecommons.org/licenses/by-sa/3.0&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;CC BY-SA 3.0&lt;/span&gt;&lt;/a&gt; via &lt;a href=&quot;//commons.wikimedia.org/wiki/&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Wikimedia Commons&lt;/span&gt;&lt;/a&gt;.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Regelt de camera-rotatie op drie verschillende assen&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/Yaw_Pich_Roll.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;bron: &amp;quot;&lt;a href=&quot;http://commons.wikimedia.org/wiki/File:Yaw_Axis_Corrected.svg#/media/File:Yaw_Axis_Corrected.svg&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Yaw Axis Corrected&lt;/span&gt;&lt;/a&gt;&amp;quot; by &lt;a href=&quot;//commons.wikimedia.org/wiki/File:Yaw_Axis.svg&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Yaw_Axis.svg&lt;/span&gt;&lt;/a&gt;: &lt;a href=&quot;//commons.wikimedia.org/wiki/User:Auawise&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Auawise&lt;/span&gt;&lt;/a&gt;afgeleid werk: &lt;a href=&quot;//commons.wikimedia.org/w/index.php?title=User:Jrvz&amp;amp;action=edit&amp;amp;redlink=1&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Jrvz&lt;/span&gt;&lt;/a&gt; (&lt;a href=&quot;//commons.wikimedia.org/w/index.php?title=User_talk:Jrvz&amp;amp;action=edit&amp;amp;redlink=1&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;talk&lt;/span&gt;&lt;/a&gt;) - &lt;a href=&quot;//commons.wikimedia.org/wiki/File:Yaw_Axis.svg&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Yaw_Axis.svg&lt;/span&gt;&lt;/a&gt;. Licentie onder &lt;a href=&quot;http://creativecommons.org/licenses/by-sa/3.0&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;CC BY-SA 3.0&lt;/span&gt;&lt;/a&gt; via &lt;a href=&quot;//commons.wikimedia.org/wiki/&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Wikimedia Commons&lt;/span&gt;&lt;/a&gt;.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/dock_navigation.ui" line="846"/>
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        <source>Camera rotation:</source>
        <translation>Camera-rotatie:</translation>
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        <location filename="../qt/ui_dock_navigation.h" line="1029"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Yaw left&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Yaw links&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/dock_navigation.ui" line="916"/>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Pitch up&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Pitch opwaards&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <location filename="../qt/ui_dock_navigation.h" line="1037"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Yaw right&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Yaw rechts&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_navigation.h" line="1025"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Roll right&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rol rechts&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_navigation.h" line="970"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection of camera / target movement mode&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;Move camera and target&lt;/span&gt; - moves camera and target by the same distance&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/move camera and target.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;Move camera&lt;/span&gt; - moves only camera. Target stays in the same place. Camera rotates to look at stationary target.&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/move only camera.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;Move target - moves only target. Camera stays in the same place. Camera rotates to look at moving target.&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/move only target.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
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        <location filename="../qt/ui_dock_navigation.h" line="1017"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Roll left&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rol links&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_navigation.h" line="1033"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Pitch down&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Pitch neerwaards&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_navigation.h" line="1040"/>
        <source>rotation step:</source>
        <translation>rotatiestap:</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Step of rotation in degrees&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotatiestap in graden&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_navigation.h" line="1050"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Modes of camera rotation&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;Rotate camera&lt;/span&gt; - rotates the camera by moving the target around the camera&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/rotate target around camera.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;Rotate around target - rotates the camera by moving camera around the target&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/rotate camera around target.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Modi voor de camera-rotatie&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;Camera roteren&lt;/span&gt; - roteert de camera door het doel om de camera te bewegen&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/rotate target around camera.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;Roteer om doel - roteert de camera door de camera om het doel te bewegen&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/rotate camera around target.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_navigation.h" line="1046"/>
        <source>Rotate camera</source>
        <translation>Roteer camera</translation>
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        <source>Rotate around target</source>
        <translation>Roteer om doel</translation>
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        <location filename="../qt/ui_dock_navigation.h" line="1056"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection for rotation modes&lt;/p&gt;&lt;p&gt;Fixed roll angle - rotates camera using world axes. This mode does not change the roll angle but can be difficult to predict when camera is upside down or almost in vertical orientation.&lt;/p&gt;&lt;p&gt;Straight rotation - rotates camera using actual camera axes. This mode rotates camera in a more intuitive way.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_dock_navigation.h" line="1052"/>
        <source>Fixed roll angle</source>
        <translation>Vaste rol-hoek</translation>
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        <source>Straight rotation</source>
        <translation>Normale rotatie</translation>
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        <source>yaw:</source>
        <translation></translation>
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        <location filename="../qt/ui_dock_navigation.h" line="1060"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotation of camera around yaw axis (left &amp;lt;-&amp;gt; right)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Camera-rotatie rond yaw-as(links &amp;lt;-&amp;gt; rechts)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>pitch:</source>
        <translation></translation>
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        <location filename="../qt/ui_dock_navigation.h" line="1064"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotation of camera around pitch axis (up &amp;lt;-&amp;gt; down)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Camera-rotatie rond pitch-as(opwaards &amp;lt;-&amp;gt; neerwaards)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>roll:</source>
        <translation></translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotation of camera around roll axis (rotates image left &amp;lt;-&amp;gt; right)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Camera-rotatie rond rol-as(roteert beeld naar links &amp;lt;-&amp;gt; rechts)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Sweet spot-positie speciaal voor full-dome-afbeeldingen of -animaties.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Sweet spot angle:</source>
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        <source>horizontal:</source>
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        <source>vertical:</source>
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        <translation>Formulier</translation>
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        <location filename="../qt/ui_dock_queue.h" line="221"/>
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        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Verwijder bestanden uit de wachtrij-map die niet op de lijst staan.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Remove orphaned</source>
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        <location filename="../qt/ui_dock_queue.h" line="225"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Render all elements from the queue list.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Render alle items op de wachtrij-lijst.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Render queue</source>
        <translation>Render-wachtrij</translation>
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        <location filename="../qt/ui_dock_queue.h" line="229"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Add orphaned files to the list from queue folder&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Voeg verweesde bestanden toe aan de lijst vanuit de wachtrij-map&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_queue.h" line="231"/>
        <source>Add orphaned</source>
        <translation>Wezen toevoegen</translation>
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    <message>
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maakt een instellingen-bestand aan met de huidige programma-instellingen, slaat dit op in de wachtrij-map en voegt dit item toe aan de wachtrij-lijst.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Kopiëert het geselecteerde bronbestand naar de wachtrij-map en voegt het item toe aan de wachtrij-lijst.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Add from file</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Terminate rendering of queue.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Renderen van de wachtrij beëindigen.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>STOP</source>
        <translation></translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection for image format for still images&lt;/p&gt;&lt;p&gt;For more image format settings go to &lt;span style=&quot; font-style:italic;&quot;&gt;File/Program settings&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Kies afbeeldingstype voor stilstaande beelden&lt;/p&gt;&lt;p&gt;Voor meer afbeeldingstypes ga naar &lt;span style=&quot; font-style:italic;&quot;&gt;Bestand/Programmavoorkeuren&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <location filename="../qt/ui_dock_queue.h" line="233"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Creates a settings file from the current Program Preferences, saves it to the queue folder and adds the entry to the queue list.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
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        <location filename="../qt/ui_dock_queue.h" line="250"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection for image format for still images&lt;/p&gt;&lt;p&gt;For more image format settings go to &lt;span style=&quot; font-style:italic;&quot;&gt;File/Program Preferences&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
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        <location filename="../qt/dock_queue.ui" line="134"/>
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        <source>PNG</source>
        <translation></translation>
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        <translation></translation>
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        <source>EXR</source>
        <translation></translation>
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        <source>TIFF</source>
        <translation></translation>
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        <translation>Afbeeldingstype:</translation>
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        <location filename="../qt/ui_dock_queue.h" line="254"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables rendering of queue previews in the queue table.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Activeert het renderen van wachtrij-voorvertoningen in de wachtrij-tabel.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Show Queue thumbnails</source>
        <translation>Toon wachtrij-miniaturen</translation>
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        <source>Preview</source>
        <translation>Voorvertoning</translation>
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<context>
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    <message>
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        <location filename="../qt/ui_dock_rendering_engine.h" line="1159"/>
        <source>Form</source>
        <translation>Formulier</translation>
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    <message>
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        <source>Fractal formula iterations</source>
        <translation>Iteraties fractal-formule</translation>
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        <source>Maximum number
of fractal iterations
(maxiter):</source>
        <translation>Maximum aantal
fractal-iteraties
(maxiter):</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The higher the maximum number of iterations (&amp;quot;maxiter&amp;quot;) is, the more detail and subtlety emerge in the final image, but also the longer time it will take to calculate the fractal image. &lt;/p&gt;&lt;p&gt;In normal operation this should be set as high as possible because &amp;quot;Distance estimation&amp;quot; algorithm limits number of iteration (almost no influence on rendering speed)&lt;/p&gt;&lt;p&gt;When &lt;span style=&quot; font-style:italic;&quot;&gt;Stop at maximum iteration&lt;/span&gt; is selected, then this parameter controls detail level.&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;maxiter = 10&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;maxiter = 15&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - maxiter - 10.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - maxiter - 15.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Hoe hoger het aantal iteraties (&amp;quot;maxiter&amp;quot;), hoe meer detail in het uiteindelijke beeld, maar ook hoe langer het duurt voordat het beeld is berekend. &lt;/p&gt;&lt;p&gt;Normaalgesproken moet dit zo hoog mogelijk worden ingesteld omdat het &amp;quot;Distance estimation&amp;quot;-algoritme het aantal iteraties beperkt (nauwelijks invoeld op de render-snelheid)&lt;/p&gt;&lt;p&gt;Wanneer &lt;span style=&quot; font-style:italic;&quot;&gt;Stop bij maximum iteratie&lt;/span&gt; is geselecteerd dan regelt deze parameter het detailniveau.&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;maxiter = 10&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;maxiter = 15&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - maxiter - 10.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - maxiter - 15.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>Bailout (escape condition):</source>
        <translation type="vanished">Bailout (escape-conditie):</translation>
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    <message>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The vector values are checked during each iteration of fractal formula to see if they have reached a critical &apos;escape&apos; condition or &apos;bailout&apos;. If that condition is reached, the calculation is stopped. Condition is: if length of vector is greater than bailout, then break iteration loop.&lt;/p&gt;&lt;p&gt;In some cases higher value can increase image quality, but it will increase rendering time.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;De verctor-waarden worden gedurende elke iteratie gecheckt om te zien of zij de kritieke &apos;escape&apos;-conditie oftewel bailout hebben bereikt. Wanneer deze conditie wordt bereikt, stopt de berekening. De conditie houdt in: als de vector-lengte groter is dan de bailout stopt de iteratie-loop.&lt;/p&gt;&lt;p&gt;In sommige gevallen kan een verhogen van deze waarde de beeldkwaliteit vergroten maar zal dan ook de rendertijd verlengen.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_rendering_engine.h" line="1171"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables using default (recommended) bailout value. Each fractal formula has different optimal bailout value.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Acitveert het gebruik van de standaard (voorkeur-) bailout-waarde. Elke formule heeft een andere optimale bailout-waarde.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>Use default bailout for each fractal formula</source>
        <translation type="vanished">Gebruik standaard bailout voor elke fractal-formule</translation>
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    <message>
        <source>Distance estimation and ray-marching:</source>
        <translation type="vanished">Distance estimation en ray-marching:</translation>
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        <location filename="../qt/ui_dock_rendering_engine.h" line="1233"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When this option is enabled, the fractal appearance is maintained at all resolutions. &lt;/p&gt;&lt;p&gt;The fractal detail level will be automatically adjusted to match any change of image resolution. &lt;/p&gt;&lt;p&gt;For instance, if the resolution is doubled then the detail level will be reduced by half.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Wanneer deze optie is ingeschakeld wordt het fractal-uiterlijk gehandhaafd in alle resoluties. &lt;/p&gt;&lt;p&gt;Het detailniveau van de fractal wordt automatisch aangepast aan de veranderde resolutie. &lt;/p&gt;&lt;p&gt;Bij voorbeeld: wanneer de resolutie wordt verdubbeld wordt het detailnivo gehalveerd.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>Connect fractal detail level with image resolution</source>
        <translation type="vanished">Verbind het detailniveau van de fractal aan de afbeeldingsresolutie</translation>
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        <source>Distance estimation function:</source>
        <translation type="vanished">Distance estimation functie:</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Optimize &apos;Raymarching step multiplier&apos; for high image quality and slow rendering&lt;/p&gt;&lt;p&gt;It gives 0.01% of wrong distance estimations (pixels with potential noise)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Optimeert &apos;Raymarching stap-vermenigvuldiger&apos; voor hoge beeldkwaliteit en langzaam renderen&lt;/p&gt;&lt;p&gt;Dit geeft 0.01% foute distance estimations (pixels met potentiëel ruis)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <source>High quality</source>
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    <message>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Optimize &apos;Raymarching step multiplier&apos; for medium image quality.&lt;/p&gt;&lt;p&gt;It gives 0.1% of wrong distance estimations (pixels with potential noise)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Optimeert &apos;Raymarching stap-vermenigvuldiger&apos; voor middelmatige beeldkwaliteit&lt;/p&gt;&lt;p&gt;Dit geeft 0.1% foute distance estimations (pixels met potentiëel ruis)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_rendering_engine.h" line="1184"/>
        <source>Medium quality</source>
        <translation>Lage kwaliteit</translation>
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    <message>
        <source>Distance estimation method:</source>
        <translation type="vanished">Methode voor distance estimation:</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter has the biggest influence on overall quality of image and rendering speed.&lt;/p&gt;&lt;p&gt;Higher value gives faster rendering but more noise on image.&lt;/p&gt;&lt;p&gt;When rays are traced, for each step there are estimated distances to the fractal surface. Optimally , the jump distance for every ray-marching step would be equal to the estimated distance.
 This would produce a small number of steps and good quality. However the distance can be only estimated, so it&apos;s not always accurate. It can produce oversteppings which will be visible on the image as random noise.&lt;/p&gt;&lt;p&gt;In some cases you need to adjust  this parameter to find a balance between acceptable image quality and a reasonable rendering time.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;step multiplier = 1.0 (optimal - good quality and fast)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;step multiplier = 5 (visible strong noise on image)&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DE step factor 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DE step factor 4.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;As a quality indicator, the&lt;span style=&quot; font-style:italic;&quot;&gt;Percentage of wrong distance estimations&lt;/span&gt; ( visible in &lt;span style=&quot; font-style:italic;&quot;&gt;Statistics&lt;/span&gt; dock ) can be used . &lt;/p&gt;&lt;p&gt;To optimize this parameter the histograms of iteration count and ray-marching step count,  can be used .&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Deze parameter heeft de grootste invoeld op algemene beeldkwaliteit en rendersnelheid.&lt;/p&gt;&lt;p&gt;Hogere waarden geven snellere renders maar meer beeldruis.&lt;/p&gt;&lt;p&gt;Wanneer rays getraced worden geeft dat voor elke stap geschatte afstanden tot het fractal-oppervlak. In het beste geval is de afstand die elke ray overbrugt gelijk aan die geschatte afstand.
Dit zou een klein aantal stappen produceren en goede kwaliteit. Maar de afstand kan alleen maar worden ingeschat dus hij is niet altijd accuraat. Dit kan &apos;overstepping&apos; genereren dat op het beeld zichtbaar is als ruis.&lt;/p&gt;&lt;p&gt;In sommige gevallen moet u deze parameter aanpassen om een balans te vinden tussen een acceptabele beeldkwaliteit en een redelijke rendertijd.&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;stap-vermenigvuldiger = 1.0 (optimal - good quality and fast)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;stap-vermenigvuldiger = 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;Als een indicator voor de kwaliteit kan het&lt;span style=&quot; font-style:italic;&quot;&gt;Percentage foute distance estimations&lt;/span&gt; ( visible in &lt;span style=&quot; font-style:italic;&quot;&gt;Statistieken&lt;/span&gt; dock ) gebruikt worden . &lt;/p&gt;&lt;p&gt;Voor het optimaliseren van deze parameter kunnen de iteratie- en raymarching-stappen-histogrammen worden gebruikt.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter has the biggest influence on overall quality of image and rendering speed.&lt;/p&gt;&lt;p&gt;Higher value gives faster rendering but more noise on image.&lt;/p&gt;&lt;p&gt;When rays are traced, for each step there are estimated distances to the fractal surface. Optimally , the jump distance for every ray-marching step would be equal to the estimated distance. This would produce a small number of steps and good quality. However the distance can be only estimated, so it&apos;s not always accurate. It can produce oversteppings which will be visible on the image as random noise.&lt;/p&gt;&lt;p&gt;In some cases you need to adjust  this parameter to find a balance between acceptable image quality and a reasonable rendering time.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;step multiplier = 1.0 (optimal - good quality and fast)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;step multiplier = 5 (visible strong noise on image)&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DE step factor 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DE step factor 4.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;As a quality indicator, the&lt;span style=&quot; font-style:italic;&quot;&gt;Percentage of wrong distance estimations&lt;/span&gt; ( visible in &lt;span style=&quot; font-style:italic;&quot;&gt;Statistics&lt;/span&gt; dock ) can be used . &lt;/p&gt;&lt;p&gt;To optimize this parameter the histograms of iteration count and ray-marching step count,  can be used .&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
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        <location filename="../qt/ui_dock_rendering_engine.h" line="1209"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Optimize &apos;Raymarching step multiplier&apos; for low image quality and fast rendering&lt;/p&gt;&lt;p&gt;It gives 1% of wrong distance estimations (pixels with potential noise)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Optimeert &apos;Raymarching stap-vermenigvuldiger&apos; voor lage beeldkwaliteit en snel renderen&lt;/p&gt;&lt;p&gt;Dit geeft 1% foute distance estimations (pixels met potentiëel ruis)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Low quality</source>
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    <message>
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        <source>Optimization:</source>
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        <source>Raymarching step mult.
(controls quality):</source>
        <translation>Raymarching-stap factor
(regelt kwaliteit):</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Distance estimation is a method which calculates approximate distance to fractal surface from any point in space.&lt;/p&gt;&lt;p&gt;In some fractal functions the length of the iteration vector increases exponentially and some in a linear manner.&lt;/p&gt;&lt;p&gt;- Preferred mode - finds the best method for actual settings of fractal&lt;/p&gt;&lt;p&gt;- Delta DE Logarithmic - the best for fractals with exponential growth of iteration vector (e.g. Mandelbulb)&lt;/p&gt;&lt;p&gt;- Delta DE Linear - the best for fractals with linear growth of iteration vector (e.g. Mandelbox, IFS)&lt;/p&gt;&lt;p&gt;- Delta DE Pseudo Kleinian - distance estimation mode dedicated for hybrids with Pseudo Kleinian formulas&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Distance estimation is een methode die de ongevere afstand van een punt in de ruimte tot het fractal-oppervlak berekent.&lt;/p&gt;&lt;p&gt;In sommige fractal-functies groeit de iteratie-vector exponentiëel en in sommige lineair.&lt;/p&gt;&lt;p&gt;- Voorkeurmodus - vindt de beste methode voor de huidige fractal-instellingen&lt;/p&gt;&lt;p&gt;- Delta DE Logarithmisch - de beste methode voor fractals met exponentiële groei van de iteratie-verctor (b.v. Mandelbulb)&lt;/p&gt;&lt;p&gt;- Delta DE Linear - de beste methode voor fractals met lineaire groei van de iteratie-verctor (b.v. Mandelbox, IFS)&lt;/p&gt;&lt;p&gt;- Delta DE Pseudo Kleinian - distance estimation-modus speciaal voor hybrides met Pseudo Kleinian-formules&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <translation type="vanished">Voorkeur</translation>
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        <translation type="vanished">Delta DE Logarithmisch</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Distance estimation is a method which calculates approximate distance to fractal surface from any point in space.&lt;/p&gt;&lt;p&gt;- Preferred mode uses distance estimation method defined for selected fractal&lt;/p&gt;&lt;p&gt;- Force &amp;quot;Delta DE&amp;quot; method uses  Delta DE algorithm which is slower but works also with untypical fractal configurations&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Distance estimation is een methode die de ongevere afstand van een punt in de ruimte tot het fractal-oppervlak berekent.&lt;/p&gt;&lt;p&gt;- Voorkeur-modus gebruikt een distance estimation-methode speciaal voor de gekozen fractal&lt;/p&gt;&lt;p&gt;- Forceer &amp;quot;Delta DE&amp;quot;-methode gebruikt het Delta DE algoritme dat langzamer is maar ook met atypische fractal-configuraties werkt.&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Force &quot;Delta DE&quot; method</source>
        <translation>Forceer &quot;Delta DE&quot;-methode</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controls how much detail will be visible on fractal surface. When it is set to 1.0, then minimum visible detail has size of 2 pixels.&lt;/p&gt;&lt;p&gt;Higher value gives more detailed image, but slows down rendering.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;detail level 0.2&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;detail level 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;detail level 1.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 0.2.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Regelt hoeveel detail zichtbaar is op het fractal-oppervlak. Wanneer dit 1.0 is, is het minimum zichtbare detail 2 pixels groot.&lt;/p&gt;&lt;p&gt;Grotere waarden geven meer detail, maar verlengen de rendertijd.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;detail-niveau 0.2&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;detail level 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;detail-niveau 1.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 0.2.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Percentage of points on image which are probably calculated wrong.&lt;/p&gt;&lt;p&gt;Higher value usually means more visible noise or artifacts on image.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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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;Makes fractals hollow inside. It gives interesting results when a  cross section of the fractal is rendered using &lt;span style=&quot; font-style:italic;&quot;&gt;Limits (box)&lt;/span&gt; feature. &lt;/p&gt;&lt;p&gt;This effect is very slow to render because of the high number of iterations required to render the inside of the fractal. To speed up rendering try  reducing Max. fractal iterations .&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;interior mode enabled&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;interior mode disabled&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - interior enabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - interior disabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Distance estimation is a method which calculates approximate distance to fractal surface from any point in space.&lt;/p&gt;&lt;p&gt;- Automatic mode uses distance estimation method defined for selected fractal&lt;/p&gt;&lt;p&gt;- Force &amp;quot;Delta DE&amp;quot; method uses  Delta DE algorithm which is slower but works also with untypical fractal configurations&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Distance estimation function is specific to the fractal formula calculations.&lt;/p&gt;&lt;p&gt;In some fractal fomulas the length of the iteration vector increases exponentially and some in a linear manner.&lt;/p&gt;&lt;p&gt;- Automatic mode - finds the probable best function based on the fractal formulas used.&lt;/p&gt;&lt;p&gt;- Logarithmic - the best for fractals with exponential growth of iteration vector (e.g. Mandelbulb)&lt;/p&gt;&lt;p&gt;- Linear - the best for fractals with linear growth of iteration vector (e.g. Mandelbox, IFS)&lt;/p&gt;&lt;p&gt;- Pseudo Kleinian - linear growth distance estimation function for working with Pseudo Kleinian formulas&lt;/p&gt;&lt;p&gt;- JosKleinian - linear growth distance estimation function for working with JosKleinian formulas&lt;/p&gt;&lt;p&gt;- Custom - distance estimation function where the distance estimation out.distance is calculated entirely in the formula. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Activeert modus die ontwikkeld is voor fractals warbij het moeilijk is om oppervlakte-normal vectoren te berekenen. Renderen is veel trager, maar het fractal-oppervlak is veel gladder.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <translation type="unfinished"></translation>
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        <translation type="unfinished"></translation>
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        <source>top right back corner:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This feature allows the connection of multiple computers into a network to share rendering.&lt;/p&gt;&lt;p&gt;The same image or animation can be rendered using an unlimited number of computers. The increased computing power will reduce rendering time.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maakt het mogelijk meerdere comluter in een netwerk te verbinden om samen te renderen.&lt;/p&gt;&lt;p&gt;Dezelfde afbeelding of animatie kan gerenderd worden door een ongelimiteerd aantal computers. De grotere rekenkracht zal de rendertijd bekorten.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>NetRender</source>
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        <source>Mode:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Switches between server and client.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Server&lt;/span&gt; is the main application in the network. It controls rendering process, sends data to all clients and collects data from them. &lt;br/&gt;Server compiles parts of images received from the clients and finally displays the whole image. It also renders image.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Client&lt;/span&gt; receives jobs from server. It renders only the parts of the image which the server ask for. It displays only partial image.&lt;/p&gt;&lt;p&gt;To start rendering process on all computers you need to press Render button on Server.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Schakelt tussen server en client.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Server&lt;/span&gt; is de hoofdapplicatie in het netwerk. Deze regelt het renderproces, zendt data naar alle clients en verzamelt data van ze. &lt;br/&gt;De server compileert delen van de afbeelding die hij van de clients ontvangt en toont uiteindelijk de hele afbeelding. Zelf rendert de server ook afbeeldingen.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Client&lt;/span&gt; ontvangt jobs van de server. Hij rendert alleen de delen van de afbeelding om welke de server vraagt. Hij toont alleen een deel van het beeld.&lt;/p&gt;&lt;p&gt;Om het renderproces op alle computers te starten klikt u de Render-knop op Server.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Client</source>
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;IP adres of naam van de computer waarop Mandelbulber in server-modus is gestart.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maak verbinding met de server.&lt;/p&gt;&lt;p&gt;Wanneer de verbinding gereed is, zou de status moeten veranderen naar KLAAR&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <translation type="unfinished"></translation>
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        <source>---</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Internet port number which will be used for server. This port has to not be blocked by a firewall or  passed through a router.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Internet-poortnummer welke gebruikt zal worden door de server. Deze poort mag niet worden geblokkeerd zijn door een firewall of door worden gegeven door een router.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Start Mandelbulber als server.&lt;/p&gt;&lt;p&gt;Nadat deze knop is geklikt start de applicatie met het wachten op en verbinden met clients. &lt;/p&gt;&lt;p&gt;Wanneer een verbinding met een client is opgebouwd verschijnt deze in de tabel hier onder.&lt;/p&gt;&lt;p&gt;Om de verbinding tot stand te brengen moet op de client op Verbinden met server worden geklikt. &lt;/p&gt;&lt;p&gt;Wanneer alle benodigde computers verbonden zijn is de server gereed. Wanneer u de Render-knop klikt starten server en alle clients met het renderen van dezelfde afbeelding.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_material_editor.h" line="2810"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="321"/>
        <location filename="../qt/ui_material_editor.h" line="2812"/>
        <source>Roughness (brighter -&gt; higher roughness)</source>
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    <message>
        <location filename="../qt/material_editor.ui" line="345"/>
        <location filename="../qt/ui_material_editor.h" line="2814"/>
        <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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    <message>
        <location filename="../qt/material_editor.ui" line="358"/>
        <location filename="../qt/ui_material_editor.h" line="2819"/>
        <source>Reflectance</source>
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    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="382"/>
        <location filename="../qt/ui_material_editor.h" line="2821"/>
        <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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    <message>
        <location filename="../qt/material_editor.ui" line="392"/>
        <location filename="../qt/material_editor.ui" line="3873"/>
        <location filename="../qt/ui_material_editor.h" line="2823"/>
        <location filename="../qt/ui_material_editor.h" line="3221"/>
        <source>Transparency</source>
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    <message>
        <location filename="../qt/material_editor.ui" line="416"/>
        <location filename="../qt/ui_material_editor.h" line="2825"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Gradient which defines the transparency colors of the fractal.&lt;/p&gt;&lt;p&gt;Brighter colors increase transparency. A black color creates no transparency.&lt;/p&gt;&lt;p&gt;This gradient works only if &lt;span style=&quot; font-style:italic;&quot;&gt;transparency of surface&lt;/span&gt; is greater than zero.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    <message>
        <location filename="../qt/material_editor.ui" line="462"/>
        <location filename="../qt/ui_material_editor.h" line="2832"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Direction vector of the line used in the orbit trap coloring algorithm&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="518"/>
        <location filename="../qt/ui_material_editor.h" line="2840"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color palette speed sets the frequency of color changing&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;speed 0.3&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;speed 1.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;speed 5.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colour speed 0.3.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colouring enabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colour speed 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/material_editor.ui" line="558"/>
        <location filename="../qt/ui_material_editor.h" line="2845"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Radius of the sphere used in the orbit trap coloring algorithm &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="595"/>
        <location filename="../qt/ui_material_editor.h" line="2856"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection between different coloring algorithms based on an orbit trap calculation, (distance of point from orbit trap.)&lt;/p&gt;&lt;p&gt;- Standard: orbit trap defined as a point at the origin.  The value is the value at the &lt;span style=&quot; text-decoration: underline;&quot;&gt;end&lt;/span&gt; of orbit trap iterations&lt;/p&gt;&lt;p&gt;The rest of the algorithms use the minimum value recorded &lt;span style=&quot; text-decoration: underline;&quot;&gt;during&lt;/span&gt; the orbit trap iterations.&lt;/p&gt;&lt;p&gt;- orbit trap: z.Dot(point): orbit trap defined as the starting coordinates of the point being iterated&lt;/p&gt;&lt;p&gt;- orbit trap: Sphere: orbit trap defined as a sphere surface&lt;/p&gt;&lt;p&gt;- orbit trap: Cross: orbit trap defined as a cross&lt;/p&gt;&lt;p&gt;- orbit trap: Line: orbit trap defined as a line in set direction&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="666"/>
        <location filename="../qt/ui_material_editor.h" line="2864"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Shift along the color palette&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="697"/>
        <location filename="../qt/ui_material_editor.h" line="2868"/>
        <source>w:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="750"/>
        <location filename="../qt/ui_material_editor.h" line="2878"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Can be used for controlling the relative size of the three color components in the Hybrid Mode.&lt;/p&gt;&lt;p&gt;These controls can also be used for pre-V2.15 backwards compatibility&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="753"/>
        <location filename="../qt/ui_material_editor.h" line="2880"/>
        <source>Extra Hybrid Mode Co&amp;lor Options</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="779"/>
        <location filename="../qt/ui_material_editor.h" line="2881"/>
        <source>Hybrid Mode Color</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="799"/>
        <location filename="../qt/ui_material_editor.h" line="2882"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:400;&quot;&gt;radDivDe scale:&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    <message>
        <location filename="../qt/material_editor.ui" line="840"/>
        <location filename="../qt/ui_material_editor.h" line="2885"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:400;&quot;&gt;aux.color scale:&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    <message>
        <location filename="../qt/material_editor.ui" line="909"/>
        <location filename="../qt/ui_material_editor.h" line="2890"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:400;&quot;&gt;orbit trap scale:&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/material_editor.ui" line="921"/>
        <location filename="../qt/ui_material_editor.h" line="2892"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;At Default Color_Speed the distance between two colors is 256. With these functions this distance = 1.0, e.g. a radius of 1.0 is one color step from the color at the origin. Similarly an addition of 1.0 = 256, cos period 1 =256.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;At the end of these functions, the colorValue is then multiplied by * 256.&lt;/p&gt;&lt;p&gt;Settings vary widely depending on such factors as fractal type &amp;amp; size, location and number of iterations.&lt;/p&gt;&lt;p&gt;Adjusting the color speed may be required.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/material_editor.ui" line="924"/>
        <location filename="../qt/ui_material_editor.h" line="2894"/>
        <source>C&amp;olor by numbers</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/material_editor.ui" line="959"/>
        <location filename="../qt/ui_material_editor.h" line="2895"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:400;&quot;&gt;initial colorValue:&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/material_editor.ui" line="1002"/>
        <location filename="../qt/ui_material_editor.h" line="2902"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&amp;quot;c&amp;quot; (aux.c) is the original coordinates of the point being iterated. These &amp;quot;c&amp;quot; functions, color the point domain before the fractal is iterated, e.g. assigning an Initial ColorValue (default,  all = 0.0.)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1005"/>
        <location filename="../qt/ui_material_editor.h" line="2904"/>
        <source>co&amp;lorValue Initial Conditions Components</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1041"/>
        <location filename="../qt/ui_material_editor.h" line="2905"/>
        <source>c radius * scale:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1048"/>
        <location filename="../qt/ui_material_editor.h" line="2906"/>
        <source>c.z * scale:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1055"/>
        <location filename="../qt/ui_material_editor.h" line="2907"/>
        <source>c.x * scale:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1062"/>
        <location filename="../qt/ui_material_editor.h" line="2908"/>
        <source>c.y * scale:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1200"/>
        <location filename="../qt/ui_material_editor.h" line="2917"/>
        <source>Fractal Color Components</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1221"/>
        <location filename="../qt/ui_material_editor.h" line="2919"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;OrbitTrap weight  scales the colorValue input from the chosen Coloring Algorithm above (orbit traps). This allows blending of this input with other functions.&lt;/p&gt;&lt;p&gt;Initial minimumR is a separate limit set in the code  to control the size of this colorValue.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1224"/>
        <location filename="../qt/ui_material_editor.h" line="2921"/>
        <source>Orbit trap com&amp;ponent</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1254"/>
        <location filename="../qt/ui_material_editor.h" line="2922"/>
        <source>weight of 19.5 = old default (minimumR * 5000)</source>
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    <message>
        <location filename="../qt/material_editor.ui" line="1267"/>
        <location filename="../qt/ui_material_editor.h" line="2923"/>
        <source>weight of 3.9 = old hybrid default (minimumR * 1000)</source>
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    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1285"/>
        <location filename="../qt/ui_material_editor.h" line="2924"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:400;&quot;&gt;orbit trap weight:&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    <message>
        <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>
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    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1334"/>
        <location filename="../qt/ui_material_editor.h" line="2933"/>
        <source>a&amp;uxillary color components</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1364"/>
        <location filename="../qt/ui_material_editor.h" line="2934"/>
        <source>weight of 0.39 =  old hybrid default (aux.color * 100)</source>
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    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1382"/>
        <location filename="../qt/ui_material_editor.h" line="2935"/>
        <source>aux. color weight:</source>
        <translation type="unfinished"></translation>
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    <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>
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    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1426"/>
        <location filename="../qt/ui_material_editor.h" line="2941"/>
        <source>aux. color hybrid weight:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1439"/>
        <location filename="../qt/ui_material_editor.h" line="2943"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;For BETA transforms: trans_hybrid_color &amp;amp; trans_hybrid_color2.&lt;/p&gt;&lt;p&gt;Parameter controls weight of aux.colorHybrid values.&lt;/p&gt;&lt;p&gt;Assume these functions may not be backwards compatible in later releases.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    <message>
        <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>
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    <message>
        <location filename="../qt/material_editor.ui" line="1555"/>
        <location filename="../qt/ui_material_editor.h" line="2955"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;ColorValue is derived from the radius of the point divided by the DE value, at termination.&lt;/p&gt;&lt;p&gt;Radius derived changes in colorValue are often inside the fractal. Can use with pseudoKleinian type structures.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1558"/>
        <location filename="../qt/ui_material_editor.h" line="2957"/>
        <source>rad&amp;ius / DE components</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1588"/>
        <location filename="../qt/ui_material_editor.h" line="2958"/>
        <source>scale of 19.5 = old hybrid default ( r  * 5000) / DE )</source>
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    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1642"/>
        <location filename="../qt/ui_material_editor.h" line="2961"/>
        <source>radius  / DE  * scale</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1654"/>
        <location filename="../qt/ui_material_editor.h" line="2963"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;ColorValue is derived from the coordinates of the point at termination&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1657"/>
        <location filename="../qt/ui_material_editor.h" line="2965"/>
        <source>xyz &amp;bias</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1707"/>
        <location filename="../qt/ui_material_editor.h" line="2966"/>
        <source>z.z * scale:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1720"/>
        <location filename="../qt/ui_material_editor.h" line="2968"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;color_y  = z.y   *  scale_y ;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;colorValue = color_x + color_y + color_z;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1751"/>
        <location filename="../qt/ui_material_editor.h" line="2973"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;colorValue *= (1.0 + ( i * scale));&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1783"/>
        <location filename="../qt/ui_material_editor.h" line="2977"/>
        <source>iter scale :</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1790"/>
        <location filename="../qt/ui_material_editor.h" line="2978"/>
        <source>z.y * scale:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1803"/>
        <location filename="../qt/ui_material_editor.h" line="2980"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;color_x  = z.x   *  scale_x ;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;colorValue = color_x + color_y + color_z;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1828"/>
        <location filename="../qt/ui_material_editor.h" line="2984"/>
        <source>sqrd</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1841"/>
        <location filename="../qt/ui_material_editor.h" line="2986"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;color_z  = z.z   *  scale_z ;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;colorValue = color_x + color_y + color_z;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1866"/>
        <location filename="../qt/ui_material_editor.h" line="2990"/>
        <source>z.x * scale:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1885"/>
        <location filename="../qt/ui_material_editor.h" line="2992"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;As these functions are simply iteration based, they will produce sharp changes in color based on the iteration count at termination.&lt;/p&gt;&lt;p&gt;Adjusting the color speed may be required, depending on the size of the fractal and location.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1888"/>
        <location filename="../qt/ui_material_editor.h" line="2994"/>
        <source>color&amp;Value iteration components</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1930"/>
        <location filename="../qt/ui_material_editor.h" line="2996"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;colorValue += addValue * ( i - startIter);&lt;/p&gt;&lt;p&gt;An addValue of 1.0 equals one whole color step along the palette, at default color speed of 1.0.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1981"/>
        <location filename="../qt/ui_material_editor.h" line="3001"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;colorValue *=  1.0 +   ( scale * ( i  -  startIter));&lt;/p&gt;&lt;p&gt;This function will not work on its own, it always needs some other component supplying a range of colorValues.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_material_editor.h" line="3005"/>
        <source>start function at iteration:</source>
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        <location filename="../qt/ui_material_editor.h" line="3006"/>
        <source>Final ColorValue Controls</source>
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        <location filename="../qt/ui_material_editor.h" line="3008"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;These options deform the Final ColorValues derived from the previous functions.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Palette deformin&amp;g options</source>
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        <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>
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        <source>addition curv&amp;e function</source>
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        <source>spread factor:</source>
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        <source>maximum add:</source>
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        <source>start value:</source>
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        <source>paraboli&amp;c function</source>
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        <source>parab scale:</source>
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        <source>t&amp;rig function</source>
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        <source>cosine add:</source>
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        <source>cosine period:</source>
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        <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>
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        <source>roun&amp;d</source>
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        <source>round scale</source>
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        <source>min colorValue</source>
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        <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>
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        <source>max colorValue</source>
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        <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>
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    <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>
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        <location filename="../qt/ui_material_editor.h" line="3075"/>
        <source>Use color texture from an &amp;image</source>
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        <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>
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        <source>Shading</source>
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        <source>(effect of angle of incidence of light)</source>
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        <source>Specular highlight</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Plastic specular reflection has color defined by &lt;span style=&quot; font-style:italic;&quot;&gt;Specular highlight color&lt;/span&gt; and depends on light source color. Surface color doesn&apos;t affect specular reflection color.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Plastic specular reflection</source>
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        <source>Specular highlight brightness:</source>
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        <source>Specular highlight width:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Metallic specular reflection has color defined by &lt;span style=&quot; font-style:italic;&quot;&gt;Specular highlight color&lt;/span&gt; and depends on light source color and surface color.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Metallic specular reflection</source>
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        <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>
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        <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>
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        <source>Roughness</source>
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        <location filename="../qt/ui_material_editor.h" line="3134"/>
        <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>
        <translation type="unfinished"></translation>
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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>
        <translation type="unfinished"></translation>
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        <source>Rough surface</source>
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        <source>Roughness:</source>
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        <location filename="../qt/ui_material_editor.h" line="3144"/>
        <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>
        <translation type="unfinished"></translation>
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        <source>Use roughness map texture</source>
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        <location filename="../qt/ui_material_editor.h" line="3154"/>
        <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>
        <translation type="unfinished"></translation>
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        <location filename="../qt/ui_material_editor.h" line="3156"/>
        <source>Iridescence</source>
        <translation type="unfinished"></translation>
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        <location filename="../qt/ui_material_editor.h" line="3160"/>
        <source>Subsurface relative thickness</source>
        <translation type="unfinished"></translation>
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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>
        <translation type="unfinished"></translation>
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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>
        <translation type="unfinished"></translation>
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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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        <location filename="../qt/ui_material_editor.h" line="3182"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use an image as a texture for luminosity effect.&lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - luminosity texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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        <location filename="../qt/ui_material_editor.h" line="3188"/>
        <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>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/material_editor.ui" line="3637"/>
        <location filename="../qt/ui_material_editor.h" line="3195"/>
        <source>Reflections and refraction</source>
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        <location filename="../qt/ui_material_editor.h" line="3197"/>
        <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>Transparency of volume:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Displacement map technique uses texture to cause an effect where the actual geometric position of points over the textured surface are displaced. It gives the surfaces a greater sense of depth and detail, permitting self-shadowing. In contrast to normal mapping, it deforms object surface.&lt;/p&gt;&lt;p&gt;Example displacement map texture (in most cases it can be the same as for bump maps). Brighter pixels will give bigger embossing of surface.&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/displacement_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;p&gt;Example result:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - displacement map.jpg&quot;/&gt;&lt;/p&gt;&lt;p&gt;Note: displacement map doesn&apos;t work with cubic mapping of texture.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;De Displacement-map-techniek gebruikt een textuur om een effect te creëren waarbij de huidige geometrische positie van punten over het getextureerde oppervlak wordt verplaatst. Als eigenschaduw aanwezig is geeft dit het oppervlak meer diepte en detail. In tegenstelling tot de normale mapping deformeert deze optie het oppervlak.&lt;/p&gt;&lt;p&gt;Voorbeeld van een displacement map textuur (iin de meeste gevallen kan eenzelfde worden gebruikt als voor bump-mapping). Lichte pixels geven een groter effect .&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/displacement_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;p&gt;Resultaat van dit voorbeeld:&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;Opmerking: displacement- map werkt niet samen met kubisch mapping van een textuur.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Use displacement &amp;map texture</source>
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        <source>Displacement height:</source>
        <translation>Displacement hoogte:</translation>
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        <source>Texture path:</source>
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Pad naar de afbeelding voor displacement map-textuur&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Height of displacement. Height is in the same units as object sizes.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Hoogte van de verplaatsing. In dezelfde eenheid als objectgroottes.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Size of specular highlights&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;width 0.1&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;width 1.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;width 5.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - specular highlight width 0.1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - specular highlight width 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - specular highlight width 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Grootte van spiegelende 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;breedte 0.1&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;breedte 1.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;breedte 5.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - specular highlight width 0.1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - specular highlight width 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - specular highlight width 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Diffusion texture controls the amount and color of reflected light. It also controls the intensity and width of the specular reflections.&lt;/p&gt;&lt;p&gt;Areas with brighter colors will reflect more light, the specular reflection will be brighter and the size
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;De diffusie-textuur regelt de hoeveelheid en kleur van gereflecteerd licht. Zij regelt ook de intensiteit en breedte van de spiegelende reflecties.&lt;/p&gt;&lt;p&gt;Gebieden met lichte kleuren reflecteren meer licht, de spiegelende reflectie zal helderder zijn en de grootte van de spiegelende reflecties wordt kleiner (simuleert een gepolijst oppervlak).&lt;/p&gt;&lt;p&gt;Donkere gebieden reflecteren geen licht en de spiegelende reflecties zullen donker en breed zijn (simuleert een ruw oppervlak). &lt;/p&gt;&lt;p&gt;Voorbeeld:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - diffusion texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Texture intensity:</source>
        <translation>Intensiteit textuur:</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to image with diffusion texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Pad naar de afbeelding met diffusie-textuur&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Brightness of diffusion texture. Higher value will simulate more polished surface.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Helderheid van de diffusie-textuur. Hogere waarden simuleren een meer gepolijst oppervlak.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Transparency of fractal interior. Thicker parts of the object will appear less transparent than thinner parts.&lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab&lt;/p&gt;&lt;p&gt;Examples for yellow color of volume&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;transparency 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;transparency 0.8&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;transparency 1.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of volume 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of volume 0.8.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Transparentie van het fractal-interieur. Dikkere delen van het object schijnen minder door dan dunnere.&lt;/p&gt;&lt;p&gt;Om dit effect in te schakelen, activeer ray-traced reflecties op de &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt;-tab&lt;/p&gt;&lt;p&gt;Voorbeelden van een gele volumekleur&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;transparantie 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;transparantie 0.8&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;transparantie 1.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of volume 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of volume 0.8.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Luminosity:</source>
        <translation>Luminositeit:</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Transparency of fractal surface. &lt;/p&gt;&lt;p&gt;This effect simulates glass or another refractive materials. If this effect is applied of fractal object, there is recommended to decrease &apos;maximum number of iterations&apos; to as low value as it will not decrease image quality (to e.g. about 20). Then the rendering will be much faster.&lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab &lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;transparency 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;transparency 0.8&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;transparency 1.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 0.8.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Transparentie van het fractal-oppervlak. &lt;/p&gt;&lt;p&gt;Dit effect simuleert glas of andere refractieve oppervlakken. Wanneer dit effect is toegepast op een fractal-object wordt aangeraden het &apos;maximum aantal fractal-iteraties&apos; zo laag mogelijk (b.v. 20) te maken daar dit de beeldkwaliteit niet beïnvloedt. Daardoor wordt het renderen veel sneller.&lt;/p&gt;&lt;p&gt;Om dit effect in te schakelen, activeer ray-traced reflecties op de &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;transparantie 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;transparantie 0.8&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;transparantie 1.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 0.8.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Shading:</source>
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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 color palette. &lt;/p&gt;&lt;p&gt;This option works only for fractal objects. For primitive objects it will be ignored.&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;palette off&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;palette on&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colouring enabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Activeert kleuren van het fractal-oppervlak d.m.v. wiskundie algoritmen en kleurpaletten. &lt;/p&gt;&lt;p&gt;Dit werkt alleen voor fractal-objecten. Voor primitieve objecten wordt het genegeerd.&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 aan&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;palette uit&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colouring enabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Coloring algorithm:</source>
        <translation>Kleur-algoritme:</translation>
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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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        <location filename="../qt/ui_material_editor.h" line="2827"/>
        <source>Color speed:</source>
        <translation>Kleur-snelheid:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Random seed for palette generator&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Random seed voor de palette-generator&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Saturation:</source>
        <translation type="vanished">Saturatie:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Saturation of colors in random color palette &lt;/p&gt;&lt;p&gt;To apply changes of saturation, click on &lt;span style=&quot; font-style:italic;&quot;&gt;Generate new random palette&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Kleursaturatie in random kleurpalet &lt;/p&gt;&lt;p&gt;Om de saturatie aan te passen klik op &lt;span style=&quot; font-style:italic;&quot;&gt;Genereer nieuw random palet&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Cyclic palette of colors which is used to color fractal surface.&lt;/p&gt;&lt;p&gt;To edit palette click on chosen color.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Cyclisch kleurpalet om het fractal-oppervlak te kleuren.&lt;/p&gt;&lt;p&gt;Om het palet aan te passen klik op een kleur.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color palette speed sets frequency of color changing&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;speed 0.3&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;speed 1.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;speed 5.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colour speed 0.3.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colouring enabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colour speed 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Snelheid van het kleurpalet geeft de frequentie van kleurverandering aan&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;snelheid 0.3&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;snelheid 1.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;snelheid 5.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colour speed 0.3.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colouring enabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colour speed 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Grab color palette from selected picture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Kleurenpalet ophalen uit geselecteerde afbeelding&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Grab colors from image...</source>
        <translation type="vanished">Kleur uit afbeelding...</translation>
    </message>
    <message>
        <source>Palette size:</source>
        <translation type="vanished">Paletgrootte:</translation>
    </message>
    <message>
        <source>Palette:
(click to edit)</source>
        <translation type="vanished">Palet:
(klik voor bewerken)</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="438"/>
        <location filename="../qt/ui_material_editor.h" line="2828"/>
        <source>Palette offset:</source>
        <translation>Palet-offset:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Number of colors used in color palette.&lt;/p&gt;&lt;p&gt;To apply changes of palette size, click on &lt;span style=&quot; font-style:italic;&quot;&gt;Generate new random palette&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Aantal kleuren in kleurpalet &lt;/p&gt;&lt;p&gt;Om de paletgrootte aan te passen klik op &lt;span style=&quot; font-style:italic;&quot;&gt;Genereer nieuw random palet&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Generate palette from  random seed.&lt;/p&gt;&lt;p&gt;This applies changes to palette size and color saturation.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Genereert palet van random seed.&lt;/p&gt;&lt;p&gt;Dit past veranderingen in paletgrootte en kleursaturatie toe.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Generate new random palette</source>
        <translation type="vanished">Genereer nieuw random palet</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Generate new random seed and palette&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Genereer nieuw random seed en palet&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="44"/>
        <location filename="../qt/ui_material_editor.h" line="2780"/>
        <source>Randomize</source>
        <translation>Randomiseer</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Shift of color palette&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Verschuiving van kleurpalet&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="445"/>
        <location filename="../qt/ui_material_editor.h" line="2829"/>
        <source>Orbit trap
sphere radius:</source>
        <translation>Orbit trap
bol-radius:</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="627"/>
        <location filename="../qt/material_editor.ui" line="4492"/>
        <location filename="../qt/material_editor.ui" line="4598"/>
        <location filename="../qt/ui_material_editor.h" line="2858"/>
        <location filename="../qt/ui_material_editor.h" line="3307"/>
        <location filename="../qt/ui_material_editor.h" line="3323"/>
        <source>y:</source>
        <translation></translation>
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    <message>
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        <location filename="../qt/material_editor.ui" line="4469"/>
        <location filename="../qt/material_editor.ui" line="4614"/>
        <location filename="../qt/ui_material_editor.h" line="2838"/>
        <location filename="../qt/ui_material_editor.h" line="3305"/>
        <location filename="../qt/ui_material_editor.h" line="3324"/>
        <source>z:</source>
        <translation></translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection between different coloring algorithms based on orbit trap calculation.&lt;/p&gt;&lt;p&gt;- Standard: orbit trap defined as a point at origin&lt;/p&gt;&lt;p&gt;- orbit trap: z.Dot(point): orbit trap defined as point at actual calculated fractal coordinates&lt;/p&gt;&lt;p&gt;- orbit trap: Sphere: orbit trap defined as a sphere surface&lt;/p&gt;&lt;p&gt;- orbit trap: Cross: orbit trap defined as a cross&lt;/p&gt;&lt;p&gt;- orbit trap: Line: orbit trap defined as a line in given direction&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Keuze tussen verschillende kleur-algoritmes gebaseerd op orbit trap-berekening.&lt;/p&gt;&lt;p&gt;- Standaard: orbit trap gedefiniëerd als punt op de oorsprong van het coördinatenstelsel&lt;/p&gt;&lt;p&gt;- orbit trap: z.Dot(punt): orbit trap gedefiniëerd als punt op actueel berekende fractal-coördinaten&lt;/p&gt;&lt;p&gt;- orbit trap: Bol: orbit trap gedefiniëerd als boloppervlak&lt;/p&gt;&lt;p&gt;- orbit trap: Kruis: orbit trap gedefiniëerd als een kruis&lt;/p&gt;&lt;p&gt;- orbit trap: Lijn: orbit trap gedefiniëerd als een lijn in een gegeven richting&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="599"/>
        <location filename="../qt/ui_material_editor.h" line="2849"/>
        <source>Standard</source>
        <translation>Standaard</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="604"/>
        <location filename="../qt/ui_material_editor.h" line="2850"/>
        <source>orbit trap: z.Dot(point)</source>
        <translation>orbit trap: z.Dot(punt)</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="609"/>
        <location filename="../qt/ui_material_editor.h" line="2851"/>
        <source>orbit trap: Sphere</source>
        <translation>orbit trap: Bol</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="614"/>
        <location filename="../qt/ui_material_editor.h" line="2852"/>
        <source>orbit trap: Cross</source>
        <translation>orbit trap: Kruis</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="619"/>
        <location filename="../qt/ui_material_editor.h" line="2853"/>
        <source>orbit trap: Line</source>
        <translation>orbit trap: Lijn</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Radius of sphere in orbit trap algorithm for coloring&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Bolradius in orbit trap-algoritme voor kleuring&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="492"/>
        <location filename="../qt/material_editor.ui" line="4508"/>
        <location filename="../qt/material_editor.ui" line="4524"/>
        <location filename="../qt/ui_material_editor.h" line="2837"/>
        <location filename="../qt/ui_material_editor.h" line="3308"/>
        <location filename="../qt/ui_material_editor.h" line="3309"/>
        <source>x:</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="723"/>
        <location filename="../qt/ui_material_editor.h" line="2872"/>
        <source>Orbit trap line
direction vector:</source>
        <translation>Orbit trap-lijn
richtings-vector:</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2874"/>
        <location filename="../qt/ui_material_editor.h" line="3097"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of specular highlights&lt;/p&gt;&lt;p&gt;example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - specular highlight color.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Kleur van spiegelende highlights&lt;/p&gt;&lt;p&gt;voorbeeld:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - specular highlight color.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2663"/>
        <location filename="../qt/material_editor.ui" line="2877"/>
        <location filename="../qt/material_editor.ui" line="3498"/>
        <location filename="../qt/material_editor.ui" line="3736"/>
        <location filename="../qt/material_editor.ui" line="3922"/>
        <location filename="../qt/material_editor.ui" line="3977"/>
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        <location filename="../qt/ui_material_editor.h" line="3099"/>
        <location filename="../qt/ui_material_editor.h" line="3174"/>
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        <source>PushButton</source>
        <translation>Drukknop</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of surface of object. This color is used when &apos;Use colors from palette&apos; is off or when material is applied on non-fractal object.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Oppervlak-kleur van object. Deze kleur wordt gebruikt wanneer &apos;Gebruik paletkleuren&apos; is uitgeschakeld of wanneer een materiaal is gebruikt op een non-fractal-object.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of luminosity of selected color.&lt;/p&gt;&lt;p&gt;Note: luminosity effect doesn&apos;t illuminate near objects.&lt;/p&gt;&lt;p&gt;Example of luminosity effect:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - luminosity.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensiteit van de luminositeit van de gekozen kleur.&lt;/p&gt;&lt;p&gt;Opmerking: het luminositeits-effect verlicht geen objecten dichtbij.&lt;/p&gt;&lt;p&gt;Voorbeeld van het luminositeits-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;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="3896"/>
        <location filename="../qt/ui_material_editor.h" line="3222"/>
        <source>Transparency of surface:</source>
        <translation>Oppervlakte-transparantie:</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="3482"/>
        <location filename="../qt/ui_material_editor.h" line="3170"/>
        <source>Luminosity color:</source>
        <translation>Luminositeits-kleur:</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2670"/>
        <location filename="../qt/ui_material_editor.h" line="3071"/>
        <source>Single color:</source>
        <translation>Uni:</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="3756"/>
        <location filename="../qt/ui_material_editor.h" line="3211"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of light reflection effect&lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab or environment mapping&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;reflectance 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;reflectance 0.8&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;reflectance 1.0 (perfect reflection)&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance 0.8.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensiteit van het lichtreflectie-effect&lt;/p&gt;&lt;p&gt;Om dit effect toe te passen schakelt u ray-traced reflecties in op de &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt;-tab of omgevings-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;reflectie 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;reflectie 0.8&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;reflectie 1.0 (perfecte reflectie)&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance 0.8.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2814"/>
        <location filename="../qt/ui_material_editor.h" line="3090"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;angle of incidence effects intensity&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;shading 0.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;shading 1.0 &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shading 0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shading 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensiteit van het incidentie-hoek-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;shading 0.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;shading 1.0 &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shading 0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shading 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="3991"/>
        <location filename="../qt/ui_material_editor.h" line="3242"/>
        <source>Color of volume:</source>
        <translation>Volume-kleur:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of luminosity effect.&lt;/p&gt;&lt;p&gt;Note: luminosity effect doesn&apos;t illuminate near objects.&lt;/p&gt;&lt;p&gt;Example of luminosity effect:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - luminosity.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Kleur van het luminositeits-effect&lt;/p&gt;&lt;p&gt;Opmerking: het luminositeits-effect verlicht geen objecten dichtbij.&lt;/p&gt;&lt;p&gt;Voorbeeld van het luminositeits-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;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Index of refraction of material. It has influence on transparent objects and on non-transparent reflective objects. It affects the calculation in Fresnel&apos;s equations. &lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab&lt;/p&gt;&lt;p&gt;Example values: vacuum 1.0; glass.1.5; water 1.35; diamond 2.41&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;index of refraction 1.0 (gas or vacuum)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;index of refraction 1.5 (glass)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;index of refraction 2.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency index of refraction 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency index of refraction 1.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency index of refraction 2.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Refractie-index van het materiaal. Dit heeft invloed op transparante objecten en op niet-transparante weerspiegelende objecten. Het heeft effect op de berekening van Fresnel&apos;s vergelijkingen. &lt;/p&gt;&lt;p&gt;Om dit effect toe te passen schakelt u ray-traced reflecties in op de &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt;-tab&lt;/p&gt;&lt;p&gt;Voorbeeldwaarden: vacuum 1.0; glas.1.5; water 1.35; diamant 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;refractie-index 1.0 (gas of vacuum)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;refractie-index 1.5 (glas)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;refractie-index 2.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency index of refraction 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency index of refraction 1.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency index of refraction 2.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="3673"/>
        <location filename="../qt/ui_material_editor.h" line="3200"/>
        <source>Index of refraction:</source>
        <translation>Refractie-index:</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2679"/>
        <location filename="../qt/ui_material_editor.h" line="3073"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use image file as color texture.&lt;/p&gt;&lt;p&gt;Color texture is mixed with &apos;Single Color&apos; (if palette is off) or &apos;Palette&apos; (if palette is on). &lt;/p&gt;&lt;p&gt;example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - color texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Gebruik een afbeeldingsbestand als kleur-textuur.&lt;/p&gt;&lt;p&gt;De kleur-textuur word gemengd met &apos;Uni&apos; (wanneer het palet is uitgeschakeld) of &apos;Palet&apos; (wanneer het palet is ingeschakeld). &lt;/p&gt;&lt;p&gt;voorbeeld:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - color texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Use colo&amp;r texture from an image</source>
        <translation type="vanished">Gebruik kleu&amp;r en textuur van afbeelding</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to image with color texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Pad naar de afbeelding met kleur-textuur&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2744"/>
        <location filename="../qt/ui_material_editor.h" line="3082"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Contrast of color texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Contrast van de kleur-textuur&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;If enabled the reflectance is calculated from Fresnel&apos;s equations. In other words reflectance depends on angle of incidence of ray.&lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Fresnel&apos;s equations off&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Fresnel&apos;s equations on&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance fresnel off.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance fresnel.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Wanneer dit is ingeschakeld wordt de reflectie berekend met Fresnel&apos;s vergelijkingen. In andere woorden, reflectie is afhankelijk van de hoek van de ray-incidentie.&lt;/p&gt;&lt;p&gt;Om dit effect toe te passen schakelt u ray-traced reflecties in op de &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 vergelijkingen uit&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Fresnel&apos;s vergelijkingen aan&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance fresnel off.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance fresnel.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="3664"/>
        <location filename="../qt/ui_material_editor.h" line="3199"/>
        <source>Fresnel&apos;s equations for reflectance</source>
        <translation>Fresnel&apos;s reflectie-vergelijkingen</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="4207"/>
        <location filename="../qt/ui_material_editor.h" line="3268"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Normal mapping is a technique used for faking the lighting of bumps and dents – an implementation of bump mapping. Normal map texture changes locally the direction of the surface normal vector, (i.e. &lt;span style=&quot; text-decoration: underline;&quot;&gt;simulates&lt;/span&gt; local changes of the surface angle). It causes changes to the way that the light is reflected or diffused. Normal maps do not deform the object surface, but just give the appearance of deformation.&lt;/p&gt;&lt;p&gt;Normal map textures uses color components to define the direction of the deflection of a normal vector. Red represents X axis, green represents Y axis and blue represents Z axis. &lt;/p&gt;&lt;p&gt;Normal maps can be derived from height maps (bumpmaps)&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Example normal map texture:&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Example height map&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/normal_map_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/displacement_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;Example object with normal map texture:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - normal map texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Normal-mapping is een techniek voor het simuleren van de verlichting van deuken en bobbels - een implementatie van bump-mapping. Normal-map-texturen veranderen locaal de richting van de oppervlak-normal-vector, (i.e.het &lt;span style=&quot; text-decoration: underline;&quot;&gt;simuleren&lt;/span&gt; locale veranderingen van de oppervlak-hoek). Het veroorzaakt veranderingen in de manier waarop licht gereflecteerd of verspreid wordt. Normal-maps deformeren het oppervlak niet maar geven alleen de illusie van een deformatie.&lt;/p&gt;&lt;p&gt;Normal-map-texturen gebruiken kleurcomponenten voor het definiëren van de richting van de deflectie van een normal-vector. Rood representeerd de x-as, groen de y-as en blauw de z-as. &lt;/p&gt;&lt;p&gt;Normal-maps kunnen gecreëerd worden uit heightmaps (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;Voorbeeld normal map textuur:&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Voorbeeld heightmap&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;Voorbeeld object met normal-map-textuur:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - normal map texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Use normal map &amp;texture</source>
        <translation type="vanished">Gebruik normal map-&amp;textuur</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to image with normal map texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Pad naar de afbeelding met normal map-textuur&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="3349"/>
        <location filename="../qt/material_editor.ui" line="4246"/>
        <location filename="../qt/ui_material_editor.h" line="3157"/>
        <location filename="../qt/ui_material_editor.h" line="3273"/>
        <source>Intensity:</source>
        <translation>Intensiteit:</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="4253"/>
        <location filename="../qt/ui_material_editor.h" line="3275"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of bumps.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensiteit van bumps&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables the use of greyscale heightmaps as bump maps like on the image below. The bump map is internally converted to a normal map. &lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/displacement_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;p&gt;This texture can give the following result:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - normal map texture from bumpmap.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Activeert het gebruik van heightmaps in grijstinten als bumpmap zoals in de afbeelding hier onder. De bumpmap wordt intern geconverteerd naar een 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;Een dergelijke textuur kan het volgende resultaat geven:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - normal map texture from bumpmap.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="4276"/>
        <location filename="../qt/ui_material_editor.h" line="3283"/>
        <source>Normal map derived from greyscale bump map</source>
        <translation>Normal-map gegenereerd van bumpmap in grijstinten</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="4283"/>
        <location filename="../qt/ui_material_editor.h" line="3285"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;There are two standards of normal maps. The difference between them is in the direction of the Y component of the normal vector. Visually when the Y component is swapped then the green component of the texture is inverted.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;standard&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;inverted&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/normal_map_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/normal_map_texture_g_inv.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;To recognize which standard it is, check how the colors are located on the convex part of the texture.&lt;/p&gt;&lt;p&gt;Standard:   top left corner - green,  bottom right- red&lt;/p&gt;&lt;p&gt;Inverted:    bottom left corner - green,  right top - red&lt;/p&gt;&lt;p&gt;If you use inverted texture, then this check box should be ticked.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Er zijn twee types normal-maps. Het verschil zit in de richting van de y-component van de normal-vector. Een omgewisselde y-component is zichtbaar als een geïnverteerde groene componentvan de textuur.&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;standaard&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;geïnverteerd&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;Voor het herkennen van het type kijk hoe de kleuren zijn geplaatst op een convex gedeelte van de textuur.&lt;/p&gt;&lt;p&gt;Standaard:    linker bovenhoek - groen,  rechter onderhoek- rood&lt;/p&gt;&lt;p&gt;Geïnverteerd:    linker onderhoek - groen,  rechter bovenhoek - rood&lt;/p&gt;&lt;p&gt;Als u een geïnverteerde textuur gebruikt, activeer deze optie.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="4286"/>
        <location filename="../qt/ui_material_editor.h" line="3287"/>
        <source>Invert green (Y+ / Y-)</source>
        <translation>Inverteer groen (Y+ / Y-)</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="3919"/>
        <location filename="../qt/ui_material_editor.h" line="3228"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of interior of transparent objects.&lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Kleur voor het interieur van transparante objecten.&lt;/p&gt;&lt;p&gt;Om dit effect toe te passen schakelt u ray-traced reflecties in op de &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt;-tab&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use image as a texture for luminosity effect.&lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - luminosity texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Gebruik afbeelding als textuur voor het luminositeits-effect.&lt;/p&gt;&lt;p&gt;Voorbeeld:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - luminosity texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="3545"/>
        <location filename="../qt/ui_material_editor.h" line="3184"/>
        <source>Use luminosity te&amp;xture</source>
        <translation>Gebruik luminositeits-te&amp;xtuur</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to image with luminosity texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Pad naar de afbeelding met luminositeits-textuur&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="3607"/>
        <location filename="../qt/ui_material_editor.h" line="3191"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Brightness of luminosity texture.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Helderheid van de luminositeits-textuur.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2955"/>
        <location filename="../qt/ui_material_editor.h" line="3110"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of specular highlights&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;brightness 0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;brightness 5 &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - specularity 0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - specularity 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensiteit van de spiegelende 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;helderheid 0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;helderheid 5 &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - specularity 0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - specularity 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
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        <source>Color of reflections:</source>
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        <source>Use reflectance map texture</source>
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        <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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        <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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        <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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        <location filename="../qt/material_editor.ui" line="3909"/>
        <location filename="../qt/ui_material_editor.h" line="3224"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Apply color gradient to the volume of the object (if transparency of volume is lower than 1)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Use color gradient for interior</source>
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        <location filename="../qt/ui_material_editor.h" line="3244"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Scatters the light inside the object. It involves calculation of shadows through the volume of the object.&lt;/p&gt;&lt;p&gt;Because the effect is slow for calculation, it is recomended to decrease Maximum number of fractal iterations to a level which does not change the appearance of the objects.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Subsurface scattering</source>
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        <source>Use transparency map texture</source>
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        <source>Note: reduce Maximum number of fractal iterations to the level which will not cause changes to the objects shape. It will significantly speed up calculations.</source>
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        <location filename="../qt/ui_material_editor.h" line="3254"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Diffusion texture controls the amount and color of the reflected light. It also controls the intensity and width of the specular reflections.&lt;/p&gt;&lt;p&gt;Areas with brighter colors will reflect more light, the specular reflection will be brighter and the size of the specular reflections will be smaller (i.e. simulates polished surface.)&lt;/p&gt;&lt;p&gt;Dark areas will not reflect light, and the specular reflections will be dark and wide (i.e. simulates a rough surface). &lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - diffusion texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Use diffusion &amp;texture</source>
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        <location filename="../qt/ui_material_editor.h" line="3260"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to the image to be used for diffusion texture&lt;/p&gt;&lt;p&gt;To use animated textures (image sequences), replace numbers by &apos;%&apos; symbol. Example: If sequence of images is as showed below: &lt;br/&gt;texture0001.jpg&lt;br/&gt;texture0002.jpg&lt;br/&gt;etc&lt;/p&gt;&lt;p&gt;Then use following file name: texture%%%%.jpg&lt;br/&gt;This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Use normal &amp;map texture</source>
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        <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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        <source>Texture mapping</source>
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        <source>Fractalize texture</source>
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        <source>Map texture to fractal shape using algorithm basing on orbit traps</source>
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        <source>start orbit trap at iteration:</source>
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        <source>Orbit trap cube size</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Geometry of texture mapping&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Planar - texture is mapped as a 2D plane&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Spherical - texture is mapped as a sphere around the object center&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - planar mapping.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - spherical mapping.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Cylindrical - texture is mapped as a cylinder around the object axis&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Cubic - texture is mapped in accordance with the surface direction of a cube.&lt;br/&gt;Note: this mapping cannot be used with a displacement map &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - cylindrical mapping.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - cubic mapping.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Texture
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Position of the center of the texture. Position is relative to the texture size.&lt;/p&gt;&lt;p&gt;Note: size of texture is always 1 x 1 x 1.&lt;/p&gt;&lt;p&gt;Example of changed texture center [0.3, 0.3, 0.0] &lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - cubic mapping - center 0.3 0.3 0.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/material_editor.ui" line="4815"/>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotation of the texture relative to the object orientation.&lt;/p&gt;&lt;p&gt;Example of rotated texture&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - planar mapping - rotated.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotatie van de textuur relatief tot de object-oriëntatie.&lt;/p&gt;&lt;p&gt;Voorbeeld van een geroteerde textuur&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - planar mapping - rotated.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Mapping type:</source>
        <translation>Mapping-type:</translation>
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        <source>Texture center:
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Position of center of the texture. Position is relative to texture size.&lt;/p&gt;&lt;p&gt;Note: size of texture is always 1 x 1 x 1.&lt;/p&gt;&lt;p&gt;Example of changed texture center [0.3, 0.3, 0.0] &lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - cubic mapping - center 0.3 0.3 0.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Positie van het centrum van de textuur. Positie is relatief tot textuurgrootte.&lt;/p&gt;&lt;p&gt;Opmerking: textuurgrootte is altijd 1 x 1 x 1.&lt;/p&gt;&lt;p&gt;Voorbeeld voor een aangepast textuurcentrum [0.3, 0.3, 0.0] &lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - cubic mapping - center 0.3 0.3 0.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/material_editor.ui" line="4732"/>
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        <location filename="../qt/ui_material_editor.h" line="3340"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Position of center of the texture. Position is relative to object size.&lt;/p&gt;&lt;p&gt;Note: object size of fractal object is always 1 x 1 x 1.&lt;/p&gt;&lt;p&gt;Example of changed texture center [0.3, 0.3, 0.0] &lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - cubic mapping - center 0.3 0.3 0.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Positie van het centrum van de textuur. Positie is relatief tot objectgrootte.&lt;/p&gt;&lt;p&gt;Opmerking: objectgrootte van een fractal-object is altijd 1 x 1 x 1.&lt;/p&gt;&lt;p&gt;Voorbeeld voor een aangepast textuurcentrum [0.3, 0.3, 0.0] &lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - cubic mapping - center 0.3 0.3 0.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <source>Texture scale:
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        <source>Path to log file:</source>
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        <source>Retrieve default materials in material folder</source>
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        <location filename="../qt/ui_preferences_dialog.h" line="1707"/>
        <source>Use constant depth range</source>
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        <source>single</source>
        <translation type="unfinished"></translation>
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        <source>OpenCL ena&amp;ble</source>
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        <source>This will offload the rendering to an OpenCL device (GPU, CPU, Accelerator Card).</source>
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        <source>double</source>
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        <source>Memory Limit:</source>
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        <source>Image Settings</source>
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        <source>These settings affect &quot;Save as JPG/PNG/EXR/TIFF&quot; actions
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        <location filename="../qt/ui_preferences_dialog.h" line="1683"/>
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        <source>Image Channel</source>
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        <location filename="../qt/preferences_dialog.ui" line="913"/>
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        <source>Alpha</source>
        <translation></translation>
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        <source>Z Buffer</source>
        <translation></translation>
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        <source>Z-buffer options</source>
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        <source>Invert z-buffer</source>
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        <source>Logarithmic scale</source>
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        <source>Op&amp;tional Image Channels</source>
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        <source>Specular</source>
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        <source>World</source>
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        <source>Diffuse</source>
        <translation type="unfinished"></translation>
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        <source>World Normal</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The generated image layers can be used to generate &lt;/p&gt;&lt;p&gt;a &lt;span style=&quot; font-weight:600;&quot;&gt;3d model&lt;/span&gt; for various applications.&lt;/p&gt;&lt;p&gt;A possible workflow to work with these images:&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Program&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Input&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Output&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Mandelbulber&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;---&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;image layers&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;a href=&quot;http://fiji.sc/&quot;&gt;&lt;span style=&quot; font-weight:600; text-decoration: underline; color:#0000ff;&quot;&gt;FIJI&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;image layers&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;3D model&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;a href=&quot;http://meshlab.sourceforge.net/&quot;&gt;&lt;span style=&quot; font-weight:600; text-decoration: underline; color:#0000ff;&quot;&gt;Meshlab&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;3D model&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;optimized 3D model&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Online 3d print service&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;optimized 3D model&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;printed model&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The generated image layers can be used to generate &lt;/p&gt;&lt;p&gt;a &lt;span style=&quot; font-weight:600;&quot;&gt;3d model&lt;/span&gt; for various applications.&lt;/p&gt;&lt;p&gt;A possible workflow to work with these images:&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Program&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Input&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Output&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Mandelbulber&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;---&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;image layers&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;a href=&quot;http://fiji.sc/&quot;&gt;&lt;span style=&quot; font-weight:600; text-decoration: underline; color:#0000ff;&quot;&gt;FIJI&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;image layers&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;3D model&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;a href=&quot;http://meshlab.sourceforge.net/&quot;&gt;&lt;span style=&quot; font-weight:600; text-decoration: underline; color:#0000ff;&quot;&gt;Meshlab&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;3D model&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;optimized 3D model&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Online 3d print service&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;optimized 3D model&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;printed model&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;Here
 are some good articles on this topic:&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;http://henri-hebeisen.com/tag/mandelbulb&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#0000ff;&quot;&gt;http://henri-hebeisen.com/tag/mandelbulb&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;http://www.instructables.com/id/Create-a-3D-printed-3D-fractal/&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#0000ff;&quot;&gt;http://www.instructables.com/id/Create-a-3D-printed-3D-fractal/&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;De gegenereerde voxel-lagen kunnen worden gebruikt voor het creëren van een &lt;/p&gt;&lt;p&gt;a &lt;span style=&quot; font-weight:600;&quot;&gt;3D-model&lt;/span&gt; voor diverse applicaties.&lt;/p&gt;&lt;p&gt;Een mogelijke werkstroom met deze afbeeldingen:&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Programma&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Input&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Output&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Mandelbulber&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;---&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;voxel-lagen&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;a href=&quot;http://fiji.sc/&quot;&gt;&lt;span style=&quot; font-weight:600; text-decoration: underline; color:#0000ff;&quot;&gt;FIJI&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;voxel-lagen&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;3D-model&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;a href=&quot;http://meshlab.sourceforge.net/&quot;&gt;&lt;span style=&quot; font-weight:600; text-decoration: underline; color:#0000ff;&quot;&gt;Meshlab&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;3D-model&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;geöptimaliseerd 3D-model&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Online 3D-print service&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;geöptimaliseerd 3D-model&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;geprint model&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;Hier vindt u een aantal goede artikelen over dit onderwerp (in het Engels):&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;http://henri-hebeisen.com/tag/mandelbulb&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#0000ff;&quot;&gt;http://henri-hebeisen.com/tag/mandelbulb&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;http://www.instructables.com/id/Create-a-3D-printed-3D-fractal/&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#0000ff;&quot;&gt;http://www.instructables.com/id/Create-a-3D-printed-3D-fractal/&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/voxel_export_dialog.cpp" line="142"/>
        <source>Select path for slice images</source>
        <translation>Kies pad voor afbeeldingen van voxel-lagen</translation>
    </message>
</context>
<context>
    <name>cWaveFormView</name>
    <message>
        <location filename="../qt/wave_form_view.cpp" line="165"/>
        <source>Not able to load audio file!</source>
        <translation type="unfinished"></translation>
    </message>
</context>
<context>
    <name>main</name>
    <message>
        <location filename="../src/command_line_interface.cpp" line="67"/>
        <source>Mandelbulber is an easy to use, handy application designed to help you render 3D Mandelbrot fractals called Mandelbulb and some other kind of 3D fractals like Mandelbox, Bulbbox, Juliabulb, Menger Sponge</source>
        <translation>Mandelbulber is een eenvoudig te gebruiken handige applicatie ontwikkeld om u te helpen 3D-Mandelbrot-fractals en andere 3D-fractals te renderen zoals Mandelbox, Bulbbox, Juliabulb en Menger Sponge</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="76"/>
        <source>Starts the program without a GUI.</source>
        <translation>Start het programma zonder grafische gebruikersinterface.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="79"/>
        <source>Renders keyframe animation.</source>
        <translation>Rendert de keyframe-animatie.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="82"/>
        <source>Renders flight animation.</source>
        <translation>Rendert de vlucht-animatie.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="85"/>
        <source>Never delete data, instead Exit CLI application.</source>
        <translation>Nooit data verwijderen, in plaats daarvan client-applicatie verlaten.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="88"/>
        <source>Starts rendering from frame number &lt;N&gt;.</source>
        <translation>Start renderen bij frame-nummer &lt;N&gt;.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="89"/>
        <location filename="../src/command_line_interface.cpp" line="93"/>
        <location filename="../src/command_line_interface.cpp" line="127"/>
        <location filename="../src/command_line_interface.cpp" line="140"/>
        <location filename="../src/command_line_interface.cpp" line="148"/>
        <location filename="../src/command_line_interface.cpp" line="153"/>
        <source>N</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="92"/>
        <source>Stops rendering on frame number &lt;N&gt;.</source>
        <translation>Stopt renderen bij frame-nummer &lt;N&gt;.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="96"/>
        <source>&lt;KEY=VALUE&gt; overrides item &apos;&lt;KEY&gt;&apos; from settings file with new value &apos;&lt;VALUE&gt;&apos;.
Specify multiple KEY=VALUE pairs by separating with a &apos;#&apos;: &lt;KEY1=VALUE1#KEY2=VALUE2&gt;. Quote whole expression to avoid whitespace parsing issues
Override fractal parameter in the form &apos;fractal&lt;N&gt;_KEY=VALUE&apos; with &lt;N&gt; being index of fractal</source>
        <translation>&lt;KEY=VALUE&gt; overschrijft item &apos;&lt;KEY&gt;&apos; van het instellingenbestand met een nieuwe waarde &apos;&lt;VALUE&gt;&apos;.
Specificeer meerdere KEY=VALUE-paren door ze te separeren met een&apos;#&apos;: &lt;KEY1=VALUE1#KEY2=VALUE2&gt;. Citeer de hele expressie om problemen met spaties te voorkomen
Overschrijf de fractal-parameter in de vorm &apos;fractal&lt;N&gt;_KEY=VALUE&apos; waarbij &lt;N&gt; de indez van de fractal is</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="102"/>
        <source>...</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="105"/>
        <source>Lists all possible parameters &apos;&lt;KEY&gt;&apos; with corresponding default value &apos;&lt;VALUE&gt;&apos;.</source>
        <translation>Somt alle mogelijke &apos;&lt;KEY&gt;&apos;-parameters op met de bijbehorende standaard-waarden &apos;&lt;VALUE&gt;&apos;.</translation>
    </message>
    <message>
        <source>Image output format:
  jpg - JPEG format (default)
  png - PNG format
  png16 - 16-bit PNG format
  png16alpha - 16-bit PNG with alpha channel format
  exr - EXR format
  tiff - TIFF format</source>
        <translation type="vanished">Afbeeldings-outputformaat:
  jpg - JPEG-formaat (standaard)
  png - PNG-formaat
  png16 - 16-bits PNG-formaat
  png16alpha - 16-bits PNG-formaat met alpha-kanaal
  exr - EXR-formaat
  tiff - TIFF-formaat</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="109"/>
        <source>Image output format:
  jpg  - JPEG format (default)
  png  - PNG format
  exr  - EXR format
  tiff - TIFF format
 Legacy formats for still frames:
  png16 - 16-bit PNG format
  png16alpha - 16-bit PNG with alpha channel format</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="118"/>
        <location filename="../src/command_line_interface.cpp" line="184"/>
        <source>FORMAT</source>
        <translation>FORMAAT</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="121"/>
        <source>Overrides image resolution. Specify as width and height separated by &apos;x&apos;</source>
        <translation>Overschrijft de ingestelde beeldresolutie. Geef aan als hoogte en breedte gescheiden door &apos;x&apos;</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="123"/>
        <source>WxH</source>
        <translation>BxH</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="126"/>
        <source>Overrides frames per key parameter.</source>
        <translation>Overschrijft frames per keyframe-parameter.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="130"/>
        <source>Sets application as a server listening for clients.</source>
        <translation>Stelt applicatie in als server die op clients wacht.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="133"/>
        <source>Sets application as a client connected to server of given host address (Host can be of type IPv4, IPv6 and Domain name address).</source>
        <translation>Stelt applicatie in als client verbonden met server op aangeven host-adres (Host can van het type IPv4, IPv6 en Domain naam-adres zijn).</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="136"/>
        <source>N.N.N.N</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="139"/>
        <source>Sets network port number for netrender (default 5555).</source>
        <translation>Stelt netwerk-poortnummer in voor NetRender (standaard 5555).</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="143"/>
        <source>Starts program without ANSI colors, when execution on CLI.</source>
        <translation>Start het programma zonder ANSI-kleuren wanneer het wordt uitgevoerd op de client.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="147"/>
        <source>Saves rendered image(s) to this file / folder.</source>
        <translation>Slaat gerenderde afbeeldingen op naar dit bestand/deze map.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="151"/>
        <source>Specify custom system log filepath (default is: ~/.mandelbulber_log.txt).</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="156"/>
        <source>Renders all images from common queue.</source>
        <translation>Rendert alle afbeeldingen in de algemene wachtrij.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="159"/>
        <source>Runs testcases on the mandelbulber instance</source>
        <translation>Laat testcases draaien op het mandelbulber-proces</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="162"/>
        <source>Runs benchmarks on the mandelbulber instance, specify optional parameter difficulty (1 -&gt; very easy, &gt; 20 -&gt; very hard, 10 -&gt; default). When [output] option is set to a folder, the example-test images will be stored there.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="168"/>
        <source>Runs the program in opencl mode and selects first available gpu device.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="172"/>
        <source>Runs the program in opencl mode and selects all available gpu devices.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="180"/>
        <source>Renders the voxel volume. Output formats are:
  slice - stack of PNG images into one folder (default)
  ply   - Polygon File Format (single 3d file)
</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="176"/>
        <source>Resaves a settings file (can be used to update a settings file)</source>
        <translation>Slaat een instelling opnieuw op (kan worden gebruikt om een instellingenbestand te updaten)</translation>
    </message>
    <message>
        <source>Renders the voxel volume in a stack of images.</source>
        <translation type="vanished">Rendert het voxel-volume in een set afbeeldingen.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="187"/>
        <source>Shows statistics while rendering in CLI mode.</source>
        <translation>Toon statistieken tijdens het renderen in client-modus.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="190"/>
        <source>Shows help about input.</source>
        <translation>Toon help voor input.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="192"/>
        <source>Shows example commands.</source>
        <translation>Toon voorbeeldcommando&apos;s.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="194"/>
        <source>Shows commands regarding OpenCL.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="197"/>
        <source>file with fractal settings (program also tries
to find file in ./mandelbulber/settings directory)
When settings_file is put as a command line argument then program will start in noGUI mode&lt;settings_file&gt; can also be specified as a list, see all options with --help-input</source>
        <translation>Bestand met fractal-instellingen (Het programma probeert ook
om het bestand te vinden in de ./mandelbulber/instellingen-map)
Wanneer het instellingenbestand als argument in de opdrachtregel wordt gebruikt start het programma in de noGUI-modus (geen grafisch gebruikersinterface) &lt;settings_file&gt; kan ook worden gebruikt als een lijst, zie alle opties met --help-input</translation>
    </message>
</context>
</TS>
