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        <location filename="../src/interface.cpp" line="1589"/>
        <source>Place light #2</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1594"/>
        <source>Place light #3</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1599"/>
        <source>Place light #4</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1603"/>
        <source>Place random light center</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1607"/>
        <source>Get point coordinates</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1616"/>
        <source>Place </source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1737"/>
        <source>In Mandelbulber 2.10 the default data structure changed for linux and MacOS:
Instead of keeping all working folders/files in ~/.mandelbulber these are now split into&lt;ul&gt;&lt;li&gt;&lt;b&gt;.mandelbulber&lt;/b&gt; for program internal folders/files:&lt;br&gt;undo, toolbar, queue, thumbnails, mandelbulber.ini, miscellaneous meta files&lt;/li&gt;&lt;li&gt;&lt;b&gt;mandelbulber&lt;/b&gt; for user defined folders/files:&lt;br&gt;settings, images, materials, slices, animation, textures&lt;/li&gt;&lt;/ul&gt;
Do you want to upgrade now to this new structure? Program will restart after upgrade.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1747"/>
        <source>Data folder upgrade</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1752"/>
        <source>No, don&apos;t ask again</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1840"/>
        <location filename="../src/interface.cpp" line="1885"/>
        <source>Looking for optimal DE factor</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1886"/>
        <source>Percentage of wrong distance estimations: %1</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1896"/>
        <source>Optimal DE factor is: %1 which gives %2% of bad distance estimations</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_slots.cpp" line="296"/>
        <source>Toolbar settings: </source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1646"/>
        <source>Are you sure to close the application?</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1648"/>
        <source>Quit?</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1653"/>
        <source>Yes, don&apos;t ask again</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1704"/>
        <source>Auto recovery</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1705"/>
        <source>Application has not been closed properly
Do you want to recover your latest work?</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/netrender.cpp" line="87"/>
        <source>NetRender - address already in use.

Is there already a mandelbulber server instance running on this port?</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/netrender.cpp" line="94"/>
        <source>NetRender - SetServer Error:

</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/netrender.cpp" line="667"/>
        <source>NetRender - Client version mismatch!
 Client address:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/old_settings.cpp" line="72"/>
        <source>Can&apos;t import old settings
</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/old_settings.cpp" line="73"/>
        <source>File with default values doesn&apos;t exist
</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/old_settings.cpp" line="1397"/>
        <source>Hybrid fractal can&apos;t be converted</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/player_widget.cpp" line="126"/>
        <source>No frames to play</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/progress_text.cpp" line="89"/>
        <source>Done %1%, elapsed: %2, estimated to end: %3</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/progress_text.cpp" line="96"/>
        <source>100% Done, total time: %3</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_image.cpp" line="181"/>
        <location filename="../src/render_job.cpp" line="335"/>
        <source>Rendering image</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1895"/>
        <location filename="../src/render_image.cpp" line="420"/>
        <location filename="../src/render_ssao.cpp" line="202"/>
        <source>Idle</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_job.cpp" line="144"/>
        <location filename="../src/render_job.cpp" line="247"/>
        <source>Initialization</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_job.cpp" line="144"/>
        <source>Setting up image buffers</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_job.cpp" line="247"/>
        <source>Loading textures</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_job.cpp" line="335"/>
        <source>Starting rendering of image</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_ssao.cpp" line="184"/>
        <source>Rendering SSAO effect in progress</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="135"/>
        <source>Description</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="139"/>
        <source>Ok, don&apos;t show again</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="500"/>
        <source>Settings saved to clipboard</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="237"/>
        <source>Cannot load settings from clipboard!</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="369"/>
        <source>It&apos;s not valid Mandelbulber settings file. No header</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="374"/>
        <source>It&apos;s not valid Mandelbulber settings file. Wrong header</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="380"/>
        <source>It&apos;s not valid Mandelbulber settings file. No information about version of file</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="389"/>
        <source>It&apos;s not valid Mandelbulber settings file. Wrong file version number</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="392"/>
        <source>File was saved in newer version of Mandelbulber
File version: </source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="410"/>
        <source>It&apos;s not valid Mandelbulber settings file. Format not specified in the header</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="552"/>
        <location filename="../src/settings.cpp" line="595"/>
        <source>Error in settings file. Line: </source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="558"/>
        <location filename="../src/settings.cpp" line="601"/>
        <source>Too many errors in settings file</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="686"/>
        <location filename="../src/settings.cpp" line="707"/>
        <source>Unknown parameter: </source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="716"/>
        <source>Missing value for parameter %1</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="911"/>
        <source>Missing column &apos;frame&apos; in list of animation frames</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="942"/>
        <source>Unknown parameter in animation frames: </source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="948"/>
        <source>No valid list of parameters for animation frames</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="997"/>
        <source>Wrong number of interpolation columns</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="1060"/>
        <source>Missing frame no </source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="1065"/>
        <source>Wrong number of columns</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/texture.cpp" line="104"/>
        <source>Can&apos;t load texture!
</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/texture.cpp" line="197"/>
        <source>Can&apos;t load texture from QByteArray!
</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/undo.cpp" line="136"/>
        <source>No more undo</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/undo.cpp" line="166"/>
        <source>No more redo</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="164"/>
        <source>Are you sure to clear the thumbnail cache?</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="165"/>
        <source>Are you sure to clear the thumbnail cache?
There are currently %1 thumbnails cached. These will be deleted and rerendered when necessary.
 Clear now?</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="186"/>
        <source>Are you sure to load the thumbnail cache from the server?</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="187"/>
        <source>This will try to load missing common thumbnails from the server.
Proceed?</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="218"/>
        <source>Are you sure to generate all example thumbnail cache files?</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="316"/>
        <source>Retrieve toolbar</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="317"/>
        <source>Are you sure to retrieve default presets into toolbar?
It could overwrite some of existing presets.
Proceed?</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="330"/>
        <source>Retrieve materials</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="331"/>
        <source>Are you sure to retrieve default materials into materials folder?
It could overwrite some of existing materials.
Proceed?</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="398"/>
        <source>Some useful example commands:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="401"/>
        <source>Simple render</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="404"/>
        <source>Renders the file on the cli (no window required).</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="406"/>
        <source>Animation render</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="410"/>
        <source>Renders the keyframe animation of the file keyframe_fractal.fract within frames 200 till 300.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="415"/>
        <source>Network render</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="421"/>
        <source>In a network you can render on multiple machines. One is a server (2) and multiple clients (1) can connect to help rendering.
On each client run (1), 192.168.100.1 should be substituted with the IP address of the server.
On the server run (2) with the settings required for the render and additionally &apos;--server&apos;.
The server will start and wait a short time for the clients to connect. Then the whole system will start rendering.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="430"/>
        <source>Voxel volume render</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="437"/>
        <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="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="443"/>
        <source>Queue render</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="447"/>
        <source>Runs the mandelbulber instance in queue mode and daemonizes it.
Mandelbulber runs in background and waits for jobs.
The output will be written to /tmp/queue.log.
(will not work under Windows)</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="461"/>
        <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 type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="491"/>
        <source>
List of fractal parameters:
</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="542"/>
        <source>Specified server port is invalid
</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="555"/>
        <source>NetRender - Waiting for clients
</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="575"/>
        <source>Specified client port is invalid
</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="599"/>
        <location filename="../src/command_line_interface.cpp" line="663"/>
        <location filename="../src/main.cpp" line="180"/>
        <source>Cannot init queue: </source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="644"/>
        <source>Cannot load file!
</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="732"/>
        <source>Specified resolution not valid
both dimensions need to be &gt; 0</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="742"/>
        <source>Specified resolution not valid
resolution has to be in the form WIDTHxHEIGHT</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="755"/>
        <source>Specified frames per key not valid
need to be &gt; 0</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="768"/>
        <source>Specified imageFileFormat is not valid
allowed formats are: </source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="787"/>
        <source>There are no flight animation frames in specified settings file</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="798"/>
        <source>You cannot render keyframe animation at the same time as flight animation</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="811"/>
        <source>There are no keyframes in specified settings file</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="831"/>
        <location filename="../src/command_line_interface.cpp" line="849"/>
        <location filename="../src/command_line_interface.cpp" line="880"/>
        <location filename="../src/command_line_interface.cpp" line="909"/>
        <source>Animation has only %1 frames</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="871"/>
        <location filename="../src/command_line_interface.cpp" line="901"/>
        <source>End frame has to be greater than start frame which is %1</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="327"/>
        <source>You have to specify a settings file, for this configuration!</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/queue.cpp" line="573"/>
        <source>No queue items to render</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_queue.cpp" line="130"/>
        <source>Queue Item %1 of %2</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_queue.cpp" line="167"/>
        <source>Queue Render</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_queue.cpp" line="167"/>
        <source>Queue Done</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/file_select_widget.cpp" line="150"/>
        <source>filepath invalid</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_manager_view.cpp" line="94"/>
        <source>Delete material?</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_manager_view.cpp" line="95"/>
        <source>Are you sure to delete selected material?</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/material_manager_view.cpp" line="107"/>
        <source>You cannot delete last material!</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/mesh_export_dialog.cpp" line="125"/>
        <location filename="../qt/voxel_export_dialog.cpp" line="121"/>
        <source>Voxel Export is busy. Stop unfinished rendering before starting new voxel export job.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/mesh_export_dialog.cpp" line="176"/>
        <source>Mesh Export is busy. Stop unfinished rendering before closing the mesh export dialog.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="113"/>
        <source>Formulas</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="118"/>
        <source>Transforms</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="133"/>
        <location filename="../qt/tab_fractal.cpp" line="177"/>
        <location filename="../qt/tab_fractal.cpp" line="190"/>
        <source>Don&apos;t add global C constant</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="183"/>
        <source>Add global C constant</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/voxel_export_dialog.cpp" line="113"/>
        <location filename="../src/command_line_interface.cpp" line="923"/>
        <source>Cannot start voxel export. Specified folder (%1) does not exist.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/voxel_export_dialog.cpp" line="188"/>
        <source>Voxel Export is busy. Stop unfinished rendering before closing the voxel export dialog.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/lights.cpp" line="166"/>
        <source>Positioning random lights</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/lights.cpp" line="167"/>
        <source>Positioned light %1 of %2</source>
        <translation type="unfinished"></translation>
    </message>
</context>
<context>
    <name>RenderWindow</name>
    <message>
        <location filename="../qt/render_window.ui" line="20"/>
        <location filename="../qt/ui_render_window.h" line="901"/>
        <source>Mandelbulber</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="114"/>
        <location filename="../qt/ui_render_window.h" line="942"/>
        <source>Zoom:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="134"/>
        <location filename="../qt/ui_render_window.h" line="945"/>
        <source>Fit to window</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="139"/>
        <location filename="../qt/ui_render_window.h" line="946"/>
        <source>400%</source>
        <translation type="unfinished"></translation>
    </message>
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arrow keys - strafe</source>
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z, x keys - roll</source>
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spacebar - pause</source>
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hold shift key - orthogonal strafe</source>
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distribution radius of lights to 50%,</source>
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max distance from fractal to 10%</source>
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of distance [center to camera position]</source>
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and distance</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;In record flight mode, the camera is operated like in a flight simulator game. Flight path is recorded. It recommended to use low image resolution for better recording performance. &lt;/p&gt;&lt;p&gt;Render animation button starts rendering of the recorded flight path. For final rendering you can select higher image resolution.&lt;/p&gt;&lt;p&gt;To add a parameter, right click on the selected parameter&apos;s edit field and select from context menu &lt;span style=&quot; font-style:italic;&quot;&gt;Add to flight animation&lt;/span&gt;&lt;/p&gt;&lt;p&gt;You can modify frame parameters directly in the animation table or by editing parameters in fractal or effects edit fields (double click keyframe preview or right click on a keyframe, and choose &lt;span style=&quot; font-style:italic;&quot;&gt;Render this keyframe&lt;/span&gt; , this updates parameters in window, then modify parameters and click &lt;span style=&quot; font-style:italic;&quot;&gt;Modify keyframe&lt;/span&gt; to get modified parameters into table)&lt;/p&gt;&lt;p&gt;You can click on &lt;span style=&quot; font-style:italic;&quot;&gt;Export to keyframes&lt;/span&gt; to continue editing animation in &lt;span style=&quot; font-style:italic;&quot;&gt;Keyframe animation&lt;/span&gt; editor&lt;/p&gt;&lt;p&gt;Animation is stored in a settings file in CSV format, therefore it is possible to edit animation with external tools (e.g spreadsheet editor or text editor).&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_dock_animation.h" line="970"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Starts recording flight path. &lt;/p&gt;&lt;p&gt;It is recommended to decrease image resolution for better rendering performance.&lt;/p&gt;&lt;p&gt;The mouse pointer is used as the controller. &lt;br/&gt;Move the mouse pointer to change flight direction.&lt;br/&gt;Left mouse button increases flight speed. Right mouse button decreases speed.&lt;br/&gt;Arrow keys moves camera up, down, left and right (strafe)&lt;br/&gt;Z and X keys rotate the camera (roll)&lt;br/&gt;Spacebar pauses flight path recording . &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_dock_animation.h" line="978"/>
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        <location filename="../qt/dock_animation.ui" line="938"/>
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        <location filename="../qt/ui_dock_animation.h" line="982"/>
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        <location filename="../qt/ui_dock_animation.h" line="1101"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Refreshes animation table and keyframe previews.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_dock_animation.h" line="990"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Exports flight path to keyframe animation.  &lt;span style=&quot; font-style:italic;&quot;&gt;Keyframe animation/frames per keyframe&lt;/span&gt; parameter is used to determine how many frames will be exported as new keyframes. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_dock_animation.h" line="998"/>
        <location filename="../qt/ui_dock_animation.h" line="1125"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to stored rendered animation frames.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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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;Controls flight speed. &lt;/p&gt;&lt;p&gt;If you click left mouse button, speed will be increased&lt;/p&gt;&lt;p&gt;If you click right mouse button, speed will be decreased&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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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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        <location filename="../qt/ui_dock_animation.h" line="1020"/>
        <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;Rotation speed of camera&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_dock_animation.h" line="1031"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables rendering of keyframe previews in animation table.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Show thumbnails</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Roll speed of camera&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_dock_animation.h" line="1041"/>
        <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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        <location filename="../qt/dock_animation.ui" line="1309"/>
        <location filename="../qt/ui_dock_animation.h" line="1046"/>
        <location filename="../qt/ui_dock_animation.h" line="1049"/>
        <location filename="../qt/ui_dock_animation.h" line="1136"/>
        <location filename="../qt/ui_dock_animation.h" line="1140"/>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter controls brightness of fast ambient occlusion effect.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&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>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of scattered light&lt;/p&gt;&lt;p&gt;example of effect:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg&quot;/&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_dock_effects.h" line="2868"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables random directions of ray vectors&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_dock_effects.h" line="2876"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Environment mapping is an image-based lighting technique for approximating the appearance of a reflective surface by means of a precomputed texture image. The texture is used to store the image of the distant environment surrounding the rendered object.&lt;/p&gt;&lt;p&gt;To adjust effect intensity use &lt;span style=&quot; font-style:italic;&quot;&gt;reflection&lt;/span&gt; slider&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Sets visibility distance using mouse pointer. Point the object which should be the fathrthest visible.&lt;/p&gt;&lt;p&gt;After using it don&apos;t forget to chage &lt;span style=&quot; font-style:italic;&quot;&gt;Navigation&lt;/span&gt; / &lt;span style=&quot; font-style:italic;&quot;&gt;Mouse click function&lt;/span&gt; to continue work with the camera.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_dock_effects.h" line="2902"/>
        <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>
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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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        <location filename="../qt/ui_dock_effects.h" line="2920"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Fog where density depends on distance from fractal surface.&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Example of high values of distance&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Examples of low values of distance &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - distance glow.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - distance glow 2.jpeg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Density of fog. Higher value gives denser fog. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum distance from fractal surface where color #2 is used and minimum where color #3  is used.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of fog which is used from fractal surface to distance #1&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum distance from fractal surface where color #1 is used&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Adjusts density of fog to distance from fractal surface. Higher value givers fog which reaches further from fractal surface.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_dock_effects.h" line="2954"/>
        <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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    <message>
        <location filename="../qt/dock_effects.ui" line="1423"/>
        <location filename="../qt/ui_dock_effects.h" line="2956"/>
        <source>Optimal distances calculation</source>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="2959"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Fog effect, where density of fog is dependent on iteration count of fractal formula. Fog is denser in areas of higher iteration count.&lt;/p&gt;&lt;p&gt;Fog receives shadows and casts shadows on fractal surface and on itself.&lt;/p&gt;&lt;p&gt;Example of fog with additional light sources:&lt;br/&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - lights.jpeg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    <message>
        <location filename="../qt/dock_effects.ui" line="1445"/>
        <location filename="../qt/ui_dock_effects.h" line="2961"/>
        <source>Fog based on iteration co&amp;unt</source>
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        <location filename="../qt/ui_dock_effects.h" line="2963"/>
        <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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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="2967"/>
        <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>
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        <location filename="../qt/ui_dock_effects.h" line="2973"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color #1 is used for iteration count lower than this value&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    <message>
        <location filename="../qt/dock_effects.ui" line="1547"/>
        <location filename="../qt/ui_dock_effects.h" line="2978"/>
        <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>
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    <message>
        <location filename="../qt/dock_effects.ui" line="1554"/>
        <location filename="../qt/ui_dock_effects.h" line="2981"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color #3 of fog effect&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    <message>
        <location filename="../qt/dock_effects.ui" line="1621"/>
        <location filename="../qt/ui_dock_effects.h" line="2985"/>
        <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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    <message>
        <location filename="../qt/dock_effects.ui" line="1663"/>
        <location filename="../qt/ui_dock_effects.h" line="2990"/>
        <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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    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1685"/>
        <location filename="../qt/ui_dock_effects.h" line="2994"/>
        <source>Opacity:</source>
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    <message>
        <location filename="../qt/dock_effects.ui" line="1699"/>
        <location filename="../qt/ui_dock_effects.h" line="2996"/>
        <source>Low iterations trim:</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="1706"/>
        <location filename="../qt/ui_dock_effects.h" line="2997"/>
        <source>Max iter. for color#2:</source>
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    <message>
        <location filename="../qt/dock_effects.ui" line="1713"/>
        <location filename="../qt/ui_dock_effects.h" line="2998"/>
        <source>Max iter. for color#1:</source>
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    <message>
        <location filename="../qt/dock_effects.ui" line="1743"/>
        <location filename="../qt/ui_dock_effects.h" line="3040"/>
        <source>Background</source>
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    <message>
        <location filename="../qt/dock_effects.ui" line="1794"/>
        <location filename="../qt/ui_dock_effects.h" line="3000"/>
        <source>Colored background</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="1820"/>
        <location filename="../qt/ui_dock_effects.h" line="3002"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of background at horizon&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1844"/>
        <location filename="../qt/ui_dock_effects.h" line="3008"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of background at zenith&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1861"/>
        <location filename="../qt/ui_dock_effects.h" line="3013"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of background at nadir&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1876"/>
        <location filename="../qt/ui_dock_effects.h" line="3017"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables covering of background sphere with selected image.&lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - backhround texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="1879"/>
        <location filename="../qt/ui_dock_effects.h" line="3019"/>
        <source>Te&amp;xtured background</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="1921"/>
        <location filename="../qt/ui_dock_effects.h" line="3022"/>
        <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>
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    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1928"/>
        <location filename="../qt/ui_dock_effects.h" line="3024"/>
        <source>Map type:</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="1941"/>
        <location filename="../qt/ui_dock_effects.h" line="3032"/>
        <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>
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        <location filename="../qt/dock_effects.ui" line="1945"/>
        <location filename="../qt/ui_dock_effects.h" line="3027"/>
        <source>Equirectangular</source>
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    <message>
        <location filename="../qt/dock_effects.ui" line="1950"/>
        <location filename="../qt/ui_dock_effects.h" line="3028"/>
        <source>Double hemisphere</source>
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    <message>
        <location filename="../qt/dock_effects.ui" line="1955"/>
        <location filename="../qt/ui_dock_effects.h" line="3029"/>
        <source>Flat</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="1988"/>
        <location filename="../qt/ui_dock_effects.h" line="3035"/>
        <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>
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    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="2010"/>
        <location filename="../qt/ui_dock_effects.h" line="3039"/>
        <source>Brightness:</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="2040"/>
        <location filename="../qt/ui_dock_effects.h" line="3304"/>
        <source>Lights</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="2091"/>
        <location filename="../qt/ui_dock_effects.h" line="3041"/>
        <source>Common light options</source>
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        <location filename="../qt/ui_dock_effects.h" line="3043"/>
        <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>
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    <message>
        <location filename="../qt/dock_effects.ui" line="2121"/>
        <location filename="../qt/ui_dock_effects.h" line="3045"/>
        <source>Cast shadows</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="2134"/>
        <location filename="../qt/ui_dock_effects.h" line="3047"/>
        <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>
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    <message>
        <location filename="../qt/dock_effects.ui" line="2137"/>
        <location filename="../qt/ui_dock_effects.h" line="3049"/>
        <source>Penetrating lights</source>
        <translation type="unfinished"></translation>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3050"/>
        <source>&amp;Main light source</source>
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        <location filename="../qt/ui_dock_effects.h" line="3051"/>
        <source>Horizontal angle:</source>
        <translation type="unfinished"></translation>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3054"/>
        <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>
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        <location filename="../qt/ui_dock_effects.h" line="3059"/>
        <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>
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    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="2274"/>
        <location filename="../qt/ui_dock_effects.h" line="3064"/>
        <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>
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    <message>
        <location filename="../qt/dock_effects.ui" line="2302"/>
        <location filename="../qt/ui_dock_effects.h" line="3069"/>
        <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>
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        <location filename="../qt/dock_effects.ui" line="2324"/>
        <location filename="../qt/dock_effects.ui" line="3345"/>
        <location filename="../qt/dock_effects.ui" line="4003"/>
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        <source>Size:</source>
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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;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>
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        <location filename="../qt/ui_dock_effects.h" line="3079"/>
        <source>Vertical angle:</source>
        <translation type="unfinished"></translation>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3081"/>
        <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>
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        <location filename="../qt/ui_dock_effects.h" line="3085"/>
        <source>Soft shadow cone angle:</source>
        <translation type="unfinished"></translation>
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        <location filename="../qt/dock_effects.ui" line="3404"/>
        <location filename="../qt/dock_effects.ui" line="4187"/>
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        <location filename="../qt/ui_dock_effects.h" line="3212"/>
        <location filename="../qt/ui_dock_effects.h" line="3291"/>
        <source>Visibility:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3089"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of main light source&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3093"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When this is checked, then the position of the light changes with camera rotation. When it is unchecked, then main light source position is set with angles relative to scene coordinate system.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="2531"/>
        <location filename="../qt/ui_dock_effects.h" line="3095"/>
        <source>Position relative to the camera</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="2541"/>
        <location filename="../qt/ui_dock_effects.h" line="3097"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Freely configurable light sources&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="2544"/>
        <location filename="../qt/ui_dock_effects.h" line="3099"/>
        <source>Custom lights</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="2570"/>
        <location filename="../qt/ui_dock_effects.h" line="3100"/>
        <source>Light #&amp;1</source>
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    <message>
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        <source>x:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;brightness of light source&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of light source&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables placing of the light source by mouse pointer. Light source is placed in front of fractal surface by distance defined by &lt;span style=&quot; font-style:italic;&quot;&gt;Placement distance &lt;/span&gt;parameter. &lt;/p&gt;&lt;p&gt;Placement distance can be changed using mouse scroll. &lt;/p&gt;&lt;p&gt;When the light is already placed, don&apos;t forget to change &lt;span style=&quot; font-style:italic;&quot;&gt;Mouse click function&lt;/span&gt; to e.g. &amp;quot;Move the camera&amp;quot;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Defines visibility of additional light sources. Higher value gives brighter appearance of light sources. It doesn&apos;t control luminosity of light sources.&lt;/p&gt;&lt;p&gt;This parameter also affects random lights.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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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;Controls distance from fractal surface where light will be placed with mouse pointer. When it&apos;s zero, the light will be set on fractal surface. Higher value moves the light towards the camera.&lt;/p&gt;&lt;p&gt;This parameter can be controlled with mouse scroll.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/random lights placement.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Random seed: &lt;/span&gt;random seed for lights distribution &lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Maximum distance from the fractal: &lt;/span&gt;random lights are placed within this distance from the fractal surface &lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Centre of distribution X, Y, Z: &lt;/span&gt;the centre point for random light distribution. To set this point by mouse pointer, select &amp;quot;Set position of centre for random lights&amp;quot; in Mouse click function combo box in Mandelbulber Render Window &lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Distribution radius of lights: &lt;/span&gt;maximum distance from Centre of distribution where lights can be placed. The random lights appear in the region that matches the condition of being both within this radius and also within the maximum distance from fractal surface.&lt;/p&gt;&lt;p&gt;If this radius is too small to generate random lights, then the program will automatically increase this radius. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Distribution radius of lights:</source>
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        <source>Center of distribution:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Parameters of visible light rays, often named  quot;God Raysquot; effect.&lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/god rays.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of effect. When effect is not visible try to increase intensity. If whole image is white, then decrease intensity.&lt;/p&gt;&lt;p&gt;Intensity of effect doesn&apos;t depend on light source brightness&lt;/p&gt;&lt;p&gt;To control quality of this effect change &lt;span style=&quot; font-style:italic;&quot;&gt;Rendering Engine / Raymarching step&lt;/span&gt; multiplier parameter.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables effect for main light source. It&apos;s good to place light source almost in front of the camera (horizontal angle about 180, vertcal angle about 0)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Simulates big amount of lights. These light sources are fast for rendering because they don&apos;t need to be calculated separately. They came from fractal equation.&lt;/p&gt;&lt;p&gt;Positions of lights are set by coordinates of orbit trap point. Where iterated function goes near selected point then this point is brighter.&lt;/p&gt;&lt;p&gt;This effect is difficult to setup and often you need to try many different orbit trap coordinates.&lt;/p&gt;&lt;p&gt;These light sources illuminate the fractal surface, but do not cast shadows.&lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - orbit trap lights.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;First iteration taken for orbit trap calculation&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Last iteration taken for orbit trap calculation&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of ilumination of fractal surface&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Size of visible lights (scale is logarithmic)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_dock_effects.h" line="3287"/>
        <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>Remark: Julia mode is enabled</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection for fractal formula. Fractal formula defines shape of fractal.&lt;/p&gt;&lt;p&gt;Algorithm (code) for selected formula is visible in Information box.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Remark: to unlock more fractal tabs, enable &quot;hybrid fractals&quot; or &quot;boolean operators&quot;</source>
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        <location filename="../qt/ui_dock_fractal.h" line="1679"/>
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        <source>Formula #3</source>
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        <location filename="../qt/ui_dock_fractal.h" line="1681"/>
        <source>Formula #4</source>
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        <location filename="../qt/ui_dock_fractal.h" line="1682"/>
        <source>Formula #5</source>
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        <location filename="../qt/ui_dock_fractal.h" line="1683"/>
        <source>Formula #6</source>
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        <location filename="../qt/ui_dock_fractal.h" line="1684"/>
        <source>Formula #7</source>
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        <location filename="../qt/ui_dock_gamepad.h" line="257"/>
        <source>y:</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_gamepad.ui" line="124"/>
        <location filename="../qt/ui_dock_gamepad.h" line="258"/>
        <source>z:</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_gamepad.ui" line="208"/>
        <location filename="../qt/ui_dock_gamepad.h" line="259"/>
        <source>angle velocity</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_gamepad.ui" line="240"/>
        <location filename="../qt/ui_dock_gamepad.h" line="260"/>
        <source>yaw:</source>
        <translation type="unfinished"></translation>
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    <message>
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        <location filename="../qt/ui_dock_gamepad.h" line="261"/>
        <source>pitch:</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_gamepad.ui" line="254"/>
        <location filename="../qt/ui_dock_gamepad.h" line="262"/>
        <source>roll:</source>
        <translation type="unfinished"></translation>
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        <location filename="../qt/ui_dock_image_adjustments.h" line="659"/>
        <source>Form</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="32"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="660"/>
        <source>Image resolution</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="64"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="662"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Height of rendered image in pixel&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="105"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="664"/>
        <source>Image width:</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="112"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="665"/>
        <source>Image height:</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="150"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="667"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Width of rendered image in pixel&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="166"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="669"/>
        <source>Image proportion:</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="175"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="670"/>
        <source>×2</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="182"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="671"/>
        <source>÷2</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="197"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="683"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Force image proportion&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="201"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="674"/>
        <source>Free</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="206"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="675"/>
        <source>1:1</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="211"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="676"/>
        <source>4:3</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="216"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="677"/>
        <source>3:2</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="221"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="678"/>
        <source>16:9</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="226"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="679"/>
        <source>16:10</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="231"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="680"/>
        <source>2:1</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="241"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="686"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When this option is enabled, the fractal appearance is maintained at all resolutions. &lt;/p&gt;&lt;p&gt;The fractal detail level will be automatically adjusted to match any change of image resolution. &lt;/p&gt;&lt;p&gt;For instance, if the resolution is doubled then the detail level will be reduced by half.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="244"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="688"/>
        <source>Connect fractal detail level with image resolution</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="251"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="690"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Presets for rendered image size&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="254"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="692"/>
        <source>Presets</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="289"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="693"/>
        <source>4096×2160</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="302"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="694"/>
        <source>1280x720</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="315"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="695"/>
        <source>1920x1080</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="328"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="696"/>
        <source>7680×4320</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="341"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="697"/>
        <source>720x480</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="354"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="698"/>
        <source>2560x1440</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="367"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="699"/>
        <source>320x240</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="380"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="700"/>
        <source>800x600</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="393"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="701"/>
        <source>1600x1200</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="408"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="703"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables rendering of stereoscopic images and animations for viewing with 3D glasses.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="411"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="705"/>
        <source>Stereoscopic &amp;rendering</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="465"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="706"/>
        <source>Distance between eyes</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="472"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="714"/>
        <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 recomended to not use SSAO ambient occlusion, because it is rendered in 2 passes (try to use &amp;quot;Fast&amp;quot; ambient occlusion).&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="476"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="709"/>
        <source>Left - right</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="481"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="710"/>
        <source>Top - bottom</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="486"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="711"/>
        <source>Anaglyph - red/cyan</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="494"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="717"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The distance between two virtual eyes. Higher values make the 3D effect more intense. &lt;/p&gt;&lt;p&gt;The optimal distance between eyes is about 1%-5% of the distance to the viewed object. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
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        <location filename="../qt/ui_dock_image_adjustments.h" line="719"/>
        <source>Mode:</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="514"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="721"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Swaps left and right eye on rendered image.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="517"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="723"/>
        <source>Swap eyes</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="524"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="724"/>
        <source>Infinite distance correction</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="559"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="726"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Adjusts the appearance of the 3D effect for the furthest objects (or background). If the value of this parameter is higher then the background objects will appear further away. &lt;/p&gt;&lt;p&gt;As an example, the optimal value of this parameter for a 24 inch display could be about 0.4. For bigger display this value should be lower. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="592"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="730"/>
        <source>Image quality presets</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="627"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="732"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Norrmal quality preset.&lt;/p&gt;&lt;p&gt;Ambient occlusion is turned on in Screen Space Ambient Occlusion (SSAO) mode.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="630"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="734"/>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="643"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="736"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;A fast preset but with low quality.&lt;/p&gt;&lt;p&gt;Ambient occlusion is turned off.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="646"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="738"/>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="660"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="741"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The highest quality preset and the slowest.&lt;/p&gt;&lt;p&gt;Ambient occlusion is turned on in Multiple Rays mode. Raymarching step is decreased to 0.2 to reduce fractal calculation errors.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="663"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="743"/>
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        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="678"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="747"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This is the fastest preset but with the lowest quality.&lt;/p&gt;&lt;p&gt;Shadows, ambient occlusion and raytraced reflections are turned off. Detail level is decreased to 0.5.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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        <location filename="../qt/dock_image_adjustments.ui" line="681"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="749"/>
        <source>Very low
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no ambient occlusion)</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="695"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="753"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Adjustments for image colors. Can be changed after rendering&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="698"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="755"/>
        <source>Picture</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="730"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="757"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Contrast of image&lt;/p&gt;&lt;p&gt;Use &lt;span style=&quot; font-style:italic;&quot;&gt;apply changes&lt;/span&gt; button to update image&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="758"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="762"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Gamma of image&lt;/p&gt;&lt;p&gt;Use &lt;span style=&quot; font-style:italic;&quot;&gt;apply changes&lt;/span&gt; button to update image&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="780"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="766"/>
        <source>Gamma:</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="793"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="768"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Brightness of image&lt;/p&gt;&lt;p&gt;Use &lt;span style=&quot; font-style:italic;&quot;&gt;apply changes&lt;/span&gt; button to update image&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="815"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="772"/>
        <source>Brightness:</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="857"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="773"/>
        <source>Contrast:</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="882"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="775"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;High dynamic range effect. Reduces brightness of the brightest pixels to prevent oversaturation.&lt;/p&gt;&lt;p&gt;Use &lt;span style=&quot; font-style:italic;&quot;&gt;apply changes&lt;/span&gt; button to update image&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="885"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="777"/>
        <source>High Dynamic Range (HDR)</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="892"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="779"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Apply changes of image colors&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="895"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="781"/>
        <source>Apply changes</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="909"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="782"/>
        <source>Camera</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="932"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="783"/>
        <source>Field of view:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/dock_image_adjustments.ui" line="945"/>
        <location filename="../qt/ui_dock_image_adjustments.h" line="785"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Field of view of camera. Higher value gives wider view.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
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        <location filename="../qt/ui_dock_navigation.h" line="994"/>
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        <location filename="../qt/ui_dock_queue.h" line="230"/>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The vector values are checked during each iteration of fractal formula to see if they have reached a critical &apos;escape&apos; condition or &apos;bailout&apos;. If that condition is reached, the calculation is stopped. Condition is: if length of vector is greater than bailout, then break iteration loop.&lt;/p&gt;&lt;p&gt;In some cases higher value can increase image quality, but it will increase rendering time.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables using default (recommended) bailout value. Each fractal formula has different optimal bailout 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;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;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>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter has the biggest influence on overall quality of image and rendering speed.&lt;/p&gt;&lt;p&gt;Higher value gives faster rendering but more noise on image.&lt;/p&gt;&lt;p&gt;When rays are traced, for each step there are estimated distances to the fractal surface. Optimally , the jump distance for every ray-marching step would be equal to the estimated distance. This would produce a small number of steps and good quality. However the distance can be only estimated, so it&apos;s not always accurate. It can produce oversteppings which will be visible on the image as random noise.&lt;/p&gt;&lt;p&gt;In some cases you need to adjust  this parameter to find a balance between acceptable image quality and a reasonable rendering time.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;step multiplier = 1.0 (optimal - good quality and fast)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;step multiplier = 5 (visible strong noise on image)&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DE step factor 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DE step factor 4.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;As a quality indicator, the&lt;span style=&quot; font-style:italic;&quot;&gt;Percentage of wrong distance estimations&lt;/span&gt; ( visible in &lt;span style=&quot; font-style:italic;&quot;&gt;Statistics&lt;/span&gt; dock ) can be used . &lt;/p&gt;&lt;p&gt;To optimize this parameter the histograms of iteration count and ray-marching step count,  can be used .&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Optimize &apos;Raymarching step multiplier&apos; for low image quality and fast rendering&lt;/p&gt;&lt;p&gt;It gives 1% of wrong distance estimations (pixels with potential noise)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Optimization:</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;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>
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        <location filename="../qt/dock_rendering_engine.ui" line="350"/>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables mode dedicated for fractals where it is difficult to calculate surface normal vectors. Rendering is much slower, but fractal surface is much smoother.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <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>
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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>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;IP addres or name of the computer where Mandelbulber  is launched in server mode.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Starts Mandelbulber to work as server.&lt;/p&gt;&lt;p&gt;After pressing this button, application starts to watch clients and connect to them. &lt;/p&gt;&lt;p&gt;If connection with a client is established, then this client is displayed in the table below.&lt;/p&gt;&lt;p&gt;To establish a connection with a client, the Connect button must be pressed on the client side &lt;/p&gt;&lt;p&gt;If all needed computers are already connected, then the server is ready for operation. If you presss Render button, then the server and all the clients will start rendering of the same image.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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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>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Direction vector of line in orbit trap algorithm for coloring&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&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>
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        <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>
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        <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>
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        <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>
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        <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>
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        <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>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of specular highlights&lt;/p&gt;&lt;p&gt;example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - specular highlight color.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&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>
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        <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>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of light reflection effect&lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab or environment mapping&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;reflectance 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;reflectance 0.8&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;reflectance 1.0 (perfect reflection)&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance 0.8.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <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>
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        <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>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use image file as color texture.&lt;/p&gt;&lt;p&gt;Color texture is mixed with &apos;Single Color&apos; (if palette is off) or &apos;Palette&apos; (if palette is on). &lt;/p&gt;&lt;p&gt;example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - color texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Use colo&amp;r texture from an image</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to image with color texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Contrast of color texture&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;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>
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        <source>Fresnel&apos;s equations for reflectance</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Normal mapping is a technique used for faking the lighting of bumps and dents – an implementation of bump mapping. Normal map texture changes locally the direction of the surface normal vector, (i.e. &lt;span style=&quot; text-decoration: underline;&quot;&gt;simulates&lt;/span&gt; local changes of the surface angle). It causes changes to the way that the light is reflected or diffused. Normal maps do not deform the object surface, but just give the appearance of deformation.&lt;/p&gt;&lt;p&gt;Normal map textures uses color components to define the direction of the deflection of a normal vector. Red represents X axis, green represents Y axis and blue represents Z axis. &lt;/p&gt;&lt;p&gt;Normal maps can be derived from height maps (bumpmaps)&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Example normal map texture:&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Example height map&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/normal_map_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/displacement_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;Example object with normal map texture:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - normal map texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Use normal map &amp;texture</source>
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        <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>
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        <source>Intensity:</source>
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        <location filename="../qt/ui_material_editor.h" line="1707"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of bumps.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_material_editor.h" line="1710"/>
        <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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        <source>Normal map derived from greyscale bump map</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;There are two standards of normal maps. The difference between them is in the direction of the Y component of the normal vector. Visually when the Y component is swapped then the green component of the texture is inverted.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;standard&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;inverted&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/normal_map_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/normal_map_texture_g_inv.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;To recognize which standard it is, check how the colors are located on the convex part of the texture.&lt;/p&gt;&lt;p&gt;Standard:   top left corner - green,  bottom right- red&lt;/p&gt;&lt;p&gt;Inverted:    bottom left corner - green,  right top - red&lt;/p&gt;&lt;p&gt;If you use inverted texture, then this check box should be ticked.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_material_editor.h" line="1716"/>
        <source>Invert green (Y+ / Y-)</source>
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        <location filename="../qt/ui_material_editor.h" line="1718"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of interior of transparent objects.&lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/material_editor.ui" line="1669"/>
        <location filename="../qt/ui_material_editor.h" line="1722"/>
        <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>
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        <source>Use luminosity te&amp;xture</source>
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        <location filename="../qt/ui_material_editor.h" line="1728"/>
        <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>
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    <message>
        <location filename="../qt/material_editor.ui" line="1753"/>
        <location filename="../qt/ui_material_editor.h" line="1731"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Brightness of luminosity texture.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/material_editor.ui" line="1800"/>
        <location filename="../qt/ui_material_editor.h" line="1736"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of specular highlights&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;brightness 0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;brightness 5 &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - specularity 0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - specularity 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_material_editor.h" line="1740"/>
        <source>Texture mapping</source>
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        <location filename="../qt/material_editor.ui" line="1992"/>
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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>
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        <source>Mapping type:</source>
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        <source>Texture center:
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        <location filename="../qt/ui_material_editor.h" line="1752"/>
        <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>
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        <location filename="../qt/material_editor.ui" line="2055"/>
        <location filename="../qt/material_editor.ui" line="2315"/>
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        <location filename="../qt/ui_material_editor.h" line="1787"/>
        <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>
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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 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 cyllinder around object axis&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Cubic - texture is mapped according with the surface direction of a cube.&lt;br/&gt;Note: this mapping cannot be used with 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>Planar</source>
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        <source>Texture rotation:</source>
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        <source>beta:</source>
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        <source>gamma:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Size of the texture. Size 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 scale [0.3, 0.3, 0.3] &lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - cubic mapping - scaled down.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_material_manager_view.h" line="146"/>
        <source>Form</source>
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    <message>
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        <location filename="../qt/ui_material_manager_view.h" line="147"/>
        <source>New material</source>
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    <message>
        <location filename="../qt/material_manager_view.ui" line="57"/>
        <location filename="../qt/ui_material_manager_view.h" line="148"/>
        <source>Delete material</source>
        <translation type="unfinished"></translation>
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    <message>
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        <source>Edit material</source>
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    <message>
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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;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>
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<context>
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    <message>
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    <message>
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        <location filename="../src/command_line_interface.cpp" line="131"/>
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        <source>&lt;KEY=VALUE&gt; overrides item &apos;&lt;KEY&gt;&apos; from settings file with new value &apos;&lt;VALUE&gt;&apos;.
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Override fractal parameter in the form &apos;fractal&lt;N&gt;_KEY=VALUE&apos; with &lt;N&gt; being index of fractal</source>
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        <source>...</source>
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    <message>
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        <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>
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        <translation type="unfinished"></translation>
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    <message>
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        <translation type="unfinished"></translation>
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    <message>
        <location filename="../src/command_line_interface.cpp" line="162"/>
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        <translation type="unfinished"></translation>
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    <message>
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        <source>Shows example commands.</source>
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    <message>
        <location filename="../src/command_line_interface.cpp" line="55"/>
        <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>
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    <message>
        <location filename="../src/command_line_interface.cpp" line="107"/>
        <source>FORMAT</source>
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    <message>
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        <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>
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        <source>N.N.N.N</source>
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