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<!DOCTYPE TS>
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<context>
    <name>CNetRender</name>
    <message>
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        <source>NetRender - version mismatch!
</source>
        <translation>NetRender - Versie komt niet overeen!
</translation>
    </message>
    <message>
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        <source>Client version: %1
</source>
        <translation>Client-versie: %1
</translation>
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    <message>
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        <source>Server version: %1</source>
        <translation>Server-versie: %1</translation>
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    <message>
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        <source>DISABLED</source>
        <translation>UITGESCHAKELD</translation>
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    <message>
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        <source>READY</source>
        <translation>KLAAR</translation>
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    <message>
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        <source>WORKING</source>
        <translation>WERKEND</translation>
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    <message>
        <location filename="../src/netrender.cpp" line="918"/>
        <source>NEW</source>
        <translation>NIEUW</translation>
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    <message>
        <location filename="../src/netrender.cpp" line="919"/>
        <source>(RE-)CONNECTING</source>
        <translation>(OPNIEUW) VERBINDEN</translation>
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    <message>
        <location filename="../src/netrender.cpp" line="920"/>
        <source>ERROR</source>
        <translation>FOUT</translation>
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    <message>
        <location filename="../src/netrender.cpp" line="922"/>
        <source>UNKNOWN</source>
        <translation>ONBEKEND</translation>
    </message>
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<context>
    <name>CommonMyWidgetWrapper</name>
    <message>
        <location filename="../qt/common_my_widget_wrapper.cpp" line="64"/>
        <source>Reset to default</source>
        <translation>Terug naar standaardinstellingen</translation>
    </message>
    <message>
        <location filename="../qt/common_my_widget_wrapper.cpp" line="73"/>
        <source>Add to flight animation</source>
        <translation>Toevoegen aan vluchtanimatie</translation>
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    <message>
        <location filename="../qt/common_my_widget_wrapper.cpp" line="79"/>
        <source>Remove from flight animation</source>
        <translation>Verwijderen uit vluchtanimatie</translation>
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    <message>
        <location filename="../qt/common_my_widget_wrapper.cpp" line="87"/>
        <source>Add to keyframe animation</source>
        <translation>Toevoegen aan keyframe-animatie</translation>
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    <message>
        <location filename="../qt/common_my_widget_wrapper.cpp" line="93"/>
        <source>Remove from keyframe animation</source>
        <translation>Verwijderen uit keyframe-animatie</translation>
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    <message>
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        <source>Parameter name: %1</source>
        <translation>Parameternaam: %1</translation>
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        <source>Default value: %1</source>
        <translation>Standaardwaarde: %1</translation>
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<context>
    <name>FileSelectWidget</name>
    <message>
        <location filename="../qt/file_select_widget.cpp" line="121"/>
        <source>Images (*.jpg *.jpeg *.png *.bmp)</source>
        <translation>Afbeeldingen (*.jpg *.jpeg *.png *.bmp)</translation>
    </message>
    <message>
        <location filename="../qt/file_select_widget.cpp" line="125"/>
        <source>Select file for %1</source>
        <translation>Kies bestand voor %1</translation>
    </message>
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<context>
    <name>ImageFileSaveEXR</name>
    <message>
        <location filename="../src/file_image.hpp" line="196"/>
        <source>Saving %1</source>
        <translation>Opslaan van %1</translation>
    </message>
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<context>
    <name>ImageFileSaveJPG</name>
    <message>
        <location filename="../src/file_image.hpp" line="163"/>
        <source>Saving %1</source>
        <translation>Opslaan van %1</translation>
    </message>
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<context>
    <name>ImageFileSavePNG</name>
    <message>
        <location filename="../src/file_image.hpp" line="146"/>
        <source>Saving %1</source>
        <translation>Opslaan van %1</translation>
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<context>
    <name>ImageFileSaveTIFF</name>
    <message>
        <location filename="../src/file_image.hpp" line="180"/>
        <source>Saving %1</source>
        <translation>Opslaan van %1</translation>
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<context>
    <name>MyColorButton</name>
    <message>
        <location filename="../qt/my_color_button.cpp" line="132"/>
        <source>Edit color: %1</source>
        <translation>Kleur bewerken: %1</translation>
    </message>
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<context>
    <name>MyLineEdit</name>
    <message>
        <location filename="../qt/my_line_edit.cpp" line="219"/>
        <source>Copy vector</source>
        <translation>Vector kopiëren</translation>
    </message>
    <message>
        <location filename="../qt/my_line_edit.cpp" line="220"/>
        <source>Paste vector</source>
        <translation>Vector plakken</translation>
    </message>
    <message>
        <location filename="../qt/my_line_edit.cpp" line="221"/>
        <source>Reset vector to default</source>
        <translation>Vector terugzetten naar standaard</translation>
    </message>
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<context>
    <name>MyTableWidgetAnim</name>
    <message>
        <location filename="../qt/my_table_widget_anim.cpp" line="73"/>
        <location filename="../qt/my_table_widget_anim.cpp" line="108"/>
        <source>Render this frame</source>
        <translation>Render dit frame</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_anim.cpp" line="79"/>
        <source>Interpolate next frames</source>
        <translation>Volgende frames interpoleren</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_anim.cpp" line="109"/>
        <source>Delete all frames to here</source>
        <translation>Alle frames verwijderen tot hier</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_anim.cpp" line="110"/>
        <source>Delete all frames from here</source>
        <translation>Alle frames verwijderen vanaf hier</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_anim.cpp" line="146"/>
        <source>Remove &apos;%1&apos; from animation</source>
        <translation>&apos;%1&apos; uit animatie verwijderen</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_anim.cpp" line="161"/>
        <source>Refresh all thumbnails</source>
        <translation>Alle miniaturen verversen</translation>
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<context>
    <name>MyTableWidgetKeyframes</name>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="73"/>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="113"/>
        <source>Render this keyframe</source>
        <translation>Keyframe renderen</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="79"/>
        <source>Interpolate next keyframes</source>
        <translation>Volgende keyframes interpoleren</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="114"/>
        <source>Delete this keyframe</source>
        <translation>Keyframe verwijderen</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="115"/>
        <source>Delete all keyframes to here</source>
        <translation>Alle keyframes verwijderen tot hier</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="116"/>
        <source>Delete all keyframes from here</source>
        <translation>Alle keyframes verwijderen vanaf hier</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="153"/>
        <source>Remove &apos;%1&apos; from animation</source>
        <translation>&apos;%1&apos; uit animatie verwijderen</translation>
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    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="154"/>
        <source>Interpolation type</source>
        <translation>Interpolatietype</translation>
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    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="155"/>
        <source>None</source>
        <translation>Geen</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="156"/>
        <source>Linear</source>
        <translation>Lineair</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="157"/>
        <source>Linear angle</source>
        <translation>Lineair-hoek</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="158"/>
        <source>CatMulRom</source>
        <translation>CatMulRom</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="159"/>
        <source>CatMulRom angle</source>
        <translation>CatMulRom-hoek</translation>
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    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="160"/>
        <source>Akima</source>
        <translation>Akima</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="161"/>
        <source>Akima angle</source>
        <translation>Akima-hoek</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="220"/>
        <source>Refresh all thumbnails</source>
        <translation>Alle miniaturen verversen</translation>
    </message>
</context>
<context>
    <name>PreviewFileDialog</name>
    <message>
        <location filename="../qt/preview_file_dialog.cpp" line="54"/>
        <source>Preview</source>
        <translation>Voorbeeld</translation>
    </message>
    <message>
        <location filename="../qt/preview_file_dialog.cpp" line="74"/>
        <source>Add to presets</source>
        <translation>Voeg toe aan voorinstellingen</translation>
    </message>
    <message>
        <location filename="../qt/preview_file_dialog.cpp" line="77"/>
        <source>Add to queue</source>
        <translation>Voeg toe aan wachtrij</translation>
    </message>
</context>
<context>
    <name>QObject</name>
    <message>
        <location filename="../qt/file_select_widget.cpp" line="150"/>
        <source>filepath invalid</source>
        <translation>Ongeldig bestandspad</translation>
    </message>
    <message>
        <location filename="../qt/material_manager_view.cpp" line="94"/>
        <source>Delete material?</source>
        <translation>Materiaal verwijderen?</translation>
    </message>
    <message>
        <location filename="../qt/material_manager_view.cpp" line="95"/>
        <source>Are you sure to delete selected material?</source>
        <translation>Weet u zeker dat u het geselecteerde materiaal wilt verwijderen?</translation>
    </message>
    <message>
        <location filename="../qt/material_manager_view.cpp" line="107"/>
        <source>You cannot delete last material!</source>
        <translation>U kunt het laatste materiaal niet verwijderen!</translation>
    </message>
    <message>
        <location filename="../qt/mesh_export_dialog.cpp" line="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>Voxel-export is bezig. Stop het renderen van renders die nog niet klaar zijn voor het starten van een nieuwe voxel-exportjob.</translation>
    </message>
    <message>
        <location filename="../qt/mesh_export_dialog.cpp" line="176"/>
        <source>Mesh Export is busy. Stop unfinished rendering before closing the mesh export dialog.</source>
        <translation>Mesh-export is bezig. Stop het renderen van renders die nog niet klaar zijn voor het sluiten van de mesh-exportdialoog.</translation>
    </message>
    <message>
        <location filename="../qt/player_widget.cpp" line="126"/>
        <source>No frames to play</source>
        <translation>Geen frames om af te spelen</translation>
    </message>
    <message>
        <location filename="../qt/player_widget.cpp" line="189"/>
        <location filename="../src/animation_flight.cpp" line="815"/>
        <location filename="../src/animation_keyframes.cpp" line="678"/>
        <source>Frame %1 of %2</source>
        <translation>Frame %1 van %2</translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="164"/>
        <source>Are you sure to clear the thumbnail cache?</source>
        <translation>Weet u zeker dat u de miniaturencache wilt legen?</translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="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>Weet u zeker dat u de miniaturencache wilt legen?
De cache bevat op dit moment %1 miniaturen. Deze worden verwijderd en zo nodig opnieuw gerenderd
Nu leegmaken?</translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="186"/>
        <source>Are you sure to load the thumbnail cache from the server?</source>
        <translation>Weet u zeker dat u de miniaturencache van de server wilt laden?</translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="187"/>
        <source>This will try to load missing common thumbnails from the server.
Proceed?</source>
        <translation>Er wordt geprobeerd alle ontbrekende miniaturen van de server te laden.
Doorgaan?</translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="218"/>
        <source>Are you sure to generate all example thumbnail cache files?</source>
        <translation>Weet u zeker dat u alle voorbeeld-miniaturencachebestanden wilt aanmaken?</translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="316"/>
        <source>Retrieve toolbar</source>
        <translation>Werkbalk terughalen</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>Weet u zeker dat u de standaard-voorinstellingen in de werkbalk wilt laden?
U zou ermee bestaande voorinstellingen kunnen overschrijven.
Doorgaan?</translation>
    </message>
    <message>
        <location filename="../qt/preferences_dialog.cpp" line="330"/>
        <source>Retrieve materials</source>
        <translation>Materialen terughalen</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>Weet u zeker dat u standaard-materialen in de materialen-map wilt laden?
U zou ermee bestaande materialen kunnen overschrijven.
Doorgaan?</translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="113"/>
        <source>Formulas</source>
        <translation>Formules</translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="118"/>
        <source>Transforms</source>
        <translation>Transforms</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>Geen globale C-constante toevoegen</translation>
    </message>
    <message>
        <location filename="../qt/tab_fractal.cpp" line="183"/>
        <source>Add global C constant</source>
        <translation>Globale C-constante toevoegen</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>Kan voxel-export niet starten. De opgegeven map (%1) bestaat niet.</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>Voxel-export is bezig. Stop het renderen van renders die nog niet klaar zijn voor het sluiten van de voxel-exportdialoog.</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="183"/>
        <location filename="../src/animation_keyframes.cpp" line="272"/>
        <source>No frames to render</source>
        <translation>Geen frames om te renderen</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="189"/>
        <location filename="../src/animation_keyframes.cpp" line="278"/>
        <source>The folder %1 does not exist. Please specify a valid location.</source>
        <translation>De map %1 bestaat niet. Geef a.u.b. een geldige locatie op.</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="218"/>
        <source>Are you sure to start recording of new animation?</source>
        <translation>Weet u zeker dat u een nieuwe animatie wilt opnemen?</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="219"/>
        <location filename="../src/animation_flight.cpp" line="754"/>
        <location filename="../src/animation_flight.cpp" line="1098"/>
        <location filename="../src/animation_keyframes.cpp" line="613"/>
        <location filename="../src/animation_keyframes.cpp" line="941"/>
        <source>This will delete all images in the image folder.
Proceed?</source>
        <translation>Alle afbeeldingen in de afbeeldingsmap worden verwijderd.
Doorgaan?</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="236"/>
        <source>No frames recorded before. Unable to continue.</source>
        <translation>Geen eerder opgenomen frames. Afgebroken.</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="245"/>
        <location filename="../src/animation_flight.cpp" line="693"/>
        <location filename="../src/animation_keyframes.cpp" line="503"/>
        <location filename="../src/interface.cpp" line="1788"/>
        <source>Rendering engine is busy. Stop unfinished rendering before starting new one</source>
        <translation>Render-machine is bezig. Stop renders die nog niet klaar zijn voordat u een nieuwe start</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="258"/>
        <source>Recordning flight path</source>
        <translation>Vluchtpad wordt opgenomen</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="344"/>
        <location filename="../src/animation_flight.cpp" line="352"/>
        <source>Recording flight animation</source>
        <translation>Vluchtanimatie wordt opgenomen</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="748"/>
        <location filename="../src/animation_flight.cpp" line="1097"/>
        <location filename="../src/animation_keyframes.cpp" line="608"/>
        <location filename="../src/animation_keyframes.cpp" line="940"/>
        <source>Truncate Image Folder</source>
        <translation>Afbeeldingsmap leeg maken</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="750"/>
        <location filename="../src/animation_keyframes.cpp" line="610"/>
        <source>The animation has already been rendered completely.
 Do you want to purge the output folder?
</source>
        <translation>De animatie is al volledig gerenderd.
Wilt u de uitvoermap opschonen?
</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="814"/>
        <source>Animation start</source>
        <translation>Animatie start</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="850"/>
        <location filename="../src/animation_flight.cpp" line="853"/>
        <location filename="../src/animation_keyframes.cpp" line="719"/>
        <location filename="../src/animation_keyframes.cpp" line="723"/>
        <source>Animation finished</source>
        <translation>Animatie beëindigd</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="858"/>
        <location filename="../src/animation_keyframes.cpp" line="727"/>
        <source>Rendering terminated</source>
        <translation>Renderen afgebroken</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="859"/>
        <location filename="../src/animation_keyframes.cpp" line="728"/>
        <source>Error occured, see log output</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="901"/>
        <location filename="../src/animation_keyframes.cpp" line="770"/>
        <source>Refreshing animation</source>
        <translation>Animatie verversen</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="1000"/>
        <location filename="../src/animation_keyframes.cpp" line="842"/>
        <source>Animation Image Folder</source>
        <translation>Animatie-afbeeldingsmap</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="1003"/>
        <location filename="../src/animation_keyframes.cpp" line="845"/>
        <source>Choose Animation Image Folder</source>
        <translation>Kies animatie-afbeeldingsmap</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="1254"/>
        <source>Export flight to keyframes</source>
        <translation>Vlucht exporteren naar keyframes</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="1255"/>
        <source>There are already captured keyframes present.
Discard current keyframes?</source>
        <translation>Er zijn al keyframes opgenomen.
Huidige keyframes verwijderen?</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="202"/>
        <location filename="../src/animation_keyframes.cpp" line="219"/>
        <source>No keyframe selected</source>
        <translation>Geen keyframe geselecteerd</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="543"/>
        <source>There is no frame to render: first frame to render and last frame to render are equals.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="582"/>
        <location filename="../src/animation_keyframes.cpp" line="1224"/>
        <source>Camera collides with fractal at following frames:
</source>
        <translation>Camera botst met fractal in de volgende frames:
</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="677"/>
        <source>Rendering animation</source>
        <translation>Animatie wordt gerenderd</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1110"/>
        <source>Export keyframes to flight</source>
        <translation>Keyframes naar vlucht exporteren</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1111"/>
        <source>There are already captured flight frames present.
Discard current flight frames ?</source>
        <translation>Er zijn al vluchtframes opgenomen.
Huidige vluchtframes verwijderen?</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1130"/>
        <source>Exporting</source>
        <translation>Exporteert</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1178"/>
        <location filename="../src/animation_keyframes.cpp" line="1198"/>
        <source>Checking for collissions</source>
        <translation>Check op botsingen</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1179"/>
        <source>Checking for collissions on keyframe # %1</source>
        <translation>Check op botsingen op keyframe # %1</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1199"/>
        <source>Checking for collisions finished</source>
        <translation>Bots-check beëindigd</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1229"/>
        <source>No collisions detected
</source>
        <translation>Geen botsingen gedetecteerd</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1276"/>
        <source>Cannot change target distance. Missing camera parameters in keyframes</source>
        <translation>Kan doelafstand niet veranderen. Ontbrekende cameraparameters in keyframes</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="327"/>
        <source>You have to specify a settings file, for this configuration!</source>
        <translation>U moet een bestand met voorinstellingen opgeven voor deze configuratie!</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="398"/>
        <source>Some useful example commands:</source>
        <translation>Nuttige voorbeeldcommando&apos;s:</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="401"/>
        <source>Simple render</source>
        <translation>Eenvoudige render</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="404"/>
        <source>Renders the file on the cli (no window required).</source>
        <translation>Rendert het bestand op de client (geen venster nodig).</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="406"/>
        <source>Animation render</source>
        <translation>Animatie-render</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>Rendert de keyframe-animatie van bestand keyframe_fractal.fract binnen frames 200 tot 300.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="415"/>
        <source>Network render</source>
        <translation>Netwerkrender</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>In een netwerk kunt u op meerdere machines renderen. Een ervan is een server (2) en meerdere clients (1). kunnen ermee verbinden om bij het renderen te helpen. 
Voor elke client-run (1) moet 192;168.100.1 vervangen worden door het IP-adres van de server.
Voor de server-run (2) door de instellingen voor de render en additioneel &apos;-server&apos;.
De server start en wacht een korte tijd zodat de clients verbinding maken kunnen. Daarna start het hele systeem met renderen.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="430"/>
        <source>Voxel volume render</source>
        <translation>Voxelvolumen-render</translation>
    </message>
    <message>
        <source>Renders the voxel volume in the bounding box of [x(-1 - 1); y(-1 - 1); z(-1 - 1)] with a resolution of 10x10x10.
This
 will produce 10 slices (z) with a resolution of 10(x) times 10(y) and save as black and white images to working folder/slices.</source>
        <translation type="vanished">Rendert het voxelvolume in een begrenzende rechthoek [x(-1 - 1); y(-1 - 1); z(-1 - 1)] met een resolutie van 10x10x10.
Dit produceert 10 lagen (z) met een resolutie van 10(x) * 10(y) en slaat ze op als zwartwit-afbeeldingen naar werkmap/slices.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="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>Wachtrij-render</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>Laat het Mandelbulber-proces in wachtrijmodus draaien und daemoniseert het.
Mandelbulber draait op de achtergrond en wacht op jobs.
Uitvoer wordt geschreven naar /tmp/queue.log.
(Werkt niet onder Windows)</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="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>Mandelbulber accepteerd ook een willekeurig aantal input-bestanden
Deze bestanden kunnen van de volgende types zijn:
  .fract File - Een normaal fractal-bestand
  .fractlist File - Een wachtrij-bestand, elk item in het wachtrij-bestand wordt toegevoegd aan de huidige wachtrij
  Folder - Wanneer een map wordt opgegeven, worden alle .fract-bestanden in deze map toegevoegd aan de wachtrij
U kunt ook &quot;-&quot; gebruiken om aan te geven dat de bestandsnaam of de bestandsinhoud zijn gespecificeerd in stdin, bij voorbeeld:  cat example.fract | mandelbulber2 -
</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="491"/>
        <source>
List of fractal parameters:
</source>
        <translation>
Lijst van fractal-parameters:
</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="542"/>
        <source>Specified server port is invalid
</source>
        <translation>Opgegeven server-port is ongeldig
</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="555"/>
        <source>NetRender - Waiting for clients
</source>
        <translation>NetRender - Wacht op clients
</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="575"/>
        <source>Specified client port is invalid
</source>
        <translation>Opgegeven client-port is ongeldig
</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>Kan wachtrij niet initieren: </translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="644"/>
        <source>Cannot load file!
</source>
        <translation>Kan bestand niet laden!
</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>Opgegeven resolutie is ongeldig
beide dimensies moeten &gt;0 zijn</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>Opgegeven resolutie is ongeldig,
resolutie moet in het format WIJDTExHOOGTE zijn</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>Opgegeven frames per key ongeldig
Moet &gt;0 zijn</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="768"/>
        <source>Specified imageFileFormat is not valid
allowed formats are: </source>
        <translation>Opgegeven afbeeldings-bestandstype is ongeldig
Toegestane types zijn: </translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="787"/>
        <source>There are no flight animation frames in specified settings file</source>
        <translation>Geen vluchtanimatie-frames gevonden in opgegeven instellingsbestand</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="798"/>
        <source>You cannot render keyframe animation at the same time as flight animation</source>
        <translation>U kunt niet tegelijkertijd een keyframe-animatie en een vlucht-animatie renderen</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="811"/>
        <source>There are no keyframes in specified settings file</source>
        <translation>Geen keyframes gevonden in opgegeven instellingenbestand</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="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>Animatie heeft maar %1 frames</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>Endframe moet groter zijn dan startframe (%1)</translation>
    </message>
    <message>
        <location filename="../src/dof.cpp" line="80"/>
        <location filename="../src/dof.cpp" line="391"/>
        <source>Rendering Depth Of Field effect - phase I</source>
        <translation>Scherptediepte renderen - fase I</translation>
    </message>
    <message>
        <location filename="../src/dof.cpp" line="207"/>
        <location filename="../src/dof.cpp" line="516"/>
        <source>Rendering Depth Of Field effect - phase II</source>
        <translation>Scherptediepte renderen - fase II</translation>
    </message>
    <message>
        <location filename="../src/dof.cpp" line="210"/>
        <location filename="../src/dof.cpp" line="519"/>
        <source>Sorting zBuffer</source>
        <translation>zBuffer sorteren</translation>
    </message>
    <message>
        <location filename="../src/dof.cpp" line="219"/>
        <location filename="../src/dof.cpp" line="528"/>
        <source>Randomizing zBuffer</source>
        <translation>zBuffer randomiseren</translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="53"/>
        <source>Warning</source>
        <translation>Waarschuwing</translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="55"/>
        <source>Error</source>
        <translation>Fout</translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="57"/>
        <source>Note</source>
        <translation>Aantekening</translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="76"/>
        <source>Mandelbulber warning</source>
        <translation>Mandelbulber-waarschuwing</translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="81"/>
        <source>Mandelbulber error</source>
        <translation>Mandelbulber-fout</translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="86"/>
        <source>Mandelbulber information</source>
        <translation>Mandelbulber-informatie</translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="98"/>
        <source>
Warning: </source>
        <translation>
Waarschuwing: </translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="105"/>
        <source>
Error: </source>
        <translation>
Fout:</translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="112"/>
        <source>
Note: </source>
        <translation>
Aantekening: </translation>
    </message>
    <message>
        <location filename="../src/file_image.cpp" line="509"/>
        <location filename="../src/file_image.cpp" line="583"/>
        <source>Can&apos;t save image to PNG file!
</source>
        <translation>Kan niet als PNG-bestand opslaan!
</translation>
    </message>
    <message>
        <location filename="../src/file_image.cpp" line="733"/>
        <location filename="../src/file_image.cpp" line="770"/>
        <location filename="../src/file_image.cpp" line="800"/>
        <source>Can&apos;t save image to JPEG file!
</source>
        <translation>Kan niet als JPG-bestand opslaan!
</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="473"/>
        <source>Cannot init renderJob, see log output for more information.</source>
        <translation>Kan renderjob niet initieren, zie uitvoer-log voor meer informatie.</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1233"/>
        <location filename="../src/interface.cpp" line="1258"/>
        <source>Reseting view</source>
        <translation>Standaardweergave</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1234"/>
        <source>Fractal size calculation</source>
        <translation>Berekening van de Fractalgrootte</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1258"/>
        <location filename="../src/interface.cpp" line="1366"/>
        <source>Done</source>
        <translation>Klaar</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1298"/>
        <location filename="../src/interface.cpp" line="1308"/>
        <location filename="../src/interface.cpp" line="1318"/>
        <location filename="../src/interface.cpp" line="1328"/>
        <location filename="../src/interface.cpp" line="1338"/>
        <location filename="../src/interface.cpp" line="1348"/>
        <location filename="../src/interface.cpp" line="1366"/>
        <source>bounding box as limit</source>
        <translation>Begrenzende rechthoek als limiet</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1298"/>
        <source>Negative X Limit</source>
        <translation>Negatieve X-limiet</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1308"/>
        <source>Negative Y Limit</source>
        <translation>Negatieve Y-limiet</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1318"/>
        <source>Negative Z Limit</source>
        <translation>Negatieve Z-limiet</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1328"/>
        <source>Positive X Limit</source>
        <translation>Positieve X-limiet</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1338"/>
        <source>Positive Y Limit</source>
        <translation>Positieve Y-limiet</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1348"/>
        <source>Positive Z Limit</source>
        <translation>Positieve Z-limiet</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1417"/>
        <source>Set position of %1 # %2 by mouse pointer</source>
        <translation>Positie van %1 # %2 door muis instellen</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1423"/>
        <source>Delete </source>
        <translation>Verwijderen </translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1480"/>
        <source>Can&apos;t open file </source>
        <translation>Kan bestand niet openen </translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1481"/>
        <source> Primitive object ui file can&apos;t be loaded</source>
        <translation> Primitieve object-gebruikersinterfacebestand kan niet worden geladen</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1563"/>
        <source>No action</source>
        <translation>Geen actie</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1567"/>
        <source>Move the camera</source>
        <translation>Beweeg de camera</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1571"/>
        <source>Set fog visibility</source>
        <translation>Mist-zichtbarheid instellen</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1575"/>
        <source>Set DOF focus</source>
        <translation>Scherptediepte-focus instellen</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1579"/>
        <source>Get Julia constant</source>
        <translation>Julia-constante ophalen</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1584"/>
        <source>Place light #1</source>
        <translation>Licht #1 plaatsen</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1589"/>
        <source>Place light #2</source>
        <translation>Licht #2 plaatsen</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1594"/>
        <source>Place light #3</source>
        <translation>Licht #3 plaatsen</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1599"/>
        <source>Place light #4</source>
        <translation>Licht #4 plaatsen</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1603"/>
        <source>Place random light center</source>
        <translation>Plaats random licht-centrum</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1607"/>
        <source>Get point coordinates</source>
        <translation>Punt-coördinaten ophalen</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1616"/>
        <source>Place </source>
        <translation>Plaats </translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1646"/>
        <source>Are you sure to close the application?</source>
        <translation>Weet u zeker dat u de applicatie wilt afsluiten?</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1648"/>
        <source>Quit?</source>
        <translation>Afsluiten?</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1653"/>
        <source>Yes, don&apos;t ask again</source>
        <translation>Ja, niet opnieuw vragen</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1704"/>
        <source>Auto recovery</source>
        <translation>Automatisch herstel</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>De applicatie is niet correct afgesloten
Wilt u uw laatste werk herstellen?</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>
        <source>In Mandelbulber 2.10 the default data structure changed for linux and MacOS:
Instead of keeping all working folders/files in ~/.mandelbulber these are now split
into .mandelbulber for program internal folders/files (undo, toolbar, queue, mandelbulber.ini)
and mandelbulber for user defined folders/files (settings, images, materials, slices, textures)
Do you want to upgrade now to this new structure?</source>
        <translation type="vanished">In Mandelbulber 2.10 is de datastructuur voor Linux en MacOs veranderd:
In plaats van alle werkmappen en -bestanden onder ~/.mandelbulber te houden, zijn deze nu gesplitst
in .mandelbulber voor programma-interne mappen/bestanden (undo (ongedaan maken), toolbar (werkbalk), queue (wachtrij), mandelbulber.ini)
en .mandelbulber voor gebruiker-gedefinieerde mappen/bestanden (settings (instellingen), images (afbeeldingen), slices (voxel-lagen), textures(texturen))
Wilt u nu upgraden naar deze nieuwe structuur?</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1747"/>
        <source>Data folder upgrade</source>
        <translation>Upgrade van de data-map</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1752"/>
        <source>No, don&apos;t ask again</source>
        <translation>Nee, niet opnieuw vragen</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>Optimale DE-factor zoeken</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1886"/>
        <source>Percentage of wrong distance estimations: %1</source>
        <translation>Percentage foute Distance Estimations: %1</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>Inactief</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>De optimale DE-factor is: %1, geeft %2% foute Distance Estimations</translation>
    </message>
    <message>
        <location filename="../src/lights.cpp" line="166"/>
        <source>Positioning random lights</source>
        <translation>Plaatsing van random lichten</translation>
    </message>
    <message>
        <location filename="../src/lights.cpp" line="167"/>
        <source>Positioned light %1 of %2</source>
        <translation>Licht %1 van %2 geplaatst</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>NetRender -  het adres is al in gebruik.

Draait er al een mandelbulber-server op deze poort?</translation>
    </message>
    <message>
        <location filename="../src/netrender.cpp" line="94"/>
        <source>NetRender - SetServer Error:

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

</translation>
    </message>
    <message>
        <location filename="../src/netrender.cpp" line="667"/>
        <source>NetRender - Client version mismatch!
 Client address:</source>
        <translation>NetRender - verkeerde client-versie!
Client-adres: </translation>
    </message>
    <message>
        <location filename="../src/old_settings.cpp" line="72"/>
        <source>Can&apos;t import old settings
</source>
        <translation>Kan geen oude instellingen laden
</translation>
    </message>
    <message>
        <location filename="../src/old_settings.cpp" line="73"/>
        <source>File with default values doesn&apos;t exist
</source>
        <translation>Bestand met standaardwaarden bestaat niet
</translation>
    </message>
    <message>
        <location filename="../src/old_settings.cpp" line="1397"/>
        <source>Hybrid fractal can&apos;t be converted</source>
        <translation>Hybride-fractal kan niet worden geconverteerd</translation>
    </message>
    <message>
        <location filename="../src/progress_text.cpp" line="89"/>
        <source>Done %1%, elapsed: %2, estimated to end: %3</source>
        <translation>Gereed %1%, verstreken: %2, geschatte eindtijd: %3</translation>
    </message>
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        <source>Save settings in selected file</source>
        <translation>Instellingen opslaan in opgegeven bestand</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1096"/>
        <location filename="../qt/ui_render_window.h" line="914"/>
        <source>&amp;Program Settings</source>
        <translation>&amp;Programma-voorkeuren</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="1105"/>
        <location filename="../qt/ui_render_window.h" line="915"/>
        <source>&amp;Quit</source>
        <translation>&amp;Afsluiten</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="1114"/>
        <location filename="../qt/ui_render_window.h" line="916"/>
        <source>&amp;Save window state</source>
        <translation>&amp;Vensterindeling opslaan</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="1123"/>
        <location filename="../qt/ui_render_window.h" line="917"/>
        <source>&amp;Default docks positions</source>
        <translation>Standaard &amp;dockposities</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="1132"/>
        <location filename="../qt/ui_render_window.h" line="918"/>
        <source>&amp;Animation docks positions</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1137"/>
        <location filename="../qt/ui_render_window.h" line="919"/>
        <source>About &amp;Qt</source>
        <translation>Over &amp;Qt</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1142"/>
        <location filename="../qt/ui_render_window.h" line="920"/>
        <source>About &amp;Third Party</source>
        <translation>Over &amp;Third Party</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1151"/>
        <location filename="../qt/ui_render_window.h" line="921"/>
        <source>&amp;About Mandelbulber</source>
        <translation>&amp;Over Mandelbulber</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="1160"/>
        <location filename="../qt/ui_render_window.h" line="922"/>
        <source>&amp;Undo</source>
        <translation>&amp;Ongedaan maken</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1163"/>
        <location filename="../qt/ui_render_window.h" line="923"/>
        <source>Ctrl+Z</source>
        <translation>Ctrl+Z</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1172"/>
        <location filename="../qt/ui_render_window.h" line="924"/>
        <source>&amp;Redo</source>
        <translation>O&amp;pnieuw</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1175"/>
        <location filename="../qt/ui_render_window.h" line="925"/>
        <source>Ctrl+Y</source>
        <translation>Ctrl+Y</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1184"/>
        <location filename="../qt/ui_render_window.h" line="926"/>
        <source>&amp;Import settings from old Mandelbulber (v1.21)...</source>
        <translation>&amp;Instellingen importeren uit een oudere versie van Mandelbulber (v1.21)...</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1193"/>
        <location filename="../qt/ui_render_window.h" line="927"/>
        <source>Export &amp;Voxel Layers</source>
        <translation>&amp;Voxel-lagen exporteren</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1202"/>
        <location filename="../qt/ui_render_window.h" line="928"/>
        <source>Load &amp;example...</source>
        <translation>Voorbeeld &amp;laden...</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1210"/>
        <location filename="../qt/ui_render_window.h" line="929"/>
        <source>Show &amp;animation dock</source>
        <translation>Toon &amp;animatie-dock</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1221"/>
        <location filename="../qt/ui_render_window.h" line="930"/>
        <source>Show &amp;gamepad dock</source>
        <translation>Toon &amp;gamepad-dock</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1232"/>
        <location filename="../qt/ui_render_window.h" line="931"/>
        <source>Show &amp;queue dock</source>
        <translation>Toon &amp;wachtrij-dock</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="1243"/>
        <location filename="../qt/ui_render_window.h" line="932"/>
        <source>Show &amp;Info dock</source>
        <translation>Toon &amp;informatie-dock</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1254"/>
        <location filename="../qt/ui_render_window.h" line="933"/>
        <source>Show &amp;toolbar</source>
        <translation>Toon &amp;werkbalk</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="1266"/>
        <location filename="../qt/ui_render_window.h" line="934"/>
        <source>Sta&amp;ck all docks</source>
        <translation>&amp;Alle docks stapelen</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1274"/>
        <location filename="../qt/ui_render_window.h" line="935"/>
        <source>S&amp;how statistics</source>
        <translation>&amp;Toon statistieken</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1283"/>
        <location filename="../qt/ui_render_window.h" line="936"/>
        <source>Save as &amp;EXR</source>
        <translation>Opslaan als &amp;EXR</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1292"/>
        <location filename="../qt/ui_render_window.h" line="937"/>
        <source>Save as &amp;TIFF</source>
        <translation>Opslaan als &amp;TIFF</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1301"/>
        <location filename="../qt/ui_render_window.h" line="938"/>
        <source>Add current settings to toolbar</source>
        <translation>Huidige instellingen toevoegen aan werkbalk</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1310"/>
        <location filename="../qt/ui_render_window.h" line="939"/>
        <source>Add current window settings</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1318"/>
        <location filename="../qt/ui_render_window.h" line="940"/>
        <source>Show &amp;measurement dock</source>
        <translation>Toon a&amp;fmetingen-dock</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1327"/>
        <location filename="../qt/ui_render_window.h" line="941"/>
        <source>Export &amp;Mesh</source>
        <translation>&amp;Mesh exporteren</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="152"/>
        <source>Info &amp;Qt</source>
        <translation>Informatie &amp;Qt</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="154"/>
        <source>&amp;Info Mandelbulber</source>
        <translation>&amp;Informatie Mandelbulber</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="156"/>
        <source>Info &amp;Third Party</source>
        <translation>Informatie &amp;Third Party</translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="59"/>
        <location filename="../src/render_window_menu.cpp" line="155"/>
        <location filename="../src/render_window_menu.cpp" line="190"/>
        <location filename="../src/render_window_menu.cpp" line="469"/>
        <source>Fractals (*.txt *.fract)</source>
        <translation>Fractals (*.txt *.fract)</translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="64"/>
        <source>Import settings from old Mandelbulber (v1.21)...</source>
        <translation>Instellingen importeren uit een oudere versie van Mandelbulber (v1.21)...</translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="160"/>
        <source>Load example settings...</source>
        <translation>Voorbeeld-instellingen laden...</translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="195"/>
        <source>Load settings...</source>
        <translation>Instellingen laden...</translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="302"/>
        <source>JPEG images (*.jpg *.jpeg)</source>
        <translation>JPEG afbeeldingen (*.jpg *.jpeg)</translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="307"/>
        <location filename="../src/render_window_menu.cpp" line="335"/>
        <location filename="../src/render_window_menu.cpp" line="360"/>
        <location filename="../src/render_window_menu.cpp" line="386"/>
        <location filename="../src/render_window_menu.cpp" line="411"/>
        <location filename="../src/render_window_menu.cpp" line="440"/>
        <source>Save image to %1 file...</source>
        <translation>Afbeelding opslaan in %1-bestand...</translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="314"/>
        <location filename="../src/render_window_menu.cpp" line="319"/>
        <location filename="../src/render_window_menu.cpp" line="418"/>
        <location filename="../src/render_window_menu.cpp" line="424"/>
        <location filename="../src/render_window_menu.cpp" line="447"/>
        <location filename="../src/render_window_menu.cpp" line="453"/>
        <source>Saving %1 image</source>
        <translation>%1 Afbeelding wordt opgeslagen</translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="314"/>
        <location filename="../src/render_window_menu.cpp" line="419"/>
        <location filename="../src/render_window_menu.cpp" line="448"/>
        <source>Saving image started</source>
        <translation>Opslaan afbeelding gestart</translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="319"/>
        <location filename="../src/render_window_menu.cpp" line="425"/>
        <location filename="../src/render_window_menu.cpp" line="454"/>
        <source>Saving image finished</source>
        <translation>Opslaan afbeelding beëindigd</translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="330"/>
        <location filename="../src/render_window_menu.cpp" line="406"/>
        <location filename="../src/render_window_menu.cpp" line="435"/>
        <source>PNG images (*.png)</source>
        <translation>PNG afbeeldingen (*.png)</translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="355"/>
        <source>EXR images (*.exr)</source>
        <translation>EXR afbeeldingen (*.exr)</translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="381"/>
        <source>TIFF images (*.tiff)</source>
        <translation>TIFF afbeeldingen (*.tiff)</translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="475"/>
        <source>Save settings...</source>
        <translation>Instellingen opslaan...</translation>
    </message>
    <message>
        <location filename="../src/render_window_slots.cpp" line="429"/>
        <source>Add window settings</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window_slots.cpp" line="430"/>
        <source>Enter a name for the new window settings</source>
        <translation type="unfinished"></translation>
    </message>
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<context>
    <name>RenderedImage</name>
    <message>
        <location filename="../src/rendered_image_widget.cpp" line="141"/>
        <source>Move camera</source>
        <translation>Camera bewegen</translation>
    </message>
    <message>
        <location filename="../src/rendered_image_widget.cpp" line="142"/>
        <source>Change fog visibility</source>
        <translation>Mist-zichtbarheid aanpassen</translation>
    </message>
    <message>
        <location filename="../src/rendered_image_widget.cpp" line="143"/>
        <source>Change DOF focus</source>
        <translation>Scherptediepte-focus aanpassen</translation>
    </message>
    <message>
        <location filename="../src/rendered_image_widget.cpp" line="145"/>
        <source>Place light #</source>
        <translation>Plaats licht #</translation>
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    <message>
        <location filename="../src/rendered_image_widget.cpp" line="146"/>
        <source>
Mouse wheel - light fov / bkw</source>
        <translation>
Muisrad - licht voorw./achterw.</translation>
    </message>
    <message>
        <location filename="../src/rendered_image_widget.cpp" line="149"/>
        <source>Place </source>
        <translation>Plaats </translation>
    </message>
    <message>
        <location filename="../src/rendered_image_widget.cpp" line="152"/>
        <source>Get Julia constant</source>
        <translation>Julia-constante ophalen</translation>
    </message>
    <message>
        <location filename="../src/rendered_image_widget.cpp" line="154"/>
        <source>LMB - increase speed</source>
        <translation>Linker muisknop - snelheid opvoeren</translation>
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    <message>
        <location filename="../src/rendered_image_widget.cpp" line="155"/>
        <source>
RMB - decrease speed</source>
        <translation>
Rechter muisknop - snelheid minderen</translation>
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    <message>
        <location filename="../src/rendered_image_widget.cpp" line="156"/>
        <source>
arrow keys - strafe</source>
        <translation>
Pijltjestoetsen - verplaats zijwaards</translation>
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    <message>
        <location filename="../src/rendered_image_widget.cpp" line="157"/>
        <source>
z, x keys - roll</source>
        <translation>
z-,x-toetsen - rollen</translation>
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    <message>
        <location filename="../src/rendered_image_widget.cpp" line="158"/>
        <source>
spacebar - pause</source>
        <translation>
spatiebalk - pauze</translation>
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    <message>
        <location filename="../src/rendered_image_widget.cpp" line="159"/>
        <source>
hold shift key - orthogonal strafe</source>
        <translation>
ingedrukte shift-toets - orthogonaal zijwards</translation>
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    <message>
        <location filename="../src/rendered_image_widget.cpp" line="163"/>
        <source>Place center of random light</source>
        <translation>Plaats random licht-centrum</translation>
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    <message>
        <location filename="../src/rendered_image_widget.cpp" line="164"/>
        <source>
also calculates</source>
        <translation>
Berekent ook</translation>
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    <message>
        <location filename="../src/rendered_image_widget.cpp" line="165"/>
        <source>
distribution radius of lights to 50%,</source>
        <translation>
distributie-radius van lichten tot 50%,</translation>
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    <message>
        <location filename="../src/rendered_image_widget.cpp" line="166"/>
        <source>
max distance from fractal to 10%</source>
        <translation>
maximale afstand van fractal tot 10%</translation>
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    <message>
        <location filename="../src/rendered_image_widget.cpp" line="167"/>
        <source>
of distance [center to camera position]</source>
        <translation>
van de afstand [centrum tot camera-positie]</translation>
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    <message>
        <location filename="../src/rendered_image_widget.cpp" line="170"/>
        <source>Get coordinates</source>
        <translation>Ophalen van coördinaten</translation>
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    <message>
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        <source>
and distance</source>
        <translation>
en afstand</translation>
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<context>
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    <message>
        <location filename="../qt/audio_selector.ui" line="14"/>
        <location filename="../qt/ui_audio_selector.h" line="480"/>
        <source>Form</source>
        <translation>Formulier</translation>
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    <message>
        <location filename="../qt/audio_selector.ui" line="24"/>
        <location filename="../qt/ui_audio_selector.h" line="481"/>
        <source>Select audio file</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/audio_selector.ui" line="43"/>
        <location filename="../qt/ui_audio_selector.h" line="482"/>
        <source>Play sound</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/audio_selector.ui" line="54"/>
        <location filename="../qt/ui_audio_selector.h" line="483"/>
        <source>Stop</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/audio_selector.ui" line="67"/>
        <location filename="../qt/ui_audio_selector.h" line="484"/>
        <source>Delete audio track</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/audio_selector.ui" line="78"/>
        <location filename="../qt/ui_audio_selector.h" line="485"/>
        <source>Enable animation by so&amp;und</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/audio_selector.ui" line="104"/>
        <location filename="../qt/ui_audio_selector.h" line="486"/>
        <source>Frequency of interest:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/audio_selector.ui" line="164"/>
        <location filename="../qt/ui_audio_selector.h" line="489"/>
        <source>Bandwidth:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/audio_selector.ui" line="224"/>
        <location filename="../qt/ui_audio_selector.h" line="492"/>
        <source>Addition factor</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/audio_selector.ui" line="231"/>
        <location filename="../qt/ui_audio_selector.h" line="493"/>
        <source>Multiplication factor</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/audio_selector.ui" line="294"/>
        <location filename="../qt/ui_audio_selector.h" line="494"/>
        <source>Negative influence</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/audio_selector.ui" line="307"/>
        <location filename="../qt/ui_audio_selector.h" line="495"/>
        <source>Sound pitch mode</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/audio_selector.ui" line="316"/>
        <location filename="../qt/ui_audio_selector.h" line="496"/>
        <source>Decay fil&amp;ter</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/audio_selector.ui" line="342"/>
        <location filename="../qt/audio_selector.ui" line="433"/>
        <location filename="../qt/ui_audio_selector.h" line="497"/>
        <location filename="../qt/ui_audio_selector.h" line="501"/>
        <source>Strength:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/audio_selector.ui" line="407"/>
        <location filename="../qt/ui_audio_selector.h" line="500"/>
        <source>S&amp;mooth filter</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/audio_selector.ui" line="552"/>
        <location filename="../qt/ui_audio_selector.h" line="504"/>
        <source>Waveform</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/audio_selector.ui" line="587"/>
        <location filename="../qt/ui_audio_selector.h" line="505"/>
        <source>Frequency spectrum</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/audio_selector.ui" line="616"/>
        <location filename="../qt/ui_audio_selector.h" line="506"/>
        <source>Animation chart</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <source>Load audio file</source>
        <translation type="vanished">Audio-bestand laden</translation>
    </message>
    <message>
        <source>Fractals (*.wav *.mp3)</source>
        <translation type="vanished">Fractals (*.wav *.mp3)</translation>
    </message>
    <message>
        <location filename="../qt/audio_selector.cpp" line="69"/>
        <source>Audio files (*.wav *.mp3 *.flac)</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/audio_selector.cpp" line="71"/>
        <source>Select audio file...</source>
        <translation>Selecteer audio-bestand...</translation>
    </message>
    <message>
        <location filename="../qt/audio_selector.cpp" line="107"/>
        <source>Set animation controlled by audio file for parameter %1</source>
        <translation type="unfinished"></translation>
    </message>
</context>
<context>
    <name>cAudioTrack</name>
    <message>
        <location filename="../src/audio_track.cpp" line="101"/>
        <source>Loading WAV file</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/audio_track.cpp" line="151"/>
        <source>Decompressing audio file</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/audio_track.cpp" line="256"/>
        <source>Calculationg FFT</source>
        <translation type="unfinished"></translation>
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</context>
<context>
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    <message>
        <location filename="../qt/dock_animation.ui" line="14"/>
        <location filename="../qt/ui_dock_animation.h" line="960"/>
        <source>Form</source>
        <translation>Formulier</translation>
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    <message>
        <location filename="../qt/dock_animation.ui" line="36"/>
        <location filename="../qt/ui_dock_animation.h" line="962"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;In record flight mode, the camera is operated like in a flight simulator game. Flight path is recorded. It recommended to use low image resolution for better recording performance. &lt;/p&gt;&lt;p&gt;Render animation button starts rendering of the recorded flight path. For final rendering you can select higher image resolution.&lt;/p&gt;&lt;p&gt;To add a parameter, right click on the selected parameter&apos;s edit field and select from context menu &lt;span style=&quot; font-style:italic;&quot;&gt;Add to flight animation&lt;/span&gt;&lt;/p&gt;&lt;p&gt;You can modify frame parameters directly in the animation table or by editing parameters in fractal or effects edit fields (double click keyframe preview or right click on a keyframe, and choose &lt;span style=&quot; font-style:italic;&quot;&gt;Render this keyframe&lt;/span&gt; , this updates parameters in window, then modify parameters and click &lt;span style=&quot; font-style:italic;&quot;&gt;Modify keyframe&lt;/span&gt; to get modified parameters into table)&lt;/p&gt;&lt;p&gt;You can click on &lt;span style=&quot; font-style:italic;&quot;&gt;Export to keyframes&lt;/span&gt; to continue editing animation in &lt;span style=&quot; font-style:italic;&quot;&gt;Keyframe animation&lt;/span&gt; editor&lt;/p&gt;&lt;p&gt;Animation is stored in a settings file in CSV format, therefore it is possible to edit animation with external tools (e.g spreadsheet editor or text editor).&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;In vluchtopname-modus werkt de camera zoals in een vluchtsimulator-spel. Het vluchtpad wordt opgenomen. Aangeraden wordt om een lage resolutie te gebruiken voor betere opname-prestaties. &lt;/p&gt;&lt;p&gt;De &apos;Render animatie&apos;-knop start het renderen van het opgenomen vluchtpad. Voor de uiteindelijke render kunt u een hogere resolutie kiezen.&lt;/p&gt;&lt;p&gt;Om een parameter toe te voegen, klik met de rechter muisknop op het bewerkingsveld van de geselecteerde parameter en kies uit het contextmenu. &lt;span style=&quot; font-style:italic;&quot;&gt;Toevoegen aan de vlucht-animatie&lt;/span&gt;&lt;/p&gt;&lt;p&gt;U kunt frame-parameters rechtstreeks bewerken in de animatie-tabel of door het veranderen van parameters in het fractal- of effekten-bewerkingsveld (dubbelklik Keyframe-voorvertoning of rechter muisklik op een keyframe en kies &lt;span style=&quot; font-style:italic;&quot;&gt;Render dit keyframe&lt;/span&gt;, dit ververst de parameters in het venster, verander daarna de gewenste parameters en klik &lt;span style=&quot; font-style:italic;&quot;&gt;Bewerk keyframe&lt;/span&gt; om de aangepaste paremeters in de tabel te verwerken)&lt;/p&gt;&lt;p&gt;U kunt klikken op &lt;span style=&quot; font-style:italic;&quot;&gt;Exporteren naar keyframes&lt;/span&gt; om de animatie verder te bewerken in &lt;span style=&quot; font-style:italic;&quot;&gt;Keyframe-animatie&lt;/span&gt; editor&lt;/p&gt;&lt;p&gt;De animatie wordt opgeslagen in een instellingenbestand in CSV formaat, vandaar dat het mogelijk is de animatie aan te passen met externe programmas (b.v een spreadsheetprogramma of tekstverwerker).&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Flight animation</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Starts rendering of previously recorded flight path&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Starts recording flight path. &lt;/p&gt;&lt;p&gt;It is recommended to decrease image resolution for better rendering performance.&lt;/p&gt;&lt;p&gt;The mouse pointer is used as the controller. &lt;br/&gt;Move the mouse pointer to change flight direction.&lt;br/&gt;Left mouse button increases flight speed. Right mouse button decreases speed.&lt;br/&gt;Arrow keys moves camera up, down, left and right (strafe)&lt;br/&gt;Z and X keys rotate the camera (roll)&lt;br/&gt;Spacebar pauses flight path recording . &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Start het opnemen van het vluchtpad. &lt;/p&gt;&lt;p&gt;Aangeraden wordt de beeldresolutie te verlagen voor betere opname-prestaties.&lt;/p&gt;&lt;p&gt;De muisaanwijzer wordt gebruikt als regelaar. &lt;br/&gt;Beweeg de muisaanwijzer om de vluchtrichting te wijzigen.&lt;br/&gt;De linkermuisknop verhoogt de vluchtsnelheid. De rechter muisknop verlaagt de snellheid.&lt;br/&gt;De pijltjestoetsen bewegen de camera op, neer, en zijwaards naar links en rechts.&lt;br/&gt;De Z- en X-toetsen  roteren de camera (rollen)&lt;br/&gt;De spatiebalk pauzeert de vluchtpad-opname. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Record flight path</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Deletes all already rendered image frames in selected folder (&lt;span style=&quot; font-style:italic;&quot;&gt;Path for images&lt;/span&gt;). &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Verwijdert alle al gerenderde afbeeldingen in de geselecteerde map (&lt;span style=&quot; font-style:italic;&quot;&gt;Pad voor afbeeldingen&lt;/span&gt;). &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Delete all images</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Plays rendered animation.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Speelt de gerenderde animatie af.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Show Animation</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Continues recording previously stopped rendering. The flight will start from the last point from the table, and will be continued with the latest direction and speed.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Zet een gestopte opname voort. De vlucht start vanaf de laatste positie in de tabel en wordt voortgezet met de laatste richting en snelheid.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Continue recording</source>
        <translation>Opname voortzetten</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Refreshes animation table and keyframe previews.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Ververst de animatie-tabel en keyframe-voorvertoningen.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Refresh table</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Exports flight path to keyframe animation.  &lt;span style=&quot; font-style:italic;&quot;&gt;Keyframe animation/frames per keyframe&lt;/span&gt; parameter is used to determine how many frames will be exported as new keyframes. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Exporteert het vluchtpad naar een keyframe-animatie.  &lt;span style=&quot; font-style:italic;&quot;&gt;De Keyframe-animatie/frames per keyframe&lt;/span&gt;-parameter wordt gebruikt om te achterhalen hoeveel frames geëxporteerd zullen worden als nieuwe keyframes. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Export to Keyframes</source>
        <translation>Exporteren naar keyframes</translation>
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        <source>path for images:</source>
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        <source>image type:</source>
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        <source>inertia:</source>
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        <source>speed:</source>
        <translation>Snelheid:</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to stored rendered animation frames.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Pad naar opgeslagen gerenderde animatieframes.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Determines how camera speed will be calculated.&lt;/p&gt;&lt;p&gt;In &lt;span style=&quot; font-style:italic;&quot;&gt;Relative to distance&lt;/span&gt; mode, camera speed will decrease when camera is nearer to the fractal surface. This mode will help you to not collide with the fractal. In this mode you can still control speed by &lt;span style=&quot; font-style:italic;&quot;&gt;speed&lt;/span&gt; parameter and by mouse buttons.&lt;/p&gt;&lt;p&gt;In Constant mode, the camera speed is only controlled by &lt;span style=&quot; font-style:italic;&quot;&gt;speed&lt;/span&gt; parameter and mouse buttons&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Bepaalt hoe de camerasnelheid wordt berekend.&lt;/p&gt;&lt;p&gt;In &lt;span style=&quot; font-style:italic;&quot;&gt;Relatief tot afstand&lt;/span&gt;-modus zal de camerasnelheid afnemen naarmate de camera het fractal-oppervlak nadert. Deze modus zal u helpen botsingen met de fractal te vermijden. In deze modus kunt u nog steeds de snelheid regelen door de &lt;span style=&quot; font-style:italic;&quot;&gt;snelheid&lt;/span&gt;-parameter en de muisknoppen.&lt;/p&gt;&lt;p&gt;In Constant-modus wordt de camerasnelheid alleen geregeld door de &lt;span style=&quot; font-style:italic;&quot;&gt;snelheid&lt;/span&gt;-parameter en muisknoppen&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Relative to distance</source>
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        <source>speed control:</source>
        <translation>Snelheidscontrole:</translation>
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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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Regelt de vluchtsnelheid. &lt;/p&gt;&lt;p&gt;Bij een klik met de linker-muisknop wordt de snelheid verhoogd&lt;/p&gt;&lt;p&gt;Bij een klik met de rechter-muisknop wordt de snelheid verlaagd&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Select folder</source>
        <translation>Selecteer map</translation>
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        <source>seconds per frame:</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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Cameratraagheid. &lt;/p&gt;&lt;p&gt;Hogere traagheid maakt een vlucht gelijkmatiger maar het veranderen van snelheid of richting wordt moeilijker.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameters controls frame rate during flight path recording. Higher values give slower rendering but are more detailed.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Deze parameter regelt de framerate tijdens de vluchtpad-opname. Hogere waardes zorgen voor een langzamer renderen maar geven een gedetailleerder resultaat.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>roll speed:</source>
        <translation>rolsnelheid:</translation>
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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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotatie-snelheid van de camera&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables rendering of keyframe previews in animation table.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Activeert het renderen van keyframevoorvertoningen in de animatie-tabel.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Show thumbnails</source>
        <translation>Toon miniaturen</translation>
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        <source>rotation speed:</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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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enable this parameter  if you want to record a flight path in parts. It allows the program to continue recording the flight with the same speed.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Activeer deze parameter wanneer u en vluchtpad in gedeeltes wilt opnemen. Op deze manier kunt u de opname voortzetten met dezelfde snelheid.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Add flight and rotation speed to parameters
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        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Beperkt het bereik van te renderen frames&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection for image format for animation frames.&lt;/p&gt;&lt;p&gt;For more image format settings go to to &lt;span style=&quot; font-style:italic;&quot;&gt;File/Program settings&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selectie voor het afbeeldingstype van animatieframes.&lt;/p&gt;&lt;p&gt;Voor meer instellingen voor afbeeldingstypes ga naar &lt;span style=&quot; font-style:italic;&quot;&gt;Bestand/Programma-voorkeuren&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This feature is for rendering animations by interpolating between keyframes.&lt;/p&gt;&lt;p&gt;You can create multiple keyframes, each with different parameters (i.e.camera, fractal and environment parameters values). Intermediate frames will be calculated during rendering of the animation. &lt;/p&gt;&lt;p&gt;To add a keyframe to the animation table, click &lt;span style=&quot; font-style:italic;&quot;&gt;Add keyframe&lt;/span&gt;. &lt;/p&gt;&lt;p&gt;To add a parameter, right click on the selected parameter&apos;s edit field and select from context menu &lt;span style=&quot; font-style:italic;&quot;&gt;Add to keyframe animation&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Build an animation by adding, inserting and deleting keyframes. Modify parameters directly in the animation table, or in fractal or efects edit fields (double click keyframe preview or right click on a keyframe, and choose &lt;span style=&quot; font-style:italic;&quot;&gt;Render this keyframe&lt;/span&gt; , this updates parameters in window, then modify parameters and click &lt;span style=&quot; font-style:italic;&quot;&gt;Modify keyframe&lt;/span&gt; to refresh animation table.)&lt;/p&gt;&lt;p&gt;Each parameter can have assigned different type of interpolation (right click on animation parameter name.)&lt;/p&gt;&lt;p&gt;Animation is stored in a settings file in CSV format, therefore it is possible to edit animation with external tools (e.g spreadsheet editor or text editor).&lt;/p&gt;&lt;p&gt;Animation can be exported to Flight Animation, where it is possible to edit each frame.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Checks if there is no collision between camera and fractal at all interpolated frames.&lt;/p&gt;&lt;p&gt;Collision is defined as event where distance of camera to fractal object is lower than &lt;span style=&quot; font-style:italic;&quot;&gt;collision distance&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Checkt alle geïnterpoleerde frames op botsingen tussen camera en fractal.&lt;/p&gt;&lt;p&gt;&quot;Botsing&apos;is gedefiniëerd als gebeurtenis waarbij de afstand tussen camera en fractal die kleiner is dan de &lt;span style=&quot; font-style:italic;&quot;&gt;Bots-afstand&lt;/span&gt;-parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Minimum afstand tussen camera en fractal tijdens de &lt;span style=&quot; font-style:italic;&quot;&gt;Validatie&lt;/span&gt;-functie (botsdetectie)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Scherptediepte is het effect waarin objecten binnen een bepaald afstandsbereik scherp en objecten buiten dat bereik onscherp worden weergegeven.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Dit is de afstand waarop objecten scherpgesteld zijn.&lt;/p&gt;&lt;p&gt;Deze afstand kan worden ingesteld door de knop  &lt;span style=&quot; font-style:italic;&quot;&gt;Focus-afstand per muis instellen&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;korte focus-afstand&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;lange focus-afstand&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DOF - focus close.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DOF - focus far.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use DOF algorithm based on floating point image buffer.&lt;/p&gt;&lt;p&gt;This mode cannot be used together with SSAO effect.&lt;/p&gt;&lt;p&gt;When effect is already rendered there is no possibility to adjust image brightness, contrast and gamma.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Gebruikt een scherptediepte-algoritme op basis van een floating-point-beeldbuffer.&lt;/p&gt;&lt;p&gt;Deze modus kan niet samen met het SSAO-effect worden gebruikt.&lt;/p&gt;&lt;p&gt;Wanneer dit effect al is gerenderd, is het niet meer mogelijk om lichtsterkte, contrast en gamma aan te passen.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Use HDR version of DOF effect
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Disables &apos;Update image&apos; options)</source>
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(niet mogelijk om samen met SSAO te gebruiken.
Schakelt &apos;Afbeelding verversen&apos; uit)</translation>
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        <source>Number of passes:</source>
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        <source>Blur opacity:</source>
        <translation>Onscherpte-opaciteit:</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables Monte Carlo algorithm for rendering the depth of field (DOF) effect. This effect is extremely slow for rendering, but gives a very realistic DOF appearance. &lt;/p&gt;&lt;p&gt;Remark: This effect canot work properly when screen space ambient occlusion is enabled. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Schakelt het Monte Carlo-algoritme voor het renderen van de scherptediepte in. Dit effect rendert extreem langzaam, maar geeft een zeer realistische scherptediepte. &lt;/p&gt;&lt;p&gt;Opmerking: Dit effect kan niet goed werken wanneer schermruimte-ambient occlusion is ingeschakeld. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&amp;Monte carlo algorithm</source>
        <translation>&amp;Monte Carlo-algoritme</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Number of rays calculated for each image pixel. Higher values reduce the noise on the image but increase rendering time. &lt;/p&gt;&lt;p&gt;For instance if the number of samples is 100, then the rendering will take 100 times compared to the effect disabled.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Aantal rays dat per beeldpixel wordt berekend. Hogere waarden reduceren ruis maar vergroten de rendertijd. &lt;/p&gt;&lt;p&gt;B.v. als het aantal rays per pixel 100 is, dan wordt de rendertijd met een factor 100 vergroot.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Number of samples per pixel:</source>
        <translation>Aantal rays per pixel:</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Update image after changes of DOF settings. Can be updated even after image rendering.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Ververst het beeld na aanpassingen van de scherptediepte-instellingen. Kan ook ná het renderen worden toegepast.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Update image</source>
        <translation>Beeld verversen</translation>
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        <location filename="../qt/ui_dock_effects.h" line="2833"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Setting of focus distance by mouse pointer. &lt;/p&gt;&lt;p&gt;Click on this button and then point the object on image which you want to appear in focus.&lt;/p&gt;&lt;p&gt;After using it don&apos;t forget to change &lt;span style=&quot; font-style:italic;&quot;&gt;Navigation&lt;/span&gt; / &lt;span style=&quot; font-style:italic;&quot;&gt;Mouse click function&lt;/span&gt; to continue work with the camera.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Scherptediepte instellen met de muisaanwijzer. &lt;/p&gt;&lt;p&gt;Klik op deze knop en wijs vervolgens het object aan dat u scherp wilt zien.&lt;/p&gt;&lt;p&gt;Vergeet na afloop niet om via  &lt;span style=&quot; font-style:italic;&quot;&gt;Navigatie&lt;/span&gt; / &lt;span style=&quot; font-style:italic;&quot;&gt;Muisklik-functie&lt;/span&gt;ervoor te zorgen dat u verder met de camera kunt werken&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Set focus distance by mouse</source>
        <translation>Focus-afstand per muis instellen</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Settings for scattered light effect&lt;/p&gt;&lt;p&gt;Types of ambient occlusion effect:&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Screen Space Ambient Occlusion (SSAO)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Multiple rays&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Fast&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion high quality.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion fast mode.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;SSAO - relatively fast post-effect based on z-Buffer&lt;/p&gt;&lt;p&gt;Multiple rays - based on calculation of rays in different directions. It uses texture to create colored light map. This effect slows down rendering.&lt;/p&gt;&lt;p&gt;Fast - simple and fast method to calculate scattered light effect. This the least accurate
 effect.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Instellingen voor het strooilicht-effect&lt;/p&gt;&lt;p&gt;Types ambient occlusion-effecten:&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Schermruimte Ambient Occlusion (SSAO)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Meervoudige rays&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Snel&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion high quality.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion fast mode.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;SSAO - relatief snel post-effect gebaseerd op de zbuffer&lt;/p&gt;&lt;p&gt;Meervoudige rays - gebaseerd op berekening van rays in diverse richtingen. Maakt gebruik van texturen om een kleur-lightmap aan te maken. Dit effect vertraagt het renderproces.&lt;/p&gt;&lt;p&gt;Snel - simpele en snelle methode om het strooilicht-effect te berekenen. Dit is het minst accurate effect.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Ambient occl&amp;usion</source>
        <translation></translation>
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        <source>Quality:</source>
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        <source>Type:</source>
        <translation></translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Quality of ambient occlusion effect. Higher quality increases rendering time.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Kwaliteit van het strooilicht-effect. Hoe hoger de waarde hoe hoger de rendertijd.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter controls brightness of fast ambient occlusion effect.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Deze parameter regelt de helderheid van het snelle strooilicht-effect.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection of method to calculate ambient occlusion effect&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selectie van de methode van berekenen voor het strooilicht-effect&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Fast</source>
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        <source>Multiple rays with light map</source>
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        <source>Screen space</source>
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        <source>Fast AO tune:</source>
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        <source>Intensity:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of scattered light&lt;/p&gt;&lt;p&gt;example of effect:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg&quot;/&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Strooilicht-intensiteit&lt;/p&gt;&lt;p&gt;voorbeeld van het 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;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables random directions of ray vectors&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;File-path to light map image. For ambient occlusion effect based on multiple rays&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Pad naar de afbeelding voor de kleur-lightmap. Voor het strooilicht-effect gebaseerd op meervoudige rays&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Environment mapping is an image-based lighting technique for approximating the appearance of a reflective surface by means of a precomputed texture image. The texture is used to store the image of the distant environment surrounding the rendered object.&lt;/p&gt;&lt;p&gt;To adjust effect intensity use &lt;span style=&quot; font-style:italic;&quot;&gt;reflection&lt;/span&gt; slider&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Omgevings-mapping is een afbeeldings-gebaseerde lichttechniek voor het benaderen van het uiterlijk van een weerspiegelend oppervlak door middel van een eerder gemaakte textuurafbeelding. De textuur wordt gebruikt om de afbeelding voor de wijdere omgeving van het gerenderde object op te slaan.&lt;/p&gt;&lt;p&gt;Om de intensitit van dit effect aan te passen, gebruik de &lt;span style=&quot; font-style:italic;&quot;&gt;reflectie&lt;/span&gt;-schruifbalk&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables fog effect. Density of fog is constant over entire space.&lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - fog.jpeg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Schakelt het mist-effect in. Mistdichtheid is gelijk in de hele ruimte.&lt;/p&gt;&lt;p&gt;Voorbeeld:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - fog.jpeg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Visibility distance of fog. Visibility can be set by using &apos;&lt;span style=&quot; font-style:italic;&quot;&gt;Set visibility distance by mouse&apos;&lt;/span&gt; button&lt;/p&gt;&lt;p&gt;Lower value gives denser fog,&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Zichtbaarheidsafstand voor mist. Zichtbaarheid kan in worden gesteld door de &apos;&lt;span style=&quot; font-style:italic;&quot;&gt;Stel zichtbaarheidsafstand in met muis&lt;/span&gt;-knop&lt;/p&gt;&lt;p&gt;Lagere waarden geven dichtere mist.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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;Depth of field is the effect in which objects within some range of distances in a scene appear in focus, and objects nearer or farther than this range appear out of focus.&lt;/p&gt;&lt;p&gt;note: using DOF prevents one-pass anaglyph rendering, unless Monte carlo algorithm mode is selected.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;There is no fog in volume where iteration count is lower than this value. When this parameter is high then fog is only just by fractal surface.&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;trim = 4&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;trim = 6&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;trim = 8&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 6 - 30000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 8 - 40000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Geen mist in volume als iteratie lager is dan deze waarde. Wanneer deze waarde hoog is verschijnt de mist alleen vlak bij het fractal-oppervlak.&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;trim = 4&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;trim = 6&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;trim = 8&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 6 - 30000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 8 - 40000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1525"/>
        <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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Kleur #1 is gebruikt voor minder iteraties dan deze waarde&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Mist-opaciteit. Hogere waarden geven dichtere mist.&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;opaciteit = 1000&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;opaciteit
 = 4000&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;opaciteit = 16000&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 1000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 4000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Kleur #3 van het mist-effect&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Kleur #2 van het mist-effect&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Kleur #2 is gebruikt voor minder iteraties dan deze waarde. &lt;/p&gt;&lt;p&gt;Kleur #3 is gebruikt voor meer iteraties dan deze waarde.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1685"/>
        <location filename="../qt/ui_dock_effects.h" line="2994"/>
        <source>Opacity:</source>
        <translation>Opaciteit:</translation>
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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>Trim voor lage iteraties:</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>
        <translation>Max iter. voor kleur #2:</translation>
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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>
        <translation>Max iter. voor kleur #1:</translation>
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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>
        <translation>Achtergrond</translation>
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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>Gekleurde achtergrond</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>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Achtergrondkleur aan de horizon&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</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>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Achtergrondkleur aan de zenit&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <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>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Achtergrondkleur aan de nadir&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</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>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Schakelt het invullen van de achtergrondbol met een geselecteerde afbeelding in.&lt;/p&gt;&lt;p&gt;Voorbeeld:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - backhround texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1879"/>
        <location filename="../qt/ui_dock_effects.h" line="3019"/>
        <source>Te&amp;xtured background</source>
        <translation>Gete&amp;xtureerde achtergrond</translation>
    </message>
    <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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Pad naar de achtergrond-afbeelding. Mogelijke types zijn BMP, GIF, JPG, PNG&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1928"/>
        <location filename="../qt/ui_dock_effects.h" line="3024"/>
        <source>Map type:</source>
        <translation>Mapping-type:</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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Bepaalt hoe de textuur gemapt wordt op de achtergrondbol&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Equirectangulair: &lt;br/&gt;&lt;/span&gt;&lt;span style=&quot; font-weight:400;&quot;&gt;Textuur moet equirectangulair zijn aangemaakt. Dit is het meest populaire type voor sphere-mapping.&lt;br/&gt;Voorbeeld:&lt;br/&gt;&lt;/span&gt;&lt;img src=&quot;:/tooltips/tooltips_images/equirectangular_bkg.jpg&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Dubbele hemisfeer:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;De textuur moet zijn aangemaakt als twee afbeeldingen van hemisferen. Mapping moet hetzelfde zijn als&lt;span style=&quot; font-style:italic;&quot;&gt;Full dome-projecties&lt;/span&gt; (of &lt;span style=&quot; font-style:italic;&quot;&gt;Fish eye&lt;/span&gt;)&lt;br/&gt;Voorbeeldtextuur met assen en richtingen:&lt;br/&gt;&lt;img src=&quot;:/tooltips/tooltips_images/full_dome_bkg_axes.png&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1945"/>
        <location filename="../qt/ui_dock_effects.h" line="3027"/>
        <source>Equirectangular</source>
        <translation>Equirectangulair</translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1950"/>
        <location filename="../qt/ui_dock_effects.h" line="3028"/>
        <source>Double hemisphere</source>
        <translation>Dubbele hemisfeer</translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="1955"/>
        <location filename="../qt/ui_dock_effects.h" line="3029"/>
        <source>Flat</source>
        <translation>Plat</translation>
    </message>
    <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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Helderheid van de achtergrondafbeelding&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="2010"/>
        <location filename="../qt/ui_dock_effects.h" line="3039"/>
        <source>Brightness:</source>
        <translation>Helderheid:</translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="2040"/>
        <location filename="../qt/ui_dock_effects.h" line="3304"/>
        <source>Lights</source>
        <translation>Lichten</translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="2091"/>
        <location filename="../qt/ui_dock_effects.h" line="3041"/>
        <source>Common light options</source>
        <translation>Algemene licht-opties</translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="2118"/>
        <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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Schakelt het werpen van schaduwen van alle lichtbronnen in&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="2121"/>
        <location filename="../qt/ui_dock_effects.h" line="3045"/>
        <source>Cast shadows</source>
        <translation>Werp schaduw</translation>
    </message>
    <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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Laat licht in alle objecten doordringen. Wanneer dit is ingeschakeld is het binnen in de fractal niet helemaal donker.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="2137"/>
        <location filename="../qt/ui_dock_effects.h" line="3049"/>
        <source>Penetrating lights</source>
        <translation>Doordringende lichten</translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="2147"/>
        <location filename="../qt/ui_dock_effects.h" line="3050"/>
        <source>&amp;Main light source</source>
        <translation>&amp;Hoofdlicht</translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="2192"/>
        <location filename="../qt/ui_dock_effects.h" line="3051"/>
        <source>Horizontal angle:</source>
        <translation>Horizontale hoek:</translation>
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    <message>
        <location filename="../qt/dock_effects.ui" line="2212"/>
        <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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Deze parameter beweegt het licht naar links/rechts. &lt;/p&gt;&lt;p&gt;Wanneer &lt;span style=&quot; font-style:italic;&quot;&gt;Positie relatief tot camera&lt;/span&gt; is uitgeschakeld en de hoek 0 is dan wordt het licht op y-as geplaatst.&lt;/p&gt;&lt;p&gt;Wanneer &lt;span style=&quot; font-style:italic;&quot;&gt;Positie relatief tot camera&lt;/span&gt; is ingeschakeld en de hoek is 0, dan wordt het licht achter de camera geplaatst. Wanneer de hoek +90 is wordt het licht rechts van de camera geplaatst, bij een hoek van -90 links. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="2246"/>
        <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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Deze parameter stelt de grootte in van een aan de &amp;quot;hemel&amp;quot; zichtbaar licht.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensiteit van het hoofdlicht. Hoe hoger hoe lichter de verlichte objecten zijn.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Deze parameter stelt de helderheid in van een aan de &amp;quot;hemel&amp;quot; zichtbaar licht.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="2324"/>
        <location filename="../qt/dock_effects.ui" line="3345"/>
        <location filename="../qt/dock_effects.ui" line="4003"/>
        <location filename="../qt/ui_dock_effects.h" line="3073"/>
        <location filename="../qt/ui_dock_effects.h" line="3205"/>
        <location filename="../qt/ui_dock_effects.h" line="3272"/>
        <source>Size:</source>
        <translation>Grootte:</translation>
    </message>
    <message>
        <location filename="../qt/dock_effects.ui" line="2337"/>
        <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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Deze parameter regelt de hoek van de soft shadow-kegel. Het simuleert een &amp;quot;soft shadow&amp;quot;-effect. Wanneer het nul is zijn de schaduwen zeer scherp.&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;schaduwkegel 0 graden&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;schaduwkegel 5 graden &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shadow cone 0.jpeg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shadow cone 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Vertical angle:</source>
        <translation>Verticale hoek:</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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Deze parameter beweegt het hoofdlicht naar boven/onder. &lt;/p&gt;&lt;p&gt;Wanneer &lt;span style=&quot; font-style:italic;&quot;&gt;Positie relatief tot camera&lt;/span&gt; is uitgeschakeld en de hoek 0 is dan wordt het licht op het x,y-vlak geplaatst.&lt;/p&gt;&lt;p&gt;Wanneer &lt;span style=&quot; font-style:italic;&quot;&gt;Positie relatief tot camera&lt;/span&gt; is ingeschakeld en de hoek is 0, dan wordt het licht op de locale horizon geplaatst. Wanneer de hoek +90 is wordt het licht boven de camera geplaatst, bij een hoek van -90 onder. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Soft shadow cone angle:</source>
        <translation>Soft shadow-kegelhoek:</translation>
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        <source>Visibility:</source>
        <translation>Zichtbaarheid:</translation>
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    <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>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Kleur van het hoofdlicht&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Wanneer dit is ingeschakeld verandert de lichtpositie met de camera-rotatie. Wanneer dit is uitgeschakeld wordt de hoofdlichtpositie ingesteld met hoeken relatief tot het coördinaten-systeem van de scene.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_effects.h" line="3095"/>
        <source>Position relative to the camera</source>
        <translation>Positie relatief tot camera</translation>
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    <message>
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        <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>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Vrij in te stellen lichtbronnen&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_effects.h" line="3099"/>
        <source>Custom lights</source>
        <translation>Aangepaste lichten</translation>
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        <source>Light #&amp;1</source>
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        <source>x:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;coordinates of light source&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Coördinaten van de lichtbron&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/dock_effects.ui" line="2811"/>
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        <source>y:</source>
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        <source>z:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;brightness of light source&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Helderheid van de lichtbron&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_effects.h" line="3197"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of light source&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Kleur van de lichtbron&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables placing of the light source by mouse pointer. Light source is placed in front of fractal surface by distance defined by &lt;span style=&quot; font-style:italic;&quot;&gt;Placement distance &lt;/span&gt;parameter. &lt;/p&gt;&lt;p&gt;Placement distance can be changed using mouse scroll. &lt;/p&gt;&lt;p&gt;When the light is already placed, don&apos;t forget to change &lt;span style=&quot; font-style:italic;&quot;&gt;Mouse click function&lt;/span&gt; to e.g. &amp;quot;Move the camera&amp;quot;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Schakelt plaatsing van de lichtbron door de muisaanzijzer in. De lichtbron wordt voor het fractal-oppervlak op een door de &lt;span style=&quot; font-style:italic;&quot;&gt;Plaatsingsafstand&lt;/span&gt;-parameter bepaalde afstand geplaatst. &lt;/p&gt;&lt;p&gt;De plaatsingsafstand kan worden veranderd door het muiswiel. &lt;/p&gt;&lt;p&gt;Wanneer het licht geplaatst is, vergeet niet om de &lt;/span&gt; / &lt;span style=&quot; font-style:italic;&quot;&gt;Muisklik-functie&lt;/span&gt;terug te zetten naar b.v. &amp;quot;Beweeg de camera&amp;quot;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Light #&amp;2</source>
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        <source>Light #&amp;4</source>
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        <source>Custom lights options</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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Definiëert de zichtbaarheid van andere lichtbronnen. Hogere waarden geven lichtbronnen met grotere lichtsterkte. Regelt niet de luminositeit van lichtbronnen&lt;/p&gt;&lt;p&gt;Deze parameter werkt ook voor random lichten.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Definiëert de grootte van zichtbare lichtbronnen. Hoe hoger hoe groter de lichten.&lt;/p&gt;&lt;p&gt;Deze parameter werkt ook voor random lichten.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <source>Placement distance
(by mouse):</source>
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    <message>
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        <location filename="../qt/ui_dock_effects.h" line="3216"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controls distance from fractal surface where light will be placed with mouse pointer. When it&apos;s zero, the light will be set on fractal surface. Higher value moves the light towards the camera.&lt;/p&gt;&lt;p&gt;This parameter can be controlled with mouse scroll.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Regelt de afstand naar fractal-oppervlak waarop het licht met de muisaanwijzer wordt geplaatst. Is de waarde nul zal het op het fractal-oppervlak worden geplaatst. Hogere waarden plaatsen het licht dichter bij de camera.&lt;/p&gt;&lt;p&gt;Deze parameter kan worden ingesteld met het muiswiel.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/random lights placement.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Random seed: &lt;/span&gt;random seed for lights distribution &lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Maximum distance from the fractal: &lt;/span&gt;random lights are placed within this distance from the fractal surface &lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Centre of distribution X, Y, Z: &lt;/span&gt;the centre point for random light distribution. To set this point by mouse pointer, select &amp;quot;Set position of centre for random lights&amp;quot; in Mouse click function combo box in Mandelbulber Render Window &lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Distribution radius of lights: &lt;/span&gt;maximum distance from Centre of distribution where lights can be placed. The random lights appear in the region that matches the condition of being both within this radius and also within the maximum distance from fractal surface.&lt;/p&gt;&lt;p&gt;If this radius is too small to generate random lights, then the program will automatically increase this radius. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Random li&amp;ghts options</source>
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        <source>Fake lights based on orbit &amp;traps</source>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/random lights placement.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Random seed: &lt;/span&gt;random seed for lights distribution &lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Maximum distance from the fractal: &lt;/span&gt;random lights are placed
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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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Parameters voor zichtbare lichtstralen, in het Engels vaak &amp;quot;God Rays&amp;quot;-effect genoemd.&lt;/p&gt;&lt;p&gt;Voorbeeld:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/god rays.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Visibility of light #2:</source>
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        <source>Visibility of main light:</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>Visibility of light #3:</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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Schakelt het effect in voor het hoofdlicht. Het is een goed idee om de lichtbron vlak voor de camera te plaatsen (horizontale hoek plm. 180 graden, verticale hoek plm. 0 graden)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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;Intensity of ilumination of fractal surface&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Minimum iteration:</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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        <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;Enables calculation of fractal in the same way as Julia Set.&lt;/p&gt;&lt;p&gt;When it&apos;s enabled then:&lt;br/&gt;z&lt;span style=&quot; vertical-align:sub;&quot;&gt;0&lt;/span&gt; = p&lt;br/&gt;z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n+1&lt;/span&gt; = f(z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n&lt;/span&gt;) + c&lt;/p&gt;&lt;p&gt;where:&lt;br/&gt;p - coordinates of point&lt;br/&gt;c - Julia constant&lt;/p&gt;&lt;p&gt;to compare, regular fractals are calculated in following way:&lt;br/&gt;z&lt;span style=&quot; vertical-align:sub;&quot;&gt;0&lt;/span&gt; = p&lt;br/&gt;z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n+1&lt;/span&gt; = f(z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n&lt;/span&gt;) + p&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;A Gamepad can be used as an input device. The keymap for the gamepad is the following:&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/gamepad Keymap.png&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When this option is enabled, the fractal appearance is maintained at all resolutions. &lt;/p&gt;&lt;p&gt;The fractal detail level will be automatically adjusted to match any change of image resolution. &lt;/p&gt;&lt;p&gt;For instance, if the resolution is doubled then the detail level will be reduced by half.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Wanneer deze optie is ingeschakeld wordt het fractal-uiterlijk gehandhaafd in alle resoluties. &lt;/p&gt;&lt;p&gt;Het detailniveau van de fractal wordt automatisch aangepast aan de veranderde resolutie. &lt;/p&gt;&lt;p&gt;Bij voorbeeld: wanneer de resolutie wordt verdubbeld wordt het detailnivo gehalveerd.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Voorinstellingen voor gerenderde beeldgroottes&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables rendering of stereoscopic images and animations for viewing with 3D glasses.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Activeert het renderen van stereoscopische afbeeldingen en animaties die met 3D-brillen bekeken kunnen worden.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Definiëert hoe stereoscopische beelden worden gerenderd.&lt;/p&gt;&lt;p&gt;Links-rechts - Het beeld voor het linker oog wordt gerenderd aan de linkerkant van het beeld.Het beeld voor het rechter oog wordt gerenderd aan de rechterkant van het beeld.&lt;/p&gt;&lt;p&gt;Boven-onder - Het beeld voor het linker oog wordt gerenderd aan de bovenkant van het beeld.Het beeld voor het rechter oog wordt gerenderd aan de onderkant van het beeld.&lt;/p&gt;&lt;p&gt;Anaglyph rood/cyaan - Het beeld wordt gerenderd als anaglyph voor rood/cyane 3D-brillen. Met deze optie is het mogelijk om de fractal direct in 3D-modus te bewerken op een normale monitor. Alles wat nodig is is een goedkope 3D-bril. Voor de verkenning van de fractal wordt aangeraden om geen gebruik te maken van SSAO ambient occlusion omdat deze in twee stappen rendert (probeer &amp;quot;Snel&amp;quot;-ambient occlusion).&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The distance between two virtual eyes. Higher values make the 3D effect more intense. &lt;/p&gt;&lt;p&gt;The optimal distance between eyes is about 1%-5% of the distance to the viewed object. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;De afstand tussen twee virtuele ogen. Hogere waarden maken het 3D-effect intenser. &lt;/p&gt;&lt;p&gt;De optimale afstand tussen ogen is ongeveer 1%-5% van de
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Adjusts the appearance of the 3D effect for the furthest objects (or background). If the value of this parameter is higher then the background objects will appear further away. &lt;/p&gt;&lt;p&gt;As an example, the optimal value of this parameter for a 24 inch display could be about 0.4. For bigger display this value should be lower. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Past het 3D-effect aan voor de meest ver weg gelegen objecten (of de achtergrond). Hoe hoger de waarde van deze parameter hoe verder weg achtergrondobjecten lijken te liggen. &lt;/p&gt;&lt;p&gt;Bij voorbeeld is de optimale waarde voor deze parameter voor een 24-inch scherm ongeveer 0.4. Voor grotere schermen moet deze waarde lager liggen. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Instellingen voor normale kwaliteit&lt;/p&gt;&lt;p&gt;Ambient occlusion is ingeschakeld als Schermruimte-Ambient Occlusion (SSAO) mode.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;A fast preset but with low quality.&lt;/p&gt;&lt;p&gt;Ambient occlusion is turned off.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Een snelle voorinstelling maar met lage beeldkwaliteit. &lt;/p&gt;&lt;p&gt;Ambient occlusion is uitgeschakeld.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The highest quality preset and the slowest.&lt;/p&gt;&lt;p&gt;Ambient occlusion is turned on in Multiple Rays mode. Raymarching step is decreased to 0.2 to reduce fractal calculation errors.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Instelling voor de hoogste kwaliteit en ook de langzaamste.&lt;/p&gt;&lt;p&gt;Ambient occlusion is ingeschakeld als Meervoudige Rays-modus. Raymarching step is verlaagd tot 0.2 om berekeningsfouten voor de fractal te reduceren.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This is the fastest preset but with the lowest quality.&lt;/p&gt;&lt;p&gt;Shadows, ambient occlusion and raytraced reflections are turned off. Detail level is decreased to 0.5.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Dit is de snelste instellinge maar met de laagste beeldkwaliteit.&lt;/p&gt;&lt;p&gt;Schaduwen, ambient occlusion en raytraced reflecties zijn gedeactiveerd. Detailniveau is verlaagd tot 0,5.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Aanpassingen voor afbeeldingskleuren. Kan worden verandert na het renderen&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Contrast of image&lt;/p&gt;&lt;p&gt;Use &lt;span style=&quot; font-style:italic;&quot;&gt;apply changes&lt;/span&gt; button to update image&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Beeldcontrast&lt;/p&gt;&lt;p&gt;Gebruik de&lt;span style=&quot; font-style:italic;&quot;&gt;Toepassen&lt;/span&gt;-knop om het beeld te verversen&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Gamma of image&lt;/p&gt;&lt;p&gt;Use &lt;span style=&quot; font-style:italic;&quot;&gt;apply changes&lt;/span&gt; button to update image&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Beeldgamma&lt;/p&gt;&lt;p&gt;Gebruik de&lt;span style=&quot; font-style:italic;&quot;&gt;Toepassen&lt;/span&gt;-knop om het beeld te verversen&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Gamma:</source>
        <translation></translation>
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        <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>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Beeldhelderheid&lt;/p&gt;&lt;p&gt;Gebruik de&lt;span style=&quot; font-style:italic;&quot;&gt;Toepassen&lt;/span&gt;-knop om het beeld te verversen&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Brightness:</source>
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        <source>Contrast:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;High dynamic range effect. Reduces brightness of the brightest pixels to prevent oversaturation.&lt;/p&gt;&lt;p&gt;Use &lt;span style=&quot; font-style:italic;&quot;&gt;apply changes&lt;/span&gt; button to update image&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;High dynamic range-effect. Verlaagd de helderheid van de helderste pixels om oversaturatie te voorkomen&lt;/p&gt;&lt;p&gt;Gebruik de&lt;span style=&quot; font-style:italic;&quot;&gt;Toepassen&lt;/span&gt;-knop om het beeld te verversen&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_image_adjustments.h" line="777"/>
        <source>High Dynamic Range (HDR)</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Apply changes of image colors&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Aanpassingen voor afbeeldingskleuren toepassen&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_image_adjustments.h" line="781"/>
        <source>Apply changes</source>
        <translation>Toepassen</translation>
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    <message>
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        <location filename="../qt/ui_dock_image_adjustments.h" line="782"/>
        <source>Camera</source>
        <translation></translation>
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        <source>Field of view:</source>
        <translation>Gezichtsveld:</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Field of view of camera. Higher value gives wider view.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Gezichtsveld van de camera. Hogere waarden geven een breder beeld.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_image_adjustments.h" line="797"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Type of perspective projection.&lt;/p&gt;&lt;p&gt;- Three-point perspective  projection, has two vanishing points on the horizon line and one on zenith or nadir&lt;/p&gt;&lt;p&gt;- Fish eye - simulates fish eye camera. &lt;span style=&quot; font-style:italic;&quot;&gt;Field of view&lt;/span&gt; = 1.0 corresponds to 180 degree&lt;/p&gt;&lt;p&gt;- Equirectangular - is dedicated to render 360 degree panoramas. Image proportion should be set to 2:1 and &lt;span style=&quot; font-style:italic;&quot;&gt;Field of view&lt;/span&gt; = 1.0&lt;/p&gt;&lt;p&gt;- Fulldome - is dedicated to render images for displaying in fulldome.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Perspectief-projectietypes&lt;/p&gt;&lt;p&gt;- Driepunts-perspectief - heeft twee verdwijnpunten aan de horizont en een aan zenith of nadir&lt;/p&gt;&lt;p&gt;- Fish eye - simuleert een fish eye-lens. &lt;span style=&quot; font-style:italic;&quot;&gt;Gezichtsveld&lt;/span&gt; = 1.0 correspondeert met 180 graden&lt;/p&gt;&lt;p&gt;- Equirectangulair - speciaal voor het renderen van 360 graden-panoramas. De beeldverhouding moet 2:1 zijn en &lt;span style=&quot; font-style:italic;&quot;&gt;Gezichtsveld&lt;/span&gt; = 1.0&lt;/p&gt;&lt;p&gt;- Full dome - wordt gebruikt voor afbeeldingen van het full dome-type.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Three-point perspective</source>
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        <source>Fish eye</source>
        <translation></translation>
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        <source>Equirectangular</source>
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        <source>Perspective type:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;For compatibility of coordinate system with old Mandelbulber v. 1.21 .fract files&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Voor compatibiliteit van het coördinaten-systeem met oude Mandelbulber v. 1.21 .fract-bestanden&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Get point by mouse pointer</source>
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        <source>x:</source>
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        <source>Distance from last point:</source>
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        <source>Distance from camera:</source>
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        <location filename="../qt/ui_dock_navigation.h" line="840"/>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Start rendering of image based on actual settings&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Start het renderen van het beeld gebaseerd op de huidige instellingen&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_navigation.h" line="844"/>
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        <source>UNDO</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Redo last revoked change of settings and start rendering of image&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Herstel de laatst ongedaan gemaakte instellings-wijziging en start het renderen van de afbeelding&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Terminate rendering&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Beëindig render&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;These parameters and gauges controls position of camera and point where the camera is looking at (target)&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/Camera target.png&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Deze parameters en meters regelen de camerapositie en het punt waarnaar de camera kijkt (doel)&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/Camera target.png&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Coordinates of camera&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Camera-coördinaten&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Coordinates of target&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Doelcoördinaten&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Set camera far from the fractal. It keeps actual camera angle.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Plaatst de camera ver van de fractal. Behoudt de huidige camerahoek.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selectie van camera/doel-bewegingsmodus&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;Beweeg camera en doel&lt;/span&gt; - beweegt camera en doel over dezelfde afstand&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/move camera and target.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;Beweeg camera&lt;/span&gt; - Beweegt alleen de camera. Het doel blijft op dezelfde plaats. De camera roteert om te kijken naar het stationaire doel.&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/move only camera.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;Beweeg doel - beweegt alleen het doel. De camera blijft op dezelfde plaats. De camera roteert om te kijken naar het bewegende doel.&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/move only target.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controls distance between camera and target&lt;/p&gt;&lt;p&gt;In&lt;span style=&quot; font-style:italic;&quot;&gt; Move camera and target&lt;/span&gt; and &lt;span style=&quot; font-style:italic;&quot;&gt;Move camera&lt;/span&gt; modes it moves camera closer/further from target.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Regelt de afstand tussen camera en doel.&lt;/p&gt;&lt;p&gt;In de&lt;span style=&quot; font-style:italic;&quot;&gt; Beweeg camera en doel-&lt;/span&gt; en &lt;span style=&quot; font-style:italic;&quot;&gt;Beweeg camera&lt;/span&gt;-modi beweegt de camera naar het doel toe/van het doel af.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_navigation.h" line="895"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Moves the camera or the target to the right by distance set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Beweegt de camera of het doel naar rechts op de afstand ingesteld door de &lt;span style=&quot; font-style:italic;&quot;&gt;stap&lt;/span&gt;-parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <location filename="../qt/ui_dock_navigation.h" line="899"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Moves the camera or the target to the left by distance set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Beweegt de camera of het doel naar links op de afstand ingesteld door de &lt;span style=&quot; font-style:italic;&quot;&gt;stap&lt;/span&gt;-parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/dock_navigation.ui" line="602"/>
        <location filename="../qt/ui_dock_navigation.h" line="903"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Moves the camera or the target up by distance set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Beweegt de camera of het doel naar boven op de afstand ingesteld door de &lt;span style=&quot; font-style:italic;&quot;&gt;stap&lt;/span&gt;-parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/dock_navigation.ui" line="646"/>
        <location filename="../qt/ui_dock_navigation.h" line="907"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Moves the camera or the target forward by distance set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Beweegt de camera of het doel naar voren op de afstand ingesteld door de &lt;span style=&quot; font-style:italic;&quot;&gt;stap&lt;/span&gt;-parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/dock_navigation.ui" line="678"/>
        <location filename="../qt/ui_dock_navigation.h" line="911"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Moves the camera or the target backwards by distance set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Beweegt de camera of het doel naar achter op de afstand ingesteld door de &lt;span style=&quot; font-style:italic;&quot;&gt;stap&lt;/span&gt;-parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/dock_navigation.ui" line="710"/>
        <location filename="../qt/ui_dock_navigation.h" line="915"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Moves the camera or the target down by distance set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Beweegt de camera of het doel naar beneden op de afstand ingesteld door de &lt;span style=&quot; font-style:italic;&quot;&gt;stap&lt;/span&gt;-parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
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        <location filename="../qt/ui_dock_navigation.h" line="918"/>
        <source>step:</source>
        <translation>stap:</translation>
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    <message>
        <location filename="../qt/dock_navigation.ui" line="774"/>
        <location filename="../qt/ui_dock_navigation.h" line="920"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Step for camera or target movement.&lt;/p&gt;&lt;p&gt;It can be relative or absolute step.&lt;/p&gt;&lt;p&gt;If it is set relative then movement distance equals &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; multiplied by actual distance to the fractal surface.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Stap voor camera- of doelbeweging.&lt;/p&gt;&lt;p&gt;Dit kan een relatieve of absolute stap zijn.&lt;/p&gt;&lt;p&gt;Wanneer relatief is ingesteld is de afstand gelijk aan &lt;span style=&quot; font-style:italic;&quot;&gt;stap&lt;/span&gt; vermenigvuldigd met de huidige afstand tot het fractal-oppervlak.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/dock_navigation.ui" line="817"/>
        <location filename="../qt/ui_dock_navigation.h" line="928"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection for movement step calculation.&lt;/p&gt;&lt;p&gt;If it is set relative then movement distance equals  &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; multiplied by actual distance to fractal surface. This is the preferred mode.&lt;/p&gt;&lt;p&gt;If it is set absolute then movement equals step set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selectie voor de berekening van de stap-beweging.&lt;/p&gt;&lt;p&gt;Wanneer relatief is ingesteld is de afstand gelijk aan &lt;span style=&quot; font-style:italic;&quot;&gt;stap&lt;/span&gt; vermenigvuldigd met de huidige afstand tot het fractal-oppervlak. Dit is de voorkeurmethode..&lt;/p&gt;&lt;p&gt;Wanneer absoluut is gekozen is de beweging gelijk aan de afstand ingesteld bij de &lt;span style=&quot; font-style:italic;&quot;&gt;stap&lt;/span&gt;-parameter. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/dock_navigation.ui" line="821"/>
        <location filename="../qt/ui_dock_navigation.h" line="924"/>
        <source>Relative step mode</source>
        <translation>Relatieve stap-modus</translation>
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    <message>
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        <location filename="../qt/ui_dock_navigation.h" line="925"/>
        <source>Absolute step mode</source>
        <translation>Absolute stap-modus</translation>
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    <message>
        <location filename="../qt/dock_navigation.ui" line="837"/>
        <location filename="../qt/ui_dock_navigation.h" line="931"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controls for camera rotation in three different axes&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/Yaw_Pich_Roll.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;image source: &amp;quot;&lt;a href=&quot;http://commons.wikimedia.org/wiki/File:Yaw_Axis_Corrected.svg#/media/File:Yaw_Axis_Corrected.svg&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Yaw Axis Corrected&lt;/span&gt;&lt;/a&gt;&amp;quot; by &lt;a href=&quot;//commons.wikimedia.org/wiki/File:Yaw_Axis.svg&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Yaw_Axis.svg&lt;/span&gt;&lt;/a&gt;: &lt;a href=&quot;//commons.wikimedia.org/wiki/User:Auawise&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Auawise&lt;/span&gt;&lt;/a&gt;derivative work: &lt;a href=&quot;//commons.wikimedia.org/w/index.php?title=User:Jrvz&amp;amp;action=edit&amp;amp;redlink=1&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Jrvz&lt;/span&gt;&lt;/a&gt; (&lt;a href=&quot;//commons.wikimedia.org/w/index.php?title=User_talk:Jrvz&amp;amp;action=edit&amp;amp;redlink=1&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;talk&lt;/span&gt;&lt;/a&gt;) - &lt;a href=&quot;//commons.wikimedia.org/wiki/File:Yaw_Axis.svg&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Yaw_Axis.svg&lt;/span&gt;&lt;/a&gt;. Licensed under &lt;a href=&quot;http://creativecommons.org/licenses/by-sa/3.0&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;CC BY-SA 3.0&lt;/span&gt;&lt;/a&gt; via &lt;a href=&quot;//commons.wikimedia.org/wiki/&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Wikimedia Commons&lt;/span&gt;&lt;/a&gt;.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Regelt de camera-rotatie op drie verschillende assen&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/Yaw_Pich_Roll.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;bron: &amp;quot;&lt;a href=&quot;http://commons.wikimedia.org/wiki/File:Yaw_Axis_Corrected.svg#/media/File:Yaw_Axis_Corrected.svg&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Yaw Axis Corrected&lt;/span&gt;&lt;/a&gt;&amp;quot; by &lt;a href=&quot;//commons.wikimedia.org/wiki/File:Yaw_Axis.svg&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Yaw_Axis.svg&lt;/span&gt;&lt;/a&gt;: &lt;a href=&quot;//commons.wikimedia.org/wiki/User:Auawise&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Auawise&lt;/span&gt;&lt;/a&gt;afgeleid werk: &lt;a href=&quot;//commons.wikimedia.org/w/index.php?title=User:Jrvz&amp;amp;action=edit&amp;amp;redlink=1&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Jrvz&lt;/span&gt;&lt;/a&gt; (&lt;a href=&quot;//commons.wikimedia.org/w/index.php?title=User_talk:Jrvz&amp;amp;action=edit&amp;amp;redlink=1&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;talk&lt;/span&gt;&lt;/a&gt;) - &lt;a href=&quot;//commons.wikimedia.org/wiki/File:Yaw_Axis.svg&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Yaw_Axis.svg&lt;/span&gt;&lt;/a&gt;. Licentie onder &lt;a href=&quot;http://creativecommons.org/licenses/by-sa/3.0&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;CC BY-SA 3.0&lt;/span&gt;&lt;/a&gt; via &lt;a href=&quot;//commons.wikimedia.org/wiki/&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Wikimedia Commons&lt;/span&gt;&lt;/a&gt;.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/dock_navigation.ui" line="840"/>
        <location filename="../qt/ui_dock_navigation.h" line="934"/>
        <source>Camera rotation:</source>
        <translation>Camera-rotatie:</translation>
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    <message>
        <location filename="../qt/dock_navigation.ui" line="878"/>
        <location filename="../qt/ui_dock_navigation.h" line="936"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Yaw left&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Yaw links&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
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        <location filename="../qt/ui_dock_navigation.h" line="940"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Pitch up&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Pitch opwaards&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <location filename="../qt/ui_dock_navigation.h" line="944"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Yaw right&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Yaw rechts&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <location filename="../qt/ui_dock_navigation.h" line="948"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Roll right&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rol rechts&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <location filename="../qt/ui_dock_navigation.h" line="952"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Roll left&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rol links&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <location filename="../qt/ui_dock_navigation.h" line="956"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Pitch down&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Pitch neerwaards&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>rotation step:</source>
        <translation>rotatiestap:</translation>
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        <location filename="../qt/ui_dock_navigation.h" line="961"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Step of rotation in degrees&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotatiestap in graden&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/dock_navigation.ui" line="1147"/>
        <location filename="../qt/ui_dock_navigation.h" line="971"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Modes of camera rotation&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;Rotate camera&lt;/span&gt; - rotates the camera by moving the target around the camera&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/rotate target around camera.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;Rotate around target - rotates the camera by moving camera around the target&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/rotate camera around target.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Modi voor de camera-rotatie&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;Camera roteren&lt;/span&gt; - roteert de camera door het doel om de camera te bewegen&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/rotate target around camera.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;Roteer om doel - roteert de camera door de camera om het doel te bewegen&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/rotate camera around target.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Rotate camera</source>
        <translation>Roteer camera</translation>
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        <source>Rotate around target</source>
        <translation>Roteer om doel</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection for rotation modes&lt;/p&gt;&lt;p&gt;Fixed roll angle - rotates camera using world axes. This mode does not change the roll angle but can be difficult to predict when camera is upside down or almost in vertical orientation.&lt;/p&gt;&lt;p&gt;Straight rotation - rotates camera using actual camera axes. This mode rotates camera in a more intuitive way.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Keuzes voor de rotatie-modi&lt;/p&gt;&lt;p&gt;Vaste rol-hoek - roteert de camera d.m.v. world-hoeken. Deze modus verandert de rol-hoek niet maar kan slecht te voorspellen zijn wanneer de camera ondersteboven is of in een bijna verticale oriëntatie.&lt;/p&gt;&lt;p&gt;Normale rotatie - roteert de camera op de huidige camera-assen. Deze modus roteert de camera op een meer intuïtieve manier.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Fixed roll angle</source>
        <translation>Vaste rol-hoek</translation>
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        <location filename="../qt/ui_dock_navigation.h" line="976"/>
        <source>Straight rotation</source>
        <translation>Normale rotatie</translation>
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        <source>yaw:</source>
        <translation></translation>
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    <message>
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        <location filename="../qt/ui_dock_navigation.h" line="983"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotation of camera around yaw axis (left &amp;lt;-&amp;gt; right)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Camera-rotatie rond yaw-as(links &amp;lt;-&amp;gt; rechts)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_navigation.h" line="985"/>
        <source>pitch:</source>
        <translation></translation>
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    <message>
        <location filename="../qt/dock_navigation.ui" line="1255"/>
        <location filename="../qt/ui_dock_navigation.h" line="987"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotation of camera around pitch axis (up &amp;lt;-&amp;gt; down)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Camera-rotatie rond pitch-as(opwaards &amp;lt;-&amp;gt; neerwaards)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/dock_navigation.ui" line="1262"/>
        <location filename="../qt/ui_dock_navigation.h" line="989"/>
        <source>roll:</source>
        <translation></translation>
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    <message>
        <location filename="../qt/dock_navigation.ui" line="1275"/>
        <location filename="../qt/ui_dock_navigation.h" line="991"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotation of camera around roll axis (rotates image left &amp;lt;-&amp;gt; right)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Camera-rotatie rond rol-as(roteert beeld naar links &amp;lt;-&amp;gt; rechts)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/dock_navigation.ui" line="1290"/>
        <location filename="../qt/ui_dock_navigation.h" line="994"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Sweet spot position used especially for fuldome images or animations.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Sweet spot-positie speciaal voor full-dome-afbeeldingen of -animaties.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/dock_navigation.ui" line="1293"/>
        <location filename="../qt/ui_dock_navigation.h" line="996"/>
        <source>Sweet spot angle:</source>
        <translation>Sweet spot-hoek:</translation>
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    <message>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection for image format for still images&lt;/p&gt;&lt;p&gt;For more image format settings go to &lt;span style=&quot; font-style:italic;&quot;&gt;File/Program settings&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The higher the maximum number of iterations (&amp;quot;maxiter&amp;quot;) is, the more detail and subtlety emerge in the final image, but also the longer time it will take to calculate the fractal image. &lt;/p&gt;&lt;p&gt;In normal operation this should be set as high as possible because &amp;quot;Distance estimation&amp;quot; algorithm limits number of iteration (almost no influence on rendering speed)&lt;/p&gt;&lt;p&gt;When &lt;span style=&quot; font-style:italic;&quot;&gt;Stop at maximum iteration&lt;/span&gt; is selected, then this parameter controls detail level.&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;maxiter = 10&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;maxiter = 15&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - maxiter - 10.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - maxiter - 15.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Hoe hoger het aantal iteraties (&amp;quot;maxiter&amp;quot;), hoe meer detail in het uiteindelijke beeld, maar ook hoe langer het duurt voordat het beeld is berekend. &lt;/p&gt;&lt;p&gt;Normaalgesproken moet dit zo hoog mogelijk worden ingesteld omdat het &amp;quot;Distance estimation&amp;quot;-algoritme het aantal iteraties beperkt (nauwelijks invoeld op de render-snelheid)&lt;/p&gt;&lt;p&gt;Wanneer &lt;span style=&quot; font-style:italic;&quot;&gt;Stop bij maximum iteratie&lt;/span&gt; is geselecteerd dan regelt deze parameter het detailniveau.&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;maxiter = 10&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;maxiter = 15&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - maxiter - 10.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - maxiter - 15.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Bailout (escape condition):</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The vector values are checked during each iteration of fractal formula to see if they have reached a critical &apos;escape&apos; condition or &apos;bailout&apos;. If that condition is reached, the calculation is stopped. Condition is: if length of vector is greater than bailout, then break iteration loop.&lt;/p&gt;&lt;p&gt;In some cases higher value can increase image quality, but it will increase rendering time.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;De verctor-waarden worden gedurende elke iteratie gecheckt om te zien of zij de kritieke &apos;escape&apos;-conditie oftewel bailout hebben bereikt. Wanneer deze conditie wordt bereikt, stopt de berekening. De conditie houdt in: als de vector-lengte groter is dan de bailout stopt de iteratie-loop.&lt;/p&gt;&lt;p&gt;In sommige gevallen kan een verhogen van deze waarde de beeldkwaliteit vergroten maar zal dan ook de rendertijd verlengen.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables using default (recommended) bailout value. Each fractal formula has different optimal bailout value.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Acitveert het gebruik van de standaard (voorkeur-) bailout-waarde. Elke formule heeft een andere optimale bailout-waarde.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When this option is enabled, the fractal appearance is maintained at all resolutions. &lt;/p&gt;&lt;p&gt;The fractal detail level will be automatically adjusted to match any change of image resolution. &lt;/p&gt;&lt;p&gt;For instance, if the resolution is doubled then the detail level will be reduced by half.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Wanneer deze optie is ingeschakeld wordt het fractal-uiterlijk gehandhaafd in alle resoluties. &lt;/p&gt;&lt;p&gt;Het detailniveau van de fractal wordt automatisch aangepast aan de veranderde resolutie. &lt;/p&gt;&lt;p&gt;Bij voorbeeld: wanneer de resolutie wordt verdubbeld wordt het detailnivo gehalveerd.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Optimize &apos;Raymarching step multiplier&apos; for high image quality and slow rendering&lt;/p&gt;&lt;p&gt;It gives 0.01% of wrong distance estimations (pixels with potential noise)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Optimeert &apos;Raymarching stap-vermenigvuldiger&apos; voor hoge beeldkwaliteit en langzaam renderen&lt;/p&gt;&lt;p&gt;Dit geeft 0.01% foute distance estimations (pixels met potentiëel ruis)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Optimize &apos;Raymarching step multiplier&apos; for medium image quality.&lt;/p&gt;&lt;p&gt;It gives 0.1% of wrong distance estimations (pixels with potential noise)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Optimeert &apos;Raymarching stap-vermenigvuldiger&apos; voor middelmatige beeldkwaliteit&lt;/p&gt;&lt;p&gt;Dit geeft 0.1% foute distance estimations (pixels met potentiëel ruis)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <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.
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Deze parameter heeft de grootste invoeld op algemene beeldkwaliteit en rendersnelheid.&lt;/p&gt;&lt;p&gt;Hogere waarden geven snellere renders maar meer beeldruis.&lt;/p&gt;&lt;p&gt;Wanneer rays getraced worden geeft dat voor elke stap geschatte afstanden tot het fractal-oppervlak. In het beste geval is de afstand die elke ray overbrugt gelijk aan die geschatte afstand.
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Distance estimation is a method which calculates approximate distance to fractal surface from any point in space.&lt;/p&gt;&lt;p&gt;In some fractal functions the length of the iteration vector increases exponentially and some in a linear manner.&lt;/p&gt;&lt;p&gt;- Preferred mode - finds the best method for actual settings of fractal&lt;/p&gt;&lt;p&gt;- Delta DE Logarithmic - the best for fractals with exponential growth of iteration vector (e.g. Mandelbulb)&lt;/p&gt;&lt;p&gt;- Delta DE Linear - the best for fractals with linear growth of iteration vector (e.g. Mandelbox, IFS)&lt;/p&gt;&lt;p&gt;- Delta DE Pseudo Kleinian - distance estimation mode dedicated for hybrids with Pseudo Kleinian formulas&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Distance estimation is een methode die de ongevere afstand van een punt in de ruimte tot het fractal-oppervlak berekent.&lt;/p&gt;&lt;p&gt;In sommige fractal-functies groeit de iteratie-vector exponentiëel en in sommige lineair.&lt;/p&gt;&lt;p&gt;- Voorkeurmodus - vindt de beste methode voor de huidige fractal-instellingen&lt;/p&gt;&lt;p&gt;- Delta DE Logarithmisch - de beste methode voor fractals met exponentiële groei van de iteratie-verctor (b.v. Mandelbulb)&lt;/p&gt;&lt;p&gt;- Delta DE Linear - de beste methode voor fractals met lineaire groei van de iteratie-verctor (b.v. Mandelbox, IFS)&lt;/p&gt;&lt;p&gt;- Delta DE Pseudo Kleinian - distance estimation-modus speciaal voor hybrides met Pseudo Kleinian-formules&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Distance estimation is a method which calculates approximate distance to fractal surface from any point in space.&lt;/p&gt;&lt;p&gt;- Preferred mode uses distance estimation method defined for selected fractal&lt;/p&gt;&lt;p&gt;- Force &amp;quot;Delta DE&amp;quot; method uses  Delta DE algorithm which is slower but works also with untypical fractal configurations&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Distance estimation is een methode die de ongevere afstand van een punt in de ruimte tot het fractal-oppervlak berekent.&lt;/p&gt;&lt;p&gt;- Voorkeur-modus gebruikt een distance estimation-methode speciaal voor de gekozen fractal&lt;/p&gt;&lt;p&gt;- Forceer &amp;quot;Delta DE&amp;quot;-methode gebruikt het Delta DE algoritme dat langzamer is maar ook met atypische fractal-configuraties werkt.&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controls how much detail will be visible on fractal surface. When it is set to 1.0, then minimum visible detail has size of 2 pixels.&lt;/p&gt;&lt;p&gt;Higher value gives more detailed image, but slows down rendering.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;detail level 0.2&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;detail level 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;detail level 1.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 0.2.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Regelt hoeveel detail zichtbaar is op het fractal-oppervlak. Wanneer dit 1.0 is, is het minimum zichtbare detail 2 pixels groot.&lt;/p&gt;&lt;p&gt;Grotere waarden geven meer detail, maar verlengen de rendertijd.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;detail-niveau 0.2&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;detail level 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;detail-niveau 1.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 0.2.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Percentage of points on image which are probably calculated wrong.&lt;/p&gt;&lt;p&gt;Higher value usually means more visible noise or artifacts on image.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Percentage beeldpunten dat waarschijnlijk verkeerd berekend is.&lt;/p&gt;&lt;p&gt;Hogere waarden betekenen meer ruis en artefacten op de afbeelding.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When not enabled, the program automatically reduces the level of detail for the farthest regions of the fractal. If you go closer to the fractal surface, the program increases the level of detail.&lt;/p&gt;&lt;p&gt;If enabled, then in every region of the fractal,  the detail level (size) will be the same.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Wanneer dit niet is ingeschakeld verlaagt het programma automatisch het detail-niveau voor de verste gebieden. Wanneer u het fractal-oppervlak nadert vergroot het programma het detail-niveau.&lt;/p&gt;&lt;p&gt;Wanneer deze optie is ingeschakeld is het detail-niveau overal gelijk.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Makes fractals hollow inside. It gives interesting results when a  cross section of the fractal is rendered using &lt;span style=&quot; font-style:italic;&quot;&gt;Limits (box)&lt;/span&gt; feature. &lt;/p&gt;&lt;p&gt;This effect is very slow to render because of the high number of iterations required to render the inside of the fractal. To speed up rendering try  reducing Max. fractal iterations .&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;interior mode enabled&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;interior mode disabled&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - interior enabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - interior disabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maakt fractals van binnen hol. Dit geeft interessante resultaten waneer een doorsnede van de fractal gerenderd onder gebruikmaking van &lt;span style=&quot; font-style:italic;&quot;&gt;Limieten (box)&lt;/span&gt;. &lt;/p&gt;&lt;p&gt;Dit effect is erg langzaam om te renderen vanwege het hoge aantal iteraties dat nodig is voor de binnenkant van de fractal. Voor het versnellen kunt u proberen Max. fractal-iteraties kleiner te maken.&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;interieur-modus ingeschakeld&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;interieur-modus uitgeschakeld&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - interior enabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - interior disabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Smoothness parameter defines averaging area for normal vector calculation.&lt;/p&gt;&lt;p&gt;Higher value gives smoother fractal surface.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;smoothness = 0.1&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;smoothness = 1.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;smoothness = 5.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - smoothness 0.1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - smoothness 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - smoothness 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables mode dedicated for fractals where it is difficult to calculate surface normal vectors. Rendering is much slower, but fractal surface is much smoother.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Activeert modus die ontwikkeld is voor fractals warbij het moeilijk is om oppervlakte-normal vectoren te berekenen. Renderen is veel trager, maar het fractal-oppervlak is veel gladder.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>maximum view distance:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Defines visibility distance. All objects farther  than this distance won&apos;t be visible. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables rendering of fractal cross sections.&lt;/p&gt;&lt;p&gt;Example cross sections of Buffalo fractal:&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;x = {-10; 10}, y = {-10, 10}, z = {-10, 0}&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;x = {-10, 0}, y = {0, 10}, z = {-0.1; 0.1}&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - limits z.jpeg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - limits x, y, z.jpeg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Limits (bo&amp;x)</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Calculates the bounding box of the fractal and sets these as the limit values. This can be helpful to automatically set the limits for the voxel export&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Berekent de begrenzende rechthoek van de fractal en stelt deze als limietwaarden in. Dit kan handig zijn om automatisch de limieten in te stellen voor een voxel-export&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Bounding Box to limit</source>
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        <source>bottom left front corner:</source>
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        <source>z:</source>
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        <source>top right back corner:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This feature allows the connection of multiple computers into a network to share rendering.&lt;/p&gt;&lt;p&gt;The same image or animation can be rendered using an unlimited number of computers. The increased computing power will reduce rendering time.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maakt het mogelijk meerdere comluter in een netwerk te verbinden om samen te renderen.&lt;/p&gt;&lt;p&gt;Dezelfde afbeelding of animatie kan gerenderd worden door een ongelimiteerd aantal computers. De grotere rekenkracht zal de rendertijd bekorten.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_rendering_engine.h" line="1057"/>
        <source>NetRender</source>
        <translation></translation>
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        <source>Mode:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Switches between server and client.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Server&lt;/span&gt; is the main application in the network. It controls rendering process, sends data to all clients and collects data from them. &lt;br/&gt;Server compiles parts of images received from the clients and finally displays the whole image. It also renders image.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Client&lt;/span&gt; receives jobs from server. It renders only the parts of the image which the server ask for. It displays only partial image.&lt;/p&gt;&lt;p&gt;To start rendering process on all computers you need to press Render button on Server.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Schakelt tussen server en client.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Server&lt;/span&gt; is de hoofdapplicatie in het netwerk. Deze regelt het renderproces, zendt data naar alle clients en verzamelt data van ze. &lt;br/&gt;De server compileert delen van de afbeelding die hij van de clients ontvangt en toont uiteindelijk de hele afbeelding. Zelf rendert de server ook afbeeldingen.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Client&lt;/span&gt; ontvangt jobs van de server. Hij rendert alleen de delen van de afbeelding om welke de server vraagt. Hij toont alleen een deel van het beeld.&lt;/p&gt;&lt;p&gt;Om het renderproces op alle computers te starten klikt u de Render-knop op Server.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_rendering_engine.h" line="1061"/>
        <source>Client</source>
        <translation></translation>
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        <source>Server</source>
        <translation></translation>
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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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;IP adres of naam van de computer waarop Mandelbulber in server-modus is gestart.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_rendering_engine.h" line="1071"/>
        <source>Remote server address:</source>
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        <source>Remote server port:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Port number which is set on Mandelbulber which runs in server mode.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Poortnummer dat is ingesteld door de Mandelbulber die in server-modus draait.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_dock_rendering_engine.h" line="1077"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Establish connection with server.&lt;/p&gt;&lt;p&gt;When connection is established, status should change to READY&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maak verbinding met de server.&lt;/p&gt;&lt;p&gt;Wanneer de verbinding gereed is, zou de status moeten veranderen naar KLAAR&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Connect to server</source>
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        <source>Status:</source>
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        <location filename="../qt/dock_rendering_engine.ui" line="1333"/>
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        <source>Server configuration:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Internet port number which will be used for server. This port has to not be blocked by a firewall or  passed through a router.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Internet-poortnummer welke gebruikt zal worden door de server. Deze poort mag niet worden geblokkeerd zijn door een firewall of door worden gegeven door een router.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <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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        <location filename="../qt/ui_dock_rendering_engine.h" line="1091"/>
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        <source>List of connected clients</source>
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        <translation></translation>
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        <source>Lines done</source>
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        <source>Total number of iterations</source>
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        <source>Distance estimation algorithm</source>
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        <source>Distance of camera to fractal surface</source>
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        <source>File downloader</source>
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        <source>retrieving filelist</source>
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        <source>finished, downloaded %1 files</source>
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        <source>Recording flight animation. Frame: </source>
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        <source>Image Settings</source>
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        <source>These settings affect &quot;Save as JPG/PNG/EXR/TIFF&quot; actions
 and saving animation frames.</source>
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        <source>Image Channel</source>
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        <source>Z Buffer</source>
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        <source>Following channels are only rendered on demand
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        <source>Keyframe
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        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Materiaalnaam gebruikt in Materiaalbeheer&lt;/p&gt;&lt;p&gt;Tip: Materialen met een goede naam zijn makkelijker terug te vinden in Materiaalbeheer&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Reflectance:</source>
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        <source>Specular highlight
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        <source>Transparency of volume:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Displacement map technique uses texture to cause an effect where the actual geometric position of points over the textured surface are displaced. It gives the surfaces a greater sense of depth and detail, permitting self-shadowing. In contrast to normal mapping, it deforms object surface.&lt;/p&gt;&lt;p&gt;Example displacement map texture (in most cases it can be the same as for bump maps). Brighter pixels will give bigger embossing of surface.&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/displacement_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;p&gt;Example result:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - displacement map.jpg&quot;/&gt;&lt;/p&gt;&lt;p&gt;Note: displacement map doesn&apos;t work with cubic mapping of texture.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Use displacement &amp;map texture</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to image with displacement map texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Height of displacement. Height is in the same units as object sizes.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Hoogte van de verplaatsing. In dezelfde eenheid als objectgroottes.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Specular highlight
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Size of specular highlights&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;width 0.1&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;width 1.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;width 5.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - specular highlight width 0.1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - specular highlight width 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - specular highlight width 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Grootte van spiegelende highlights&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;breedte 0.1&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;breedte 1.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;breedte 5.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - specular highlight width 0.1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - specular highlight width 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - specular highlight width 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Diffusion texture controls the amount and color of reflected light. It also controls the intensity and width of the specular reflections.&lt;/p&gt;&lt;p&gt;Areas with brighter colors will reflect more light, the specular reflection will be brighter and the size
 of the specular reflections will be smaller (i.e.  simulates polished surface.)&lt;/p&gt;&lt;p&gt;Dark areas will not reflect light, and the specular reflections will be dark and wide (i.e.  simulates a rough surface). &lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - diffusion texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;De diffusie-textuur regelt de hoeveelheid en kleur van gereflecteerd licht. Zij regelt ook de intensiteit en breedte van de spiegelende reflecties.&lt;/p&gt;&lt;p&gt;Gebieden met lichte kleuren reflecteren meer licht, de spiegelende reflectie zal helderder zijn en de grootte van de spiegelende reflecties wordt kleiner (simuleert een gepolijst oppervlak).&lt;/p&gt;&lt;p&gt;Donkere gebieden reflecteren geen licht en de spiegelende reflecties zullen donker en breed zijn (simuleert een ruw oppervlak). &lt;/p&gt;&lt;p&gt;Voorbeeld:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - diffusion texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Diffusion texture controls the amount and color of reflected light. It also controls the intensity and width of the specular reflections.&lt;/p&gt;&lt;p&gt;Areas with brighter colors will reflect more light, the specular reflection will be brighter and the size of the specular reflections will be smaller (i.e.  simulates polished surface.)&lt;/p&gt;&lt;p&gt;Dark areas will not reflect light, and the specular reflections will be dark and wide (i.e.  simulates a rough surface). &lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - diffusion texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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        <source>Use d&amp;iffusion texture</source>
        <translation>Gebruik d&amp;iffusie-textuur</translation>
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        <source>Texture intensity:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to image with diffusion texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Pad naar de afbeelding met diffusie-textuur&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Brightness of diffusion texture. Higher value will simulate more polished surface.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Helderheid van de diffusie-textuur. Hogere waarden simuleren een meer gepolijst oppervlak.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Transparency of fractal interior. Thicker parts of the object will appear less transparent than thinner parts.&lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab&lt;/p&gt;&lt;p&gt;Examples for yellow color of volume&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;transparency 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;transparency 0.8&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;transparency 1.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of volume 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of volume 0.8.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Transparentie van het fractal-interieur. Dikkere delen van het object schijnen minder door dan dunnere.&lt;/p&gt;&lt;p&gt;Om dit effect in te schakelen, activeer ray-traced reflecties op de &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt;-tab&lt;/p&gt;&lt;p&gt;Voorbeelden van een gele volumekleur&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;transparantie 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;transparantie 0.8&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;transparantie 1.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of volume 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of volume 0.8.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Luminosity:</source>
        <translation>Luminositeit:</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Transparency of fractal surface. &lt;/p&gt;&lt;p&gt;This effect simulates glass or another refractive materials. If this effect is applied of fractal object, there is recommended to decrease &apos;maximum number of iterations&apos; to as low value as it will not decrease image quality (to e.g. about 20). Then the rendering will be much faster.&lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab &lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;transparency 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;transparency 0.8&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;transparency 1.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 0.8.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Transparentie van het fractal-oppervlak. &lt;/p&gt;&lt;p&gt;Dit effect simuleert glas of andere refractieve oppervlakken. Wanneer dit effect is toegepast op een fractal-object wordt aangeraden het &apos;maximum aantal fractal-iteraties&apos; zo laag mogelijk (b.v. 20) te maken daar dit de beeldkwaliteit niet beïnvloedt. Daardoor wordt het renderen veel sneller.&lt;/p&gt;&lt;p&gt;Om dit effect in te schakelen, activeer ray-traced reflecties op de &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt;-tab &lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;transparantie 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;transparantie 0.8&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;transparantie 1.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 0.8.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Shading:</source>
        <translation>Schaduw-effect:</translation>
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        <source>Specular highlight
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        <translation>Spiegelende highlight-
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables coloring of fractal surface using mathematical algorithms and color palette. &lt;/p&gt;&lt;p&gt;This option works only for fractal objects. For primitive objects it will be ignored.&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;palette off&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;palette on&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colouring enabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Activeert kleuren van het fractal-oppervlak d.m.v. wiskundie algoritmen en kleurpaletten. &lt;/p&gt;&lt;p&gt;Dit werkt alleen voor fractal-objecten. Voor primitieve objecten wordt het genegeerd.&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;palette aan&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;palette uit&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colouring enabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&amp;Use colors from a palette</source>
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        <source>Coloring algorithm:</source>
        <translation>Kleur-algoritme:</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Direction vector of line in orbit trap algorithm for coloring&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Vector-richting van de lijn in het orbit trap-algoritme voor kleuring&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Color speed:</source>
        <translation>Kleur-snelheid:</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Random seed for palette generator&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Random seed voor de palette-generator&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Random seed:</source>
        <translation></translation>
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        <source>Saturation:</source>
        <translation>Saturatie:</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Saturation of colors in random color palette &lt;/p&gt;&lt;p&gt;To apply changes of saturation, click on &lt;span style=&quot; font-style:italic;&quot;&gt;Generate new random palette&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Kleursaturatie in random kleurpalet &lt;/p&gt;&lt;p&gt;Om de saturatie aan te passen klik op &lt;span style=&quot; font-style:italic;&quot;&gt;Genereer nieuw random palet&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Cyclisch kleurpalet om het fractal-oppervlak te kleuren.&lt;/p&gt;&lt;p&gt;Om het palet aan te passen klik op een kleur.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color palette speed sets frequency of color changing&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;speed 0.3&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;speed 1.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;speed 5.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colour speed 0.3.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colouring enabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colour speed 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Snelheid van het kleurpalet geeft de frequentie van kleurverandering aan&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;snelheid 0.3&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;snelheid 1.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;snelheid 5.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colour speed 0.3.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colouring enabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colour speed 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Kleurenpalet ophalen uit geselecteerde afbeelding&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Grab colors from image...</source>
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        <source>Palette size:</source>
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    <message>
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        <source>Palette:
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        <translation>Palet:
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        <source>Palette offset:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Number of colors used in color palette.&lt;/p&gt;&lt;p&gt;To apply changes of palette size, click on &lt;span style=&quot; font-style:italic;&quot;&gt;Generate new random palette&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Aantal kleuren in kleurpalet &lt;/p&gt;&lt;p&gt;Om de paletgrootte aan te passen klik op &lt;span style=&quot; font-style:italic;&quot;&gt;Genereer nieuw random palet&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Generate palette from  random seed.&lt;/p&gt;&lt;p&gt;This applies changes to palette size and color saturation.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Genereert palet van random seed.&lt;/p&gt;&lt;p&gt;Dit past veranderingen in paletgrootte en kleursaturatie toe.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Generate new random palette</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Generate new random seed and palette&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Genereer nieuw random seed en palet&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Randomize</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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Verschuiving van kleurpalet&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <source>Orbit trap
sphere radius:</source>
        <translation>Orbit trap
bol-radius:</translation>
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        <source>y:</source>
        <translation></translation>
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        <source>z:</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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Keuze tussen verschillende kleur-algoritmes gebaseerd op orbit trap-berekening.&lt;/p&gt;&lt;p&gt;- Standaard: orbit trap gedefiniëerd als punt op de oorsprong van het coördinatenstelsel&lt;/p&gt;&lt;p&gt;- orbit trap: z.Dot(punt): orbit trap gedefiniëerd als punt op actueel berekende fractal-coördinaten&lt;/p&gt;&lt;p&gt;- orbit trap: Bol: orbit trap gedefiniëerd als boloppervlak&lt;/p&gt;&lt;p&gt;- orbit trap: Kruis: orbit trap gedefiniëerd als een kruis&lt;/p&gt;&lt;p&gt;- orbit trap: Lijn: orbit trap gedefiniëerd als een lijn in een gegeven richting&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Standard</source>
        <translation>Standaard</translation>
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    <message>
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        <location filename="../qt/ui_material_editor.h" line="1618"/>
        <source>orbit trap: z.Dot(point)</source>
        <translation>orbit trap: z.Dot(punt)</translation>
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        <source>orbit trap: Sphere</source>
        <translation>orbit trap: Bol</translation>
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        <source>orbit trap: Cross</source>
        <translation>orbit trap: Kruis</translation>
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        <source>orbit trap: Line</source>
        <translation>orbit trap: Lijn</translation>
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    <message>
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        <location filename="../qt/ui_material_editor.h" line="1630"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Radius of sphere in orbit trap algorithm for coloring&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Bolradius in orbit trap-algoritme voor kleuring&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/material_editor.ui" line="2039"/>
        <location filename="../qt/material_editor.ui" line="2086"/>
        <location filename="../qt/ui_material_editor.h" line="1637"/>
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        <source>x:</source>
        <translation></translation>
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        <source>Orbit trap line
direction vector:</source>
        <translation>Orbit trap-lijn
richtings-vector:</translation>
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    <message>
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        <location filename="../qt/ui_material_editor.h" line="1641"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of specular highlights&lt;/p&gt;&lt;p&gt;example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - specular highlight color.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Kleur van spiegelende highlights&lt;/p&gt;&lt;p&gt;voorbeeld:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - specular highlight color.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/material_editor.ui" line="1117"/>
        <location filename="../qt/material_editor.ui" line="1197"/>
        <location filename="../qt/material_editor.ui" line="1332"/>
        <location filename="../qt/material_editor.ui" line="1643"/>
        <location filename="../qt/ui_material_editor.h" line="1643"/>
        <location filename="../qt/ui_material_editor.h" line="1647"/>
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        <source>PushButton</source>
        <translation>Drukknop</translation>
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    <message>
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        <location filename="../qt/ui_material_editor.h" line="1645"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of surface of object. This color is used when &apos;Use colors from palette&apos; is off or when material is applied on non-fractal object.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Oppervlak-kleur van object. Deze kleur wordt gebruikt wanneer &apos;Gebruik paletkleuren&apos; is uitgeschakeld of wanneer een materiaal is gebruikt op een non-fractal-object.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_material_editor.h" line="1649"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of luminosity of selected color.&lt;/p&gt;&lt;p&gt;Note: luminosity effect doesn&apos;t illuminate near objects.&lt;/p&gt;&lt;p&gt;Example of luminosity effect:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - luminosity.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensiteit van de luminositeit van de gekozen kleur.&lt;/p&gt;&lt;p&gt;Opmerking: het luminositeits-effect verlicht geen objecten dichtbij.&lt;/p&gt;&lt;p&gt;Voorbeeld van het luminositeits-effect:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - luminosity.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_material_editor.h" line="1653"/>
        <source>Transparency of surface:</source>
        <translation>Oppervlakte-transparantie:</translation>
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        <source>Luminosity color:</source>
        <translation>Luminositeits-kleur:</translation>
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        <location filename="../qt/ui_material_editor.h" line="1655"/>
        <source>Single color:</source>
        <translation>Uni:</translation>
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    <message>
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        <location filename="../qt/ui_material_editor.h" line="1657"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of light reflection effect&lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab or environment mapping&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;reflectance 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;reflectance 0.8&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;reflectance 1.0 (perfect reflection)&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance 0.8.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensiteit van het lichtreflectie-effect&lt;/p&gt;&lt;p&gt;Om dit effect toe te passen schakelt u ray-traced reflecties in op de &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt;-tab of omgevings-mapping&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;reflectie 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;reflectie 0.8&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;reflectie 1.0 (perfecte reflectie)&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance 0.8.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_material_editor.h" line="1662"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;angle of incidence effects intensity&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;shading 0.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;shading 1.0 &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shading 0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shading 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensiteit van het incidentie-hoek-effect&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;shading 0.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;shading 1.0 &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shading 0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shading 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Color of volume:</source>
        <translation>Volume-kleur:</translation>
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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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Kleur van het luminositeits-effect&lt;/p&gt;&lt;p&gt;Opmerking: het luminositeits-effect verlicht geen objecten dichtbij.&lt;/p&gt;&lt;p&gt;Voorbeeld van het luminositeits-effect:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - luminosity.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_material_editor.h" line="1672"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Index of refraction of material. It has influence on transparent objects and on non-transparent reflective objects. It affects the calculation in Fresnel&apos;s equations. &lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab&lt;/p&gt;&lt;p&gt;Example values: vacuum 1.0; glass.1.5; water 1.35; diamond 2.41&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;index of refraction 1.0 (gas or vacuum)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;index of refraction 1.5 (glass)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;index of refraction 2.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency index of refraction 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency index of refraction 1.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency index of refraction 2.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Refractie-index van het materiaal. Dit heeft invloed op transparante objecten en op niet-transparante weerspiegelende objecten. Het heeft effect op de berekening van Fresnel&apos;s vergelijkingen. &lt;/p&gt;&lt;p&gt;Om dit effect toe te passen schakelt u ray-traced reflecties in op de &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt;-tab&lt;/p&gt;&lt;p&gt;Voorbeeldwaarden: vacuum 1.0; glas.1.5; water 1.35; diamant 2.41&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;refractie-index 1.0 (gas of vacuum)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;refractie-index 1.5 (glas)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;refractie-index 2.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency index of refraction 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency index of refraction 1.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency index of refraction 2.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Index of refraction:</source>
        <translation>Refractie-index:</translation>
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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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Gebruik een afbeeldingsbestand als kleur-textuur.&lt;/p&gt;&lt;p&gt;De kleur-textuur word gemengd met &apos;Uni&apos; (wanneer het palet is uitgeschakeld) of &apos;Palet&apos; (wanneer het palet is ingeschakeld). &lt;/p&gt;&lt;p&gt;voorbeeld:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - color texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_material_editor.h" line="1681"/>
        <source>Use colo&amp;r texture from an image</source>
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        <location filename="../qt/ui_material_editor.h" line="1685"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to image with color texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Pad naar de afbeelding met kleur-textuur&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_material_editor.h" line="1688"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Contrast of color texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Contrast van de kleur-textuur&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_material_editor.h" line="1693"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;If enabled the reflectance is calculated from Fresnel&apos;s equations. In other words reflectance depends on angle of incidence of ray.&lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Fresnel&apos;s equations off&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Fresnel&apos;s equations on&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance fresnel off.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance fresnel.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Wanneer dit is ingeschakeld wordt de reflectie berekend met Fresnel&apos;s vergelijkingen. In andere woorden, reflectie is afhankelijk van de hoek van de ray-incidentie.&lt;/p&gt;&lt;p&gt;Om dit effect toe te passen schakelt u ray-traced reflecties in op de &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt;-tab&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Fresnel&apos;s vergelijkingen uit&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Fresnel&apos;s vergelijkingen aan&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance fresnel off.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance fresnel.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Fresnel&apos;s equations for reflectance</source>
        <translation>Fresnel&apos;s reflectie-vergelijkingen</translation>
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        <location filename="../qt/material_editor.ui" line="1527"/>
        <location filename="../qt/ui_material_editor.h" line="1697"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Normal mapping is a technique used for faking the lighting of bumps and dents – an implementation of bump mapping. Normal map texture changes locally the direction of the surface normal vector, (i.e. &lt;span style=&quot; text-decoration: underline;&quot;&gt;simulates&lt;/span&gt; local changes of the surface angle). It causes changes to the way that the light is reflected or diffused. Normal maps do not deform the object surface, but just give the appearance of deformation.&lt;/p&gt;&lt;p&gt;Normal map textures uses color components to define the direction of the deflection of a normal vector. Red represents X axis, green represents Y axis and blue represents Z axis. &lt;/p&gt;&lt;p&gt;Normal maps can be derived from height maps (bumpmaps)&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Example normal map texture:&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Example height map&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/normal_map_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/displacement_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;Example object with normal map texture:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - normal map texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Normal-mapping is een techniek voor het simuleren van de verlichting van deuken en bobbels - een implementatie van bump-mapping. Normal-map-texturen veranderen locaal de richting van de oppervlak-normal-vector, (i.e.het &lt;span style=&quot; text-decoration: underline;&quot;&gt;simuleren&lt;/span&gt; locale veranderingen van de oppervlak-hoek). Het veroorzaakt veranderingen in de manier waarop licht gereflecteerd of verspreid wordt. Normal-maps deformeren het oppervlak niet maar geven alleen de illusie van een deformatie.&lt;/p&gt;&lt;p&gt;Normal-map-texturen gebruiken kleurcomponenten voor het definiëren van de richting van de deflectie van een normal-vector. Rood representeerd de x-as, groen de y-as en blauw de z-as. &lt;/p&gt;&lt;p&gt;Normal-maps kunnen gecreëerd worden uit heightmaps (bumpmaps)&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Voorbeeld normal map textuur:&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Voorbeeld heightmap&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/normal_map_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/displacement_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;Voorbeeld object met normal-map-textuur:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - normal map texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1530"/>
        <location filename="../qt/ui_material_editor.h" line="1700"/>
        <source>Use normal map &amp;texture</source>
        <translation>Gebruik normal map-&amp;textuur</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1572"/>
        <location filename="../qt/ui_material_editor.h" line="1703"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to image with normal map texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Pad naar de afbeelding met normal map-textuur&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1579"/>
        <location filename="../qt/ui_material_editor.h" line="1705"/>
        <source>Intensity:</source>
        <translation>Intensiteit:</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1586"/>
        <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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensiteit van bumps&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1615"/>
        <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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Activeert het gebruik van heightmaps in grijstinten als bumpmap zoals in de afbeelding hier onder. De bumpmap wordt intern geconverteerd naar een normal-map. &lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/displacement_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;p&gt;Een dergelijke textuur kan het volgende resultaat geven:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - normal map texture from bumpmap.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1618"/>
        <location filename="../qt/ui_material_editor.h" line="1712"/>
        <source>Normal map derived from greyscale bump map</source>
        <translation>Normal-map gegenereerd van bumpmap in grijstinten</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1625"/>
        <location filename="../qt/ui_material_editor.h" line="1714"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;There are two standards of normal maps. The difference between them is in the direction of the Y component of the normal vector. Visually when the Y component is swapped then the green component of the texture is inverted.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;standard&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;inverted&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/normal_map_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/normal_map_texture_g_inv.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;To recognize which standard it is, check how the colors are located on the convex part of the texture.&lt;/p&gt;&lt;p&gt;Standard:   top left corner - green,  bottom right- red&lt;/p&gt;&lt;p&gt;Inverted:    bottom left corner - green,  right top - red&lt;/p&gt;&lt;p&gt;If you use inverted texture, then this check box should be ticked.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Er zijn twee types normal-maps. Het verschil zit in de richting van de y-component van de normal-vector. Een omgewisselde y-component is zichtbaar als een geïnverteerde groene componentvan de textuur.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;standaard&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;geïnverteerd&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/normal_map_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/normal_map_texture_g_inv.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;Voor het herkennen van het type kijk hoe de kleuren zijn geplaatst op een convex gedeelte van de textuur.&lt;/p&gt;&lt;p&gt;Standaard:    linker bovenhoek - groen,  rechter onderhoek- rood&lt;/p&gt;&lt;p&gt;Geïnverteerd:    linker onderhoek - groen,  rechter bovenhoek - rood&lt;/p&gt;&lt;p&gt;Als u een geïnverteerde textuur gebruikt, activeer deze optie.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1628"/>
        <location filename="../qt/ui_material_editor.h" line="1716"/>
        <source>Invert green (Y+ / Y-)</source>
        <translation>Inverteer groen (Y+ / Y-)</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1640"/>
        <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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Kleur voor het interieur van transparante objecten.&lt;/p&gt;&lt;p&gt;Om dit effect toe te passen schakelt u ray-traced reflecties in op de &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt;-tab&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Gebruik afbeelding als textuur voor het luminositeits-effect.&lt;/p&gt;&lt;p&gt;Voorbeeld:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - luminosity texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1672"/>
        <location filename="../qt/ui_material_editor.h" line="1724"/>
        <source>Use luminosity te&amp;xture</source>
        <translation>Gebruik luminositeits-te&amp;xtuur</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1740"/>
        <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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Pad naar de afbeelding met luminositeits-textuur&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Helderheid van de luminositeits-textuur.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensiteit van de spiegelende highlights&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;helderheid 0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;helderheid 5 &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - specularity 0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - specularity 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1831"/>
        <location filename="../qt/ui_material_editor.h" line="1740"/>
        <source>Texture mapping</source>
        <translation>Textuur-mapping</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1876"/>
        <location filename="../qt/material_editor.ui" line="1992"/>
        <location filename="../qt/material_editor.ui" line="2359"/>
        <location filename="../qt/ui_material_editor.h" line="1742"/>
        <location filename="../qt/ui_material_editor.h" line="1757"/>
        <location filename="../qt/ui_material_editor.h" line="1792"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotation of the texture relative to the object orientation.&lt;/p&gt;&lt;p&gt;Example of rotated texture&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - planar mapping - rotated.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotatie van de textuur relatief tot de object-oriëntatie.&lt;/p&gt;&lt;p&gt;Voorbeeld van een geroteerde textuur&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - planar mapping - rotated.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1917"/>
        <location filename="../qt/ui_material_editor.h" line="1747"/>
        <source>Mapping type:</source>
        <translation>Mapping-type:</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1924"/>
        <location filename="../qt/ui_material_editor.h" line="1748"/>
        <source>Texture center:
(relative to
object size)</source>
        <translation>Textuur-centrum:
(relatief tot
objectgrootte)</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1961"/>
        <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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Positie van het centrum van de textuur. Positie is relatief tot textuurgrootte.&lt;/p&gt;&lt;p&gt;Opmerking: textuurgrootte is altijd 1 x 1 x 1.&lt;/p&gt;&lt;p&gt;Voorbeeld voor een aangepast textuurcentrum [0.3, 0.3, 0.0] &lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - cubic mapping - center 0.3 0.3 0.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2055"/>
        <location filename="../qt/material_editor.ui" line="2315"/>
        <location filename="../qt/ui_material_editor.h" line="1764"/>
        <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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Positie van het centrum van de textuur. Positie is relatief tot objectgrootte.&lt;/p&gt;&lt;p&gt;Opmerking: objectgrootte van een fractal-object is altijd 1 x 1 x 1.&lt;/p&gt;&lt;p&gt;Voorbeeld voor een aangepast textuurcentrum [0.3, 0.3, 0.0] &lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - cubic mapping - center 0.3 0.3 0.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2096"/>
        <location filename="../qt/ui_material_editor.h" line="1769"/>
        <source>Texture scale:
(relative to
object size)</source>
        <translation>Textuur-schaal:
(relatief tot
objectgrootte)</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2146"/>
        <location filename="../qt/ui_material_editor.h" line="1772"/>
        <source>alpha:</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2228"/>
        <location filename="../qt/ui_material_editor.h" line="1781"/>
        <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>
        <translation type="unfinished"></translation>
    </message>
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        <location filename="../qt/ui_preferences_dialog.h" line="810"/>
        <source>High priority</source>
        <translation>Hoge prioriteit</translation>
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        <location filename="../qt/ui_preferences_dialog.h" line="812"/>
        <source>Rendering threads priority</source>
        <translation>Renderthreads-prioriteit</translation>
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        <location filename="../qt/ui_preferences_dialog.h" line="813"/>
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        <translation>Vraag bij afsluiten niet om bevestiging</translation>
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        <source>Retrieve default toolbar presets</source>
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        <source>Retrieve default materials in material folder</source>
        <translation>Haal standaard-materialen in materiaal-map op</translation>
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        <location filename="../qt/ui_preferences_dialog.h" line="889"/>
        <source>GPU</source>
        <translation type="unfinished"></translation>
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        <location filename="../qt/ui_preferences_dialog.h" line="871"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;TODO: add explanation for GPU.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
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        <translation type="unfinished"></translation>
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        <translation type="unfinished"></translation>
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        <location filename="../qt/ui_preferences_dialog.h" line="875"/>
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        <translation type="unfinished"></translation>
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    <message>
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        <source>single</source>
        <translation type="unfinished"></translation>
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    <message>
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        <location filename="../qt/ui_preferences_dialog.h" line="879"/>
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        <translation type="unfinished"></translation>
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        <location filename="../qt/ui_preferences_dialog.h" line="881"/>
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        <translation type="unfinished"></translation>
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    <message>
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        <location filename="../qt/ui_preferences_dialog.h" line="884"/>
        <source>full</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/preferences_dialog.ui" line="983"/>
        <location filename="../qt/ui_preferences_dialog.h" line="885"/>
        <source>fast</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/preferences_dialog.ui" line="991"/>
        <location filename="../qt/ui_preferences_dialog.h" line="887"/>
        <source>Memory Limit:</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/preferences_dialog.ui" line="1027"/>
        <location filename="../qt/ui_preferences_dialog.h" line="888"/>
        <source>Cycle time:</source>
        <translation type="unfinished"></translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;JPG&lt;/span&gt;&lt;/p&gt;&lt;p&gt;The quality value will be ignored, since JPG only supports 8 bit precision.&lt;/p&gt;&lt;p&gt;Every image channel will be saved as a separate file with appended postfix.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;PNG&lt;/span&gt;&lt;/p&gt;&lt;p&gt;The
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    <message>
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        <location filename="../qt/ui_preferences_dialog.h" line="822"/>
        <source>Image Settings</source>
        <translation>Instellingen voor afbeelding</translation>
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    <message>
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        <location filename="../qt/ui_preferences_dialog.h" line="823"/>
        <source>These settings affect &quot;Save as JPG/PNG/EXR/TIFF&quot; actions
 and saving animation frames.</source>
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    <message>
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        <location filename="../qt/ui_preferences_dialog.h" line="825"/>
        <source>Image Channel</source>
        <translation>Beeld-kanaal</translation>
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    <message>
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        <location filename="../qt/ui_preferences_dialog.h" line="826"/>
        <source>Quality</source>
        <translation>Kwaliteit</translation>
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    <message>
        <location filename="../qt/preferences_dialog.ui" line="563"/>
        <location filename="../qt/ui_preferences_dialog.h" line="827"/>
        <source>Postfix</source>
        <translation>Achtervoegsel</translation>
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    <message>
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        <location filename="../qt/ui_preferences_dialog.h" line="828"/>
        <source>Color</source>
        <translation>Kleur</translation>
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    <message>
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        <location filename="../qt/preferences_dialog.ui" line="614"/>
        <location filename="../qt/preferences_dialog.ui" line="647"/>
        <location filename="../qt/preferences_dialog.ui" line="688"/>
        <location filename="../qt/ui_preferences_dialog.h" line="831"/>
        <location filename="../qt/ui_preferences_dialog.h" line="839"/>
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        <location filename="../qt/ui_preferences_dialog.h" line="857"/>
        <source>8 bit</source>
        <translation>8-bits</translation>
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    <message>
        <location filename="../qt/preferences_dialog.ui" line="586"/>
        <location filename="../qt/preferences_dialog.ui" line="619"/>
        <location filename="../qt/preferences_dialog.ui" line="652"/>
        <location filename="../qt/preferences_dialog.ui" line="693"/>
        <location filename="../qt/ui_preferences_dialog.h" line="832"/>
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        <location filename="../qt/preferences_dialog.ui" line="624"/>
        <location filename="../qt/preferences_dialog.ui" line="657"/>
        <location filename="../qt/preferences_dialog.ui" line="698"/>
        <location filename="../qt/ui_preferences_dialog.h" line="833"/>
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        <source>32 bit</source>
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    <message>
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        <location filename="../qt/ui_preferences_dialog.h" line="836"/>
        <source>Alpha</source>
        <translation></translation>
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    <message>
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        <location filename="../qt/ui_preferences_dialog.h" line="844"/>
        <source>Z Buffer</source>
        <translation></translation>
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        <location filename="../qt/ui_preferences_dialog.h" line="852"/>
        <source>Following channels are only rendered on demand
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        <translation>Oppervlakte-normal</translation>
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        <source>Misc Image Settings</source>
        <translation>Diverse afbeeldings-instellingen</translation>
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        <source>JPEG quality:</source>
        <translation>JPEG kwaliteit:</translation>
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        <source>Append alpha to image (only PNG and TIFF)</source>
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    <message>
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        <source>Thumbnail options</source>
        <translation>Opties voor miniaturen</translation>
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        <location filename="../qt/ui_preferences_dialog.h" line="866"/>
        <source>Clear</source>
        <translation>Wissen</translation>
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        <location filename="../qt/ui_preferences_dialog.h" line="867"/>
        <source>Load</source>
        <translation>Laden</translation>
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        <location filename="../qt/ui_preferences_dialog.h" line="868"/>
        <source>Generate</source>
        <translation>Aanmaken</translation>
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    <message>
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        <source>Select default directory for images</source>
        <translation>Kies standaardmap voor afbeeldingen</translation>
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    <message>
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        <source>Select default directory for settings files</source>
        <translation>Kies standaardmap voor instellingenbestanden</translation>
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    <message>
        <location filename="../qt/preferences_dialog.cpp" line="148"/>
        <source>Select default directory for textures</source>
        <translation>Kies standaardmap voor texturen</translation>
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    <message>
        <location filename="../qt/preferences_dialog.cpp" line="256"/>
        <source>rendering %1, %2 of %3</source>
        <translation>rendert %1, %2 of %3</translation>
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<context>
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    <message>
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        <source>Audio loaded</source>
        <translation type="unfinished"></translation>
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    <message>
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        <source>Anim By Sound</source>
        <translation type="unfinished"></translation>
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<context>
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    <message>
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        <source>STILL</source>
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        <source>FLIGHT</source>
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    <message>
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        <source>KEYFRAME</source>
        <translation></translation>
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    <message>
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        <source>Fractals (*.txt *.fract)</source>
        <translation></translation>
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    <message>
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        <source>Add file to queue...</source>
        <translation>Voeg bestand toe aan wachtrij...</translation>
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    <message>
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        <translation></translation>
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<context>
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        <translation>Renderen beëindigd</translation>
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    <message>
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        <source>The image has been rendered completely.</source>
        <translation>De afbeelding is volledig gerenderd.</translation>
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<context>
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    <message>
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        <translation>Afbeelding renderen</translation>
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    <message>
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    <message>
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        <source>Render Flight</source>
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    <message>
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        <source>Stop</source>
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    <message>
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        <source>Show Notifications</source>
        <translation>Toon meldingen</translation>
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    <message>
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        <source>Quit</source>
        <translation>Afsluiten</translation>
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<context>
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    <message>
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        <location filename="../qt/ui_tab_fractal.h" line="773"/>
        <source>Form</source>
        <translation>Formulier</translation>
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    <message>
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        <location filename="../qt/ui_tab_fractal.h" line="775"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Weight of result of fractal formula. If weight is zero then result is ignored. If result is 1 then is fully taken.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Gewicht van het resultaat van een fractalformule. Wanneer het gewicht nul is wordt het resultaat genegeerd. Wanneer het gewicht 1 is wordt het resultaat volledig meegenomen.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The 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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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The generated image layers can be used to generate &lt;/p&gt;&lt;p&gt;a &lt;span style=&quot; font-weight:600;&quot;&gt;3d model&lt;/span&gt; for various applications.&lt;/p&gt;&lt;p&gt;A possible workflow to work with these images:&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Program&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Input&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Output&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Mandelbulber&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;---&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;image layers&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;a href=&quot;http://fiji.sc/&quot;&gt;&lt;span style=&quot; font-weight:600; text-decoration: underline; color:#0000ff;&quot;&gt;FIJI&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;image layers&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;3D model&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;a href=&quot;http://meshlab.sourceforge.net/&quot;&gt;&lt;span style=&quot; font-weight:600; text-decoration: underline; color:#0000ff;&quot;&gt;Meshlab&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;3D model&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;optimized 3D model&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Online 3d print service&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;optimized 3D model&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;printed model&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;Here
 are some good articles on this topic:&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;http://henri-hebeisen.com/tag/mandelbulb&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#0000ff;&quot;&gt;http://henri-hebeisen.com/tag/mandelbulb&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;http://www.instructables.com/id/Create-a-3D-printed-3D-fractal/&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#0000ff;&quot;&gt;http://www.instructables.com/id/Create-a-3D-printed-3D-fractal/&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;De gegenereerde voxel-lagen kunnen worden gebruikt voor het creëren van een &lt;/p&gt;&lt;p&gt;a &lt;span style=&quot; font-weight:600;&quot;&gt;3D-model&lt;/span&gt; voor diverse applicaties.&lt;/p&gt;&lt;p&gt;Een mogelijke werkstroom met deze afbeeldingen:&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Programma&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Input&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Output&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Mandelbulber&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;---&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;voxel-lagen&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;a href=&quot;http://fiji.sc/&quot;&gt;&lt;span style=&quot; font-weight:600; text-decoration: underline; color:#0000ff;&quot;&gt;FIJI&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;voxel-lagen&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;3D-model&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;a href=&quot;http://meshlab.sourceforge.net/&quot;&gt;&lt;span style=&quot; font-weight:600; text-decoration: underline; color:#0000ff;&quot;&gt;Meshlab&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;3D-model&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;geöptimaliseerd 3D-model&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Online 3D-print service&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;geöptimaliseerd 3D-model&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p align=&quot;center&quot;&gt;geprint model&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;Hier vindt u een aantal goede artikelen over dit onderwerp (in het Engels):&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;http://henri-hebeisen.com/tag/mandelbulb&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#0000ff;&quot;&gt;http://henri-hebeisen.com/tag/mandelbulb&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;http://www.instructables.com/id/Create-a-3D-printed-3D-fractal/&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#0000ff;&quot;&gt;http://www.instructables.com/id/Create-a-3D-printed-3D-fractal/&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/voxel_export_dialog.cpp" line="138"/>
        <source>Select path for slice images</source>
        <translation>Kies pad voor afbeeldingen van voxel-lagen</translation>
    </message>
</context>
<context>
    <name>cWaveFormView</name>
    <message>
        <location filename="../qt/wave_form_view.cpp" line="167"/>
        <source>Not able to load audio file!</source>
        <translation type="unfinished"></translation>
    </message>
</context>
<context>
    <name>main</name>
    <message>
        <location filename="../src/command_line_interface.cpp" line="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>
        <translation>Mandelbulber is een eenvoudig te gebruiken handige applicatie ontwikkeld om u te helpen 3D-Mandelbrot-fractals en andere 3D-fractals te renderen zoals Mandelbox, Bulbbox, Juliabulb en Menger Sponge</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="64"/>
        <source>Starts the program without a GUI.</source>
        <translation>Start het programma zonder grafische gebruikersinterface.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="67"/>
        <source>Renders keyframe animation.</source>
        <translation>Rendert de keyframe-animatie.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="70"/>
        <source>Renders flight animation.</source>
        <translation>Rendert de vlucht-animatie.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="73"/>
        <source>Never delete data, instead Exit CLI application.</source>
        <translation>Nooit data verwijderen, in plaats daarvan client-applicatie verlaten.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="76"/>
        <source>Starts rendering from frame number &lt;N&gt;.</source>
        <translation>Start renderen bij frame-nummer &lt;N&gt;.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="77"/>
        <location filename="../src/command_line_interface.cpp" line="81"/>
        <location filename="../src/command_line_interface.cpp" line="117"/>
        <location filename="../src/command_line_interface.cpp" line="131"/>
        <location filename="../src/command_line_interface.cpp" line="139"/>
        <source>N</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="80"/>
        <source>Stops rendering on frame number &lt;N&gt;.</source>
        <translation>Stopt renderen bij frame-nummer &lt;N&gt;.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="85"/>
        <source>&lt;KEY=VALUE&gt; overrides item &apos;&lt;KEY&gt;&apos; from settings file with new value &apos;&lt;VALUE&gt;&apos;.
Specify multiple KEY=VALUE pairs by separating with a &apos;#&apos;: &lt;KEY1=VALUE1#KEY2=VALUE2&gt;. Quote whole expression to avoid whitespace parsing issues
Override fractal parameter in the form &apos;fractal&lt;N&gt;_KEY=VALUE&apos; with &lt;N&gt; being index of fractal</source>
        <translation>&lt;KEY=VALUE&gt; overschrijft item &apos;&lt;KEY&gt;&apos; van het instellingenbestand met een nieuwe waarde &apos;&lt;VALUE&gt;&apos;.
Specificeer meerdere KEY=VALUE-paren door ze te separeren met een&apos;#&apos;: &lt;KEY1=VALUE1#KEY2=VALUE2&gt;. Citeer de hele expressie om problemen met spaties te voorkomen
Overschrijf de fractal-parameter in de vorm &apos;fractal&lt;N&gt;_KEY=VALUE&apos; waarbij &lt;N&gt; de indez van de fractal is</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="91"/>
        <source>...</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="95"/>
        <source>Lists all possible parameters &apos;&lt;KEY&gt;&apos; with corresponding default value &apos;&lt;VALUE&gt;&apos;.</source>
        <translation>Somt alle mogelijke &apos;&lt;KEY&gt;&apos;-parameters op met de bijbehorende standaard-waarden &apos;&lt;VALUE&gt;&apos;.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="99"/>
        <source>Image output format:
  jpg - JPEG format (default)
  png - PNG format
  png16 - 16-bit PNG format
  png16alpha - 16-bit PNG with alpha channel format
  exr - EXR format
  tiff - TIFF format</source>
        <translation>Afbeeldings-outputformaat:
  jpg - JPEG-formaat (standaard)
  png - PNG-formaat
  png16 - 16-bits PNG-formaat
  png16alpha - 16-bits PNG-formaat met alpha-kanaal
  exr - EXR-formaat
  tiff - TIFF-formaat</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="107"/>
        <source>FORMAT</source>
        <translation>FORMAAT</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="111"/>
        <source>Overrides image resolution. Specify as width and height separated by &apos;x&apos;</source>
        <translation>Overschrijft de ingestelde beeldresolutie. Geef aan als hoogte en breedte gescheiden door &apos;x&apos;</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="113"/>
        <source>WxH</source>
        <translation>BxH</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="116"/>
        <source>Overrides frames per key parameter.</source>
        <translation>Overschrijft frames per keyframe-parameter.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="120"/>
        <source>Sets application as a server listening for clients.</source>
        <translation>Stelt applicatie in als server die op clients wacht.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="124"/>
        <source>Sets application as a client connected to server of given host address (Host can be of type IPv4, IPv6 and Domain name address).</source>
        <translation>Stelt applicatie in als client verbonden met server op aangeven host-adres (Host can van het type IPv4, IPv6 en Domain naam-adres zijn).</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="127"/>
        <source>N.N.N.N</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="130"/>
        <source>Sets network port number for netrender (default 5555).</source>
        <translation>Stelt netwerk-poortnummer in voor NetRender (standaard 5555).</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="134"/>
        <source>Starts program without ANSI colors, when execution on CLI.</source>
        <translation>Start het programma zonder ANSI-kleuren wanneer het wordt uitgevoerd op de client.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="138"/>
        <source>Saves rendered image(s) to this file / folder.</source>
        <translation>Slaat gerenderde afbeeldingen op naar dit bestand/deze map.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="142"/>
        <source>Renders all images from common queue.</source>
        <translation>Rendert alle afbeeldingen in de algemene wachtrij.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="145"/>
        <source>Runs testcases on the mandelbulber instance</source>
        <translation>Laat testcases draaien op het mandelbulber-proces</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="148"/>
        <source>Runs benchmarks on the mandelbulber instance</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="152"/>
        <source>Resaves a settings file (can be used to update a settings file)</source>
        <translation>Slaat een instelling opnieuw op (kan worden gebruikt om een instellingenbestand te updaten)</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="156"/>
        <source>Renders the voxel volume in a stack of images.</source>
        <translation>Rendert het voxel-volume in een set afbeeldingen.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="159"/>
        <source>Shows statistics while rendering in CLI mode.</source>
        <translation>Toon statistieken tijdens het renderen in client-modus.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="162"/>
        <source>Shows help about input.</source>
        <translation>Toon help voor input.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="164"/>
        <source>Shows example commands.</source>
        <translation>Toon voorbeeldcommando&apos;s.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="168"/>
        <source>file with fractal settings (program also tries
to find file in ./mandelbulber/settings directory)
When settings_file is put as a command line argument then program will start in noGUI mode&lt;settings_file&gt; can also be specified as a list, see all options with --help-input</source>
        <translation>Bestand met fractal-instellingen (Het programma probeert ook
om het bestand te vinden in de ./mandelbulber/instellingen-map)
Wanneer het instellingenbestand als argument in de opdrachtregel wordt gebruikt start het programma in de noGUI-modus (geen grafisch gebruikersinterface) &lt;settings_file&gt; kan ook worden gebruikt als een lijst, zie alle opties met --help-input</translation>
    </message>
</context>
</TS>
