From 8bf5372c7baea4e558a70844483c3ed2e25dd9b6 Mon Sep 17 00:00:00 2001 From: buddhi1980 Date: Sun, 9 Jul 2023 16:19:06 +0200 Subject: [PATCH] Updated language files --- mandelbulber2/language/de.ts | 6831 ++++++++++++++----------- mandelbulber2/language/en.ts | 9255 +++++++++++++++++++-------------- mandelbulber2/language/es.ts | 9097 +++++++++++++++++++-------------- mandelbulber2/language/it.ts | 9017 +++++++++++++++++++------------- mandelbulber2/language/nl.ts | 9315 ++++++++++++++++++++-------------- mandelbulber2/language/pl.qm | Bin 560648 -> 564327 bytes mandelbulber2/language/pl.ts | 2944 ++++++----- 7 files changed, 27412 insertions(+), 19047 deletions(-) diff --git a/mandelbulber2/language/de.ts b/mandelbulber2/language/de.ts index 74ef0c7ba..1a8964d7f 100644 --- a/mandelbulber2/language/de.ts +++ b/mandelbulber2/language/de.ts @@ -117,7 +117,7 @@ Von der Keyframeanimation entfernen - + Parameter&nbsp;name:&nbsp; Parameter&nbsp;Name:&nbsp; @@ -126,7 +126,7 @@ Parametertyp:&nbsp; - + Default&nbsp;value:&nbsp; Standardwert:&nbsp; @@ -175,7 +175,7 @@ S - + Saving %1 Speichere %1 @@ -183,7 +183,7 @@ ImageFileSaveJPG - + Saving %1 Speichere %1 @@ -191,7 +191,7 @@ ImageFileSavePNG - + Saving %1 Speichere %1 @@ -199,7 +199,7 @@ ImageFileSaveTIFF - + Saving %1 Speichere %1 @@ -305,17 +305,17 @@ MyLineEdit - + Copy vector Vektor kopieren - + Paste vector Vektor einfügen - + Reset vector to default Vektor zurücksetzen @@ -388,8 +388,8 @@ MyTableWidgetKeyframes - - + + Render this keyframe Diesen Keyframe rendern @@ -398,97 +398,117 @@ Nächste Frames interpolieren - + + Multipy values by... + + + + + Increase values by... + + + + Interpolate next keyframes Nächste Keyframes interpolieren - + + Copy value to all keyframes + + + + Delete this keyframe Diesen Keyframe löschen - + Delete all keyframes to here Alle Keyframes bis hier löschen - + Delete all keyframes from here Alle Keyframes von hier aus löschen - + Insert keyframe in between Keyframe dazwischen einfügen - + + Delete rendered frames for this keyframe + + + + Remove '%1' from animation Lösche '%1' von der Animation - + Interpolation type Interpolationstyp - + None Keine - + Linear Linear - + Linear angle Linear Winkel - + CatMulRom CatMulRom - + CatMulRom angle CatMulRom Winkel - + Akima Akima - + Akima angle Akima Winkel - + Cubic Kubisch - + Cubic angle Kubischer Winkel - + Steffen Steffen - + Steffen angle Steffen Winkel - + Refresh all thumbnails Alle Thumbnails aktualisieren @@ -501,12 +521,12 @@ Vorschau - + Add to presets Zu Voreinstellungen hinzufügen - + Add to queue Zur Queue hinzufügen @@ -528,67 +548,67 @@ 100% Fertig, Gesamtzeit: %3 - + It's not valid Mandelbulber settings file. No header Keine valide Mandelbulber Einstellungsdatei. Kein Header - + It's not valid Mandelbulber settings file. Wrong header Keine valide Mandelbulber Einstellungsdatei. Falscher Header - + It's not valid Mandelbulber settings file. No information about version of file Keine valide Mandelbulber Einstellungsdatei. Keine Information über Version der Datei - + It's not valid Mandelbulber settings file. Wrong file version number Keine valide Mandelbulber Einstellungsdatei. Falsche Dateiversionsnummer - + File was saved in newer version of Mandelbulber File version: Die Datei wurde mit einer neueren Version von Mandelbulber gespeichert\n Datei Version: - + It's not valid Mandelbulber settings file. Format not specified in the header Keine valide Mandelbulber Einstellungsdatei. Datei Format im Header nicht angegeben - - + + Error in settings file. Line: Fehler in Einstellungsdatei. Zeile: - - + + Too many errors in settings file Zu viele Fehler in Einstellungsdatei - - - + + + Unknown parameter: Unbekannter Parameter: - + Missing value for parameter %1 Fehlender Wert für Parameter %1 - + Missing column 'frame' in the list of animation frames Fehlende Spalte 'frame' in der Liste der Animationsframes - + Missing column 'framesPerKeyframe' in the list of animation frames Fehlende Spalte 'framesPerKeyframe' in der Liste der Animationsframes @@ -597,54 +617,54 @@ File version: Fehlende Spalte 'Frame' in Liste der Animationsframes - + Unknown parameter in animation frames: Unbekannter Parameter in Animationsframes: - + No valid list of parameters for animation frames Keine valide Parameterliste für Animationsframes - + Wrong number of interpolation columns Falsche Anzahl an Interpolationsspalten - + Missing frame no Fehlender Frame Nr - + Wrong number of columns Falsche Anzahl an Spalten - + Can't load texture! Textur konnte nicht geladen werden! - + Can't load texture from QByteArray! Textur konnte nicht von QByteArray geladen werden! - + Missing undo data in disk cache Keine Undo Daten im Speicher - + No more undo Kein Undo mehr möglich - + No more redo Kein Redo mehr möglich @@ -724,50 +744,50 @@ Note: Notiz: - - - - + + + + Saving channel: %1 Speichere Kanal: %1 - + Started Gestartet - + Finished Abgeschlossen - + Cannot create directory for image! Kann Ordner für Bild nicht erstellen! - + Directory for new image is not accessible! Ordner für neues Bild ist nicht verfügbar! - - + + Can't save image to PNG file! Konnte Bild nicht als PNG Datei speichern! - - - - - + + + + + Can't save image to JPEG file! Konnte Bild nicht als JPEG Datei speichern! @@ -793,27 +813,27 @@ Notiz: Hybride Färbung - + *** Formulas with analytic DE *** *** Formeln mit analytischer DE *** - + Logarithmic DE Logarithmische DE - + Linear DE Lineare DE - + JosLeys-Kleinian DE JosLeys Kleinian DE - + Pseudo Kleinian DE Pseudo Kleinian DE @@ -826,60 +846,64 @@ Notiz: dIFS Transformation - + Custom DE - dIFS Formulas Custom DE - dIFS Formeln - + Custom DE - dIFS Transforms Custom DE - dIFS Transformationen - + Custom DE - non-dIFS formulas Custom DE - Nicht-dIFS Formeln - + *** Formulas with delta-DE *** *** Formeln mit Delta-DE *** - + Logarithmic delta-DE Logarithmische Delta DE - + Linear delta-DE Lineare Delta DE - + *** Transforms *** *** Transformationen *** - + *** Hybrid coloring *** *** Hybrid Färbung *** - + + *** Experimental Do Not Use*** + + + *** Experimental *** - *** Experimentell *** + *** Experimentell *** - - - - + + + + Don't add global C constant Globale C Konstante nicht hinzufügen - + Can't open file Kann Datei nicht öffnen @@ -888,13 +912,14 @@ Notiz: Fraktal UI Dateien konnten nicht geladen werden - + + Cannot init renderJob, see log output for more information. renderJob kann nicht gestartet werden, siehe Log Output für weitere Informationen. - - + + You cannot apply changes during rendering. You will do this after rendering. Die Änderungen können während der Renderns nicht angewendet werden. Dies geht erst nach dem Rendern. @@ -903,13 +928,13 @@ Notiz: Ansicht wird zurückgesetzt - + Fractal size calculation Fraktalgröße berechnen - - + + Done Fertig @@ -918,55 +943,55 @@ Notiz: Setze Position von - - + + Not enough free memory in OpenCL device to render SSAO effect! Nicht genügend freier Arbeitsspeicher im OpenCL Gerät zum Rendern des SSAO Effekts! - - + + Resetting view Ansicht wird zurückgesetzt - - - - - - - + + + + + + + bounding box as limit Fraktalhülle als Grenze - + Negative X Limit Negative X Grenze - + Negative Y Limit Negative Y Grenze - + Negative Z Limit Negative Z Grenze - + Positive X Limit Positive X Grenze - + Positive Y Limit Positive Y Grenze - + Positive Z Limit Positive Z Grenze @@ -979,53 +1004,50 @@ Notiz: Lösche - Set position of %1 # %2 by mouse pointer - Setze Position von + Setze Position von %1 # %2 durch Mausklick - Delete - Lösche + Lösche - Align rotation to camera - Rotation an Kamera ausrichten + Rotation an Kamera ausrichten - + Primitive object ui file can't be loaded Primitive Objekte UI Dateien konnten nicht geladen werden - + No action Keine Aktion - + Move the camera Kamera bewegen - + Set fog visibility Nebelsichtbarkeit setzen - + Set DOF focus Tiefenschärfefokus setzen - + Get Julia constant Julia Konstante holen @@ -1046,37 +1068,47 @@ durch Mausklick Setze Licht #4 - + + Are you sure to stop this long render? + + + + + Abort? + + + + Place light #%1 Setze Licht #%1 - + Place random light center Setze Zufallslichter - + Get point coordinates Hole Punktkoordinaten - + Wrap Limits around object Grenzen um Objekt bilden - + Place Setze - + Yes, don't ask again Ja, nicht erneut fragen - + 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<ul><li><b>.mandelbulber</b> for program internal folders/files:<br>undo, toolbar, queue, thumbnails, mandelbulber.ini, miscellaneous meta files</li><li><b>mandelbulber</b> for user defined folders/files:<br>settings, images, materials, slices, animation, textures</li></ul> Do you want to upgrade now to this new structure? Program will restart after upgrade. @@ -1085,53 +1117,53 @@ Anstatt alle Arbeitsordner und -Dateien in ~/.mandelbulber zu halten, werden die Wollen Sie jetzt zu dieser neuen Datenstruktur upgraden? Das Programm startet sich nach dem Upgrade neu. - + Data folder upgrade Datenstruktur Upgrade - + No, don't ask again Nein, nicht erneut fragen - - + + Looking for optimal DE factor Suche nach optimalem DE Faktor - + Percentage of wrong distance estimations: %1 Prozentsatz falscher Distanzermittlungen: %1 - + Optimal DE factor is: %1 which gives %2% of bad distance estimations Optimaler DE Faktor ist: %1, welcher %2% an falschen Distanzermittlungen liefert - + Toolbar settings: Toolbar Einstellungen: - + Are you sure to close the application? Anwendung beenden? - + Quit? Beenden? - + Auto recovery Auto Recovery - + Application has not been closed properly Do you want to recover your latest work? Das Programm wurde beim letzten Mal nicht richtig geschlossen. @@ -1152,7 +1184,7 @@ Den letzten Stand wiederherstellen? - + Hybrid fractal can't be converted Hybridfraktal kann nicht konvertiert werden @@ -1161,36 +1193,36 @@ Den letzten Stand wiederherstellen? Rendere Bild - - + + Rendering image Rendere Bild - - + + Idle Leerlauf - - + + Initialization Initialisierung - + Setting up image buffers Bildpuffer einrichten - + Loading textures Lade Texturen - + Starting rendering of image Starte Rendern des Bildes @@ -1200,42 +1232,42 @@ Den letzten Stand wiederherstellen? Rendere SSAO Effekt - - + + No frames to render Keine Frames zu Rendern - - + + The folder %1 does not exist. Please specify a valid location. Der Ordner %1 existiert nicht. Bitte einen validen Ordner angeben. - + Are you sure to start recording of new animation? Eine neue Animation aufnehmen? - - - - - + + + + + This will delete all images in the image folder. Proceed? Das wird alle Bilder im Bildordner löschen. Fortsetzen? - + No frames recorded before. Unable to continue. Noch keine Frames aufgenommen. Kann nicht fortfahren. - - - + + + Rendering engine is busy. Stop unfinished rendering before starting new one Renderingengine ist beschäftigt.\nUnfertige Render Aufträge müssen angehalten werden, bevor neue gestartet werden können @@ -1244,22 +1276,22 @@ Fortsetzen? Flug aufzeichnen - - + + Recording flight animation Fluganimation aufzeichnen - - - - + + + + Truncate Image Folder Bilderordner leeren - - + + The animation has already been rendered completely. Do you want to purge the output folder? @@ -1267,73 +1299,73 @@ Fortsetzen? Soll der Bilderordner geleert werden? - + Animation start Animationsstart - - + + Frame %1 of %2 Frame %1 von %2 - + Recording flight path Flug aufzeichnen - - - - + + + + Animation finished Animation beendet - - + + Rendering terminated Rendern beendet - - + + Error occured, see log output Ein Fehler ist aufgetreten, Log Output prüfen - - + + Refreshing animation Animationsframes werden aktualisiert - - + + Animation Image Folder Ordner für Animationsbilder - - + + Choose Animation Image Folder Wähle Ordner für Animationsbilder - + Export flight to keyframes Flug zu Keyframe exportieren - + There are already captured keyframes present. Discard current keyframes? Es sind bereits aufgenommene Keyframes vorhanden. Aktuelle Keyframes verwerfen? - + No frames to play Keine Frames zum abspielen @@ -1363,8 +1395,8 @@ Wurde bereits eine Mandelbulber Server Instanz auf diesem Port gestartet? - - + + No keyframe selected Keine Keyframes selektiert @@ -1375,62 +1407,75 @@ Adresse des Klienten: - - + + There is no frame to render: first frame to render and last frame to render are equals. Es gibt keinen Frame zu rendern, erster und letzter Frame sind gleich. - - + + Camera collides with fractal at following frames: Die Kamera kollidiert mit dem Fraktal an folgenden Frames: - + Rendering animation Rendere Animation - + Frame %1 of %2 (key %3) Frame %1 von %2 (Key %3) - + Rendering engine is busy. Stop unfinished rendering before starting rendering animation Rendering-Engine ist ausgelastet. Stoppen Sie das unvollendete Rendern, bevor Sie mit dem Rendern der Animation beginnen. - + Export keyframes to flight Keyframes zu Flug exportieren - + There are already captured flight frames present. Discard current flight frames ? Es sind bereits aufgenommene Flugframes vorhanden. Aktuelle Flugframes verwerfen? - + Exporting Exportiere - - + + Checking for collisions Prüfe auf Kollisionen - + Checking for collisions on keyframe # %1 Prüfe auf Kollisionen bei Keyframe # %1 + + + Deleting rendered frames + + + + + This will delete rendered frames from %1 to %2 +in the image folder. +%3 +Proceed? + + Checking for collissions Prüfe auf Kollisionen @@ -1440,24 +1485,24 @@ Aktuelle Flugframes verwerfen? Prüfe auf Kollisionen bei Keyframe # %1 - + Checking for collisions finished Kollisionsprüfung beendet - + No collisions detected Keine Kollisionen erkannt - + Cannot change target distance. Missing camera parameters in keyframes Zielentfernung kann nicht geändert werden. Fehlende Kameraparameter in Keyframes - + Add global C constant Globale C Konstante hinzufügen @@ -1482,17 +1527,17 @@ Aktuelle Flugframes verwerfen? Ok, nicht erneut zeigen - + Settings saved to clipboard Einstellungen in Zwischenablage gespeichert - + Cannot load settings from clipboard! Kann die Einstellungen nicht aus der Zwischenablage laden! - + Are you sure to clear the thumbnail cache? Sind Sie sicher, dass Sie den Thumbnail Cache löschen wollen? @@ -1503,7 +1548,7 @@ Aktuelle Flugframes verwerfen? Jetzt löschen? - + Are you sure to clear the thumbnail cache? There are currently %1 thumbnails cached. These will be deleted and rerendered when necessary. Clear now? @@ -1512,29 +1557,29 @@ Es befinden sich zur Zeit %1 Thumbnails im Cache. Diese werden gelöscht und bei Jetzt löschen? - + Are you sure to load the thumbnail cache from the server? Sind Sie sicher, dass Sie den Thumbnail Cache vom Server herunterladen wollen? - + This will try to load missing common thumbnails from the server. Proceed? Das wird versuchen fehlende allgemeine Thumbnails vom Server zu laden. Fortsetzen? - + Are you sure to generate all example thumbnail cache files? Sind sie sicher, dass alle Beispiel Thumbnails im Cache neu erzeugt werden sollen? - + Retrieve toolbar Toolbar holen - + Are you sure to retrieve default presets into toolbar? It could overwrite some of existing presets. Proceed? @@ -1543,12 +1588,12 @@ Dies kann existierende Toolbar Elemente überschreiben. Fortfahren? - + Retrieve materials Hole Materialien - + Are you sure to retrieve default materials into materials folder? It could overwrite some of existing materials. Proceed? @@ -1828,7 +1873,7 @@ Liste der Fraktalparameter: - + Cannot init queue: Kann Queue nicht initialisieren: @@ -1947,12 +1992,12 @@ Erlaubte Formate sind: Queue fertig - + Positioning random lights Positioniere Zufallslichter - + Positioned light %1 of %2 Licht %1 von %2 positioniert @@ -1998,7 +2043,8 @@ Erlaubte Formate sind: Der Voxelexport ist beschäftigt.\nUnfertige Render Aufträge müssen angehalten werden, bevor der Voxelexport Dialog geschlossen werden kann. - + + %1 / %2 %1 / %2 @@ -2013,56 +2059,56 @@ Erlaubte Formate sind: Rendere HDR Blur Effekt - + Error during compilation of OpenCL program Fehler bei der Kompilierung des OpenCL Programms - - - - - - - - - + + + + + + + + - + + OpenCL %1 cannot be created! OpenCL %1 kann nicht erstellt werden! - + program Programm - + No devices to use for OpenCL! Check program preferences. Keine OpenCL Geräte verfügbar! Überprüfen Sie die Programmeinstellungen. - + kernel Kernel - + command queue Befehlsqueue - - + + buffer for constants Buffer für Konstanten - + buffer for variable data Buffer für variable Daten @@ -2071,12 +2117,12 @@ Erlaubte Formate sind: Argument %0 für OpenCL kann nicht gesetzt werden. - + buffer for texture data Buffer für Textur Daten - + input texture data Textur Eingabedaten @@ -2085,12 +2131,12 @@ Erlaubte Formate sind: Argument %2 für OpenCL kann nicht gesetzt werden. - + constant mesh data Konstante Meshdaten - + background image Hintergrund Bild @@ -2099,13 +2145,13 @@ Erlaubte Formate sind: Argument %3 für OpenCL kann nicht gesetzt werden. - + random seed Zufallsstartwert - - + + constant mesh export buffers Konstante Mesh Export Buffer @@ -2118,51 +2164,51 @@ Erlaubte Formate sind: Buffer für inImageBuffer - - + + OpenCL context is not ready OpenCL Kontext ist nicht bereit - - + + Cannot finish writing OpenCL buffers OpenCL Buffer können nicht zu Ende geschrieben werden - + Cannot enqueue reading OpenCL buffers %1 OpenCL %1 Buffer können nicht ausgelesen werden - + Cannot enqueue reading OpenCL buffers %1. Calculation probably took too long and triggered timeout error in graphics driver. Lesen von OpenCL-Puffern %1 nicht möglich. Die Berechnung hat wahrscheinlich zu lange gedauert und es wurde ein Timeout-Fehler im Grafiktreiber ausgelöst. - + Cannot finish reading OpenCL output buffers Calculation probably took too long and triggered timeout error in graphics driver. Beenden des Lesens von OpenCL-Puffern %1 nicht möglich. Die Berechnung hat wahrscheinlich zu lange gedauert und es wurde ein Timeout-Fehler im Grafiktreiber ausgelöst. - - - + + + - - - - - - - - - + + + + + + + + + Cannot set OpenCL argument for %1 Argument %1 für OpenCL kann nicht gesetzt werden. @@ -2184,12 +2230,12 @@ Die Berechnung hat wahrscheinlich zu lange gedauert und es wurde ein Timeout-Feh Eingabe Bild-Buffer - + input data Eingabedaten - + constant data Konstante Daten @@ -2198,72 +2244,72 @@ Die Berechnung hat wahrscheinlich zu lange gedauert und es wurde ein Timeout-Feh Pixeldaten - - - - - - - + + + + + + + Cannot enqueue writing OpenCL %1 OpenCL %1 kann nicht an die Queue angehanden werden. - + Custom formula %1 has missing function name CustomIteration()! Custom Formel %1 fehlt der Funktionsname CustomIteration()! - + buffer for perlin noise seeds Buffer für Perlin Noise Seeds - - - + + + perlin noise seeds Perlin Noise Seeds - + pointToCalculateDistance pointToCalculateDistance - - + + input buffers Eingabebuffer - - - - - + + + + + Cannot finish writing OpenCL %1 OpenCL %1 kann nicht zu Ende geschrieben werden - - + + input texture buffers Textur Eingabedaten - - + + constant buffers Konstanter Buffer - - + + - + Cannot enqueue OpenCL rendering jobs OpenCL Render Job kann nicht in der Queue gestartet werden @@ -2286,17 +2332,17 @@ Die Berechnung hat wahrscheinlich zu lange gedauert und es wurde ein Timeout-Feh OpenCl.dll fehlt auf dem System - + context Kontext - + There are no available devices for selected OpenCL platform Für die ausgewählte OpenCL Platform sind keine Geräte verfügbar - + Cannot list devices from selected OpenCL platform Die Geräte für die ausgewählte OpenCL Platform können nicht gelistet werden. @@ -2402,205 +2448,253 @@ Der aktuelle Pfad von clang-format lautet:% 1 - HDR blur params - HDR Blur Parameter + HDR Blur Parameter - Cannot finish rendering HDR blur - HDR blur rendering kann nicht abgeschlossen werden + HDR blur rendering kann nicht abgeschlossen werden + + + + %1 params + + + + + Cannot finish rendering %1 + + + + + OpenCL bufer for pixel mask cannot be created! + + + + + Cannot enqueue writing OpenCL pixel mask + RenderWindow - + Mandelbulber Mandelbulber - + Zoom: - + Fit to window An Bildschirmgröße anpassen - + 400% - + 200% - + 100% - + 50% - + 25% - + 10% - + Show cursor Zeige Cursor - + Grid: Gitter: - + Crosshair Fadenkreuz - + Thirds grid gedrittelt - + Golden ratio goldener Schnitt - - + + Navigation Navigation - - + + Queue &Queue - - + + Measurement Messung - - + + &Save window layout as startup Speichere Fensterlayout für Programmstart - - + + &Reset window layout to default Fensterlayout auf Standard zurücksetzen - - + + &Import settings from Mandelbulb3d... Einstellungen von Mandelbulb3d importieren... - - + + Save as Image Bild speichern... - - + + &News News - - + + &HotKeys Hotkeys - - + + Randomize all... Alle zufällig erzeugen... - - + + Clean settings... Einstellungen zurücksetzen... - - + + Render Image Rendere Bild - - + + Ctrl+R Strg+R - - + + Stop rendering Stoppe Render - - + + Ctrl+T Strg+T + + + + Save as default settings + + + + + + New + Neu + + + + + Ctrl+N + + + + + + Delete default settings + + + + + + Thumbnail browser... + + Recent settings... Letzte Einstellungen... - - + + Objects Objekte - - + + &Program Preferences Programm Einstellungen @@ -2613,20 +2707,20 @@ Der aktuelle Pfad von clang-format lautet:% 1 Standard Fensterlayout - - + + &Window layout for animation Fensterlayout für Animation - - + + &Remove Window settings... Fenstereinstellungen löschen... - - + + &User Manual Benutzerhandbuch @@ -2635,8 +2729,8 @@ Der aktuelle Pfad von clang-format lautet:% 1 News - - + + Detach image &from main window Bild aus dem Hauptfenster ablösen @@ -2650,7 +2744,7 @@ Der aktuelle Pfad von clang-format lautet:% 1 - + File Datei @@ -2664,14 +2758,14 @@ Der aktuelle Pfad von clang-format lautet:% 1 Über - - + + Edit Bearbeiten - - + + Image adjustments Bild Einstellungen @@ -2805,19 +2899,19 @@ Der aktuelle Pfad von clang-format lautet:% 1 - + <html><head/><body><p>Selection for action which will be executed after clicking on the image</p><ul style="margin-top: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; -qt-list-indent: 1;"><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">No action - blocks functionality of mouse pointer</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Move the camera - moves the camera or target (depends on movement and rotation mode)</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Set fog visibility - sets visibility distance for basic fog effect</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Set DOF focus - sets object which will appear in focus</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Get Julia constant - gets value of constant for Julia fractal</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Place light #n - places light in selected place (mouse wheel controls distance from fractal) </li></ul></body></html> <html><head/><body><p>Auswahl der Aktion die bei einem Klick auf das Bild ausgeführt wird</p><ul style="margin-top: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; -qt-list-indent: 1;"><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Keine Aktion - Blockt die Funktionalität des Mausklicks</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Kamera bewegen - Bewegt die Kamera oder das Zie (hängt ab von Bewegungs- und Rotationsmodus)</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Nebelsichtbarkeit setzen - Setzt die Sichtbarkeitsdistanz des Basisnebel Effektes</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Tiefenschärfefokus setzen - Setzt den Punkt der im Fokus liegt</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Julia Konstante holen - Holt den Wert der Konstante für das Julia Fraktal</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Setze Licht #n - Platziert das Licht am selektierten Ort (Mausrad steuert die Distanz zum Fraktal) </li></ul></body></html> - + I&mage Bild - - + + &View Ansicht @@ -2826,8 +2920,8 @@ Der aktuelle Pfad von clang-format lautet:% 1 Gespeicherte Fensterlayouts - - + + A&bout Über @@ -2840,8 +2934,8 @@ Der aktuelle Pfad von clang-format lautet:% 1 Objekte - - + + <html><head/><body><p>Queue tool allows for rendering a collection of settings files in the background.</p><p>While the list of settings files is being rendered, you can continue to work in the main window and also add more settings to the queue.</p><p>Methods to manage queue:<br/>- by adding items using <span style=" font-style:italic;">Add current settings</span> button<br/>- by editing queue.fractlist file<br/>- by putting files into queue folder and use button <span style=" font-style:italic;">Add orphaned<br/></span>- by adding single settings or lists using command line interface</p><p>Temporary settings files are stored in $HOME/.mandelbulber/queue folder and the list is in $HOME/.mandelbulber/queue.fractlist</p><p>The queue can be rendered in another instance of Mandelbulber program, as the queue is shared between applications. You can also launch another Mandelbulber from command line interface with -q option. Then this application will watch queue and render automatically all new items.</p><p>Result images are saved into $HOME/.mandelbulber/images directory (or another if it's specified in application preferences.)</p></body></html> <html><head/><body><p>Die Queue (Warteschlange) erlaubt das Rendern einer Sammlung von Einstellungsdateien im Hintergrund.</p><p>Während die Liste der Einstellungsdateien gerendert wird, können Sie auch weiterhin im Hauptfenster arbeiten und auch weitere Einstellungen der Queue hinzufügen.</p><p>Methoden um die Queue zu bearbeiten:<br/>- Elemente Hinzufügen mit <span style=" font-style:italic;">Aktuelle Einstellungen hinzufügen</span> Knopf<br/>- durch das editieren der Datei queue.fractlist<br/>- durch Hinzufügen von Dateien zum Queue Ordner und Klick auf den Button <span style=" font-style:italic;">Verwaiste hinzufügen<br/></span>- durch Hinzufügen von einzelnen Einstellungen oder Listen über die Befehlszeilenschnittstelle</p><p>Temporäre Einstellungsdateien werden in $HOME/.mandelbulber/queue Ordner gespeichert und die Liste in $HOME/.mandelbulber/queue.fractlist</p><p>Die Queue kann in einer anderen Mandelbulber Instanz gerendert werden, da die Queue zwischen Anwendungen geteilt wird. Sie können auch eine andere Mandelbulber Instanz von der Kommandozeile starten mit Option -q. Dann wird diese Instanz die Queue beobachten und automatisch alle neuen Elemente verarbeiten.</p><p>Ergebnisbilder werden im $HOME/.mandelbulber/images Verzeichnis gespeichert (oder ein anderes, wenn es in den Programmeinstellungen festgelegt ist.)</p></body></html> @@ -2998,43 +3092,43 @@ to target: - + Mouse click function: Mausklick Funktion: - + No action Keine Aktion - + &Recent settings... Letzte Einstellungen... - - + + Saved window &layouts Gespeicherte Fensterlayouts - - + + Help Hilfe - - + + toolBar Toolbar - - + + Effects Effekte @@ -3284,8 +3378,8 @@ to target: <html><head/><body><p>Sichtfeld der Kamera. Ein höherer Wert gibt eine weitwinkligere Ansicht.</p><p><br/></p></body></html> - - + + Gamepad Gamepad @@ -4052,7 +4146,7 @@ keine Umgebungsverdunklung) <html><head/><body><p> Gewicht des Ergebnisses der Fraktalformel. Wenn das Gewicht Null ist dann wird das Ergebnis ignoriert. Wenn das Ergebnis 1 ist, dann ist wird es komplett übernommen.</p></body></html> - <html><head/><body><p>Enables checking of bailout condition for this fractal formula. </p><p>Bailout condition is checked at the end of each iteration. If the length of the iteration vector is longer than the value defined by 'bailout' parameter,  then the  iterating  stops.</p></body></html> + <html><head/><body><p>Enables checking of bailout condition for this fractal formula. </p><p>Bailout condition is checked at the end of each iteration. If the length of the iteration vector is longer than the value defined by 'bailout' parameter,  then the  iterating  stops.</p></body></html> <html><head/><body><p>Aktiviert die Prüfung auf die Bailout Bedingung für diese Fraktalformel. </p><p>Die Bailoutbedingung ist am Ende der Iterationsschleife. Es wird geprüft, ob die Länge des Iterationsvektors länger ist, als der Wert, der für 'Bailout' definiert ist. Wenn ja, dann stoppt die Iteration. </p></body></html> @@ -4300,8 +4394,8 @@ von Fraktal Iterationen: <html><head/><body><p>Wenn es nicht aktiviert ist, wird das Programm automatisch den Detailwert zu den entferntesten Regionen der Fraktale reduzieren. Wenn Sie näher an die Fraktaleoberfläche gehen, erhöht das Programm die Anzahl der Details. </p><p> Wenn es aber aktiviert ist, dann wird in jeder Region des Fraktals dieselbe Detailgröße verwendet werden.</p></body></html> - - + + Show &measurement dock Zeige Messungsdock @@ -4457,14 +4551,14 @@ von Fraktal Iterationen: <html><head/><body><p>Auswahl des Bilddateiformates für Einzelbilder.</p><p>Für weitere Bilddateiformat Optionen gehen Sie auf <span style=" font-style:italic;">Datei / Programm Einstellungen</span></p></body></html> - - + + Save as &TIFF TIFF speichern... - - + + Add current settings to toolbar Füge aktuelle Einstellungen zur Toolbar hinzu @@ -4836,8 +4930,8 @@ Vorschau Distanz: Liste der verbundenen Clients - - + + Info Info @@ -4938,8 +5032,8 @@ Vorschau Distanz: Histogramm von fraktalen Iterationsschritten - - + + Animation Animation @@ -5310,62 +5404,62 @@ Keyframes Distanz zur Kamera: - - + + Material editor Material Editor - - + + Materials Materialien - - + + &Save as JPG... JPG speichern... - - + + Save &as PNG... PNG speichern... - - + + Save as &PNG 16 bit... PNG 16 bit speichern... - - + + Save as PNG &16 bit with alpha channel PNG 16 bit mit Alpha speichern - - + + &Load settings... Lade Einstellungen... - - + + Load settings &from clipboard... Lade Einstellungen aus Zwischenablage... - - + + &Save settings Einstellungen speichern - - + + Save settings &to clipboard Einstellungen in Zwischenablage speichern @@ -5374,8 +5468,8 @@ Keyframes Programm Einstellungen - - + + &Quit Schließen @@ -5392,20 +5486,20 @@ Keyframes Fensterlayout für Animation - - + + Show a&nimation dock Zeige Animationsdock - - + + Add c&urrent window settings Aktuelle Fenstereinstellungen hinzufügen - - + + Test Test @@ -5426,57 +5520,57 @@ Keyframes Animation Docks Positionen - - + + About &Qt Über Qt - - - + + + About &User Manual Über Benutzerhandbuch - - + + About &Third Party Über Drittanbieter - - + + &About Mandelbulber Über Mandelbulber - - + + &Undo Rückgängig - - + + &Redo Wiederholen - - + + &Import settings from old Mandelbulber (v1.21)... Einstellungen von alten Mandelbulber Dateien (v1.21)... - - + + Export &Voxel Layers Exportiere Voxelschichten - - + + Load &example... Lade Beispiel... @@ -5485,44 +5579,44 @@ Keyframes Zeige Animationsdock - - + + Show &gamepad dock Zeige Gamepad Dock - - + + Show &queue dock Zeige Queuedock - - + + Show &Info dock Zeige Infodock - - + + Show &toolbar Zeige Toolbar - - + + Sta&ck all docks Alle Docks überlagern - - + + S&how statistics Zeige Statistik - - + + Save as &EXR EXR speichern... @@ -5531,8 +5625,8 @@ Keyframes Aktuelle Fenstereinstellungen hinzufügen - - + + Export &Mesh Exportiere Mesh @@ -5575,7 +5669,7 @@ Keyframes Strg+Y - + Import settings from old Mandelbulber (v1.21)... Einstellungen von alten Mandelbulber Dateien (v1.21)... @@ -5711,8 +5805,8 @@ Positionen und Wasser): - - + + Rendering engine Rendering Engine @@ -5899,8 +5993,8 @@ und Wasser): Frames pro Keyframe: - - + + Statistics Statistik @@ -5950,7 +6044,7 @@ und Wasser): - + Load settings... Einstellungen laden... @@ -5959,14 +6053,14 @@ und Wasser): Einstellungen speichern - - + + Save settings as... Einstellungen speichern als... - - + + Save settings in selected file Einstellungen in selektierter Datei speichern @@ -5996,22 +6090,19 @@ und Wasser): Über Mandelbulber - - - - + + + Fractals (*.txt *.fract) Fraktale (*.txt *.fract) - Fractals (*.m3d *.fract) - Fraktale (*.m3d *.fract) + Fraktale (*.m3d *.fract) - Import settings from Mandelbulb3d settings file ... - Einstellungen von Mandelbulb3d Einstellungsdatei ... + Einstellungen von Mandelbulb3d Einstellungsdatei ... @@ -6040,7 +6131,7 @@ und Wasser): - + Save settings... Einstellungen speichern... @@ -6332,56 +6423,55 @@ und Wasser): Zu vorherigem Keyframe - Load example settings... - Lade Beispiel Einstellungen... + Lade Beispiel Einstellungen... - + images (*.jpg *.jpeg *.png *.exr *.tiff) Bilder (*.jpg *.jpeg *.png *.exr *.tiff) - + Save image to file... Bild als Datei speichern... - + JPEG images (*.jpg *.jpeg) JPEG Bilder (*.jpg *.jpeg) - - - + + + Save image to %1 file... Speichere Bild als %1 Datei... - - - - + + + + Saving %1 image Speichere %1 Bild - - + + Saving image started Speichern gestartet - - + + Saving image finished Speichern beendet - - - + + + PNG images (*.png) PNG Bilder (*.png) @@ -6396,7 +6486,7 @@ und Wasser): Nur seitwärts bewegen - + TIFF images (*.tiff) TIFF Bilder (*.tiff) @@ -6417,7 +6507,7 @@ und Wasser): PNG Speichern beendet - + EXR images (*.exr) EXR Bilder (*.exr) @@ -6494,37 +6584,37 @@ und Wasser): Gerendert - + Info &Qt Info Qt - + &Info Mandelbulber Info Mandelbulber - + Info &Third Party Info Drittanbieter - + Add window settings Fenstereinstellungen hinzufügen - + Enter a name for the new window settings Geben Sie einen Namen für die neuen Fenstereinstellungen ein - + Remove window settings Fenstereinstellungen löschen - + Select window setting to remove Fenstereinstellungen zum Löschen auswählen @@ -6532,32 +6622,32 @@ und Wasser): RenderedImage - + Move camera and target Kamera und Ziel bewegen - + Move camera Kamera bewegen - + Move target Ziel bewegen - + Change fog visibility Nebelsichtbarkeit ändern - + Change DOF focus Tiefenschärfefokus ändern - + Place light # Setze Licht # @@ -6568,29 +6658,29 @@ Mouse wheel - light fov / bkw Mausrad - Licht FOV / BKW - + Place Setze - + Get Julia constant Julia Konstante holen - + LMB - increase speed LMB - Beschleunigen - + RMB - decrease speed RMB - Verlangsamen - + arrow keys - sidewards @@ -6603,13 +6693,13 @@ arrow keys - strafe Pfeiltasten - Bewegen - + z, x keys - roll z, x Tasten - Rollen - + spacebar - pause @@ -6628,73 +6718,73 @@ Ctrl + Mouse wheel - light fov / bkw Strg + Mausrad - Licht FOV / BKW - + Ctrl + Mouse wheel - light fwd/bkwd Strg + Mausrad - Licht vor/zrk - + Alt + Mouse wheel - placement fwd/bkwd Alt + Mausrad - Platziere vor/zrk - + hold shift key - orthogonal move Shift Taste gedrückt - orthogonal bewegen - + Place center of random light Setze Zufallslichter - + also calculates berechnet auch - + distribution radius of lights to 50%, Distributionsradius der Lichter zu 50%, - + max distance from fractal to 10% maximale Distanz zum Fraktal zu 10% - + of distance [center to camera position] der Distanz [Zentrum zur Kameraposition] - + Get coordinates Hole Koordinaten - + and distance und Distanz - + Wrap limits around object Grenzen um @@ -6705,125 +6795,127 @@ Objekt bilden cAudioSelector - + Form Form - + <html><head/><body><p>Load audio from file.</p><p>Parameter values can be animated in response to the input from audio files.</p><p>The following formats are supported:</p><p>- *.wav (wave form audio format)</p><p>- *.ogg (Ogg Vorbis)</p><p>- *.flac (Free Lossless Audio Format)</p><p>- *.mp3 (MPEG II Audio Layer 3) - supported only under Linux</p></body></html> <html><head/><body><p>Lade Audio von Datei.</p><p>Parameterwerte können durch den Input von Audio Dateien animiert werden.</p><p>Die folgenden Formate werden unterstützt:</p><p>- *.wav (wave form audio format)</p><p>- *.ogg (Ogg Vorbis)</p><p>- *.flac (Free Lossless Audio Format)</p><p>- *.mp3 (MPEG II Audio Layer 3) - nur unter Linux</p></body></html> - + Select audio file Audio Datei auswählen - + <html><head/><body><p>path to audio file</p></body></html> <html><head/><body><p>Pfad zur Audio Datei</p></body></html> - + <html><head/><body><p>Play loaded audio track</p></body></html> <html><head/><body><p>Spielt die geladene Audio Datei ab</p></body></html> - + Play sound Sound spielen - + <html><head/><body><p>Stop playing audio track</p></body></html> <html><head/><body><p>Stoppt die Wiedergabe der geladenen Audio Datei</p></body></html> - + Stop Stop - + <html><head/><body><p>Remove audio track from animation</p></body></html> <html><head/><body><p>Entferne den Audio Track von der Animation</p></body></html> - + Delete audio track Audio Track löschen - - <html><head/><body><p>Enables Animation by Sound, which uses digital data from audio files to adjust parameter values obtained from the keyframe animation table.</p><p>The change in a parameter value can be in response to either the amplitude or the pitch of the sound sampled at each frame (independent from keyframes.)</p><p>There are two types of parameters in this program.   The first type can have negative values entered, the second type  cannot. <span style=" text-decoration: underline;">It is important</span> when animating a parameter of the second type, that the functions and settings used do not result in a negative number.</p><p>Animation by Sound can be used in combination with animation from the Keyframe table. </p><p>Example:</p><p>An object can be moving in a linear direction in respect to the keyframe animation table calculation, and at the same time have this movement responding to the audio.</p></body></html> + + <html><head/><body><p>Enables Animation by Sound, which uses digital data from audio files to adjust parameter values obtained from the keyframe animation table.</p><p>The change in a parameter value can be in response to either the amplitude or the pitch of the sound sampled at each frame (independent from keyframes.)</p><p>There are two types of parameters in this program.   The first type can have negative values entered, the second type  cannot. <span style=" text-decoration: underline;">It is important</span> when animating a parameter of the second type, that the functions and settings used do not result in a negative number.</p><p>Animation by Sound can be used in combination with animation from the Keyframe table. </p><p>Example:</p><p>An object can be moving in a linear direction in respect to the keyframe animation table calculation, and at the same time have this movement responding to the audio.</p></body></html> <html><head/><body><p>Aktiviert die Audioanimation, indem digitale Daten aus den Audiodateien verwendet werden, um die aus den Keyframe-Tabellenberechnungen gewonnenen Parameterwerte anzupassen.</p><p>Die Änderung eines Parameterwerts kann in Abhängigkeit von der Amplitude oder der Tonhöhe des an jedem Frame abgetasteten Tons (unabhängig von Keyframes) erfolgen.</p><p>Es gibt zwei Arten von Parametern in diesem Programm. Der erste Typ kann negative Werte annehmen, der zweite Typ nicht.<span style="text-decoration: underline;">Bei der Animation eines Parameters des zweiten Typs ist es wichtig</span>, dass die verwendeten Funktionen und Einstellungen keine negative Zahl ergeben.</p><p>Animation von Sound kann in Kombination mit Animation aus der Keyframe-Tabelle verwendet werden.</p><p>Beispiel:</p><p>Ein Objekt kann sich in einer linearen Richtung in Bezug auf die Berechnung der Keyframe-Animationstabelle bewegen und gleichzeitig bei dieser Bewegung auf den Audioinput reagieren.</p></body></html> - + <html><head/><body><p>The value of animation of a parameter, is the sum of the <span style=" text-decoration: underline;">sound value</span> added to the <span style=" text-decoration: underline;">parameter value</span> (from the keyframe animation table): </p><p><span style=" font-weight:600; font-style:italic;">animation = parameter_value + sound * addition factor </span><span style=" font-weight:400; font-style:italic;">+ parameter_value * </span><span style=" font-weight:400; font-style:italic;">multiplication_factor * sound</span><span style=" font-weight:400; font-style:italic;">;</span></p><p>where:</p><p><span style=" font-style:italic;">sound</span> - effect of average amplitude or pitch of the selected range of sound frequencies. It is calculated as a value from 0 to 1, ( 0 = silent , 1 = maximum.) </p><p><span style=" font-style:italic;">parameter value </span>- from keyframe animation calculations.</p><p><span style=" font-style:italic;">animation</span> - value of the parameter value after the sound has been applied.</p><p>To get subtraction of the sound value from parameter value, use <span style=" font-style:italic;">Negative influence</span> option.</p></body></html> - - <html><head/><body><p>The value of animation of a parameter, is the sum of the <span style=" text-decoration: underline;">sound value</span> added to the <span style=" text-decoration: underline;">parameter value</span> (from the keyframe animation table): </p><p><span style=" font-weight:600; font-style:italic;">animation =</span><span style=" font-weight:600;"> parameter_value + parameter_value * multiplication_factor * sound</span><span style=" font-style:italic;"> + </span><span style=" font-style:italic;">sound * addition factor</span><span style=" font-style:italic;">;</span></p><p>where:</p><p><span style=" font-style:italic;">sound</span> - average amplitude or pitch of the selected range of sound frequencies. It is calculated as a value from 0 to 1, ( 0 = silent , 1 = maximum.) </p><p><span style=" font-style:italic;">parameter value </span>- from keyframe animation calculations.</p><p><span style=" font-style:italic;">animation</span> - value of the parameter value after the sound_value has been added.</p><p>Note: when only multiplication factor is used (i.e. addition_factor is close to zero), it is guaranteed that <span style=" font-style:italic;">sound</span> will not modify the sign of animated parameter value. </p><p>Note: multiplication_factor operates differently in Negative Influence mode function. There it is used as division instead of multiplication. Negative Influence mode function:</p><p><span style=" font-weight:600; font-style:italic;">animation =</span><span style=" font-weight:600;"> parameter_value / (1.0 + multiplication_factor * sound)</span><span style=" font-style:italic;"> + sound * addition factor;</span></p></body></html> + + <html><head/><body><p>The value of animation of a parameter, is the sum of the <span style=" text-decoration: underline;">sound value</span> added to the <span style=" text-decoration: underline;">parameter value</span> (from the keyframe animation table): </p><p><span style=" font-weight:600; font-style:italic;">animation =</span><span style=" font-weight:600;"> parameter_value + parameter_value * multiplication_factor * sound</span><span style=" font-style:italic;"> + </span><span style=" font-style:italic;">sound * addition factor</span><span style=" font-style:italic;">;</span></p><p>where:</p><p><span style=" font-style:italic;">sound</span> - average amplitude or pitch of the selected range of sound frequencies. It is calculated as a value from 0 to 1, ( 0 = silent , 1 = maximum.) </p><p><span style=" font-style:italic;">parameter value </span>- from keyframe animation calculations.</p><p><span style=" font-style:italic;">animation</span> - value of the parameter value after the sound_value has been added.</p><p>Note: when only multiplication factor is used (i.e. addition_factor is close to zero), it is guaranteed that <span style=" font-style:italic;">sound</span> will not modify the sign of animated parameter value. </p><p>Note: multiplication_factor operates differently in Negative Influence mode function. There it is used as division instead of multiplication. Negative Influence mode function:</p><p><span style=" font-weight:600; font-style:italic;">animation =</span><span style=" font-weight:600;"> parameter_value / (1.0 + multiplication_factor * sound)</span><span style=" font-style:italic;"> + sound * addition factor;</span></p></body></html> - + <html><head/><body><p>Changes direction of influence of the sound value.</p><p><span style=" font-weight:600; font-style:italic;">animation = parameter_value / (1 + multiplication_factor * sound) - (addition_factor * sound);</span></p><p>Note: multiplication_factor scales the denominator in this function.</p></body></html> <html><head/><body><p>Ändert die Einflussrichtung des Schallwertes.</p><p><span style=" font-weight:600; font-style:italic;">Animation = Parameterwert / (1 + Multiplikationsfaktor * Sound) - (Additionsfaktor * Sound);</span></p><p>Hinweis: Der Multiplikationsfaktor skaliert den Nenner in dieser Funktion.</p></body></html> - + <html><head/><body><p>Changes the way the sound is calculated.</p><p>If the mode is disabled, then the sound is calculated from the average amplitude of the selected sound frequencies.</p><p>When it is enabled, then the sound is calculated from the average pitch of the selected sound frequencies.</p></body></html> <html><head/><body><p>Ändert die Art der Animationsberechnung.</p><p>Wenn der Modus deaktiviert ist, wird die Animation als die durchschnittliche Amplitude der gewählten Klangfrequenzen berechnet.</p><p>Wenn sie aktiviert ist, wird die Animation als die durchschnittliche Tonhöhe der ausgewählten Klangfrequenzen berechnet.</p></body></html> + Sound delay (frames) Sound delay (frames) - + Smooth fi&lter Glättungs-Filter + Note: you can drag keyframes on the ruler to align them with audio Notiz: Sie können Keyframes auf dem Lineal ziehen, um sie mit der Audiospur auszurichten - + Sound Animation chart Audio Animationsdiagramm - + <html><head/><body><p>Animation chart shows <span style=" font-weight:600;">sound</span> that is used in the calculation of sound value. It ranges from silent at the bottom up to maximum of 1.</p><p><br/></p></body></html> <html><head/><body><p>Das Animationsdiagramm zeigt den <span style=" font-weight:600;">Sound</span>, der der bei der Berechnung des Soundwertes verwendet wird. Es reicht von still an der Unterseite bis maximal 1.</p><p><br/></p></body></html> - + -- / -- -- / -- @@ -6833,7 +6925,7 @@ Objekt bilden - + <html><head/><body><p>Width of the band of frequencies used to calculate the sound value effect on an animation.</p><p>Selected bandwidth is shown on the &quot;Frequency spectrum&quot; chart.</p><p>If the bandwidth is wide, then the sound value will be calculated from the average amplitude of the selected frequencies.</p><p>If the bandwidth is set to the maximum value, then the sound value will be calculated from the amplitude of the sound.</p></body></html> <html><head/><body><p>Breite des Frequenzbandes, die für die Berechnung der Animation verwendet werden.</p><p>Die selektierte Bandbreite wird im &quot;Frequenzspektrum&quot;-Diagramm dargestellt.</p><p>Wenn die Bandbreite groß ist, dann wird die Animation aus dem Durchschnitt der Amplituden der ausgewählten Frequenzen berechnet.</p><p>Wenn die Bandbreite auf das Maximum gesetzt ist, wird die Animation aus der Sound Amplitude berechnet.</p></body></html> @@ -6847,37 +6939,37 @@ Objekt bilden - + <html><head/><body><p>This option enables the binary filter.</p><p>The addition of the sound value to the parameter value is triggered when the sound rises above the threshold and ceases when the sound drops below the threshold, (unless the minimum duration is extended past that frame point.)</p></body></html> <html><head/><body><p>Diese Option aktiviert den Binärfilter.</p><p>Die Wertänderung des animierten Parameters wird ausgelöst, wenn der Klang den Schwellwert überschreitet und bei Unterschreitung des Schwellwertes abgeschaltet (sofern die Mindestdauer diesen Framepunkt nicht überschreitet).</p></body></html> - + <html><head/><body><p>Threshold for binary filter. </p><p>When sound is above the threshold, the sound value is calculated and added to the parameter value. Calculation continues until the sound falls below the threshold or the minimum duration is exceeded.</p></body></html> <html><head/><body><p>Diese Option aktiviert den Binärfilter.</p><p>Die Wertänderung des animierten Parameters wird ausgelöst, wenn der Klang den Schwellwert überschreitet und bei Unterschreitung des Schwellwertes abgeschaltet (sofern die Mindestdauer diesen Framepunkt nicht überschreitet).</p></body></html> - + <html><head/><body><p>Minimum duration for which the sound value will be calculated and added to the parameter value, from the frame where the sound first exceeded the threshold, ( measured in frames.)</p></body></html> <html><head/><body><p>Minimale Länge des Einflusses auf den Parameterwert. Aus dem Frame, der die Audiospitze über dem Schwellenwert triggert (in Frames gemessen)</p></body></html> - + <html><head/><body><p>This option enables the decay filter.</p><p>The sound value will rise fast, but decay slowly.</p></body></html> <html><head/><body><p>Diese Option aktiviert den Abkling-Filter.</p><p>Der Wert des animierten Parameters wird schnell ansteigen, aber langsam abklingen.</p></body></html> - + <html><head/><body><p>A higher value extends the decay of the sound value.</p></body></html> <html><head/><body><p>Ein höherer Wert verlängert das Abklingen des animierten Parameters.</p></body></html> - + <html><head/><body><p>This option enables the smooth filter.</p><p>The sound value will change in a smooth way.</p></body></html> <html><head/><body><p>Diese Option aktiviert den Glättungs-Filter.</p><p>Der Wert des animierten Parameters wird auf eine geglättete Art verändern.</p></body></html> @@ -6895,25 +6987,25 @@ Objekt bilden - + Enable animation by so&und Aktiviere Animation durch Sound - + Frequency of interest: Frequenz von Interesse: - + <html><head/><body><p>Frequency of sound which will be used to calculate animation.</p><p>This frequency is shown on the &quot;Frequency spectrum&quot; chart.</p></body></html> <html><head/><body><p>Frequenz des Sounds, der zur Berechnung der Animation verwendet wird.</p><p>Diese Frequenz wird im &quot;Frequenzspektrum&quot; Diagramm dargestellt.</p></body></html> - + Bandwidth: Bandbreite: @@ -6923,13 +7015,13 @@ Objekt bilden - + Addition factor Additionsfaktor - + Multiplication factor Multiplikationsfaktor @@ -6947,7 +7039,7 @@ Objekt bilden - + Negative influence Negative Auswirkung @@ -6957,7 +7049,7 @@ Objekt bilden - + Sound pitch mode Sound Pitch Modus @@ -6967,13 +7059,13 @@ Objekt bilden - + &Binary filter Binärfilter - + Threshold: Schwellwert: @@ -6983,7 +7075,7 @@ Objekt bilden - + Minimum duration: Mindestdauer: @@ -7005,15 +7097,15 @@ Objekt bilden - + Decay fil&ter Abkling-Filter - - + + Strength: Stärke: @@ -7031,31 +7123,31 @@ Objekt bilden - + <html><head/><body><p>A higher value will result in a reduced audio influence on the animated parameter.</p></body></html> <html><head/><body><p>Ein höherer Wert führt zu einem reduzierten Audio-Einfluss auf den animierten Parameter.</p></body></html> - + Waveform Wellenform - + <html><head/><body><p>Displays waveform of loaded audio file.</p></body></html> <html><head/><body><p>Zeigt die Wellenform der geladenen Audio Datei.</p></body></html> - + Frequency spectrum Frequenzspektrum - + <html><head/><body><p>Displays frequency spectrum of loaded audio file.</p><p>The chart displays low frequencies of the sound (bass) at the bottom, and high frequencies (high tones) at the top.</p><p>Brighter pixels indicates louder tones.</p></body></html> <html><head/><body><p>Zeigt das Frequenzspektrum der geladenen Audiodatei an.</p><p>Das Diagramm zeigt tiefe Frequenzen des Sounds (Bass) unten und hohe Frequenzen (hohe Töne) oben an.</p><p>Hellere Pixel zeigen lautere Töne an.</p></body></html> @@ -7076,27 +7168,27 @@ Objekt bilden Audio Dateien (*.wav *.mp3 *.flac) - + Audio files (*.wav *.mp3 *.flac *.ogg) Audio Dateien (*.wav *.mp3 *.flac *.ogg) - + Select audio file... Audio Datei auswählen... - + Set animation controlled by audio file for parameter %1 Setze Animationskontrolle durch Audio Datei für Parameter %1 - + Pause Audio Pause Audio - + Play Audio Play Audio @@ -7108,17 +7200,17 @@ Objekt bilden Lade WAV Datei - + Loading sound file Lade Sound Datei - + Decompressing audio file Dekomprimiere Audio Datei - + Calculating FFT Berechne FFT @@ -7342,13 +7434,13 @@ Objekt bilden cDockAnimation - + Form Form - + <html><head/><body><p>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. </p><p>Render animation button starts rendering of the recorded flight path. For final rendering you can select higher image resolution.</p><p>To add a parameter, right click on the selected parameter's edit field and select from context menu <span style=" font-style:italic;">Add to flight animation</span></p><p>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 <span style=" font-style:italic;">Render this keyframe</span> , this updates parameters in window, then modify parameters and click <span style=" font-style:italic;">Modify keyframe</span> to get modified parameters into table)</p><p>You can click on <span style=" font-style:italic;">Export to keyframes</span> to continue editing animation in <span style=" font-style:italic;">Keyframe animation</span> editor</p><p>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).</p></body></html> <html><head/><body><p>Diese Funktion ist für das Rendern des Flugs durch Animationen. </p><p> Im Flugaufnahme-Modus wird die Kamera wie in einem Flug-Simulator-Spiel betrieben. Es wird empfohlen eine niedrige Bildauflösung zu verwenden, um eine bessere Render Performace zu erreichen. Die Flugbahn wird währenddessen aufgenommen.</p><p>Der Render Animation Knopf startet das Rendern der aufgezeichneten Flugbahn. Zum Rendern können Sie eine höhere Bildauflösung zu wählen.</p><p>Es ist möglich, Parameter für die Animation (wie fraktale Power, Lichtposition, etc ...) hinzuzufügen und diese in der Tabellenansicht zu bearbeiten. Um Parameter als animierte Werte hinzuzufügen, müssen Sie einen Rechtsklick auf den gewünschten Parameter ausführen und aus dem Kontextmenü <span style=" font-style:italic;">Zur Fluganimation hinzufügen</span> auswählen.</p><p>Die Animation wird in der Einstellungsdatei im CSV Format gespeichert, dadurch ist es möglich die Animation mit externen Tools zu bearbeiten (z.B. Speadsheet Editor oder Text Editor).</p></body></html> @@ -7358,13 +7450,13 @@ Objekt bilden - + <html><head/><body><p>Starts rendering of previously recorded flight path</p></body></html> <html><head/><body><p>Startet das Rendern von einer vorher aufgenommenen Flugbahn</p></body></html> - + Render flight animation Fluganimation rendern @@ -7374,271 +7466,289 @@ Objekt bilden - + Record flight path Flug aufzeichnen - + <html><head/><body><p>Deletes all already rendered image frames in selected folder (<span style=" font-style:italic;">Path for images</span>). </p></body></html> <html><head/><body><p>Alle gerenderten Frames im Flugordner löschen ( Auswahl von <span style=" font-style:italic;">Pfad zu Flugframes</span>)</p></body></html> - - + + Delete all images Alle Bilder löschen - + <html><head/><body><p>Plays rendered animation.</p></body></html> <html><head/><body><p>Gerenderte Animation abspielen</p></body></html> - - + + Show Animation Zeige Animation - + <html><head/><body><p>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.</p></body></html> <html><head/><body><p>Setzt die Aufzeichnung einer vorher pausiertes Aufnahme fort. Der Flug wird vom letzten Punkt aus der Tabelle beginnen und wird in aktueller Richtung und Geschwindigkeit fortgesetzt.</p></body></html> - + Continue recording Aufnahme fortsetzen - - + + <html><head/><body><p>Refreshes animation table and keyframe previews.</p></body></html> <html><head/><body><p>Aktualisiert die Animationstabelle und die Keyframe Vorschau.</p></body></html> - - + + Refresh table Tabelle aktualisieren - + <html><head/><body><p>Exports flight path to keyframe animation. <span style=" font-style:italic;">Keyframe animation/frames per keyframe</span> parameter is used to determine how many frames will be exported as new keyframes. </p></body></html> <html><head/><body><p>Die Flugbahn zur <span style=" font-style:italic;">Keyframeanimation</span> exportieren. Es wird der<span style=" font-style:italic;">Keyframe Animation / Frames pro Keyframe</span> Parameter verwendet, um festzulegen welcher N-te Flugframe als Keyframe exportiert wird.</p></body></html> - + Export to Keyframes Export zu Keyframes - - - + + + path for images: Pfad für Bilder: - - - + + + image type: Bildtyp: - + inertia: Trägheit: - + speed: Geschwindigkeit: - - - + + + <html><head/><body><p>Path to stored rendered animation frames.</p></body></html> <html><head/><body><p>Pfad zu den gespeicherten Animationsframes.</p></body></html> - + <html><head/><body><p>Determines how camera speed will be calculated.</p><p>In <span style=" font-style:italic;">Relative to distance</span> 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 <span style=" font-style:italic;">speed</span> parameter and by mouse buttons.</p><p>In Constant mode, the camera speed is only controlled by <span style=" font-style:italic;">speed</span> parameter and mouse buttons</p></body></html> <html><head/><body><p>Legt fest wie die Kamerageschwindigkeit berechnet wird.</p><p>In <span style=" font-style:italic;">Relativ zu Distanz</span> Modus, nimmt die Geschwindigkeit der Kamera ab, wenn die Kamera näher an die Fraktaloberfläche geführt wird. Dieser Modus wird Ihnen helfen, nicht mit dem Fractal zu kollidieren. In diesem Modus können Sie immer noch die Geschwindigkeit über den <span style=" font-style:italic;">Geschwindigkeit</span> Parameter und die Mausknöpfe steuern.</p><p>In <span style=" font-style:italic;">Konstant</span> Modus wird die Kamera Geschwindigkeit lediglich durch den <span style=" font-style:italic;">Geschwindigkeit</span> Parameter und die Mausknöpfe gesteuert.</p></body></html> - + Relative to distance Relativ zur Distanz - + Constant Konstant - + speed control: Geschwindigkeitssteuerung: - - - + + + <html><head/><body><p>Selection for image format for animation frames.</p><p>For more image format settings go to to <span style=" font-style:italic;">File/Program Preferences</span></p></body></html> <html><head/><body><p>Auswahl des Bilddateiformates für Animationsframes.</p><p>Für weitere Bilddateiformat Optionen gehen Sie auf <span style=" font-style:italic;">Datei / Programm Einstellungen</span></p></body></html> - + <html><head/><body><p>Controls flight speed. </p><p>If you click left mouse button, speed will be increased</p><p>If you click right mouse button, speed will be decreased</p></body></html> <html><head/><body><p>Kontrolliert die Fluggeschwindigkeit.</p><p>Wenn der linke Mausklick ausgeführt wird, dann wird die Geschwindigkeit erhöht.</p><p>Wenn der rechte Mausklick ausgeführt wird, dann wird die Geschwindigkeit verringert.</p></body></html> - + Randomize Zufällig erzeugen - - + + + <html><head/><body><p>Add all parameters with non-default value to the animation</p></body></html> + + + + + + Add all parameters + + + + + + Set in all + + + + + Show camera path Zeige Kamera Pfad - - + + Show target path Zeige Zielpfad - - + + Show light #1 path Zeige Pfad von Licht 1 - - + + Show light #2 path Zeige Pfad von Licht 2 - - + + Show light #3 path Zeige Pfad von Licht 3 - - + + Show light #4 path Zeige Pfad von Licht 4 - - - + + + Select folder Ordner auswählen - + Flight animation (every frame) Flug Animation (jeder Frame) - + seconds per frame: Sekunden pro Frame: - + <html><head/><body><p>Inertia of camera. </p><p>Higher inertia makes flight more smooth but more difficult to change speed or direction.</p></body></html> <html><head/><body><p>Trägheit der Kamera. </p><p>Eine höhere Trägheit macht den Flug geschmeidiger, aber Richtungs- und Geschwindigkeitsänderungen schwerer.</p></body></html> - + <html><head/><body><p>This parameters controls frame rate during flight path recording. Higher values give slower rendering but are more detailed.</p></body></html> <html><head/><body><p>Dieser Parameter steuert die Frame Rate während der Aufnahme der Flugbahn. Ein höherer Wert ergibt langsameres Rendering, aber mehr Details.</p></body></html> - + roll speed: Roll Geschwindigkeit: - + <html><head/><body><p>Rotation speed of camera</p></body></html> <html><head/><body><p>Rotationsgeschwindigkeit der Kamera</p></body></html> - + <html><head/><body><p>Enables rendering of keyframe previews in animation table.</p></body></html> <html><head/><body><p>Aktiviert das Rendern von Vorschaubildern in der Animationstabelle.</p></body></html> - + Show thumbnails Zeige Tumbnails - + rotation speed: Rotationsgeschwindigkeit: - + <html><head/><body><p>Roll speed of camera</p></body></html> <html><head/><body><p>Rollgeschwindigkeit der Kamera</p></body></html> - + <html><head/><body><p>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.</p></body></html> <html><head/><body><p>Dieser Parameter muss aktiviert sein, um die Aufnahme des Flugs in mehreren Teilen zu machen. Es erlaubt eine angehaltene Aufnahme mit der gleichen Geschwindigkeit fortzusetzen, die beim letzten Frame verwendet wurde.</p></body></html> - + Add flight and rotation speed to parameters (needed to continue recording animation) Flug- und Drehgeschwindigkeit zu Parametern hinzufügen @@ -7647,28 +7757,28 @@ Objekt bilden - - - - + + + + - + <html><head/><body><p>Limits range of frames to render</p></body></html> <html><head/><body><p>Legt die Grenzen fest, in denen die Frames gerendert werden.</p></body></html> - - - + + + first frame to render: erster Renderframe: - - - + + + last frame to render: letzter Renderframe: @@ -7678,33 +7788,33 @@ Objekt bilden - - - + + + PNG PNG - - - + + + JPG JPG - - - + + + EXR EXR - - - + + + TIFF TIFF @@ -7718,209 +7828,209 @@ Objekt bilden - + Keyframe animation (only keyframes) Keyframe Animation (Nur Keyframes) - + <html><head/><body><p>Insert keyframe before selected keyframe</p></body></html> <html><head/><body><p>Keyframe vor dem selektierten Keyframe einfügen</p></body></html> - + Insert keyframe Keyframe einfügen - + Delete selected keyframe Selektierten Keyframe löschen - + Delete keyframe Keyframe löschen - + <html><head/><body><p>Add keyframe at the end</p></body></html> <html><head/><body><p>Keyframe am Ende einfügen</p></body></html> - + Add keyframe Keyframe hinzufügen - + <html><head/><body><p>Play rendered animation</p></body></html> <html><head/><body><p>Gerenderte Animation abspielen</p></body></html> - + <html><head/><body><p>Starts rendering of animation</p></body></html> <html><head/><body><p>Startet das Rendern der Animation</p></body></html> - + Render animation Animation rendern - - + + Modify selected keyframe Selektierten Keyframe ändern - + Modify keyframe Keyframe ändern - + <html><head/><body><p>Export all keyframes to <span style=" font-style:italic;">Flight animation</span>. All keyframes will be interpolated. </p><p>This feature will allow editing of each animation frame separately in Flight animation editor (or external CSV editor) </p></body></html> <html><head/><body><p>Alle Keyframes zur <span style=" font-style:italic;">Fluganimation</span> exportieren. Alle Keyframes werden interpoliert. </p><p>Diese Funktion ermöglicht es, jeden Animationsframe separat unter Fluganimation zu editieren (oder mit einem externen CSV-Editor)</p></body></html> - + Export to Flight Export zu Flug - + <html><head/><body><p>Delete all rendered frames in animation folder ( selected by <span style=" font-style:italic;">path for images)</span></p></body></html> <html><head/><body><p>Alle gerenderten Frames im Animationsordner löschen ( Auswahl von <span style=" font-style:italic;">Pfad zu Keyframes</span>)</p></body></html> - + <html><head/><body><p>Checks if there is no collision between camera and fractal at all interpolated frames.</p><p>Collision is defined as event where distance of camera to fractal object is lower than <span style=" font-style:italic;">collision distance</span> parameter</p></body></html> <html><head/><body><p>Prüft bei allen interpolierten Frames, ob es zu Kollisionen der Kamera mit der Fraktaloberfläche kommt.</p><p>Eine Kollision ist so definiert, dass die Distanz der Kamera zur Fraktaloberfläche kleiner ist als der <span style=" font-style:italic;">Kollisionsdistanz</span> Parameter</p></body></html> - + Validate Validiere - - + + Information Information - - + + Camera distance from selected keyframe: Kamera Distanz von selektiertem Keyframe: - - + + Animation parameters Animationsparameter - - + + Validation and cleaning up Validierung und Aufräumen - - + + collision distance: Kollisionsdistanz: - - + + frames per keyframe: Frames pro Keyframe: - - + + <html><head/><body><p>It sets how many frames will be interpolated for each keyframe. </p><p>Total number of animation frames is 'number of keyframes' multiplied by 'frames per keyframe' </p></body></html> <html><head/><body><p>Gibt an, wieviele Frames je Keyframe interpoliert werden. </p><p>Die Gesamtanzahl der Animationsframes ist 'Anzahl Keyframes' multipliziert mit 'Frames pro Keyframe' </p></body></html> - - + + Display settings Darstellungseinstellungen - - + + <html><head/><body><p>Enables rendering of keyframe previews in the animation table.</p></body></html> <html><head/><body><p>Aktiviert das Rendern von Vorschaubildern in der Animationstabelle.</p></body></html> - - + + Show keyframe preview thumbnails Zeige Keyframe Vorschau Thumbnails - - + + <html><head/><body><p>Minimum distance between camera and fractal which is allowed during <span style=" font-style:italic;">Validate</span> function (collision detection)</p></body></html> <html><head/><body><p>Minimale Distanz zwischen Kamera und Fraktal, die für <span style=" font-style:italic;">Validiere</span> Funktion erlaubt ist (Kollisionserkennung)</p></body></html> - + <html><head/><body><p>Starts recording flight path. </p><p>It is recommended to decrease image resolution for better rendering performance.</p><p>The mouse pointer is used as the controller. <br/>Move the mouse pointer to change flight direction.<br/>Left mouse button increases flight speed. Right mouse button decreases speed.<br/>Arrow keys moves camera up, down, left and right (move sidewards)<br/>Z and X keys rotate the camera (roll)<br/>Spacebar pauses flight path recording . </p></body></html> <html><head/><body><p>Startet die Aufnahme der Flugbahn. </p><p>Es wird empfohlen, die Bildauflösung während der Aufnahme zu verringern, um eine bessere Renderperformance zu erreichen.</p><p>Der Mauszeiger kann als Controller des Flugs verwendet werden. <br/>Mit der Bewegung des Mauszeigers über dem Bild kann die Flugrichtung geändert werden.<br/>Linke Maustaste erhöht Fluggeschwindigkeit. Rechte Maustaste verringert Fluggeschwindigkeit.<br/>Die Pfeil-Tasten bewegen die Kamera nach oben, unten, links und rechts (seitlich)<br/>Tasten Z und X drehen die Kamera (Rolle)<br/>Leertaste pausiert die Aufzeichnung des Fluges. </p></body></html> - + <html><head/><body><p>This feature is for rendering animations by interpolating between keyframes.</p><p>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. </p><p>To add a keyframe to the animation table, click <span style=" font-style:italic;">Add keyframe</span>. </p><p>To add a parameter, right click on the selected parameter's edit field and select from context menu <span style=" font-style:italic;">Add to keyframe animation</span></p><p>Build an animation by adding, inserting and deleting keyframes. Modify parameters directly in the animation table, or in fractal or effects edit fields (double click keyframe preview or right click on a keyframe, and choose <span style=" font-style:italic;">Render this keyframe</span> , this updates parameters in window, then modify parameters and click <span style=" font-style:italic;">Modify keyframe</span> to refresh animation table.)</p><p>Each parameter can have assigned different type of interpolation (right click on animation parameter name.)</p><p>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).</p><p>Animation can be exported to Flight Animation, where it is possible to edit each frame.</p><p><br/></p></body></html> <html><head/><body><p>Diese Funktion ist für das Rendern von Animationen auf Basis von interpolierten Keyframes.</p><p>Sie können eine beliebige Anzahl von Keyframes einstellen, in denen sich die Kameraposition, Umgebungs-Parameterwerte oder fraktale Parameter im Verlauf der Keyframes ändern. Beim Rendern der Animation, werden die Zwischenframes berechnet, so dass kein Setup jedes einzelnen Frames notwendig ist.</p><p>Es ist möglich, Parameter für die Animation (wie fraktale Power, Lichtposition, etc ...) hinzuzufügen und diese in der Tabellenansicht zu bearbeiten. Um Parameter als animierte Werte hinzuzufügen, müssen Sie einen Rechtsklick auf den gewünschten Parameter ausführen und aus dem Kontextmenü <span style=" font-style:italic;">Zur Keyframeanimation hinzufügen</span> auswählen. </p><p>Sie können jedem Parameter einen eigenen Interpolationstyp zuordnen.</p><p>Die Animationswerte können durch Hinzufügen / Entfernen / Bearbeiten von Frames bearbeitet werden, aber auch direkt in den Zellen der Tabelle selbst.</p><p>Die Animation wird in der Einstellungsdatei im CSV Format gespeichert, dadurch ist es möglich die Animation mit externen Tools zu bearbeiten (z.B. Speadsheet Editor oder Text Editor).</p></body></html> - - + + <html><head/><body><p>Enable checking for collisions before starting rendering of animation.</p></body></html> <html><head/><body><p>Aktiviere Prüfung auf Kollisionen vor dem Starten des Renderns der Animation.</p></body></html> - - + + Validate before render Validiere vor dem Rendern - - - - + + + + <html><head/><body><p>Sets the same distance between camera target and camera for all keyframes. It doesn't modify camera position and rotation, so it doesn't modify camera movement path. It makes camera rotation smooth through entire animation.</p></body></html> <html><head/><body><p>Setzt den gleichen Abstand zwischen Kamera und Ziel für alle Keyframes. Dabei bleibt die Kameraposition und Drehung unverändert, sodass die Kamera Bewegungsbahn gleich bleibt. Es macht die Kameradrehung durch die gesamte Animation hindurch geschmeidig.</p></body></html> - - + + Set the same camera target distance for all @@ -7931,8 +8041,8 @@ Distanz für alle Keyframes - - + + frames per second: Frames pro Sekunde: @@ -7941,25 +8051,23 @@ Keyframes cDockEffects - + Form Form - - + + Ray-tracing Raytracing - - <html><head/><body><p>Activate calculation of ray-traced reflections and transparency. Reflectance can be set by <span style=" font-style:italic;">Material/Reflection. </span>Transparency settings are in the same tab as reflection.</p><p><br/></p></body></html> - <html><head/><body><p>Aktiviert die Berechnung von Raytraced Reflektionen und Transparenz. Reflektionsgrad kann unter <span style=" font-style:italic;">Material / Reflektion. </span> angepasst werden. Transparenz Einstellungen sind im selben Tab zu finden.</p><p><br/></p></body></html> + <html><head/><body><p>Aktiviert die Berechnung von Raytraced Reflektionen und Transparenz. Reflektionsgrad kann unter <span style=" font-style:italic;">Material / Reflektion. </span> angepasst werden. Transparenz Einstellungen sind im selben Tab zu finden.</p><p><br/></p></body></html> - - + + Ray-&traced reflections and transparency @@ -7968,8 +8076,8 @@ Keyframes <html><head/><body><p>Maximale Anzahl von Strahlreflektionen, die für einen gegebenen Pixel berechnet werden.</p></body></html> - - + + Reflections depth: Reflektionstiefe: @@ -7978,32 +8086,32 @@ Keyframes <html><head/><body><p>Tiefenschärfe ist der Effekt in der Objekte innerhalb eines gewissen Bereichs von Abständen in einer Szene im Fokus erscheinen, und Objekte näher oder weiter als dieser Bereich unscharf erscheinen.</p></body></html> - - + + Depth of field Tiefenschärfe - - + + Focus distance: Fokus Distanz: - - + + Radius: Radius: - - + + <html><head/><body><p>It's the distance where objects appear in focus.</p><p>Distance can be set bu using button <span style=" font-style:italic;">Set focus distance by mouse</span></p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>low focus distance</p></td><td><p>high focus distance</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - DOF - focus close.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - DOF - focus far.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>Das ist die Distanz in der Objekte im Fokus erscheinen.</p><p>Die Distanz kann mit Klick auf <span style=" font-style:italic;">Setze Fokusdistanz per Maus</span> gesetzt werden.</p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>geringe Fokusdistanz</p></td><td><p>hohe Fokusdistanz</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - DOF - focus close.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - DOF - focus far.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Intensity of DOF effect (average radius of blur)</p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>radius = 10</p></td><td><p>radius = 50</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - DOF - radius 10.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - DOF - radius 50.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>Intensität des Tiefenschärfe Effektes (Durchschnittsradius der Unschärfe)</p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Radius = 10</p></td><td><p>Radius = 50</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - DOF - radius 10.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - DOF - radius 50.jpg"/></p></td></tr></table></body></html> @@ -8020,14 +8128,14 @@ Disables 'Update image' options) Keine 'Bild updaten' Option) - - + + Number of passes: Anzahl der Durchläufe: - - + + Blur opacity: Deckkrakt der Unschärfe: @@ -8048,30 +8156,30 @@ Keine 'Bild updaten' Option) Anzahl Samples pro Pixel: - - - - + + + + <html><head/><body><p>Update image after changes of DOF settings. Can be updated even after image rendering.</p></body></html> <html><head/><body><p>Das Bild nach der Änderung der Tiefenschärfe Parameter updaten. Kann sogar nach dem Bildrender angewandt werden</p></body></html> - - - - + + + + Update image Bild updaten - - + + <html><head/><body><p>Setting of focus distance by mouse pointer. </p><p>Click on this button and then point the object on image which you want to appear in focus.</p><p>After using it don't forget to change <span style=" font-style:italic;">Navigation</span> / <span style=" font-style:italic;">Mouse click function</span> to continue work with the camera.</p></body></html> <html><head/><body><p>Setzen der Fokusdistanz per Mauszeiger. </p><p>Klicken Sie auf diesen Knopf und klicken Sie dann das Objekt auf dem Bild, das scharf erscheinen soll.</p><p>Nach der Einstellung nicht vergessen unter <span style=" font-style:italic;">Navigation</span> / <span style=" font-style:italic;">Mausklick Funktion</span> den gewünschten Bearbeitungsschritt anzupassen.</p></body></html> - - + + Set focus distance by mouse Setze Fokusdistanz per Maus @@ -8080,98 +8188,96 @@ Keine 'Bild updaten' Option) <html><head/><body><p>Enstellungen für Streulicht-Effekt</p><p>Arten des Umgebungsverdeckung Effektes:</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Screen Space Ambient Occlusion (SSAO)</p></td><td><p>Mehrere Strahlen</p></td><td><p>Schnell</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion high quality.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion fast mode.jpg"/></p></td></tr></table><p><br/></p><p>SSAO - relativ schneller Nachbearbeitungseffekt basierend auf Z-Buffer</p><p>Mehrere Strahlen - basiert auf Berechung der Strahlen in verschiedenen Richtungen. Es wird eine Textur verwendet, um eine farbliche Lichtmap zu erzeugen. Dieser Effekt verlangsamt das Rendering.</p><p>Schnell - Einfache und schnelle Methode um den Streulicht-Effekt zu berechnen. Dies ist der am wenigsten akkurate Effekt.</p></body></html> - - + + Ambient occl&usion Umgebungsverdeckung - - + + Quality: Qualität: - - + + Type: Typ: - - + + <html><head/><body><p>Quality of ambient occlusion effect. Higher quality increases rendering time.</p></body></html> <html><head/><body><p>Qualität des Umgebungsverdeckung Effektes. Höherer Wert verlängert Renderzeit.</p></body></html> - - + + <html><head/><body><p>This parameter controls brightness of fast ambient occlusion effect.</p></body></html> <html><head/><body><p>Dieser Parameter steuert die Helligkeit des schnellen Umgebungsverdeckung Effektes.</p></body></html> - - <html><head/><body><p>Selection of method to calculate ambient occlusion effect</p></body></html> - <html><head/><body><p>Auswahl der Methode zur Berechnung des Umgebungsverdeckung Effektes</p></body></html> + <html><head/><body><p>Auswahl der Methode zur Berechnung des Umgebungsverdeckung Effektes</p></body></html> - - + + Fast Schnell - - + + Multiple rays with light map Mehrere Strahlen mit Light Map - - + + Screen space Bildschirmraum - - + + Fast AO tune: Schnelle UV Bestimmung: - - - - - - - - + + + + + + + + Intensity: Intensität: - - + + <html><head/><body><p>Intensity of scattered light</p><p>example of effect:</p><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg"/><br/></p></body></html> <html><head/><body><p>Intensität des Streulicht Effektes</p><p>Beispiel des Effektes:</p><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg"/><br/></p></body></html> - - + + <html><head/><body><p>Enables random directions of ray vectors</p></body></html> <html><head/><body><p>Ermöglicht zufällige Richtungen für Strahlvektoren</p></body></html> - - + + SSAO random mode SSAO Zufallsmodus - - + + Light map texture: Textur für Light Map: @@ -8180,8 +8286,8 @@ Keine 'Bild updaten' Option) <html><head/><body><p>Datipfad zu Light Map Bild. Für Umgebungsverdeckung basierend auf mehreren Strahlen</p></body></html> - - + + <html><head/><body><p>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.</p><p>To adjust effect intensity use <span style=" font-style:italic;">reflection</span> slider</p><p><br/></p></body></html> <html><head/><body><p>Umgebungsmapping ist eine Bild-basierte Beleuchtungstechnik um die Erscheinung einer reflektierenden Oberfläche aus einer Textur heraus zu approximieren. Die Textur wird verwendet, um das Bild der fernen Umgebung des gerenderten Objekt zu speichern.</p><p>Die Intensität des Effektes kann am <span style=" font-style:italic;">Reflektion</span> Regler eingestellt werden</p><p><br/></p></body></html> @@ -8190,10 +8296,10 @@ Keine 'Bild updaten' Option) Umgebungsmapping - - - - + + + + Texture path: Texturpfad: @@ -8202,20 +8308,20 @@ Keine 'Bild updaten' Option) <html><head/><body><p>Dateipfad zum Relektionsmap Bild.</p></body></html> - - + + Volumetric Volumetrisch - - + + <html><head/><body><p>Enables fog effect. Density of fog is constant over entire space.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/image - shader - fog.jpeg"/></p></body></html> <html><head/><body><p>Aktiviert Nebeleffekt. Die Nebeldichte ist über den ganzen Raum konstant.</p><p>Beispiel:</p><p><img src=":/tooltips/tooltips_images/image - shader - fog.jpeg"/></p></body></html> - - + + Basic fog Basisnebel @@ -8224,62 +8330,64 @@ Keine 'Bild updaten' Option) <html><head/><body><p>Sichtbarkeitsdistanz des Nebels. Sichtbarkeit kann mit Klick auf '<span style=" font-style:italic;">Setze Sichtbarkeitsdistanz per Maus</span> Knopf gesetzt werden.</p><p>Ein kleinerer Wert gibt einen dichteren Nebel</p></body></html> - - - - - - + + + + + + Color: Farbe: - - + + <html><head/><body><p>Color of fog effect</p></body></html> <html><head/><body><p>Farbe des Nebels</p></body></html> - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + PushButton PushButton - - + + Visibility distance: Sichtbarkeitsdistanz: @@ -8288,14 +8396,14 @@ Keine 'Bild updaten' Option) <html><head/><body><p>Setzen der Sichtbarkeitsdistanz per Mauszeiger. </p><p>Klicken Sie auf diesen Knopf, und klicken Sie dann das Objekt auf dem Bild, das am weitesten sichtbar erscheinen soll.</p><p>Nach der Einstellung nicht vergessen unter <span style=" font-style:italic;">Navigation</span> / <span style=" font-style:italic;">Mausklick Funktion</span> den gewünschten Bearbeitungsschritt anzupassen.</p></body></html> - - + + Set visibility distance by mouse Setze Sichtbarkeitsdistanz per Maus - - + + <html><head/><body><p>Glow effect based on ray-marching step count</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/image - shader - glow.jpeg"/></p></body></html> <html><head/><body><p>Leuchteffekt basierend auf Raymarching Schritt Anzahl</p><p>Beispiel:</p><p><img src=":/tooltips/tooltips_images/image - shader - glow.jpeg"/></p></body></html> @@ -8304,44 +8412,44 @@ Keine 'Bild updaten' Option) Leuchten - - - - - - - - + + + + + + + + Color #1: Farbe #1: - - - - - - - - + + + + + + + + Color #2: Farbe #2: - - + + <html><head/><body><p>Color of bright areas</p></body></html> <html><head/><body><p>Farbe der hellen Areale</p></body></html> - - + + <html><head/><body><p>Color of dark areas</p></body></html> <html><head/><body><p>Farbe der dunklen Areale</p></body></html> - - + + <html><head/><body><p>Intensity of effect</p></body></html> <html><head/><body><p>Intensität des Effekts</p></body></html> @@ -8354,20 +8462,20 @@ Keine 'Bild updaten' Option) Nebel auf Distanzbasis - - + + <html><head/><body><p>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.</p><p>note: using DOF prevents one-pass anaglyph rendering, unless Monte carlo algorithm mode is selected.</p></body></html> <html><head/><body><p>Tiefenschärfe ist der Effekt in der Objekte innerhalb eines gewissen Bereichs von Abständen in einer Szene im Fokus erscheinen, und Objekte näher oder weiter als dieser Bereich unscharf erscheinen</p><p>Hinweis: Die Verwendung von Tiefenschärfe verhindert das Anaglyph-Rendering mit einem Durchgang, sofern der Monte-Carlo-Algorithmus Modus nicht ausgewählt ist.</p></body></html> - - + + Maximum blur radius: Maximaler Unschärfe-Radius: - - + + <html><head/><body><p>Maximum radius of generated blur. Lower value can speed up rendering but effect will be less realistic.</p></body></html> <html><head/><body><p>Maximaler Radius der erzeugten Unschärfe. Niedrigerer Wert kann das Rendering beschleunigen, aber der Effekt wird weniger realistisch sein.</p></body></html> @@ -8388,26 +8496,26 @@ Keine 'Bild updaten' Option) Durchschn. Anzahl der Tiefenschärfe Samples: - - + + Average noise: Durchschnittlicher Rauschwert: - - + + <html><head/><body><p>Settings for scattered light effect</p><p>Types of ambient occlusion effect:</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Screen Space Ambient Occlusion (SSAO)</p></td><td><p>Multiple rays</p></td><td><p>Fast</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion high quality.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion fast mode.jpg"/></p></td></tr></table><p><br/></p><p><span style=" font-weight:600;">SSAO</span> - relatively fast post-effect based on z-Buffer<br/>note: using SSAO prevents one-pass anaglyph rendering</p><p><span style=" font-weight:600;">Multiple rays</span> - based on calculation of rays in different directions. It uses texture to create colored light map. This effect slows down rendering.</p><p><span style=" font-weight:600;">Fast</span> - simple and fast method to calculate scattered light effect. This the least accurate effect.</p></body></html> <html><head/><body><p>Enstellungen für Streulicht-Effekt</p><p>Arten des Umgebungsverdeckung Effektes:</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Screen Space Ambient Occlusion (SSAO)</p></td><td><p>Mehrere Strahlen</p></td><td><p>Schnell</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion high quality.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion fast mode.jpg"/></p></td></tr></table><p><br/></p><p><span style=" font-weight:600;">SSAO</span> - relativ schneller Nachbearbeitungseffekt basierend auf Z-Buffer<br/>Hinweis: Die Verwendung von SSAO verhindert das Anaglyph Rendering in einem Durchlauf.</p><p><span style=" font-weight:600;">Multiple rays</span> - basiert auf Berechung der Strahlen in verschiedenen Richtungen. Es wird eine Textur verwendet, um eine farbliche Lichtmap zu erzeugen. Dieser Effekt verlangsamt das Rendering.</p><p><span style=" font-weight:600;">Schnell</span> - Einfache und schnelle Methode um den Streulicht-Effekt zu berechnen. Dies ist der am wenigsten akkurate Effekt.</p></body></html> - - + + Environment mappin&g Umgebungsmapping - - + + Custom DE Step multiplier for volumetric effects: Eigener DE Schrittmultiplikator @@ -8418,14 +8526,14 @@ für volumetrische Effekte: <html><head/><body><p>Dieser Wert kontrolliert die Qualität der volumetrischen Effekte. Es wird zu dem Schritt hinzu multipliziert, sodass der Schritt für volumetrisches Licht in jeder Iteration sich folgendermaßen errechnet: </p><p>step = DE * DE_FACTOR[global] * DE_FACTOR[volumetric].</p><p>Ein höherer Wert ergibt eine schlechtere Qualität und eine schnelleres Rendering.</p></body></html> - - + + &Glow Leuchten - - + + Fog based on dis&tance Nebel auf Distanzbasis @@ -8434,20 +8542,20 @@ für volumetrische Effekte: <html><head/><body><p>Dichte des Nebels. Höherer Wert gibt dichteren Nebel.</p></body></html> - - + + Fog distance factor: Nebel Distanzfaktor: - - + + Distance of color #2: Distanz Farbe #2: - - + + Distance of color #1: Distanz Farbe #1: @@ -8456,8 +8564,8 @@ für volumetrische Effekte: <html><head/><body><p>Maximale Distanz zur Fraktaloberfläche bis zu der Farbe #2 verwendet wird und Minimalwert ab der Farbe #3 verwendet wird.</p></body></html> - - + + <html><head/><body><p>Color of fog which is used from fractal surface to distance #1</p></body></html> <html><head/><body><p>Farbe des Nebels der zwischen Fraktaloberfläche und Distanz #1 verwendet wird</p></body></html> @@ -8466,32 +8574,32 @@ für volumetrische Effekte: <html><head/><body><p>Maximale Distanz zur Fraktaloberfläche bis zu derFarbe #1 verwendet wird.</p></body></html> - - - - + + + + Density: Dichte: - - + + <html><head/><body><p>Color of fog which is used between distance #1 and distance #2</p></body></html> <html><head/><body><p>Farbe des Nebels der zwischen Distanz #1 und Distanz #2 verwendet wird</p></body></html> - - - - - - + + + + + + Color #3: Farbe #3: - - + + <html><head/><body><p>Color of fog which is used farther than distance #2</p></body></html> <html><head/><body><p>Farbe des Nebels der weiter als Distanz #2 verwendet wird</p></body></html> @@ -8500,14 +8608,14 @@ für volumetrische Effekte: <html><head/><body><p>Kontrolliert das Verhältnis von Nebeldichte zur Distanz zur Fraktaloberfläche. Ein höherer Wert ergibt Nebel der weiter vom Fraktal weg reicht.</p></body></html> - - + + <html><head/><body><p>Calculates optimal settings for fog effect.</p></body></html> <html><head/><body><p>Berechnet optimale Einstellungen für den Nebel Effekt.</p></body></html> - - + + Optimal distances calculation Optimale Distanzberechnung @@ -8516,52 +8624,52 @@ für volumetrische Effekte: <html><head/><body><p>Nebel Effekt, bei dem die Dichte des Nebels auf der Iterationsschritt Anzahl der Fraktalformel basiert. Der Nebel ist dichter in Regionen hoher Iterationszahl.</p><p>Der Nebel wirft und erhält Schatten auf Fraktal und sich selbst.</p><p>Beispiel des Nebels mit zusätzlichen Lichtquellen:<br/><img src=":/tooltips/tooltips_images/image - shader - iterfog - lights.jpeg"/></p></body></html> - - + + Fog based on iteration co&unt Nebel auf Iterationsschrittbasis - - + + <html><head/><body><p>Color #1 of fog effect</p></body></html> <html><head/><body><p>Farbe #1 des Nebel Effeks</p></body></html> - - - - + + + + <html><head/><body><p>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.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>trim = 4</p></td><td><p>trim = 6</p></td><td><p>trim = 8</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 6 - 30000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 8 - 40000.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>Es gibt keinen Nebel im Volumen bei dem die Iterationszahl tiefer ist als dieser Wert. Wenn der Parameter hoch ist verhängt der Nebel nur direkt die Fraktaloberfäche.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>trim = 4</p></td><td><p>trim = 6</p></td><td><p>trim = 8</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 6 - 30000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 8 - 40000.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Color #1 is used for iteration count lower than this value</p></body></html> <html><head/><body><p>Farbe #1 wird verwendet, wenn die Iterationszahl kleiner ist als dieser Wert.</p></body></html> - - + + <html><head/><body><p>Opacity of fog. Higher value gives denser fog.<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>opacity = 1000</p></td><td><p>opacity = 4000</p></td><td><p>opacity = 16000</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 1000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 4000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>Deckkraft des Nebels. Ein höherer Wert gibt dichteren Nebel.<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>opacity = 1000</p></td><td><p>Deckkraft = 4000</p></td><td><p>Deckkraft = 16000</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 1000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 4000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Color #3 of fog effect</p></body></html> <html><head/><body><p>Farbe #3 des Nebel Effeks</p></body></html> - - + + <html><head/><body><p>Color #2 of fog effect</p></body></html> <html><head/><body><p>Farbe #2 des Nebel Effeks</p></body></html> - - + + <html><head/><body><p>Color #2 is used for iteration count lower than this value. </p><p>Color #3 is used for iteration count greater than this value.</p></body></html> F<html><head/><body><p>Farbe #2 wird verwendet, wenn die Iterationszahl kleiner ist als dieser Wert</p><p>Farbe #3 wird verwendet, wenn die Iterationszahl größer ist als dieser Wert.</p></body></html> @@ -8570,24 +8678,24 @@ für volumetrische Effekte: <html><head/><body><p>Aktiviert Monte Carlo Algorithmus zum Rendern des Tiefenschärfe Effekts (DOF). Dieser Effekt ist sehr langsam zu rendern, aber gibt ein sehr realistisches Ergebnis dieses Effekts.</p><p>Anmerkung: Dieser Effekt kann nicht richti funktionieren, wenn SSAO aktiviert ist. </p></body></html> - - + + Max number of samples per pixel: Max. Anzahl Abtastung pro Pixel: - - + + Min number of samples per pixel: Min. Anzahl Abtastung pro Pixel: - - + + Max noise level (percentage) Max. Rauschlevel @@ -8598,246 +8706,250 @@ pro Pixel: <html><head/><body><p>Ermöglicht die Berechnung einer realistischen globalen Beleuchtung mit dem Monte-Carlo-Algorithmus.</p></body></html> - - + + Calculate chromatic aberration Berechne chromatische Aberration - - + + Dispersion gain of light refraction: Dispersionsgewinn der Lichtbrechung: - - + + Camera lenses dispersion: Kameralinsen Dispersion: - - + + <html><head/><body><p>File-path to light map image. For ambient occlusion effect based on multiple rays</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> <html><head/><body><p>Dateipfad zur Light Map für den Umgebungsverdeckungs-Effekt basierend auf mehreren Strahlen.</p> <p>Um animierte Texturen (Bildsequenzen) zu verwenden, ersetzen Sie die Zahlen durch das Symbol '%'. Beispiel: Wenn die Reihenfolge der Bilder wie folgt aussieht:<br/>texture0001.jpg<br/> texture0002.jpg<br/>usw.</p><p>Verwenden Sie dann folgenden Dateinamen: texture%%%%.jpg <br/>Dies weist das Programm an, dies als kein einzelnes Bild zu behandeln, sondern als eine Sequenz von Bildern mit einem vierstelligen Index.</p></body></html> - - + + <html><head/><body><p>File-path to reflection map image .</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> <html><head/><body><p>Dateipfad zur Reflektionsmap.</p><p>Um animierte Texturen (Bildsequenzen) zu verwenden, ersetzen Sie die Zahlen durch das Symbol '%'. Beispiel: Wenn die Reihenfolge der Bilder wie folgt aussieht:<br/>texture0001.jpg<br/> texture0002.jpg<br/>usw.</p><p>Verwenden Sie dann folgenden Dateinamen: texture%%%%.jpg <br/>Dies weist das Programm an, dies als kein einzelnes Bild zu behandeln, sondern als eine Sequenz von Bildern mit einem vierstelligen Index..</p></body></html> - - + + <html><head/><body><p>This value controls the quality of the volumetric light effect. The step for volumetric light is calculated in each iteration as: </p><p>step = DE * DE_FACTOR[global] * DE_FACTOR[volumetric].</p><p>A higher value gives a faster render but of poorer quality.</p></body></html> <html><head/><body><p>Dieser Wert kontrolliert die Qualität der volumetrischen Effekte. Es wird zu dem Schritt hinzu multipliziert, sodass der Schritt für volumetrisches Licht in jeder Iteration sich folgendermaßen errechnet: </p><p>step = DE * DE_FACTOR[global] * DE_FACTOR[volumetric].</p><p>Ein höherer Wert ergibt eine schlechtere Qualität und eine schnelleres Rendering.</p></body></html> - - + + <html><head/><body><p>Visibility distance of fog. Visibility can be set by using '<span style=" font-style:italic;">Set visibility distance by mouse'</span> button</p><p>Lower values produce denser fog,</p></body></html> <html><head/><body><p>Sichtbarkeitsdistanz des Nebels. Sichtbarkeit kann mit Klick auf '<span style=" font-style:italic;">Setze Sichtbarkeitsdistanz per Maus</span> Knopf gesetzt werden.</p><p>Ein kleinerer Wert gibt einen dichteren Nebel</p></body></html> - - + + <html><head/><body><p>Sets visibility distance using mouse pointer. Point the object which should be the farthest visible.</p><p>After using it don't forget to change <span style=" font-style:italic;">Navigation</span> / <span style=" font-style:italic;">Mouse click function</span> to continue work with the camera.</p></body></html> <html><head/><body><p>Setzen der Sichtbarkeitsdistanz per Mauszeiger. </p><p>Klicken Sie auf diesen Knopf, und klicken Sie dann das Objekt auf dem Bild, das am weitesten sichtbar erscheinen soll.</p><p>Nach der Einstellung nicht vergessen unter <span style=" font-style:italic;">Navigation</span> / <span style=" font-style:italic;">Mausklick Funktion</span> den gewünschten Bearbeitungsschritt anzupassen.</p></body></html> - - + + <html><head/><body><p>Fog where density depends on the distance from the fractal surface.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Example of high values of distance</p></td><td><p>Examples of low values of distance </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - distance glow.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - distance glow 2.jpeg"/></p></td></tr></table></body></html> <html><head/><body><p>Nebel bei dem die Dichte von der Distanz zur Fraktaloberfläche abhängt.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Beispiel für einen hohen Wert der Distanz</p></td><td><p>Beispiel für einen tiefen Wert der Distanz</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - distance glow.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - distance glow 2.jpeg"/></p></td></tr></table></body></html> - - - - + + + + <html><head/><body><p>Adjusts the density of fog based on the distance from the fractal surface. Higher values produces fog which reaches further from the fractal surface.</p></body></html> <html><head/><body><p>Kontrolliert das Verhältnis von Nebeldichte zur Distanz zur Fraktaloberfläche. Ein höherer Wert ergibt Nebel der weiter vom Fraktal weg reicht.</p></body></html> - - + + <html><head/><body><p>Density of fog. Higher values produce denser fog. </p></body></html> <html><head/><body><p>Dichte des Nebels. Höherer Wert gibt dichteren Nebel.</p></body></html> - - + + <html><head/><body><p>Maximum fog distance of color #2 from the fractal surface, and minimum fog distance for color #3.</p></body></html> <html><head/><body><p>Maximale Distanz zur Fraktaloberfläche bis zu der Farbe #2 verwendet wird und Minimalwert ab der Farbe #3 verwendet wird.</p></body></html> - - + + <html><head/><body><p>Maximum fog distance of color #1 from the fractal surface, and minimum fog distance for color #2.</p></body></html> <html><head/><body><p>Maximale Distanz zur Fraktaloberfläche bis zu der Farbe #1 verwendet wird und Minimalwert ab der Farbe #2 verwendet wird.</p></body></html> - - + + Distance from fractal surface: Entfernung zur fraktalen Oberfläche: - - + + <html><head/><body><p>Fog effect, where the density of the fog is dependent on the iteration count of the fractal formula. Fog is denser in areas of higher iteration count.</p><p>Fog receives shadows, and casts shadows on fractal surface and on itself.</p><p>Example of fog with additional light sources:<br/><img src=":/tooltips/tooltips_images/image - shader - iterfog - lights.jpeg"/></p></body></html> <html><head/><body><p>Nebel Effekt, bei dem die Dichte des Nebels auf der Iterationsschritt Anzahl der Fraktalformel basiert. Der Nebel ist dichter in Regionen hoher Iterationszahl.</p><p>Der Nebel wirft und erhält Schatten auf Fraktal und sich selbst.</p><p>Beispiel des Nebels mit zusätzlichen Lichtquellen:<br/><img src=":/tooltips/tooltips_images/image - shader - iterfog - lights.jpeg"/></p></body></html> - - - - + + + + Opacity: Deckkraft: - - + + Low iterations trim: Wenige Iterationen trimmen: - - + + Max iter. for color#2: Max Iter. für Farbe #2: - - - - - - - - - - - + + + + + + + + + + + Load Laden - - - - - - - - - - - + + + + + + + + + + + Save Speichern - - - - - - - - - - - + + + + + + + + + + + Reset Reset - - - - - - - - - - - - - + + + + + + + + + + + + + Randomize Zufällig erzeugen - - + + <html><head/><body><p>Maximum number of ray bounces which are calculated for a given pixel.</p><p>This value affects reflections, refraction and MC Global Illumination </p></body></html> <html><head/><body><p> Maximale Anzahl der Reflektionen, die für ein bestimmten Pixel berechnet werden. </p><p>Dieser Wert wirkt sich auf Reflexktionen, Brechung und MC Globale Beleuchtung aus.</p></body></html> - - + + <html><head/><body><p>Number of passes of rendering DOF effect. One pass is enough for most of cases. But for more realistic blur it can be increased (e.g to 4) and blur opacity should be accordingly decreased (e.g. to 1.0)</p></body></html> <html><head/><body><p>Anzahl der Durchgänge des-Tiefenschärfe-Effekts. In den meisten Fällen reicht ein Durchlauf. Für eine realistischere Unschärfe kann sie jedoch erhöht werden (z. B. auf 4), und die Deckkraft der Unschärfe sollte entsprechend verringert werden (z. B. auf 1,0).</p></body></html> - - + + <html><head/><body><p>Opacity of blur effect used during second phase of rendering the DOF effect. 4.0 is correct for most of cases. But for more realistic blur the number of passes can be increased (e.g to 4) and blur opacity should be accordingly decreased (e.g. to 1.0)</p></body></html> <html><head/><body><p>Deckkraft des Unschärfeeffekts, der in der zweiten Phase des Renderns des Tiefenschärfe-Effekts verwendet wird. 4.0 ist in den meisten Fällen korrekt. Für eine realistischere Unschärfe kann jedoch die Anzahl der Durchgänge erhöht werden (z. B. auf 4), und die Deckkraft der Unschärfe sollte entsprechend verringert werden (z. B. auf 1,0). </p></body></html> - - + + <html><head/><body><p>Enables Monte Carlo algorithms for rendering the depth of field (DOF), global illumination, ambient occlusion (with multiple rays) and soft shadows effects. This mode is extremely slow for rendering, but gives a very realistic appearance of effects.</p><p>In addition Monte Carlo algorithm provides high quality adaptive anti-aliasing.</p><p>Every pixed (or tile) of the image is rendered multiple times with randomly changed parameters. Every repeat reduces noise. Sampling of each pixel (or tile) is stopped when noise is reduced to defined level (defined by &quot;Max noise level&quot; parameter&quot;) or when maximum number of repeats is reached (defined by &quot;Max number of samples&quot;). </p><p>Remark: This effect cannot work properly when screen space ambient occlusion is enabled. </p></body></html> <html><head/><body><p> Aktiviert Monte-Carlo-Algorithmen für das Rendern der Tiefenschärfe (DOF), die globale Beleuchtung, die Umgebungsverdeckung (mit mehreren Strahlen) und weiche Schatteneffekte. Dieser Modus ist für das Rendern extrem langsam, bietet jedoch ein sehr realistisches Erscheinungsbild der Effekte.</p><p>Darüber hinaus bietet der Monte-Carlo-Algorithmus adaptives Anti-Aliasing von hoher Qualität. </p><p>Jeder Pixel (oder Kachel) wird mehrmals mit zufällig geänderten Parametern gerendert. Jede Wiederholung reduziert das Rauschen. Die Abtastung jedes Pixels (oder Kachels) wird angehalten, wenn das Rauschen auf einen definierten Pegel reduziert wird (definiert durch Parameter "Max. Rauschlevel") oder wenn die maximale Anzahl von Wiederholungen erreicht wird (definiert durch "Max. Anzahl Abtastungen pro Pixel"). </p><p></p></body></html> - - + + &Monte Carlo algorithm &Monte Carlo Algorithmus - - + + <html><head/><body><p>Minimum number of MC samples calculated for each image pixel. Increasing this parameter can reduce visible noise, ( by improving calculation of noise level estimation).</p></body></html> <html><head/><body><p>Minimale Anzahl von MC-Abtastungen, die für jedes Bildpixel berechnet werden. Durch Erhöhen dieses Parameters kann das sichtbare Rauschen verringert werden (durch Verbesserung der Berechnung der Rauschlevel Schätzung). </p></body></html> - - + + <html><head/><body><p>Number of MC samples calculated for each image pixel. Higher values reduce the noise on the image but increase the rendering time. </p><p>For instance if the number of samples is 100, then the rendering will take 100 times longer compared to the effect disabled.</p></body></html> <html><head/><body><p> Anzahl der für jedes Bildpixel berechneten MC-Abtastwerte. Höhere Werte reduzieren das Bildrauschen, verlängern jedoch die Renderzeit.</p><p>Wenn die Anzahl der Abtastungen beispielsweise 100 beträgt, dauert das Rendern 100 Mal länger als bei deaktiviertem Effekt.</p></body></html> - - + + <html><head/><body><p>Limit of noise level for each image pixel. Every pixel is calculated multiple times until estimated noise reaches maximum noise level percentage.</p><p>A lower value reduces visible noise on the final image, but increases rendering time. Decreasing the maximum noise level by half, increases the rendering time by 4.</p></body></html> <html><head/><body><p>Begrenzung des Rauschlevels für jedes Bildpixel. Jedes Pixel wird mehrmals berechnet, bis das geschätzte Rauschen den maximalen Prozentsatz des Rauschlevels erreicht. </p><p>Ein niedrigerer Wert verringert das sichtbare Rauschen im endgültigen Bild, erhöht jedoch die Renderzeit. Wenn Sie den maximalen Geräuschpegel um die Hälfte verringern, wird die Renderzeit um Faktor 4 erhöht. </p></body></html> - - + + <html><head/><body><p>Average number of MC samples that have been calculated for each image pixel.</p></body></html> <html><head/><body><p>Durchschnittliche Anzahl von MC-Abtastungen, die für jedes Bildpixel berechnet wurden.</p></body></html> - - + + Average number of MC samples: Durchschn. Anzahl der MC Samples: - - + + + + + + <html><head/><body><p>Estimated average noise caused by Monte Carlo effects.</p></body></html> <html><head/><body><p>Geschätzte durchschnittliches Rauschen verursacht durch die Monte Carlo-Effekte.</p></body></html> @@ -8846,74 +8958,74 @@ pro Pixel: <html><head/><body><p>Ermöglicht die Berechnung der realistischen globalen Beleuchtung mithilfe des Monte-Carlo-Algorithmus. </p><p>Die Anzahl der Reflektionen wird durch die "Reflektionstiefe"-Parameter definiert. welcher im oberen Tab zu finden ist. </p></body></html> - - + + Calculate MC global illumination Berechne MC globale Beleuchtung - - + + Radiance limit for GI Strahlungsgrenze für GI - - + + <html><head/><body><p>Limit for intensity of bounced light. Lower value reduces noise caused by very bright spots on HDR background textures.</p></body></html> <html><head/><body><p> Grenzwert für die Intensität des reflektierten Lichts. Ein niedrigerer Wert reduziert das Rauschen, das durch sehr helle Flecken auf HDR-Hintergrundtexturen verursacht wird. </p></body></html> - - + + Global illumination by volumetric effects Globale Beleuchtung durch volumetrische Effekte - - + + <html><head/><body><p>Enables calculation of realistic soft shadows using Monte Carlo algorithm.</p><p>Soft shadow cone for main light source is defined by <span style=" font-style:italic;">Soft shadow code angle</span> (<span style=" font-style:italic;">Lights</span> tab)</p><p>Soft shadow cone for auxiliary lights is defined by C<span style=" font-style:italic;">ustom lights options</span> / <span style=" font-style:italic;">Size.</span></p></body></html> <html><head/><body><p>Ermöglicht die Berechnung realistischer weicher Schatten mithilfe des Monte-Carlo-Algorithmus.</p><p>Der weiche Schattenkegel für die Hauptlichtquelle wird durch den Parameter <span style=" font-style:italic;">Weichschatten Kegel Winkel</span> (<span style=" font-style:italic;">Lichter</span> Tab) definiert</p><p>Der weiche Schattenkegel für Zusatzlichter wird durch den Parameter <span style=" font-style:italic;">Custom Lichtoptionen</span> / <span style=" font-style:italic;">Größe.</span></p></body></html> - - + + Calculate MC soft shadows Berechne MC weiche Schatten - - + + <html><head/><body><p>Enables rendering of chromatic aberration. This effect simulates the way an actual lens refracts light slightly differently based on wavelength.</p><p>It will give a "rainbow" type effect that gets stronger closer to the edges of the image. </p></body></html> <html><head/><body><p>Aktiviert das Rendern der chromatischen Aberration. Dieser Effekt simuliert die Art und Weise, wie eine tatsächliche Linse das Licht basierend auf der Wellenlänge leicht unterschiedlich bricht. </p><p> Es wird ein "regenbogen"-artiger Effekt erzeugt, der näher an den Bildrändern stärker wird.</p></body></html> - - + + <html><head/><body><p>Higher value makes dispersion of refracted light more vsible on transparent objects.</p></body></html> <html><head/><body><p>Durch einen höheren Wert wird die Streuung von gebrochenem Licht auf transparenten Objekten besser sichtbar. </p></body></html> - - + + <html><head/><body><p>Higher value makes simulated dispersion of camera lenses more visible.</p></body></html> <html><head/><body><p>Durch einen höheren Wert wird die simulierte Streuung von Kameraobjektiven besser sichtbar./p></body></html> - - + + Max iter. for color#1: Max Iter. für Farbe #1: - - + + <html><head/><body><p>This parameter can be used to increase brightness of fog illuminated by auxiliary light sources.</p><p>In Mandelbulber version &lt;= 2.12 this value was hardcoded and default value was 100. </p><p>When brightness boost is 1.0 then there is correct proportion of illuminating fractal surface and fog.</p></body></html> <html><head/><body><p>Dieser Parameter kann verwendet werden, um die Helligkeit des von Hilfslichtquellen beleuchteten Nebels zu erhöhen. </p><p>In Mandelbulber Version &lt;= 2.12 war dieser Wert fest codiert und der Standardwert war 100. </p><p>Wenn der Helligkeits-Boost 1,0 ist, dann gibt ergibt sich das korrekte Verhältnis der Aufhellung der fraktalen Oberfläche und des Nebels.</p></body></html> - - + + Brightness boost. Set 100 to keep compatibility with version <=2.12 Helligkeits-Boost. @@ -8924,14 +9036,16 @@ Setzen Sie 100, um die Kompatibilität mit Version &lt;= 2.12 zu gewährleis <html><head/><body><p> Wenn diese Option aktiviert ist, wirft der Nebel Schatten und empfängt Schatten, wodurch ein realistischerer Effekt erzielt wird (das Rendern ist jedoch viel langsamer.) </p></body></html> - - + + + + Cast/receive shadows Schatten werfen / empfangen - - + + High iterations trim: Hohe Iterationen trimmen: @@ -8940,50 +9054,50 @@ Setzen Sie 100, um die Kompatibilität mit Version &lt;= 2.12 zu gewährleis <html><head/><body><p>Aktiviert den Effekt für das Hauptlicht. Es ist hilfreich das Licht nahezu direkt vor die Kamera zu setzen (horizontaler Winkel bei 180°, vertikaler Winkel bei 0°)</p></body></html> - - + + Background Hintergrund - - + + Colored background Gefärbter Hintergrund - - + + Enables colored gradient on background. When disabled only color #1 is used. Aktiviert einen farbigen Farbverlauf im Hintergrund. Wenn deaktiviert, wird nur Farbe Nr. 1 verwendet. - - + + &3-color gradient Farbverlauf über 3 Farben - - + + <html><head/><body><p>Color of background at horizon</p></body></html> <html><head/><body><p>Farbe des Hintergrundes am Horizont</p></body></html> - - + + <html><head/><body><p>Color of background at zenith</p></body></html> <html><head/><body><p>Farbe des Hintergrundes am Zenit</p></body></html> - - + + <html><head/><body><p>Color of background at nadir</p></body></html> <html><head/><body><p>Farbe des Hintergrundes am Nadir (gegenüber des Zenit)</p></body></html> - - + + <html><head/><body><p>Enables covering of background sphere with selected image.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/image - shader - backhround texture.jpg"/></p></body></html> <html><head/><body><p>Aktiviert die Verwendung des selektierten Bildes als sphärischen Hintergrund.</p><p>Beispiel:</p><p><img src=":/tooltips/tooltips_images/image - shader - backhround texture.jpg"/></p></body></html> @@ -8992,32 +9106,32 @@ Setzen Sie 100, um die Kompatibilität mit Version &lt;= 2.12 zu gewährleis Textur Hintergrund - - + + Beta: Beta: - - + + Gamma: Gamma: - - + + Vertical scale: Vertikale Skalierung: - - + + Rotation: Rotation: - - + + Horizontal scale: Horizontale Skalierung: @@ -9026,14 +9140,14 @@ Setzen Sie 100, um die Kompatibilität mit Version &lt;= 2.12 zu gewährleis <html><head/><body><p>Pfad zum Hintergrundbild. Akzeptierte Formate sind BMP, GIF, JPG, PNG</p></body></html> - - + + <html><head/><body><p>Intensity of illumination of fractal surface</p></body></html> <html><head/><body><p>Intensität der Beleuchtung der Fraktaloberfläche</p></body></html> - - + + Intensity on surface: Intensität auf Oberfläche: @@ -9042,110 +9156,112 @@ Setzen Sie 100, um die Kompatibilität mit Version &lt;= 2.12 zu gewährleis Sichtbarkeit des Lichts: - - + + Shape: Form: - - + + Shape size: Formgröße: - - + + Point Punkt - - + + Line Linie - - + + Circle Kreis - - + + Square Quadrat - - + + Sphere Kugel - - + + Cube Würfel - - + + Shape rotation: Form Rotation: - - + + Relative thickness: Relative Dicke: - - + + Post effects Post Effekte - - + + HDR Bl&ur HDR Blur - - + + + + Blur radius: Unschärfe Radius: - - + + Map type: Map Typ: - - + + <html><head/><body><p>It determines, how texture will be mapped on background sphere</p><p><span style=" font-weight:600;">Equirectangular: <br/></span><span style=" font-weight:400;">Texture has to be created used equirectangular projection. It's the most popular format for textures dedicated for sphere mapping.<br/>Example:<br/></span><img src=":/tooltips/tooltips_images/equirectangular_bkg.jpg"/></p><p><span style=" font-weight:600;">Double hemisphere:</span></p><p>Texture has to be created as a pair of images of hemispheres. Mapping has to be the same as <span style=" font-style:italic;">Full dome projection</span> (or <span style=" font-style:italic;">Fish eye</span>)<br/>Example texture with indicated axes and directions:<br/><img src=":/tooltips/tooltips_images/full_dome_bkg_axes.png"/></p></body></html> <html><head/><body><p>Legt fest, wie die Textur auf die Hintergrund Sphäre gemapped wird.</p><p><span style=" font-weight:600;">Gleichwinklig: <br/></span><span style=" font-weight:400;">Die Textur liegt als gleichwinklige Projektion vor. Es ist das beliebteste Format für Texturen das für sphärisches Mapping verwendet wird.<br/>Beispiel:<br/></span><img src=":/tooltips/tooltips_images/equirectangular_bkg.jpg"/></p><p><span style=" font-weight:600;">Doppelhemisphäre:</span></p><p>Die Textur liegt als Paar von hemisphären Projektionen vor. Das Mapping muss gleich <span style=" font-style:italic;">Vollkuppel</span> (oder <span style=" font-style:italic;">Fischauge</span>) sein.<br/>Beispieltextur mit angegeben Achsen und Richtungen:<br/><img src=":/tooltips/tooltips_images/full_dome_bkg_axes.png"/></p></body></html> - - + + Equirectangular Gleichwinklig - - + + Double hemisphere Doppelte Hemisphäre - - + + Flat Flach @@ -9154,50 +9270,52 @@ Setzen Sie 100, um die Kompatibilität mit Version &lt;= 2.12 zu gewährleis <html><head/><body><p>Helligkeit des Hintergrundbildes</p></body></html> - - + + Brightness: Helligkeit: - - + + + + <html><head/><body><p>Brightness of background</p></body></html> <html><head/><body><p>Helligkeit des Hintergrunds</p></body></html> - - + + Text&ured background Textur Hintergrund - - + + <html><head/><body><p>Path to the background image. Acceptable formats are BMP, GIF, JPG, PNG</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> <html><head/><body><p>Dateipfad zum Hintergrund Bild. Akzeptierte Formate sind: BMP, GIF, JPG, PNG</p><p>Um animierte Texturen (Bildsequenzen) zu verwenden, ersetzen Sie die Zahlen durch das Symbol '%'. Beispiel: Wenn die Reihenfolge der Bilder wie folgt aussieht:<br/>texture0001.jpg<br/> texture0002.jpg<br/>usw.</p><p>Verwenden Sie dann folgenden Dateinamen: texture%%%%.jpg <br/>Dies weist das Programm an, dies als kein einzelnes Bild zu behandeln, sondern als eine Sequenz von Bildern mit einem vierstelligen Index.</p></body></html> - - + + Alpha: Alpha: - - + + Texture offset: Textur Versatz: - - + + Lights Lichter - - + + Common light options Haupt Lichtoptionen @@ -9206,8 +9324,8 @@ Setzen Sie 100, um die Kompatibilität mit Version &lt;= 2.12 zu gewährleis <html><head/><body><p>Aktiviert Schattenwurf bei allen Lichtquellen</p></body></html> - - + + Cast shadows Schatten werfen @@ -9220,8 +9338,8 @@ Setzen Sie 100, um die Kompatibilität mit Version &lt;= 2.12 zu gewährleis Gleißende Lichter - - + + Fill light color: Lichtfüllfarbe: @@ -9250,26 +9368,26 @@ Setzen Sie 100, um die Kompatibilität mit Version &lt;= 2.12 zu gewährleis <html><head/><body><p>Dieser Parameter setzt die Helligkeit des Lichtes, welches am &quot;Himmel&quot; sichtbar ist</p></body></html> - - + + Size: Größe: - - + + Orbit &trap lights Orbit trap Lichter - - + + Orbit trap center: Orbit Trap Zentrum: - - + + Visibility of glow (volumetric effect): Sichtbarkeit des Glühens (volumetrischer Effekt): @@ -9290,240 +9408,402 @@ Setzen Sie 100, um die Kompatibilität mit Version &lt;= 2.12 zu gewährleis Weichschatten Kegelwinkel: - - - - + + + + <html><head/><body><p>Enables calculation of realistic global illumination using Monte Carlo algorithm. </p><p>Number of light bounces is defined by the &quot;reflections depth&quot; parameter at the top of tab.</p></body></html> <html><head/><body><p>Ermöglicht die Berechnung der realistischen globalen Beleuchtung mithilfe des Monte-Carlo-Algorithmus. </p><p>Die Anzahl der Reflektionen wird durch die "Reflektionstiefe"-Parameter definiert. welcher im oberen Tab zu finden ist. </p></body></html> - - + + Clouds Wolken - - + + Color Farbe - - + + Random seed: Zufallsstartwert: - - + + Period: Periode: - - + + Noise iterations: Noise Iterationen: - - + + Ambient light: Umgebungslicht: - - + + Visible light and trap light boost: Sichtbares Licht und Traplight Verstärkung: - + + Denoiser Denoiser - + + Light Licht - + + Medium Medium - + + Strong Stark - + + Strength Stärke - + + <html><head/><body><p>Keeps sharp edges and object details.</p><p>This option can give wrong appearance when strong DOF is used.</p></body></html> <html><head/><body><p>Hält scharfe Kanten und Objektdetails. </p><p>Diese Option kann zu einer falschen Darstellung führen, wenn ein starker DOF verwendet wird. </p></body></html> - + + Preserve geometry Erhalte Geometrie - + + Remark: It is simple reflections mapping. To do mapping of radiance use HDRI texture as a background texture. Anmerkung: Es handelt sich um ein einfaches Reflexions-Mapping. Um eine Kartierung der Strahlkraft durchzuführen, verwenden Sie die HDRI-Textur als Hintergrundtextur. - - + + Receive shadows Schatten erhalten - - + + Plane shape Flächenform - - + + alpha alpha - - + + gamma gamma - - + + + + x x - - + + + + y y - - + + + + z z - - + + Clouds center: Wolkenzentrum: - - + + beta beta - - + + Clouds layer height: Wolkenschichthöhe: - - + + Geometry rotation: Geometriedrehung: - - + + + Navi + + + + + + <html><head/><body><p>Activate calculation of ray-traced reflections and transparency. Reflectance can be set by <span style=" font-style:italic;">Material/Reflection. </span>Transparency settings are in the same tab as reflection.<br/>Also enable with Monte Carlo global illumination.</p><p><br/></p></body></html> + + + + + + Masked pixels: + + + + + + Tiles done: + + + + + + <html><head/><body><p>Enables additonal optimization of MC rendering. The noise level is calculated separatelly for each pixel. If noise level is enough low, then the pixel is no longer calculated.</p><p>If the image is very noisy and there is low value of <span style=" font-style:italic;">Min number of samples</span>, then enabling this option can cause dark random pixels left on the image.</p></body></html> + + + + + + Enable pixel level optimization + + + + + + Extreme + + + + + + <html><head/><body><p>Selection of method to calculate ambient occlusion effect.<br/>Do not use SSAO method with Monte Carlo option.</p></body></html> + + + + + + x2 + x2 + + + + + ÷2 + ÷2 + + + + + Sharp edges + + + + + + Sharpness: + + + + + + Clouds movement speed: + + + + + Clouds at distance from fractal Wolken in Abstand zum Fraktal - - + + Distance from fractal Distanz zum Fraktal - - + + Clouds layer height Wolkenschichthöhe - - + + Accuracy control Genauigkeitseinstellungen - - + + Details accuracy Detailgenauigkeit - - + + Approaching DE multiplier Annäherung an DE-Multiplikator - - + + Clouds DE multiplier Wolken DE Multiplikator - + + + Gamma + + + + + All lights visibility Sichtbarkeit aller Licht - + + All lights intensity Intensität aller Licht - + + All lights size Größe aller Licht - - + + Light placement options Licht Platzierungsoptionen - + + <html><head/><body><p>Controls distance from the fractal surface where the light will be placed with mouse pointer. When it's zero, the light will be set on fractal surface. A higher value moves the light towards the camera.</p><p>This parameter can be controlled with mouse wheel + alt key.</p></body></html> <html><head/><body><p>Steuert den Abstand von der fraktalen Oberfläche, wo das Licht mit dem Mauszeiger platziert wird. Wenn der Abstand Null ist, wird das Licht auf die fraktale Oberfläche gesetzt. Ein höherer Wert bewegt das Licht in Richtung der Kamera. </p><p>Dieser Parameter kann mit Mausrad + Alt-Taste gesteuert werden.</p></body></html> - - + + + Coloring type: + + + + + + First color: + + + + + + Random colors + + + + + + Single color + + + + + + Two colors + + + + + + Two colors based on distance + + + + + + Second color: + + + + + Penetrating Gleißend - - + + + Chromatic aberration + + + + + + Aberration intensity: + + + + + + Reverse color order + + + + + Visibility: Sichtbarkeit: @@ -9556,14 +9836,14 @@ Um eine Kartierung der Strahlkraft durchzuführen, verwenden Sie die HDRI-Textur Licht #1 - - - - - - - - + + + + + + + + x: x: @@ -9572,41 +9852,44 @@ Um eine Kartierung der Strahlkraft durchzuführen, verwenden Sie die HDRI-Textur <html><head/><body><p>Koordinaten der Lichtquelle</p></body></html> - - - - - - - - + + + + + + + + y: y: - - - - - - + + + + + + z: z: - - - + + + + + + <html><head/><body><p>brightness of light source</p></body></html> <html><head/><body><p>Helligkeit der Lichtquelle</p></body></html> - - - - - - + + + + + + <html><head/><body><p>Color of light source</p></body></html> <html><head/><body><p>Farbe der Lichtquelle</p></body></html> @@ -9643,62 +9926,55 @@ Um eine Kartierung der Strahlkraft durchzuführen, verwenden Sie die HDRI-Textur <html><head/><body><p>Definiert die Größe der sichtbaren Lichtquellen. Wenn der Wert höher ist, dann erscheinen die Lichter größer. </p><p>Dieser Parameter betrifft auch die Zufallslichter.</p></body></html> - - + + Placement distance (by mouse): Setzdistanz (per Maus): - <html><head/><body><p>Controls distance from fractal surface where light will be placed with mouse pointer. When it's zero, the light will be set on fractal surface. Higher value moves the light towards the camera.</p><p>This parameter can be controlled with mouse scroll.</p></body></html> - <html><head/><body><p>Steuert die Distanz von der Fraktaloberfläche an der die Lichter per Mauszeiger platziert werden. Wenn der Wert Null ist, wird das Licht direkt auf die Fraktaloberfläche gesetzt. Ein höherer Wert bewegt das Licht Richtung Kamera.</p><p>Dieser Parameter kann per Mausscroll gesteuert werden.</p></body></html> + <html><head/><body><p>Steuert die Distanz von der Fraktaloberfläche an der die Lichter per Mauszeiger platziert werden. Wenn der Wert Null ist, wird das Licht direkt auf die Fraktaloberfläche gesetzt. Ein höherer Wert bewegt das Licht Richtung Kamera.</p><p>Dieser Parameter kann per Mausscroll gesteuert werden.</p></body></html> - - + + Place light behind the object Setze Licht hinter das Objekt - - + + <html><head/><body><p><img src=":/tooltips/tooltips_images/random lights placement.png"/></p><p><span style=" font-weight:600;">Random seed: </span>random seed for lights distribution </p><p><span style=" font-weight:600;">Maximum distance from the fractal: </span>random lights are placed within this distance from the fractal surface </p><p><span style=" font-weight:600;">Centre of distribution X, Y, Z: </span>the centre point for random light distribution. To set this point by mouse pointer, select &quot;Set position of centre for random lights&quot; in Mouse click function combo box in Mandelbulber Render Window </p><p><span style=" font-weight:600;">Distribution radius of lights: </span>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.</p><p>If this radius is too small to generate random lights, then the program will automatically increase this radius. </p></body></html> <html><head/><body><p><img src=":/tooltips/tooltips_images/random lights placement.png"/></p><p><br/></p><p><span style=" font-weight:600;">Zufallsstartwert</span></p><p>Startwert zur Berechnung der Lichtverteilung.</p><p><br/></p><p><span style=" font-weight:600;">Maximale Distanz zum Fraktal</span></p><p>Zufallslichter werden in diesem Abstand von der fraktalen Oberfläche platziert.</p><p><br/></p><p><span style=" font-weight:600;">Zentrum der Verteilung X, Y, Z</span></p><p>Der Mittelpunkt für zufällige Lichtverteilung. Um diesen Punkt durch Mauszeiger zu setzen, wählen &quot;Setze Zufallslichter&quot; im Mandelbulb Renderfenster</p><p><br/></p><p><span style=" font-weight:600;">Verteilungsradius der Lichter</span></p><p>Der maximale Abstand vom Zentrum der Verteilung, wo Lichter platziert werden können. Die Zufallslichter erscheinen in der Region, die sowohl innerhalb dieses Radius, als auch innerhalb der maximalen Entfernung von der fraktalen Oberfläche liegen.</p><p>Wenn dieser Radius zu klein ist, um zufällige Lichter zu erzeugen, dann wird das Programm automatisch den Radius vergrößern.<br/></p><p><br/></p></body></html> - - + + Random li&ghts options Zufallslichter Optionen - - + + Soft shadow cone: Weichschatten Kegel: - - <html><head/><body><p>If enabled then all random light sources have the same color.</p></body></html> - <html><head/><body><p>Wenn aktiviert, haben alle zufälligen Lichtquellen die gleiche Farbe.</p></body></html> + <html><head/><body><p>Wenn aktiviert, haben alle zufälligen Lichtquellen die gleiche Farbe.</p></body></html> - - Single color random lights - Einfarbige Zufallslichter + Einfarbige Zufallslichter - - Single color: - Farbe aller Lichter: + Farbe aller Lichter: - - + + <html><head/><body><p>Simulates a large amount of lights and is relatively fast to render.</p><p>An orbit trap is a point, a 2D, or 3D shape defined in 3D space. The brightness of the point is dependent on how close the point's orbit gets to the orbit trap shape during the chosen iterations.</p><p>This effect is difficult to setup and often you need to try many different orbit trap settings.</p><p>These light sources illuminate the fractal surface, but do not cast shadows.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/image - shader - orbit trap lights.jpg"/></p></body></html> <html><head/><body><p>Simuliert eine hohe Anzahl an Lichtern, die schnel zu rendern sind. Ein Orbit Trap ist ein Punkt, eine 2D- oder 3D-Form, die im 3D-Raum definiert ist. Die Helligkeit des Punkts hängt davon ab, wie nahe der Umlaufbahn des Punkts während der ausgewählten Iterationen an der Form des Orbit Traps liegt.</p><p>Das Setup dieses Effektes ist schwierig und es werden oft viele Versuche mit unterschiedlichen Orbit Trap Punkten benötigt um einen guten Effekt zu erzielen.</p><p>Diese Lichtquellen beleuchtet die Fraktaloberfläche, erzeugen aber keine Schatten.</p><p>Beispiel:</p><p><img src=":/tooltips/tooltips_images/image - shader - orbit trap lights.jpg"/></p></body></html> @@ -9715,8 +9991,8 @@ Um eine Kartierung der Strahlkraft durchzuführen, verwenden Sie die HDRI-Textur Anzahl der Zufallslichter: - - + + Random Seed: Zufallsstartwert: @@ -9729,14 +10005,14 @@ Um eine Kartierung der Strahlkraft durchzuführen, verwenden Sie die HDRI-Textur Verteilungsradius der Lichter: - - + + Center of distribution: Zentrum der Verteilung: - - + + Place random light center by mouse Setze Zufallslichter per Maus @@ -9797,24 +10073,24 @@ Um eine Kartierung der Strahlkraft durchzuführen, verwenden Sie die HDRI-Textur Licht #4 volumetrisch - - + + Number of random lights: Anzahl der Zufallslichter: - - + + Maximum distance from fractal: Maximale Distanz zum Fraktal: - - + + Distribution radius of lights: Verteilungsradius @@ -9837,20 +10113,20 @@ der Lichter: Falschlichter aus Orbit Traps - - + + <html><head/><body><p>First iteration taken for orbit trap calculation</p></body></html> <html><head/><body><p>Erste Iteration für Orbit Trap Berechnung verwenden</p></body></html> - - + + Softness: Weichheit: - - + + <html><head/><body><p>Last iteration taken for orbit trap calculation</p></body></html> <html><head/><body><p>Letzte Iteration für Orbit Trap Berechnung verwenden</p></body></html> @@ -9859,20 +10135,20 @@ der Lichter: <html><head/><body><p>Intensität der Beleuchtung der Fraktaloberfläche</p></body></html> - - + + Minimum iteration: Minimale Iteration: - - + + <html><head/><body><p>Size of visible lights (scale is logarithmic)</p></body></html> <html><head/><body><p>Größe der sichtbaren Lichter (logarithmische Skalierung)</p></body></html> - - + + <html><head/><body><p>Brightness of visible lights. It is volumetric effect.</p><p>Quality of this effect can by controled by <span style=" font-style:italic;">Effects / Volumetric / Custom DE step multiplier for volumetric effects</span></p></body></html> <html><head/><body><p>Helligkeit des sichtbaren Lichts. Dies ist ein volumetrischer Effekt.</p><p>ie Qualität dieses Effekts kann durch<span style=" font-style:italic;">Effekte / Volumetrisch / Benutzerdefinierter DE-Stufenmultiplikator für volumetrische Effekte </span> gesteuert werden.</p></body></html> @@ -9881,14 +10157,14 @@ der Lichter: Sichtbarkeit des Glühens (volumetrischer Effekt): - - + + <html><head/><body><p>Brightness of visible lights</p></body></html> <html><head/><body><p>Helligkeit der sichtbaren Lichter</p></body></html> - - + + Maximum iteration: Maximale Iteration: @@ -9897,12 +10173,12 @@ der Lichter: Orbit Trap: - - - - - - + + + + + + <html><head/><body><p>Position of orbit trap point</p></body></html> <html><head/><body><p>Position des Orbit Trap Punktes</p></body></html> @@ -9911,7 +10187,7 @@ der Lichter: cDockFractal - + Form Form @@ -9921,97 +10197,97 @@ der Lichter: - + Fractals Fraktale - + Remark: Julia mode is enabled Anmerkung: Julia Modus ist aktiviert - + <html><head/><body><p>Selection for fractal formula. Fractal formula defines shape of fractal.</p><p>Algorithm (code) for selected formula is visible in Information box.</p></body></html> <html><head/><body><p>Die Auswahl für die fraktale Formel. Diese definiert die Form des Fraktals.</p><p>Der Algorithmus (Code) für die ausgewählte Formel kann in der 'Information' Box eingesehen werden.</p></body></html> - + Formula #1 Formel #1 - + Remark: to unlock more fractal tabs, enable "hybrid fractals" or "boolean operators" Anmerkung: um mehr Fraktal Tabs zu entsperren, aktivieren Sie 'Hybrid-Fraktale' oder 'Boolesche Operatoren' - + Formula #2 Formel #2 - + Formula #3 Formel #3 - + Formula #4 Formel #4 - + Formula #5 Formel #5 - + Formula #6 Formel #6 - + Formula #7 Formel #7 - + Formula #8 Formel #8 - + Formula #9 Formel #9 - + Global parameters Globale Parameter - + <html><head/><body><p>Enables calculation of fractal in the same way as Julia Set.</p><p>When it's enabled then:<br/>z<span style=" vertical-align:sub;">0</span> = p<br/>z<span style=" vertical-align:sub;">n+1</span> = f(z<span style=" vertical-align:sub;">n</span>) + c</p><p>where:<br/>p - coordinates of point<br/>c - Julia constant</p><p>to compare, regular fractals are calculated in following way:<br/>z<span style=" vertical-align:sub;">0</span> = p<br/>z<span style=" vertical-align:sub;">n+1</span> = f(z<span style=" vertical-align:sub;">n</span>) + p</p></body></html> <html><head/><body><p>Aktiviert die Berechnung des Fraktals in der gleichen Weise, wie ein Julia Set berechnet wird.</p><p>Wenn aktiviert, so ist:<br/>z<span style=" vertical-align:sub;">0</span> = p<br/>z<span style=" vertical-align:sub;">n+1</span> = f(z<span style=" vertical-align:sub;">n</span>) + c</p><p>wobei:<br/>p - Koordinate des Punktes<br/>c - Julia Konstante</p><p>zum Vergleich, reguläre Fraktale werden auf folgende Art berechnet:<br/>z<span style=" vertical-align:sub;">0</span> = p<br/>z<span style=" vertical-align:sub;">n+1</span> = f(z<span style=" vertical-align:sub;">n</span>) + p</p></body></html> - + J&ulia mode Julia Modus @@ -10024,18 +10300,18 @@ der Lichter: - - - - - - + + + + + + y: y: - + Julia constant (c): Julia Konstante (c): @@ -10044,12 +10320,12 @@ der Lichter: - - - - - - + + + + + + z: z: @@ -10058,30 +10334,30 @@ der Lichter: - - - - - - + + + + + + x: x: - + <html><head/><body><p>Julia constant can be grabbed from image.</p><p>When Julia mode is disabled, select part of fractal which has interesting features. After enabling Julia mode, entire fractal will have shapes similar to previously selected place.</p></body></html> <html><head/><body><p>Die Julia Konstante kann von Bild genommen werden.</p><p>Wenn Julia-Modus deaktiviert ist, so kann man einen Teil des Fraktals auswählen, der interessante Eigenschaften hat. Nach der Aktivierung des Julia-Modus wird das ganze Fraktal ähnliche Formen ausbilden, wie zuvor am ausgewählten Ort.</p></body></html> - + Get Julia constant by mouse pointer Hole Julia Konstante von Maus Zeiger - + Julia mode preview distance: Julia Modus @@ -10089,13 +10365,13 @@ Vorschau Distanz: - + Material for fractal Material für Fraktal - + Initial w-axis value for 4D fractals Initialer w-Achsen Wert @@ -10106,66 +10382,66 @@ für 4D Fraktale - - - - + + + + <html><head/><body><p>Multiplies fractal c constant by this value.</p></body></html> <html><head/><body><p>Multipliziert die fraktale c Konstante mit diesem Wert.</p></body></html> - + Constant multiplier: Konstanter Multiplikator: - - - + + + X-axis rotation: X-Achsen Rotation: - + Fractal position: Position des Fraktals: - - - + + + Z-axis rotation: Z-Achsen Rotation: - - - + + + Y-axis rotation: Y-Achsen Rotation: - + Repeat Wiederholen - - + + Hybrid Hybrid - + Repeat sequence from fractal #: Wiederhole Sequenz @@ -10177,26 +10453,26 @@ von Fraktal #: - + <html><head/><body><p>Controls from which fractal component will be repeated hybrid formula sequence</p></body></html> <html><head/><body><p>Steuert von welcher fraktalen Komponente die Hybrid-Formel-Sequenz wiederholt wird.</p></body></html> - + <html><head/><body><p>Enables hybrid fractals.</p><p>Hybrid fractals are calculated by multiplexing between different fractal formulas. In 9 fractal tabs (slots) you can define a set of fractal formulas each with their own parameters.</p></body></html> <html><head/><body><p>Aktiviert hybride Fraktale.</p><p>Hybride Fraktale werden durch Multiplexen zwischen verschiedenen fraktalen Formeln berechnet. In 9 Fraktal-Tabs (Slots) kann eine Gruppe von fraktalen Formeln mit eigenen Parametern definiert werden.</p></body></html> - - + + Enable hybrid fractals Hybrid Fraktale aktivieren - + Linear DE offset (fine tuning of IFS distance estimation) @@ -10208,9 +10484,9 @@ Distanzermittlung) - - - + + + Load Laden @@ -10218,9 +10494,9 @@ Distanzermittlung) - - - + + + Save Speichern @@ -10228,9 +10504,9 @@ Distanzermittlung) - - - + + + Reset Reset @@ -10239,39 +10515,38 @@ Distanzermittlung) - - - - + + + + Randomize Zufällig erzeugen - + Preview Vorschau - + C constant C Konstante - + Fractal positioning Position des Fraktals - <html><head/><body><p>Boolean operators between fractal shapes.</p></body></html> - <html><head/><body><p>Boolsche Operatoren zwischen den Fraktalen Formen.</p></body></html> + <html><head/><body><p>Boolsche Operatoren zwischen den Fraktalen Formen.</p></body></html> - + Boo&lean operators Boolsche Operatoren @@ -10284,14 +10559,14 @@ Distanzermittlung) - - - - - - - - + + + + + + + + Intersection (AND) Schnittmenge (AND) @@ -10304,151 +10579,152 @@ Distanzermittlung) - - - - - - - - + + + + + + + + Union (OR) Vereinigung (OR) - + Complement (1st minus 2nd) Komplement (1. minus 2.) - + 1st <-> 2nd formula: 1. <-> 2. Formel: - + Complement (2nd minus 3rd) Komplement (2. minus 3.) - + Complement (3rd minus 4th) Komplement (3. minus 4.) - + 2st <-> 3rd formula: 2. <-> 3. Formel: - + 3rd <-> 4th formula: 3. <-> 4. Formel: - + 5rd <-> 6th formula: 5. <-> 6. Formel: - + 6rd <-> 7th formula: 6. <-> 7. Formel: - + 7rd <-> 8th formula: 7. <-> 8. Formel: - + 4rd <-> 5th formula: 8. <-> 9. Formel: - + 8rd <-> 9th formula: 8. <-> 9. Formel: - + Complement (4th minus 5th) Komplement (4. minus 3.) - + Complement (5th minus 6th) Komplement (5. minus 6.) - + Complement (6th minus 7th) Komplement (6. minus 7.) - + Complement (7th minus 8th) Komplement (7. minus 8.) - + Complement (8th minus 9th) Komplement (8. minus 9.) - + <html><head/><body><p>Enables box folding like is used in Mandelbox formula.</p><p>(It's to keep compatibility with Mandelbulber 1.21)</p></body></html> <html><head/><body><p>Ermöglicht die Box Faltung, wie sie in der Mandelbox Formel verwendet wird.</p><p>(Notwendig für die Kompatibilität mit Mandelbulber 1.21)</p></body></html> - + Bo&x Folding Box Faltung - + Folding limit: Faltungsgrenze: - + Folding value: Faltungswert: + <html><head/><body><p>Boolean operators between fractal shapes.<br/>Additional controls will appear at the bottom of each formula UI.</p></body></html> <html><head/><body><p>Boolesche Operatoren zwischen fraktalen Formen.<br/>Zusätzliche Steuerelemente werden am unteren Rand jeder Formel-Benutzeroberfläche angezeigt.</p></body></html> - + <html><head/><body><p>Enables spherical folding like is used in Mandelbox formula.</p><p>(It's to keep compatibility with Mandelbulber 1.21)</p></body></html> <html><head/><body><p>Ermöglicht die spherische Faltung, wie sie in der Mandelbox Formel verwendet wird.</p><p>(Notwendig für die Kompatibilität mit Mandelbulber 1.21)</p></body></html> - + Spherical Folding Sphärische Faltung @@ -10458,31 +10734,31 @@ Distanzermittlung) - + Inner radius: Innenradius: - + Outer radius: Äußerer Radius: - + Primitives Primitive - - + + Global positioning of all primitives Globale Position aller Primitiven - - + + all primitives position (except plane @@ -10493,45 +10769,45 @@ Positionen und Wasser): - - + + Invisible primitives in alpha channel with visible shadows of fractal objects Unsichtbare Primitive im Alphakanal mit sichtbaren Schatten auf fraktalen Objekten - - + + Description Beschreibung - - + + <html><head/><body><p>An explanation of the setting</p></body></html> <html><head/><body>Eine Beschreibung der Einstellung.</body></html> - - + + An explanation of the setting Eine Beschreibung der Einstellung - + Enable boolean mode Aktiviere bolschen Modus - + You have selected next fractal formula. Do you want to enable hybrid fractals or boolean mode? Sie haben die nächste Fraktalformel ausgewählt. Möchten Sie hybride Fraktale oder den boolschen Modus aktivieren? - + More fractals... Mehr Fraktale... @@ -11152,17 +11428,17 @@ zwischen den Augen Koordinatensystem wie in Mandelbulber v1.21 - + Change preset Ändere Voreinstellung - + Edit resolution preset Editiere Voreinstellung der Auflösung - + Type new preset in format WIDTHxHEIGHT Geben Sie eine neue Voreinstellung im Format BREITExHÖHE ein @@ -11235,61 +11511,61 @@ zwischen den Augen cDockNavigation - + Form Form - - + + <html><head/><body><p>Start rendering of image based on actual settings</p></body></html> <html><head/><body><p>Starte Rendern des Bildes nach aktuellen Einstellungen</p></body></html> - - + + RENDER RENDER - - + + <html><head/><body><p>Discard last change of settings and start rendering of image</p></body></html> <html><head/><body><p>Verwerfe letzte Einstellungsänderung und starte das Rendern des Bildes.</p></body></html> - - + + UNDO UNDO - - + + <html><head/><body><p>Redo last revoked change of settings and start rendering of image</p></body></html> <html><head/><body><p>Letzte rückgängig gemachte Änderung wiederherstellen und das Rendern des Bildes neu starten.</p></body></html> - - + + REDO REDO - - + + <html><head/><body><p>Terminate rendering</p></body></html> <html><head/><body><p>Rendern abbrechen</p></body></html> - - + + STOP STOP - - + + OpenCL mode: Opencl Modus: @@ -11298,14 +11574,14 @@ zwischen den Augen <html><head/><body><p>Modi für OpenCL-Berechnungen (GPU-Unterstützung):</p><p><span style=" font-weight:600;">kein OpenCL</span><span style=" font-weight:400;"> - CPU Modus</span></p><p><span style=" font-weight:600;">schnell</span><span style=" font-weight:400;"> - sehr schnelles Rendering auf GPU. Das Fraktal hat sichtbare Form, aber Farben und Effekte werden nicht berechnet. Es ist ein sehr guter Modus für die schnelle Kameranavigation und die Suche nach interessanten fraktalen Formen im Auto-Refresh-Modus.</span></p><p><span style=" font-weight:600;">Medium</span><span style=" font-weight:400;"> - mittlere Rendergeschwindigkeit auf der GPU. Es wird die Farbe des Fraktals, Lichtquellen und Schatten verwendet. Es wird aber nur das erste definierte Material verwendet. Reflexionen und volumetrische Effekte werden nicht berechnet.</span></p><p><span style=" font-weight:600;">voll</span><span style=" font-weight:400;"> - das genaueste und das langsamste Rendering. Verwendet mehr GPU-Ressourcen. Alle Effekte werden berechnet (außer Textur-Mapping, das noch nicht in der OpenCL-Rendering-Engine implementiert ist)</span></p></body></html> - - + + no OpenCL kein OpenCL - - + + fast schnell @@ -11314,86 +11590,86 @@ zwischen den Augen begrenzt - - + + full voll - - + + Auto-refresh Auto-Refresh - - + + <html><head/><body><p>These parameters and gauges controls position of camera and point where the camera is looking at (target)</p><p><br/></p><p><img src=":/tooltips/tooltips_images/Camera target.png"/></p></body></html> <html><head/><body><p>Diese Parameter und Bedienelemente editieren die Position der Kamera und den Punkt, auf den die Kamera gerichtet ist (Ziel)</p><p><br/></p><p><img src=":/tooltips/tooltips_images/Camera target.png"/></p></body></html> - - + + Coordinates: Koordinaten: - - + + <html><head/><body><p>Coordinates of camera</p></body></html> <html><head/><body><p>Kamera Koordinaten</p></body></html> - - + + Camera Kamera - - - - + + + + x: x: - - - - + + + + y: y: - - - - + + + + z: z: - - + + <html><head/><body><p>Coordinates of target</p></body></html> <html><head/><body><p>Ziel Koordinaten</p></body></html> - - + + Target Ziel - - + + <html><head/><body><p>Set camera far from the fractal. It keeps actual camera angle.</p></body></html> <html><head/><body><p>Setzt die Kamera weit entfernt vom Fraktal. Behält den Kamerawinkel bei.</p></body></html> - - + + Reset view Ansicht reseten @@ -11402,273 +11678,279 @@ zwischen den Augen <html><head/><body><p>Auswahl Kamera / Ziel Bewegungsmodus</p><p><span style=" font-style:italic;">Kamera und Ziel bewegen</span> -Bewegt Kamera und Ziel um dieselbe Distanz</p><p><img src=":/tooltips/tooltips_images/move camera and target.png"/></p><p><span style=" font-style:italic;">Kamera bewegen</span> - Bewegt nur die Kamera. Ziel bleibt fix. Kamera rotiert um stationäres Ziel.</p><p><img src=":/tooltips/tooltips_images/move only camera.png"/></p><p><br/>Ziel bewegen -Bewegt nur das Ziel. Kamera bleibt fix. Stationäre Kamera rbeobachtet bewegtes Ziel.</p><p><img src=":/tooltips/tooltips_images/move only target.png"/></p><p><br/></p></body></html> - - + + medium Medium - - + + <html><head/><body><p>Selection of camera / target movement mode</p><p><span style=" font-style:italic;">Move camera and target</span> - moves camera and target by the same distance</p><p><img src=":/tooltips/tooltips_images/move camera and target.png"/></p><p><span style=" font-style:italic;">Move camera</span> - moves only camera. Target stays in the same place. Camera rotates to look at stationary target.</p><p><img src=":/tooltips/tooltips_images/move only camera.png"/></p><p><br/>Move target - moves only target. Camera stays in the same place. Camera rotates to look at moving target.</p><p><img src=":/tooltips/tooltips_images/move only target.png"/></p><p><br/></p></body></html> <html><head/><body><p>Auswahl Kamera / Ziel Bewegungsmodus</p><p><span style=" font-style:italic;">Kamera und Ziel bewegen</span> -Bewegt Kamera und Ziel um dieselbe Distanz</p><p><img src=":/tooltips/tooltips_images/move camera and target.png"/></p><p><span style=" font-style:italic;">Kamera bewegen</span> - Bewegt nur die Kamera. Ziel bleibt fix. Kamera rotiert um stationäres Ziel.</p><p><img src=":/tooltips/tooltips_images/move only camera.png"/></p><p><br/>Ziel bewegen -Bewegt nur das Ziel. Kamera bleibt fix. Stationäre Kamera rbeobachtet bewegtes Ziel.</p><p><img src=":/tooltips/tooltips_images/move only target.png"/></p><p><br/></p></body></html> - - + + Move camera and target Kamera und Ziel bewegen - - + + Move camera Kamera bewegen - - + + Move target Ziel bewegen - - + + Camera distance to target: Kameradistanz zum Ziel: - - + + <html><head/><body><p>Controls distance between camera and target</p><p>In<span style=" font-style:italic;"> Move camera and target</span> and <span style=" font-style:italic;">Move camera</span> modes it moves camera closer/further from target.</p></body></html> <html><head/><body><p>Kontrolliert die Distanz zwischen Kamera und Ziel</p><p>Bei<span style=" font-style:italic;">Kamera und Ziel bewegen</span> und <span style=" font-style:italic;">Kamera bewegen</span> Modus bewegt es die Kamera näher heran / weiter weg vom Ziel.</p></body></html> - - + + <html><head/><body><p>Moves the camera or the target to the right by distance set by <span style=" font-style:italic;">step</span> parameter</p></body></html> <html><head/><body><p>Bewegt die Kamera oder das Ziel um die Distanz nach rechts, die in <span style=" font-style:italic;">Schritt</span> Parameter angegeben ist.</p></body></html> - - + + <html><head/><body><p>Moves the camera or the target to the left by distance set by <span style=" font-style:italic;">step</span> parameter</p></body></html> <html><head/><body><p>Bewegt die Kamera oder das Ziel um die Distanz nach links, die in <span style=" font-style:italic;">Schritt</span> Parameter angegeben ist.</p></body></html> - - + + <html><head/><body><p>Moves the camera or the target up by distance set by <span style=" font-style:italic;">step</span> parameter</p></body></html> <html><head/><body><p>Bewegt die Kamera oder das Ziel um die Distanz nach oben, die in <span style=" font-style:italic;">Schritt</span> Parameter angegeben ist.</p></body></html> - - + + <html><head/><body><p>Moves the camera or the target forward by distance set by <span style=" font-style:italic;">step</span> parameter</p></body></html> <html><head/><body><p>Bewegt die Kamera oder das Ziel um die Distanz nach vorne, die in <span style=" font-style:italic;">Schritt</span> Parameter angegeben ist.</p></body></html> - - + + <html><head/><body><p>Moves the camera or the target backwards by distance set by <span style=" font-style:italic;">step</span> parameter</p></body></html> <html><head/><body><p>Bewegt die Kamera oder das Ziel um die Distanz nach hinten, die in <span style=" font-style:italic;">Schritt</span> Parameter angegeben ist.</p></body></html> - - + + <html><head/><body><p>Moves the camera or the target down by distance set by <span style=" font-style:italic;">step</span> parameter</p></body></html> <html><head/><body><p>Bewegt die Kamera oder das Ziel um die Distanz nach unten, die in <span style=" font-style:italic;">Schritt</span> Parameter angegeben ist.</p></body></html> - - + + step: Schritt: - - + + <html><head/><body><p>Step for camera or target movement.</p><p>It can be relative or absolute step.</p><p>If it is set relative then movement distance equals <span style=" font-style:italic;">step</span> multiplied by actual distance to the fractal surface.</p></body></html> <html><head/><body><p>Schritt für Kamera oder Ziel Bewegung.</p><p>Der Schritt kann relativ oder absolut angegeben werden.</p><p>Wenn er relativ gesetzt ist, dann ist die Bewegungsdistanz gleich dem <span style=" font-style:italic;">Schritt</span> mal aktueller Distanz zur Fraktaloberfläche.</p></body></html> - - + + <html><head/><body><p>Selection for movement step calculation.</p><p>If it is set relative then movement distance equals <span style=" font-style:italic;">step</span> multiplied by actual distance to fractal surface. This is the preferred mode.</p><p>If it is set absolute then movement equals step set by <span style=" font-style:italic;">step</span> parameter. </p></body></html> <html><head/><body><p>Auswahl der Bewegungsschritt Berechnung.</p><p>Wenn es relativ gesetzt ist, dann ist die Bewegungsdistanz gleich dem <span style=" font-style:italic;">Schritt</span> mal aktueller Distanz zur Fraktaloberfläche. Das ist der präferierte Modus.</p><p>Wenn es absolut gesetzt ist, dann ist die Bewegungsdistanz gleich dem <span style=" font-style:italic;">Schritt</span> Parameter. </p></body></html> - - + + Relative step mode relativer Schrittmodus - - + + Absolute step mode absoluter Schrittmodus - - + + <html><head/><body><p>Controls for camera rotation in three different axes</p><p><img src=":/tooltips/tooltips_images/Yaw_Pich_Roll.png"/></p><p>image source: &quot;<a href="http://commons.wikimedia.org/wiki/File:Yaw_Axis_Corrected.svg#/media/File:Yaw_Axis_Corrected.svg"><span style=" text-decoration: underline; color:#ae6326;">Yaw Axis Corrected</span></a>&quot; by <a href="//commons.wikimedia.org/wiki/File:Yaw_Axis.svg"><span style=" text-decoration: underline; color:#ae6326;">Yaw_Axis.svg</span></a>: <a href="//commons.wikimedia.org/wiki/User:Auawise"><span style=" text-decoration: underline; color:#ae6326;">Auawise</span></a>derivative work: <a href="//commons.wikimedia.org/w/index.php?title=User:Jrvz&amp;action=edit&amp;redlink=1"><span style=" text-decoration: underline; color:#ae6326;">Jrvz</span></a> (<a href="//commons.wikimedia.org/w/index.php?title=User_talk:Jrvz&amp;action=edit&amp;redlink=1"><span style=" text-decoration: underline; color:#ae6326;">talk</span></a>) - <a href="//commons.wikimedia.org/wiki/File:Yaw_Axis.svg"><span style=" text-decoration: underline; color:#ae6326;">Yaw_Axis.svg</span></a>. Licensed under <a href="http://creativecommons.org/licenses/by-sa/3.0"><span style=" text-decoration: underline; color:#ae6326;">CC BY-SA 3.0</span></a> via <a href="//commons.wikimedia.org/wiki/"><span style=" text-decoration: underline; color:#ae6326;">Wikimedia Commons</span></a>.</p></body></html> <html><head/><body><p>Einstellungen für die Kamera Rotation auf drei verschiedenen Achsen.</p><p>Yaw, Pitch und Roll werden im Deutschen auch Gier, Nick und Roll Winkel genannt.</p><p><img src=":/tooltips/tooltips_images/Yaw_Pich_Roll.png"/></p><p>image source: &quot;<a href="http://commons.wikimedia.org/wiki/File:Yaw_Axis_Corrected.svg#/media/File:Yaw_Axis_Corrected.svg"><span style=" text-decoration: underline; color:#ae6326;">Yaw Axis Corrected</span></a>&quot; by <a href="//commons.wikimedia.org/wiki/File:Yaw_Axis.svg"><span style=" text-decoration: underline; color:#ae6326;">Yaw_Axis.svg</span></a>: <a href="//commons.wikimedia.org/wiki/User:Auawise"><span style=" text-decoration: underline; color:#ae6326;">Auawise</span></a>derivative work: <a href="//commons.wikimedia.org/w/index.php?title=User:Jrvz&amp;action=edit&amp;redlink=1"><span style=" text-decoration: underline; color:#ae6326;">Jrvz</span></a> (<a href="//commons.wikimedia.org/w/index.php?title=User_talk:Jrvz&amp;action=edit&amp;redlink=1"><span style=" text-decoration: underline; color:#ae6326;">talk</span></a>) - <a href="//commons.wikimedia.org/wiki/File:Yaw_Axis.svg"><span style=" text-decoration: underline; color:#ae6326;">Yaw_Axis.svg</span></a>. Licensed under <a href="http://creativecommons.org/licenses/by-sa/3.0"><span style=" text-decoration: underline; color:#ae6326;">CC BY-SA 3.0</span></a> via <a href="//commons.wikimedia.org/wiki/"><span style=" text-decoration: underline; color:#ae6326;">Wikimedia Commons</span></a>.</p></body></html> - - + + Camera rotation: Kamera Rotation: - - + + <html><head/><body><p>Yaw left</p></body></html> <html><head/><body><p>Gier links</p></body></html> - - + + <html><head/><body><p>Pitch up</p></body></html> <html><head/><body><p>Nick hoch</p></body></html> - - + + <html><head/><body><p>Yaw right</p></body></html> <html><head/><body><p>Gier rechts</p></body></html> - - + + <html><head/><body><p>Roll right</p></body></html> <html><head/><body><p>Roll rechts</p></body></html> - - + + + Open new navigator + + + + + <html><head/><body><p>Modes for OpenCL computation (GPU support):</p><p><span style=" font-weight:600;">no OpenCL</span> - use only CPU</p><p><span style=" font-weight:600;">fast</span> - very fast rendering on GPU. Fractal has visible shape, but colors and effects are not calculated. It is very good mode for fast camera navigation and looking for interesting fractal shapes in auto-refresh mode.</p><p><span style=" font-weight:600;">medium</span> - medium rendering speed on GPU. There is calculated color of the fractal, light sources with shadows are used. There is used only first defined material. Reflections and volumetric effects are not calculated.</p><p><span style=" font-weight:600;">full</span> - the most accurate and the the slowest rendering. Uses more GPU resources. All effects are calculated .</p></body></html> <html><head/><body><p>Modi für die OpenCL-Berechnung (GPU-Unterstützung):</p><p><span style=" font-weight:600;">kein OpenCL</span> - nur CPU verwenden</p><p><span style=" font-weight:600;">schnell</span> - sehr schnelles Rendern auf der GPU. Fraktale haben eine sichtbare Form, aber Farben und Effekte werden nicht berechnet. Es ist ein sehr guter Modus für die schnelle Kameranavigation und für die Suche nach interessanten fraktalen Formen im automatischen Aktualisierungsmodus.</p><p><span style=" font-weight:600;">medium</span> - Mittlere Rendergeschwindigkeit auf der GPU. Es wird die Farbe des Fraktals berechnet, wobei Lichtquellen mit Schatten verwendet werden. Es wird nur zuerst definiertes Material verwendet. Reflexionen und Volumeneffekte werden nicht berechnet.</p><p><span style=" font-weight:600;">voll</span> - das genaueste und langsamste Rendern. Verwendet mehr GPU-Ressourcen. Alle Effekte werden berechnet.</p></body></html> - - + + Load Laden - - + + Save Speichern - - + + Reset Reset - - + + <html><head/><body><p>Roll left</p></body></html> <html><head/><body><p>Roll links</p></body></html> - - + + <html><head/><body><p>Pitch down</p></body></html> <html><head/><body><p>Nick runter</p></body></html> - - + + rotation step: Rotationsschritt: - - + + <html><head/><body><p>Step of rotation in degrees</p></body></html> <html><head/><body><p>Rotationsschritt in Grad</p></body></html> - - + + <html><head/><body><p>Modes of camera rotation</p><p><span style=" font-style:italic;">Rotate camera</span> - rotates the camera by moving the target around the camera</p><p><img src=":/tooltips/tooltips_images/rotate target around camera.png"/></p><p>Rotate around target - rotates the camera by moving camera around the target</p><p><img src=":/tooltips/tooltips_images/rotate camera around target.png"/></p><p><br/></p></body></html> <html><head/><body><p>Modi der Kamera Rotation</p><p><span style=" font-style:italic;">Kamera rotieren</span> - rotiert die Kamera indem das Ziel um die Kamera bewegt wird</p><p><img src=":/tooltips/tooltips_images/rotate target around camera.png"/></p><p>Um Ziel rotieren - rotiert die Kamera indem sie um das Ziel bewegt wird</p><p><img src=":/tooltips/tooltips_images/rotate camera around target.png"/></p><p><br/></p></body></html> - - + + Rotate camera Kamera rotieren - - + + Rotate around target Um Ziel rotieren - - + + <html><head/><body><p>Selection for rotation modes</p><p>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.</p><p>Straight rotation - rotates camera using actual camera axes. This mode rotates camera in a more intuitive way.</p></body></html> <html><head/><body><p>Auswahl des Rotationsmodus</p><p>Fester Roll Winkel - rotiert die Kamera nach Weltachsen. Dieser Modus verändert den Roll Winkel nicht, kann aber schwer vorhersehbares Verhalten zeigen, wenn die Kamera auf dem Kopf oder nahezu vertikal ausgerichtet ist.</p><p>Gerade Rotation - Rotiert die Kamera nach eigentlichen Kameraachsen. Dieser Modus rotiert die Kamera auf eine intuitivere Art und Weise.</p></body></html> - - + + Fixed roll angle Fester Roll Winkel - - + + Straight rotation Gerade Rotation - - + + yaw: Gier: - - + + <html><head/><body><p>Rotation of camera around yaw axis (left &lt;-&gt; right)</p></body></html> <html><head/><body><p>Rotation der Kamera um Gier-Achse (links &lt;-&gt; rechts)</p></body></html> - - + + pitch: Nick: - - + + <html><head/><body><p>Rotation of camera around pitch axis (up &lt;-&gt; down)</p></body></html> <html><head/><body><p>Rotation der Kamera um Nick-Achse (hoch &lt;-&gt; runter)</p></body></html> - - + + roll: Roll: - - + + <html><head/><body><p>Rotation of camera around roll axis (rotates image left &lt;-&gt; right)</p></body></html> <html><head/><body><p>Rotation der Kamera um Roll-Achse (rotiert das Bild links herum &lt;-&gt; rechts herum)</p></body></html> - - + + <html><head/><body><p>Sweet spot position used especially for fulldome images or animations.</p></body></html> <html><head/><body><p>Die Fokus Punkt Position wird vorallem für die Vollkuppel Bilder und Animationen verwendet.</p></body></html> @@ -11677,20 +11959,20 @@ to target: <html><head/><body><p>Die Fokus Punkt Position wird vorallem für die Vollkuppel Bilder und Animationen verwendet.</p></body></html> - - + + Sweet spot angle: Fokus Winkel: - - + + horizontal: horizontal: - - + + vertical: vertikal: @@ -12781,14 +13063,28 @@ mit Bild Auflösung Average number of MC samples: %1 Durchschn. Anzahl der MC Samples: %1 + + + Average noise: %1 % + + + + + Tiles done: %1 % + + + + + Masked pixels: %1 % + + Average number of DOF samples: %1 Durchschn. Anzahl der Tiefenschärfe Samples: %1 - Average noise [%]: %1 - Durchschnittliches Rauschen [%]: %1 + Durchschnittliches Rauschen [%]: %1 @@ -12827,28 +13123,28 @@ mit Bild Auflösung 3 Sekunden warten - + waiting %1 seconds Warte %1 Sekunden - + Recording flight animation. Frame: Fluganimation aufzeichnen. Frame: - + Paused. Frame: Pausiert. Frame: - - + + preview Vorschau - + Refreshing animation frames Animationsframes aktualisieren @@ -12857,135 +13153,153 @@ mit Bild Auflösung cFrameSliderPopup - + Frame Frame - - + + + Fine + + + + + + Normal + Normal + + + + + Coarse + + + + + Hide slider Slider ausblenden - - + + X X - - + + Reset value to default Wert zurücksetzen - - + + R R - - - - + + + + Zero Null - - + + 0 0 - - + + Inversion of sign Vorzeichen umkehren - - + + - - - - + + Double Doppelt - - + + x2 x2 - - + + Half Hälfte - - + + ÷2 ÷2 - - + + - - + + 90 degrees 90 Grad - - + + - - + + 180 degrees 180 Grad - - + + - - + + -90 degrees -90 Grad - - + + - - + + "Magic Round" "Magisch Runden" - - + + @@ -13117,12 +13431,55 @@ mit Bild Auflösung cGradientsEditor + Form - Form + Form + Surface color - Oberflächenfarbe + Oberflächenfarbe + + + + + Random colors + + + + + + Rand pos. && col + + + + + + Bright + + + + + + + Bright - + + + + + + Sat + + + + + + + Sat - + + + + + Specular highlights + @@ -13158,25 +13515,25 @@ mit Bild Auflösung cImageSaveDialog - + Save Image Bild Speichern - + <html><head/><body><p><span style=" font-weight:600;">JPG</span></p><p>The quality value will be ignored, since JPG only supports 8 bit precision.</p><p>Every image channel will be saved as a separate file with appended postfix.</p><p><span style=" font-weight:600;">PNG</span></p><p>The quality value can be 8 bit or 16 bit (32 bit will result in 16 bit precision).</p><p>Every image channel will be saved as a separate file. </p><p>Only exception can be alpha channel:</p><p>If both Color and Alpha channel are selected and &quot;Append alpha to image (only PNG and TIFF)&quot;, then color + alpha will be saved to a RGBA image with quality and postfix of color row.</p><p><span style=" font-weight:600;">TIFF</span></p><p>The quality value can be 8 bit, 16 bit or 32 bit.</p><p>Every image channel will be saved as a separate file. </p><p>Only exception can be alpha channel:</p><p>If both Color and Alpha channel are selected and &quot;Append alpha to image (only PNG and TIFF)&quot;, then color + alpha will be saved to a RGBA image with quality and postfix of color row.</p><p><span style=" font-weight:600;">EXR</span></p><p>The quality value can be 16 bit or 32 bit (8 bit will result in 16 bit precision).</p><p>The postfix will be ignored since all image channels will be saved to one file.</p></body></html> <html><head/><body><p><span style="font-weight:600;">JPG</span></p><p>Der Qualitätswert wird ignoriert, da JPG nur 8-Bit-Genauigkeit unterstützt.</p><p>Jeder Bildkanal wird in einer separaten Datei mit angehängten Postfix gespeichert.</p><p><span style=" font-weight:600;">PNG</span></p><p>Der Qualitätswert kann 8-Bit oder 16-Bit einnehmen (32-Bit wird auch mit 16-Bit-Genauigkeit abgespeichert).</p><p>Jeder Bildkanal wird in einer separaten Datei mit angehängten Postfix gespeichert.</p><p>Einzige Ausnahme kann der Alphakanal sein:</p><p>Wenn sowohl Farb- als auch Alpha-Kanal ausgewählt sind und &quot;Alpha an das Bild anhängen (nur bei PNG und TIFF)&quot; angewählt ist, dann wird Farbe + Alpha zu einem RGBA-Bild mit Qualität und Postfix vom Farbkanal gespeichert.</p><p><span style=" font-weight:600;">TIFF</span></p><p>Der Qualitätswert kann 8-Bit, 16-Bit, oder 32 bit einnehmen.</p><p>Jeder Bildkanal wird in einer separaten Datei mit angehängten Postfix gespeichert.</p><p>Einzige Ausnahme kann der Alphakanal sein:</p><p>Wenn sowohl Farb- als auch Alpha-Kanal ausgewählt sind und &quot;Alpha an das Bild anhängen (nur bei PNG und TIFF)&quot; angewählt ist, dann wird Farbe + Alpha zu einem RGBA-Bild mit Qualität und Postfix vom Farbkanal gespeichert.</p><p><span style=" font-weight:600;">EXR</span></p><p>Der Qualitätswert kann 16-Bit oder 32-Bit einnehmen (8-Bit wird auch mit 16-Bit-Genauigkeit abgespeichert).</p><p>Der Postfix wird ignoriert, da alle Bildkanäle in einer Datei gespeichert werden.</p></body></html> - + Image Settings Bildeinstellungen - + These settings affect "Save as JPG/PNG/EXR/TIFF" actions and saving animation frames. Diese Einstellungen beeinflussen @@ -13185,31 +13542,31 @@ und das Speichern der Animationsframes. - - - + + + Image Channel Bildkanal - - - + + + Quality Qualität - - - + + + Postfix Postfix - + Color Farbe @@ -13217,19 +13574,25 @@ und das Speichern der Animationsframes. - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + 8 bit 8 bit @@ -13237,19 +13600,25 @@ und das Speichern der Animationsframes. - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + 16 bit 16 bit @@ -13257,149 +13626,179 @@ und das Speichern der Animationsframes. - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + 32 bit 32 bit - + Alpha Alpha - + Z Buffer Z Buffer - + Z-buffer options Z Buffer Optionen - + Invert z-buffer Invertiere Z buffer - + Logarithmic scale Logarithmische Skalierung - + Use contant depth range Verwende konstante Tiefenskala - + maximum z-depth maximale Z Tiefe - + minimum z-depth minimale Z Tiefe - + Optional Image Channels Optionale Bildkanäle - - + + + Global illumination + + + + + + Shadows + Schatten + + + + Following channels are only rendered on demand and will only be present after enabling and re-render. Die folgenden Bildkanäle werden nur auf Abruf gerendert und sind nur nach Aktivierung und Re-Render präsent. - - + + + Save fractal settings together with the image + + + + + Surface Normal Oberflächennormale - - + + Specular Glanz - - + + World Welt - - + + Diffuse Diffusion - - + + World Normal Weltnormale - - + + + Not denoised + + + + + Misc Image Settings Diverse Bildeinstellungen - - + + JPEG quality: JPEG Qualität: - - + + Save stereoscopic left and right images in separate files (stereoscopic mode has to be "left-right") Speichere stereoskopische links und rechts Bilder in separaten Dateien (Stereoskoper Modus muss dafür auf "links-rechts" stehen) - - + + Save each channel in separate folder Jeden Farbkanal in separatem Ordner speichern - - + + Append alpha to image (only PNG and TIFF) Alpha an das Bild anhängen (nur bei PNG und TIFF) - - + + Use linear colorspace (only EXR) linearen Farbraum verwenden (nur EXR) @@ -13407,35 +13806,35 @@ und sind nur nach Aktivierung und Re-Render präsent. cInterface - - + + Fractals (*.txt *.fract) Fraktale (*.txt *.fract) - + Save settings from %1 Einstellungen von %1 speichern - + Load settings to %1 Einstellungen in %1 laden - + Cleaning up Aufräumen - + Do you want to clean up settings? It will take a while Einstellungen aufräumen? Dies kann einige Zeit dauern - + Image auto-saved to %1 Bild automatisch gespeichert als: %1 @@ -13447,42 +13846,42 @@ Dies kann einige Zeit dauern Vorschau - - + + Keyframe previews Keyframe Vorschau - - + + Frames/keyframe Frames/Keyframe - - + + Camera speed [units/frame] Kamera Geschwindigkeit [Einheiten/Frame] - + Refreshing animation frames Animationsframes aktualisieren - + Exporting keyframes to flight Keyframes zu Flug exportieren - + Audio Audio - + Camera distance from selected keyframe: %1 Kamera Distanz von selektiertem Keyframe: %1 @@ -13491,405 +13890,458 @@ Vorschau cLightEditor - + Form Form - + Parameters Parameter + <html><head/><body><p>Brightness of the light source. Strength of illumination.</p></body></html> <html><head/><body><p>Helligkeit der Lichtquelle. Stärke der Beleuchtung.</p></body></html> - + <html><head/><body><p>Color of light source</p></body></html> <html><head/><body><p>Farbe der Lichtquelle</p></body></html> - + PushButton PushButton - + Intensity: Intensität: - + Size: Größe: + <html><head/><body><p>Size of illuminated fog around the light source.</p></body></html> <html><head/><body><p>Größe des beleuchteten Nebels um die Lichtquelle.</p></body></html> + <html><head/><body><p>Visibility of the light source. It simulates illuminated fog around the light source.</p></body></html> <html><head/><body><p>Sichtbarkeit der Lichtquelle. Diese Einstellung simuliert beleuchteten Nebel um eine Lichtquelle.</p></body></html> - - - + + + Visibility: Sichtbarkeit: - <html><head/><body><p>Selection of light source type</p><p>- Directional light - light source emitting from infinite distance at the angle defined by user</p><p>- Point light - light source emitting evenly around user defined point</p><p>- Spot light - light source emitting conical beam</p><p>- Projection - light source emitting beam of light colorized by texture image</p></body></html> - <html><head/><body><p>Auswahl des Type der Lichtquelle</p><p>- gerichtetes Licht -Die Lichtquelle strahlt aus unendlicher Entfernung in dem vom Benutzer definierten Winkel</p><p>- Punktlicht - Die Lichtquelle strahlt gleichmäßig um einen USer definierten Punkt</p><p>- Spot Licht - Die Lichtquelle leuchtet in einem konischen Strahl</p><p>- Projektion - Die Lichtquelle strahlt eingefärbtes Licht basierend auf einer Textur</p></body></html> + <html><head/><body><p>Auswahl des Type der Lichtquelle</p><p>- gerichtetes Licht -Die Lichtquelle strahlt aus unendlicher Entfernung in dem vom Benutzer definierten Winkel</p><p>- Punktlicht - Die Lichtquelle strahlt gleichmäßig um einen USer definierten Punkt</p><p>- Spot Licht - Die Lichtquelle leuchtet in einem konischen Strahl</p><p>- Projektion - Die Lichtquelle strahlt eingefärbtes Licht basierend auf einer Textur</p></body></html> - + Directional light Gerichtetes Licht - + Point light Punktlicht - + Spot light Spot Licht - + Projection Projektion - - + + Decay function Abklingfunktion - - + + Type: Typ: - - + + Color: Farbe: - + + <html><head/><body><p>Decay function defines how light intensity decays with distance from the light. Decay function 1/r² complies with the laws of physics. 1/r reduces the decaying of light intensity. 1/r³ increases the decaying of light intensity. </p></body></html> <html><head/><body><p>Die Abklingfunktion definiert, wie die Lichtintensität mit der Entfernung vom Licht abnimmt. Die Abklingfunktion 1/r² entspricht den Gesetzen der Physik. 1/r reduziert das Abklingen der Lichtintensität. 1/r³ erhöht das Abklingen der Lichtintensität. </p></body></html> - - + + 1/r 1/r - - + + 1/r² 1/r² - - + + 1/r³ 1/r³ - + + <html><head/><body><p>Sharpness of contour of the light source.</p></body></html> <html><head/><body><p>Konturschärfe der Lichtquelle.</p></body></html> - - + + Contour sharpness: Konturschärfe: - - + + Position Position - - - + + + + + + + + + + + + <html><head/><body><p>Coordinates of light source</p></body></html> <html><head/><body><p>Koordinaten der Lichtquelle</p></body></html> - - + + + + x: x: - - + + Position: Position: - - + + + + y: y: - - + + + + z: z: - - + + Angle: Winkel: - - + + horizontal: horizontal: - - - + + + <html><head/><body><p>Selection of light source type</p><p>- Directional light - light source emitting from infinite distance at the angle defined by user</p><p>- Point light - light source emitting evenly around user defined point</p><p>- Spot light - light source emitting conical beam</p><p>- Projection - light source emitting beam of light colorized by texture image</p><p>- Beam - linear beam of the light (requires Monte Carlo rendering mode)</p></body></html> + + + + + + Beam + + + + + + + + + <html><head/><body><p>Rotation of light source.</p><p>For directional lights it can be controlled with ball widget.</p></body></html> <html><head/><body><p>Rotation der Lichtquelle.</p><p>Für gerichtete Lichter kann es mit dem Ball-Widget gesteuert werden .</p></body></html> - - + + + Use target point instead of angles + + + + + roll: Roll: - - + + vertical: vertikal: - + + + Target: + + + + + <html><head/><body><p>Enabling this option makes coordinates and rotation of the light relative to the camera. </p></body></html> <html><head/><body><p>Wenn Sie diese Option aktivieren, werden die Koordinaten und die Drehung des Lichts relativ zur Kamera vorgenommen.</p></body></html> - - + + Position and rotation relative to camera Position und Drehung relativ zur Kamera - - + + Shadows Schatten - + + <html><head/><body><p>Enables casting shadows from the light source</p></body></html> <html><head/><body><p>Aktiviert Schattenwurf durch die Lichtquelle</p></body></html> - - + + Cast shadows Schatten werfen - - - + + <html><head/><body><p>Makes light rays penetrate all the objects. When it's enabled, then even inside the fractal it will not be completely dark. </p></body></html> <html><head/><body><p>Aktiviert Durchdringung der Lichtstrahlen. Wenn aktiviert, dann ist es selbst innerhalb des Fraktals nicht komplett dunkel. </p></body></html> - - + + Penetrating light Gleißendes Licht - - + + Soft shadow cone angle: Weichschatten Kegelwinkel: - - + + <html><head/><body><p>This parameter controls angle of shadows cone. It simulates &quot;soft shadow&quot; effect. When it's zero, then shadows are very sharp.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>shadow cone 0 degrees</p></td><td><p>shadow cone 5 degrees </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - shadow cone 0.jpeg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - shadow cone 5.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>Dieser Parameter kontrolliert den Winkel des Kegelschattens. Er simuliert den &quot;Weichschatten&quot; Effekt. Wenn der Wert Null ist, dann sind die Schatten sehr scharf.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Schattenkegel 0 Grad</p></td><td><p>Schattenkegel 5 Grad </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - shadow cone 0.jpeg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - shadow cone 5.jpg"/></p></td></tr></table></body></html> - + + <html><head/><body><p>Enables volumetric visibility of the light source with calculation of shadows on it. It can be used to simulate &quot;god rays&quot; effect.</p></body></html> <html><head/><body><p>Aktiviert volumetrische Sichtbarkeit der Lichtquelle mit Berechnung der Schatten. Dies kann verwendet werden, um den &quot;god rays&quot; Effekt zu erzeugen.</p></body></html> - - + + Volumetric Volumetrisch - + + <html><head/><body><p>Intensity of volumetric effect. </p><p>When effect is not visible try to increase intensity. If whole image is white, then decrease intensity.</p><p>To control quality of this effect change <span style=" font-style:italic;">Effects</span><span style=" font-style:italic;">/ Volumetric / Custom DE multiplier for volumetric effect</span> parameter (lower value - better quality).</p></body></html> <html><head/><body><p>Intensität des volumetrischen Effekts. </p><p>Wenn der Effekt nicht sichtbar ist, versuchen Sie, die Intensität zu erhöhen. Wenn das gesamte Bild weiß ist, verringern Sie die Intensität.</p><p>Um die Qualität dieses Effekts zu steuern, ändern Sie <span style=" font-style:italic;">Effekte</span><span style=" font-style :italic;">/ Volumetric / Custom DE Multiplier für volumetrischen Effekt</span> Parameter (geringerer Wert - bessere Qualität).</p></body></html> - - + + Cone options Kegeloptionen - + + <html><head/><body><p>Opening angle of conical shape of spot light</p></body></html> <html><head/><body><p>Öffnungswinkel der konischen Form oder des Spot Lichts</p></body></html> - - + + Opening angle Öffnungswinkel - - + + Soft angle Weichwinkel - + + <html><head/><body><p>Additional opening angle of conical shape of spot light with soft transition from full brightness to dark.</p></body></html> <html><head/><body><p>Zusätzlicher Öffnungswinkel des der Kegelform oder des Spotlichts mit weichem Übergang von voller Helligkeit bis dunkel.</p></body></html> - + + Projection options Projektionsoptionen - + + <html><head/><body><p>Path to the light projection texture image. Acceptable formats are BMP, GIF, JPG, PNG</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> <html><head/><body><p>Pfad zum Texturbild der Lichtprojektion. Zulässige Formate sind BMP, GIF, JPG, PNG</p><p>Um animierte Texturen (Bildsequenzen) zu verwenden, ersetzen Sie Zahlen durch das Symbol '%'. Beispiel: Wenn die Bildfolge wie unten gezeigt ist: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Dann verwenden Sie folgenden Dateinamen: texture%%%%.jpg <br/>Dies weist das Programm an, dies nicht als einzelnes Bild, sondern als eine Folge von Bildern mit 4-stelligem Index zu behandeln.</p></body></html> - - + + Texture path: Texturpfad: - + + <html><head/><body><p>Vertical opening angle of projected image </p></body></html> <html><head/><body><p>Vertikaler Öffnungswinkel des projezierten Bildes </p></body></html> - + + <html><head/><body><p>Horizontal opening angle of projected image </p></body></html> <html><head/><body><p>Horizontaler Öffnungswinkel des projezierten Bildes </p></body></html> - + + Horizontal opening angle Horizontaler Öffnungswinkel - + + Vertical opening angle Vertikaler Öffnungswinkel - + + <html><head/><body><p>Repeats projected texture. Recommended to use seamless texture.</p></body></html> <html><head/><body><p>Wiederholt die projezierte Textur. Hierfür wird eine randlose Textur empfohlen.</p></body></html> - + + Repeat texture Wiederhole Textur - - - <html><head/><body><p>brightness of light source</p></body></html> - <html><head/><body><p>Helligkeit der Lichtquelle</p></body></html> + <html><head/><body><p>Helligkeit der Lichtquelle</p></body></html> - - - <html><head/><body><p>coordinates of light source</p></body></html> - <html><head/><body><p>Koordinaten der Lichtquelle</p></body></html> + <html><head/><body><p>Koordinaten der Lichtquelle</p></body></html> - <html><head/><body><p>Enables casting shadows from all light sources</p></body></html> - <html><head/><body><p>Aktiviert Schattenwurf bei allen Lichtquellen</p></body></html> + <html><head/><body><p>Aktiviert Schattenwurf bei allen Lichtquellen</p></body></html> - <html><head/><body><p>Intensity of effect. When effect is not visible try to increase intensity. If whole image is white, then decrease intensity.</p><p>Intensity of effect doesn't depend on light source brightness</p><p>To control quality of this effect change <span style=" font-style:italic;">Rendering Engine / Raymarching step</span> multiplier parameter.</p></body></html> - <html><head/><body><p>Intensität des Effektes. Wenn der Effekt nicht sichtbar ist, versuchen Sie die Intensität zu erhöhen. Wenn das ganze Bild weiß ist, versuchen Sie die Intensität zu vermindern</p><p>Die Intensität des Effektes hängt nicht von der Helligkeit der Lichtquelle ab.</p><p>Um die Qualität dieses Effektes zu ändern manipulieren Sie <span style=" font-style:italic;">Rendering Engine / Raymarching Schritt</span> Multiplikator Parameter.</p></body></html> + <html><head/><body><p>Intensität des Effektes. Wenn der Effekt nicht sichtbar ist, versuchen Sie die Intensität zu erhöhen. Wenn das ganze Bild weiß ist, versuchen Sie die Intensität zu vermindern</p><p>Die Intensität des Effektes hängt nicht von der Helligkeit der Lichtquelle ab.</p><p>Um die Qualität dieses Effektes zu ändern manipulieren Sie <span style=" font-style:italic;">Rendering Engine / Raymarching Schritt</span> Multiplikator Parameter.</p></body></html> - <html><head/><body><p>Path to the background image. Acceptable formats are BMP, GIF, JPG, PNG</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - <html><head/><body><p>Dateipfad zum Hintergrund Bild. Akzeptierte Formate sind: BMP, GIF, JPG, PNG</p><p>Um animierte Texturen (Bildsequenzen) zu verwenden, ersetzen Sie die Zahlen durch das Symbol '%'. Beispiel: Wenn die Reihenfolge der Bilder wie folgt aussieht:<br/>texture0001.jpg<br/> texture0002.jpg<br/>usw.</p><p>Verwenden Sie dann folgenden Dateinamen: texture%%%%.jpg <br/>Dies weist das Programm an, dies als kein einzelnes Bild zu behandeln, sondern als eine Sequenz von Bildern mit einem vierstelligen Index.</p></body></html> + <html><head/><body><p>Dateipfad zum Hintergrund Bild. Akzeptierte Formate sind: BMP, GIF, JPG, PNG</p><p>Um animierte Texturen (Bildsequenzen) zu verwenden, ersetzen Sie die Zahlen durch das Symbol '%'. Beispiel: Wenn die Reihenfolge der Bilder wie folgt aussieht:<br/>texture0001.jpg<br/> texture0002.jpg<br/>usw.</p><p>Verwenden Sie dann folgenden Dateinamen: texture%%%%.jpg <br/>Dies weist das Programm an, dies als kein einzelnes Bild zu behandeln, sondern als eine Sequenz von Bildern mit einem vierstelligen Index.</p></body></html> cLightSourcesManager - + Form Form + Show wire-frame preview of lights Zeige Beispielframe Vorschau des Lichts + <html><head/><body><p>Add a new light source to the scene. This new light will appear as a new tab below. There is no limit to the number of light sources.</p></body></html> <html><head/><body><p>Fügen Sie der Szene eine neue Lichtquelle hinzu. Dieses neue Licht wird unten als neuer Tab angezeigt. Die Anzahl der Lichtquellen ist nicht begrenzt. </p></body></html> + New light Neues @@ -13897,11 +14349,13 @@ Licht + <html><head/><body><p>Duplicate the selected light source. All parameters will be copied to the new one.</p></body></html> <html><head/><body><p>Duplizieren Sie die ausgewählte Lichtquelle. Alle Parameter werden in die neue Lichtquelle kopiert.</p></body></html> + Duplicate light Kopiere @@ -13909,11 +14363,13 @@ Licht + <html><head/><body><p>Delete the selected light source.</p></body></html> <html><head/><body><p>Löscht die ausgewählte Lichtquelle.</p></body></html> + Delete light Lösche @@ -13921,43 +14377,57 @@ Licht + <html><head/><body><p>Place a light source using the mouse pointer.</p><p>Light position (for selected light tab) can be manipulated in following ways:</p><p>- mouse click on the image places light in front of selected point (offset by placement distance.) Placement distance from the selected point can be adjusted using mouse wheel + alt key.</p><p>- move light by dragging the mouse pointer while holding left mouse button. Moves light while maintaining placement distance</p><p>- rotating mouse wheel while holding control key moves light forward/backward</p></body></html> <html><head/><body><p>Platzieren Sie eine Lichtquelle mit dem Mauszeiger.</p><p>Die Lichtposition (für den ausgewählten Licht-Tab) kann auf folgende Weise manipuliert werden:</p><p>- Mausklick auf das Bild platziert das Licht vor dem ausgewählten Punkt (versetzt um den Platzierungsabstand.) Der Platzierungsabstand vom ausgewählten Punkt kann mit Mausrad + Alt-Taste angepasst werden.</p><p>- Verschieben des Lichts durch Ziehen der Mauszeiger bei gedrückter linker Maustaste. Bewegt das Licht unter Beibehaltung des Platzierungsabstands</p><p>- Drehen des Mausrads bei gedrückter Steuerungstaste bewegt das Licht vorwärts/rückwärts</p></body></html> + Place/move light Platziere/Bewege Licht - New light - Neues Licht + Neues Licht - Duplicate light - Kopiere Licht + Kopiere Licht - Delete light - Lösche Licht + Lösche Licht + + + + Rename light #%1 + + + + + Renaming light #%1 + + + + + Enter name of the light #%1 + cMaterialEditor - + Form Form - - + + Material name: Material Name: @@ -13966,8 +14436,8 @@ Licht <html><head/><body><p>Material Name der im Material Manager verwendet wird.</p><p>Eine korrekte Benamung der Materialien macht es einfacher die Materialien im Material Manager zu verwalten.</p></body></html> - - + + Reflectance: Reflektivität: @@ -13977,8 +14447,8 @@ width: Glanz Breite: - - + + Transparency of volume: Transparenz des Volumens: @@ -13987,52 +14457,52 @@ width: <html><head/><body><p>Verschiebungsmap Technik verwendet eine Textur, um die eigentliche geometrische Lage der Punkte um den Wert aus der jeweiligen Texturposition zu verschieben. Dies gibt der Oberfläche ein hohen Wert an Tiefe und Detail, was Selbstbeschattung ermöglicht. Im Gegensatz zum Normal-Mapping, wird die Oberfläche der Objekts deformiert.</p><p>Beispiel Verschiebungssmap Textur (in den meisten Fällen kann dieselbe Textur, wie für Bumpmaps verwendet werden). Hellere Pixel geben tiefere Prägung der Oberfläche.</p><p><img src=":/tooltips/tooltips_images/displacement_texture.jpg"/></p><p>Beispiel Ergebnis:</p><p><img src=":/tooltips/tooltips_images/material - displacement map.jpg"/></p><p>Hinweis: Verschiebungsmap funktioniert nicht mit kubischem-Mapping der Textur.</p></body></html> - - + + Use displacement &map texture Verwende Verschiebungsmap Textur - - + + Displacement height: Verschiebung Höhe: - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + Texture path: Texturpfad: - - + + <html><head/><body><p>Color of the object's surface . This color is used when 'Use colors from palette' is disabled or when the material is to be applied to a non-fractal object.</p></body></html> <html><head/><body><p>Farbe der Oberfläche. Diese Farbe wird verwendet, wenn 'Verwende Farben aus Palette' ausgeschaltet ist, oder wenn das Material auf nicht fraktalen Objekt angewendet wird.</p></body></html> - - + + <html><head/><body><p>Enables coloring of fractal surface using mathematical algorithms and a color palette. </p><p>This option works only for fractal objects, (not for primitive objects.)</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>palette off</p></td><td><p>palette on</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - resolution 1.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - colouring enabled.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>Ermöglicht Färbung der fraktalen Oberfläche mit Hilfe von mathematischen Algorithmen und der Farbpalette.</p><p>Diese Option funktioniert nur für fraktale Objekte. Für primitive Objekte wird sie ignoriert.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Palette aus</p></td><td><p>Palette an</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - resolution 1.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - colouring enabled.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Direction vector of the line used in the orbit trap coloring algorithm</p></body></html> <html><head/><body><p>Richtungsvektor der Linie im Orbit Trap-Algorithmus, der zum Färben verwendet wird</p></body></html> @@ -14057,8 +14527,8 @@ width: <html><head/><body><p>Generiere Palette aus einem Zufallsstartwert.</p><p>Dies wirkt sich auf die Palettengröße und die Farbwerte aus.</p></body></html> - - + + <html><head/><body><p>Shift along the color palette</p></body></html> <html><head/><body><p>Versatz entlang der Farbpalette</p></body></html> @@ -14071,14 +14541,14 @@ width: <html><head/><body><p>Farbsättigung der Zufallspalette </p><p>Um die Änderungen der Sättigung anzuwenden, klicken Sie auf <span style=" font-style:italic;">Erzeuge neue Zufallspalette</span></p></body></html> - - + + <html><head/><body><p>Color palette speed sets the frequency of color changing</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>speed 0.3</p></td><td><p>speed 1.0</p></td><td><p>speed 5.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - colour speed 0.3.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - colouring enabled.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - colour speed 5.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>Farbgeschwindigkeit setzt die Frequenz der Farbänderung</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Geschwindigkeit 0,3</p></td><td><p>Geschwindigkeit 1,0</p></td><td><p>Geschwindigkeit 5,0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - colour speed 0.3.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - colouring enabled.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - colour speed 5.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Radius of the sphere used in the orbit trap coloring algorithm </p></body></html> <html><head/><body><p>Radius der Kugel im Orbit Trap Algorithmus, der zum Färben verwendet wird</p></body></html> @@ -14087,44 +14557,44 @@ width: <html><head/><body><p>Zufallsstartwert für den Palettengenerator</p></body></html> - - + + w: w: - - + + <html><head/><body><p>At Default Color_Speed the distance between two colors is 256. With these functions this distance = 1.0, e.g. a radius of 1.0 is one color step from the color at the origin. Similarly an addition of 1.0 = 256, cos period 1 =256.</p><p><br/>At the end of these functions, the colorValue is then multiplied by * 256.</p><p>Settings vary widely depending on such factors as fractal type &amp; size, location and number of iterations.</p><p>Adjusting the color speed may be required.</p></body></html> - - + + <html><head/><body><p>&quot;c&quot; (aux.c) is the original coordinates of the point being iterated. These &quot;c&quot; functions, color the point domain before the fractal is iterated, e.g. assigning an Initial ColorValue (default, all = 0.0.)</p></body></html> - - + + co&lorValue Initial Conditions Components - - + + c.z * scale: - - + + c.x * scale: - - + + c radius * scale: @@ -14138,723 +14608,747 @@ width: - + Reset Reset - - + + + <html><head/><body><p>Opens navigator window which allows changes to material parameters with instant preview.</p></body></html> + + + + + + Navi + + + + + &Use colors from gradients - - - - + + + + Surface color Oberflächenfarbe - - + + <html><head/><body><p>Gradient which defines the colors of the fractal surface.</p></body></html> - - + + Specular highlights - - + + <html><head/><body><p>Gradient which defines the colors of the specular highlights.</p><p>Brighter colors increase the highlights intensity. A black color creates no highlights.</p></body></html> - - + + Diffuse (brighter -> higher glossiness) - - + + <html><head/><body><p>Gradient which defines the intensity and width of specular highlights.</p><p>A higher value produces a more glossy surface, e.g. brighter highlights of a smaller width.</p></body></html> - - + + <html><head/><body><p>Gradient which defines the luminosity of the fractal.</p><p>Higher brighness of gradient colors provides a higher luminosity.</p><p>This effect works only when the luminosity value is greater than zero.</p><p>To illuminate other objects by this gradient, <span style=" font-style:italic;">Monte Carlo Algorithm</span> / <span style=" font-style:italic;">Calculate MC Global Illumination </span>must be enabled.</p></body></html> - - + + <html><head/><body><p><br/></p></body></html> - - + + Roughness (brighter -> higher roughness) - - + + <html><head/><body><p>Gradient which defines the roughness of the fractal surface.</p><p>A higher value provides higher roughness. A black color makes a smooth surface.</p><p>This gradient works only when &quot;Rough surface&quot; is enabled.</p></body></html> - - + + Reflectance - - + + <html><head/><body><p>Gradient which defines the reflected light colors.</p><p>Brighter colors increase reflectance. A black color creates no reflections.</p><p>This gradient works only when <span style=" font-style:italic;">reflectance</span> is greater than zero.</p></body></html> - - + + <html><head/><body><p>Gradient which defines the transparency colors of the fractal.</p><p>Brighter colors increase transparency. A black color creates no transparency.</p><p>This gradient works only if <span style=" font-style:italic;">transparency of surface</span> is greater than zero.</p></body></html> - - + + <html><head/><body><p>For backwards compatibity. If enabled, OpenCL and Non-OpenCL modes will sometimes render different coloring.</p></body></html> - - + + Extra Hybrid Mode Co&lor Options - - + + C&olor by numbers - - + + c.y * scale: - - + + Fractal Color Components - - + + <html><head/><body><p>OrbitTrap weight scales the colorValue input from the chosen Coloring Algorithm above (orbit traps). This allows blending of this input with other functions.</p><p>Initial minimumR is a separate limit set in the code to control the size of this colorValue.</p></body></html> - - + + Orbit trap com&ponent - - + + weight of 19.5 = old default (minimumR * 5000) - - + + weight of 3.9 = old hybrid default (minimumR * 1000) - - + + <html><head/><body><p><span style=" font-weight:400;">orbit trap weight:</span></p></body></html> - - + + <html><head/><body><p>These components collect and update data with every iteration. </p><p>aux.color is what collects theXYZplane and radius components, as in the original Mandelbox UI: Coloring Parameters.</p><p>aux.colorHybrid is the input from some experimental color Transforms.</p></body></html> - - + + a&uxillary color components - - + + weight of 0.39 = old hybrid default (aux.color * 100) - - + + aux. color weight: - - + + <html><head/><body><p>Use with fractals that have aux.color components. aux.color must be enabled on the formula UI.</p><p>These functions update a running colorValue total, every iteration (may result in localized cuts in the color)</p></body></html> - - + + aux. color hybrid weight: - - + + <html><head/><body><p>ColorValue is derived from the radius of the point at termination.</p><p>Radius derived changes in colorValue are often inside the fractal. Can use with pseudoKleinian type structures.</p></body></html> - - + + rad&ius components - - + + radius * scale: - - + + <html><head/><body><p>ColorValue is derived from the radius of the point divided by the DE value, at termination.</p><p>Radius derived changes in colorValue are often inside the fractal. Can use with pseudoKleinian type structures.</p></body></html> - - + + rad&ius / DE components - - + + scale of 19.5 = old hybrid default ( r * 5000) / DE ) - - + + radius / DE * scale - - + + <html><head/><body><p>ColorValue is derived from the coordinates of the point at termination</p></body></html> - - + + xyz &bias - - + + z.z * scale: - - + + <html><head/><body><p>color_y = z.y * scale_y ;</p><p><br/></p><p>colorValue = color_x + color_y + color_z;</p></body></html> - - + + <html><head/><body><p>colorValue *= (1.0 + ( i * scale));</p></body></html> - - + + iter scale : - - + + z.y * scale: - - + + <html><head/><body><p>color_x = z.x * scale_x ;</p><p><br/></p><p>colorValue = color_x + color_y + color_z;</p></body></html> - - + + sqrd - - + + <html><head/><body><p>color_z = z.z * scale_z ;</p><p><br/></p><p>colorValue = color_x + color_y + color_z;</p></body></html> - - + + z.x * scale: - - + + <html><head/><body><p>As these functions are simply iteration based, they will produce sharp changes in color based on the iteration count at termination.</p><p>Adjusting the color speed may be required, depending on the size of the fractal and location.</p></body></html> - - + + color&Value iteration components - - + + <html><head/><body><p>colorValue += addValue * ( i - startIter);</p><p>An addValue of 1.0 equals one whole color step along the palette, at default color speed of 1.0.</p></body></html> - - + + <html><head/><body><p>colorValue *= 1.0 + ( scale * ( i - startIter));</p><p>This function will not work on its own, it always needs some other component supplying a range of colorValues.</p></body></html> - - + + start function at iteration: - - + + Final ColorValue Controls - - + + <html><head/><body><p>These options deform the Final ColorValues derived from the previous functions.</p></body></html> - - - - - - + + + + + + <html><head/><body><p>Function produces an addition to the ColorValues based on its current value.</p></body></html> - - + + <html><head/><body><p>Selection between different coloring algorithms based on an orbit trap calculation, (distance of point from orbit trap.)</p><p>- Standard: orbit trap defined as a point at the origin. The value is the value at the <span style=" text-decoration: underline;">end</span> of orbit trap iterations</p><p>The rest of the algorithms use the minimum value recorded <span style=" text-decoration: underline;">during</span> the orbit trap iterations.</p><p>- orbit trap: z.Dot(point): orbit trap defined as the starting coordinates of the point being iterated</p><p>- orbit trap: Sphere: orbit trap defined as a sphere surface</p><p>- orbit trap: Cross: orbit trap defined as a cross</p><p>- orbit trap: Line: orbit trap defined as a line in set direction</p></body></html> - - + + <html><head/><body><p>Can be used for controlling the relative size of the three color components in the Hybrid Mode.</p><p>These controls can also be used for pre-V2.15 backwards compatibility</p></body></html> - - + + Hybrid Mode Color - - + + <html><head/><body><p><span style=" font-weight:400;">radDivDe scale:</span></p></body></html> - - + + <html><head/><body><p><span style=" font-weight:400;">aux.color scale:</span></p></body></html> - - + + <html><head/><body><p><span style=" font-weight:400;">orbit trap scale:</span></p></body></html> - - + + <html><head/><body><p><span style=" font-weight:400;">initial colorValue:</span></p></body></html> - - + + <html><head/><body><p>For BETA transforms: trans_hybrid_color &amp; trans_hybrid_color2.</p><p>Parameter controls weight of aux.colorHybrid values.</p><p>Assume these functions may not be backwards compatible in later releases.</p></body></html> - - + + Palette deformin&g options - - + + addition curv&e function - - + + spread factor: - - + + maximum add: - - - - - - + + + + + + start value: - - + + paraboli&c function - - + + parab scale: - - + + t&rig function - - + + cosine add: - - + + cosine period: - - + + <html><head/><body><p>Function rounds adjacent colorValues to produces solid color bands (i.e. no transitions between colors.)</p></body></html> - - + + roun&d - - + + round scale - - + + min colorValue - - + + <html><head/><body><p>Limit of minimum colorValue (units are still 1.0 = 256 colorValue units).</p></body></html> - - + + max colorValue - - + + <html><head/><body><p>Limit of maximum colorValue (units are still 1.0 = 256 colorValue units).</p></body></html> - - + + Use color texture from an &image - - + + <html><head/><body><p>Path to image with color texture</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - + + Shading - - + + (effect of angle of incidence of light) - - + + Specular highlight - - + + <html><head/><body><p>Plastic specular reflection has color defined by <span style=" font-style:italic;">Specular highlight color</span> and depends on light source color. Surface color doesn't affect specular reflection color.</p></body></html> - - + + <html><head/><body><p>Metallic specular reflection has color defined by <span style=" font-style:italic;">Specular highlight color</span> and depends on light source color and surface color.</p></body></html> - - + + <html><head/><body><p>Intensity of metallic specular highlights</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>brightness 0</p></td><td><p>brightness 5</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - specularity 0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - specular metallic 5.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Width of metallic specular highlights </p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>width 0.2</p></td><td><p>width 2</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - specular metallic width 02.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - specular metallic width 2.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Roughness of metallic specular highlights </p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>roughness 0</p></td><td><p>roughness 5</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - specular metallic 5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - specular metallic roughness 10.jpg"/></p></td></tr></table><p><br/></p></body></html> - - + + <html><head/><body><p>Makes surface rough. This effect works well with enabled Monte Carlo algorithms.</p><p><img src=":/tooltips/tooltips_images/material - roughness 0,05.jpg"/></p></body></html> - - + + Rough surface - - + + Roughness: - - + + <html><head/><body><p>Roughness of object surface</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>roughness 0</p></td><td><p>roughness 0.05</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - roughness 0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - roughness 0,05.jpg"/></p></td></tr></table></body></html> - - + + Use roughness map texture - - + + <html><head/><body><p>Iridescence makes gradual changes of surface colour as the angle of view or the angle of illumination changes. </p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Iridescence disabled</p></td><td><p>Ididescence enabled</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - iridescence off.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - iridescence on.jpg"/></p></td></tr></table></body></html> - - + + Iridescence - - + + Subsurface relative thickness - - - - + + + + Luminosity - - + + <html><head/><body><p>Color of the luminosity effect.</p><p>Note: luminosity effect does not illuminate near objects.</p><p>Example of luminosity effect:</p><p><img src=":/tooltips/tooltips_images/material - luminosity.jpg"/></p></body></html> - - + + + Emission multiplier: + + + + + + <html><head/><body><p>Multiplier of luminosity intensity wich controls amount of emited light in global illumination effect,</p><p>Note: luminosity effect illuminates near objects only when Global Illumination is enabled.</p><p>Example of luminosity effect:</p><p><img src=":/tooltips/tooltips_images/material - luminosity.jpg"/></p></body></html> + + + + + <html><head/><body><p>Use an image as a texture for luminosity effect.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/material - luminosity texture.jpg"/></p></body></html> - - + + <html><head/><body><p>Path to image with luminosity texture</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - + + Reflections and refraction - - + + <html><head/><body><p>If enabled the reflectance is calculated from Fresnel's equations. Reflectance is dependant on the angle of incidence of the ray.</p><p>To apply this effect, enable ray-traced reflections in <span style=" font-style:italic;">Raytracing</span> tab</p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Fresnel's equations off</p></td><td><p>Fresnel's equations on</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - reflectance fresnel off.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - reflectance fresnel.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Index of refraction of the material. It has influence on transparent objects and on non-transparent reflective objects. It affects the calculation in Fresnel's equations. </p><p>To apply this effect, enable ray-traced reflections in <span style=" font-style:italic;">Raytracing</span> tab</p><p>Example values: vacuum 1.0; glass.1.5; water 1.35; diamond 2.41<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>index of refraction 1.0 (gas or vacuum)</p></td><td><p>index of refraction 1.5 (glass)</p></td><td><p>index of refraction 2.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - transparency index of refraction 1.0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency index of refraction 1.5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency index of refraction 2.0.jpg"/></p></td></tr></table></body></html> - - + + Reflections - - + + Color of reflections: - - - - + + + + Transparency - - + + <html><head/><body><p>Transparency of the fractal interior. Thicker parts of the object will appear less transparent than thinner parts.</p><p>To apply this effect, enable ray-traced reflections in <span style=" font-style:italic;">Raytracing</span> tab</p><p>Examples for yellow color of volume</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>transparency 0.5</p></td><td><p>transparency 0.8</p></td><td><p>transparency 1.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - transparency of volume 0.5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency of volume 0.8.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency of surface 1.0.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Transparency of fractal surface. </p><p>This effect simulates glass or other refractive materials. For fast rendering, it is recommended to decrease the 'maximum number of iterations' to as low a value as will still produce acceptable image quality ( e.g. maybe about 20 iterations).</p><p>To apply this effect, enable ray-traced reflections in <span style=" font-style:italic;">Raytracing</span> tab </p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>transparency 0.5</p></td><td><p>transparency 0.8</p></td><td><p>transparency 1.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - transparency of surface 0.5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency of surface 0.8.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency of surface 1.0.jpg"/></p></td></tr></table></body></html> - - + + Color of transparency: - - + + <html><head/><body><p>Diffusion texture controls the amount and color of the reflected light. It also controls the intensity and width of the specular reflections.</p><p>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.)</p><p>Dark areas will not reflect light, and the specular reflections will be dark and wide (i.e. simulates a rough surface). </p><p>Example:</p><p><img src=":/tooltips/tooltips_images/material - diffusion texture.jpg"/></p></body></html> - - + + Use diffusion &texture - - + + Use normal &map texture - - + + <html><head/><body><p>Enables the use of greyscale heightmaps as bump maps, like on the image below. The bump map is internally converted to a normal map. </p><p><img src=":/tooltips/tooltips_images/displacement_texture.jpg"/></p><p>This texture can give the following result:</p><p><img src=":/tooltips/tooltips_images/material - normal map texture from bumpmap.jpg"/></p></body></html> - - + + <html><head/><body><p>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.</p><p>Example displacement map texture (in most cases it can be the same as for bump maps). Brighter pixels will give bigger embossing of surface.</p><p><img src=":/tooltips/tooltips_images/displacement_texture.jpg"/></p><p>Example result:</p><p><img src=":/tooltips/tooltips_images/material - displacement map.jpg"/></p><p>Note: displacement map does not work with cubic mapping of texture.</p></body></html> @@ -14863,8 +15357,8 @@ width: <html><head/><body><p>Dateipfad zur Textur für die Verschiebung.</p></body></html> - - + + <html><head/><body><p>Height of displacement. Height is in the same units as object sizes.</p></body></html> <html><head/><body><p>Höhe der Verschiebung. Die Höhe ist in der selben Einheit, wie die Objektgröße.</p></body></html> @@ -14874,8 +15368,8 @@ color: Glanz Farbe: - - + + <html><head/><body><p>Size of specular highlights<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>width 0.1</p></td><td><p>width 1.0</p></td><td><p>width 5.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - specular highlight width 0.1.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - specular highlight width 1.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - specular highlight width 5.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>Breite der Glanzlichtes<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Breite 0.1</p></td><td><p>Breite 1.0</p></td><td><p>Breite 5.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - specular highlight width 0.1.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - specular highlight width 1.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - specular highlight width 5.jpg"/></p></td></tr></table></body></html> @@ -14888,18 +15382,18 @@ color: Verwende Diffusion Textur - - - - - - - - - - - - + + + + + + + + + + + + Texture intensity: Textur Intensität: @@ -14908,8 +15402,8 @@ color: <html><head/><body><p>Dateipfad zur Textur für die Diffusion.</p></body></html> - - + + <html><head/><body><p>Brightness of diffusion texture. Higher value will simulate more polished surface.</p></body></html> <html><head/><body><p>Helligkeit der Diffusion Textur. Ein höherer Wert simuliert eine 'poliertere' Oberfläche.</p></body></html> @@ -14918,14 +15412,14 @@ color: <html><head/><body><p>Die Transparenz des fraktalen Inneren. Dickere Körper sind weniger transparent.</p><p>Um diesen Effekt anzuwenden, müssen Raytraced Reflektionen im <span style=" font-style:italic;">Raytracing</span> Tab aktiviert sein.</p><p>Beispiel für gelbe Farbe des Volumens</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Transparenz 0.5</p></td><td><p>Transparenz 0.8</p></td><td><p>Transparenz 1.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - transparency of volume 0.5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency of volume 0.8.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency of surface 1.0.jpg"/></p></td></tr></table></body></html> - - + + Luminosity: Leuchtkraft: - - + + Shading: Schattierung: @@ -14967,24 +15461,24 @@ brightness: Verwende Farben aus Palette - - + + Coloring algorithm: Färbungsalgorithmus: - - - - - - + + + + + + <html><head/><body><p>Direction vector of line in orbit trap algorithm for coloring</p></body></html> <html><head/><body><p>Richtungsvektor der Linie im Orbit Trap-Algorithmus, der zum Färben verwendet wird</p></body></html> - - + + Color speed: Farbgeschwindigkeit: @@ -15030,8 +15524,8 @@ brightness: Palette: (Klicken zum ändern) - - + + Palette offset: Palettenversatz: @@ -15053,7 +15547,7 @@ brightness: - + Randomize zufällig erzeugen @@ -15062,30 +15556,30 @@ brightness: <html><head/><body><p>Versatz der Farbpalette</p></body></html> - - + + Orbit trap sphere radius: Orbit trap Kugelradius: - - - - - - + + + + + + y: y: - - - - - - + + + + + + z: z: @@ -15094,32 +15588,32 @@ Kugelradius: <html><head/><body><p>Die Auswahl zwischen verschiedenen Färbe-Algorithmen basierend auf der Orbit Trap Berechnung</p><p>- Standard: Orbit Trap definiert als Punkt im Ursprung</p><p>- Orbit Trap: z.Dot(point): Orbit Trap definiert als Punkt der aktuellen berechneten fraktalen Koordinaten</p><p>- orbit trap: Sphere: orbit trap defined as a sphere surface</p><p>- Orbit Trap: Cross: Orbit Trap definiert als Kreuzprodukt</p><p>- Orbit Trap: Line: Orbit Trap definiert als die Linie in gegebener Richtung.</p></body></html> - - + + Standard Standard - - + + orbit trap: z.Dot(point) Orbit trap: z.Dot(point) - - + + orbit trap: Sphere Orbit trap: Kugel - - + + orbit trap: Cross Orbit trap: Kreuz - - + + orbit trap: Line Orbit trap: Linie @@ -15128,48 +15622,48 @@ Kugelradius: <html><head/><body><p>Radius der Kugel im Orbit Trap Algorithmus, der zum Färben verwendet wird</p></body></html> - - - - - - + + + + + + x: x: - - + + Orbit trap line direction vector: Orbit Trap Linie Richtungsvektor: - - + + Specular highlight color: - - + + <html><head/><body><p>Color of specular highlights</p><p>example:</p><p><img src=":/tooltips/tooltips_images/material - specular highlight color.jpg"/></p></body></html> <html><head/><body><p>Farbe des Glanzes</p><p>Beispiel:</p><p><img src=":/tooltips/tooltips_images/material - specular highlight color.jpg"/></p></body></html> - - - - - - - - - - - + + + + + + + + + + + PushButton PushButton @@ -15182,8 +15676,8 @@ Richtungsvektor: <html><head/><body><p>Die Intensität des Leuchtens.</p><p>Hinweis: Leucht-Effekt erhellt keine nahen Objekten.</p><p>Beispiel des Leucht-Effektes:</p><p><img src=":/tooltips/tooltips_images/material - luminosity.jpg"/></p></body></html> - - + + Single color: Einzelfarbe: @@ -15204,8 +15698,8 @@ Richtungsvektor: <html><head/><body><p>Brechungsindex des Materials. Dieser Wert hat Einfluss auf transparente Objekte und auf die Fresnelsche Gleichung (auch auf nicht transparente reflektierende Objekte). </p><p>Um diesen Effekt anzuwenden, müssen Raytraced Reflektionen im <span style=" font-style:italic;">Raytracing</span> Tab aktiviert sein.</p><p>Beispielwerte: Vakuum 1.0; Glas.1.5; Wasser 1.35; Diamant 2.41<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Brechungsindex 1.0 (Gas oder Vakuum)</p></td><td><p>Brechungsindex 1.5 (Glas)</p></td><td><p>Brechungsindex 2.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - transparency index of refraction 1.0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency index of refraction 1.5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency index of refraction 2.0.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Use image file as color texture.</p><p>Color texture is mixed with 'Single Color' (if palette is off) or 'Palette' (if palette is on). </p><p>example:</p><p><img src=":/tooltips/tooltips_images/material - color texture.jpg"/></p></body></html> <html><head/><body><p>Verwende Bild als Farbtextur.</p><p>Die Farbtextur wird mit der 'Einzelfarbe' (wenn Palette aus), oder der 'Palette' (wenn Palette an) gemixt. </p><p>Beispiel:</p><p><img src=":/tooltips/tooltips_images/material - color texture.jpg"/></p></body></html> @@ -15218,8 +15712,8 @@ Richtungsvektor: <html><head/><body><p>Wenn aktiviert, wird die Brechung / Spiegelung aus der Fresnelschen Gleichung berechnet. Dadurch basiert die Spiegelelung auf dem Einfallswinkel des Strahls.</p><p>Um diesen Effekt anzuwenden, müssen Raytraced Reflektionen im <span style=" font-style:italic;">Raytracing</span> Tab aktiviert sein.</p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Fresnelsche Gleichung aus</p></td><td><p>Fresnelsche Gleichung an</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - reflectance fresnel off.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - reflectance fresnel.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>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. <span style=" text-decoration: underline;">simulates</span> 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.</p><p>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. </p><p>Normal maps can be derived from height maps (bumpmaps)<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Example normal map texture:</p></td><td><p>Example height map</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/normal_map_texture.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/displacement_texture.jpg"/></p></td></tr></table><p>Example object with normal map texture:</p><p><img src=":/tooltips/tooltips_images/material - normal map texture.jpg"/></p></body></html> <html><head/><body><p>Normal Mapping ist eine Technik zum Fälschen der Beleuchtung von Beulen und Dellen – eine Implementierung von Bump-Mapping. Die Normal Map Textur ändert lokal den Oberflächennormalen Vektor, (bspw.. <span style=" text-decoration: underline;">simuliert</span> lokale Änderungen des Oberflächen-Winkels). Dies ändert die Art, wie Licht reflektiert oder diffusiert wird. Normal Maps deformieren die Objektoberfläche nicht, aber erzeugen den Anschein von Deformation.</p><p>Normal map Texturen benutzen die Farbkomponenten, um den Winkel der Oberflächennormalen anzugeben. Rot steht für X Achse, Grün steht für Y Achse und Blau steht für Z Achse. </p><p>Normal maps können von Höhen Maps (Bump Maps) abgeleitet werden.<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Beispiel Normal Map Textur:</p></td><td><p>Beispiel Bump Map:</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/normal_map_texture.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/displacement_texture.jpg"/></p></td></tr></table><p>Beispiel Objekt mit Normal Map Textur:</p><p><img src=":/tooltips/tooltips_images/material - normal map texture.jpg"/></p></body></html> @@ -15228,8 +15722,8 @@ Richtungsvektor: Verwende Normal Map Textur - - + + <html><head/><body><p>Intensity of bumps.</p></body></html> <html><head/><body><p>Intensität der Erhebungen.</p></body></html> @@ -15238,8 +15732,8 @@ Richtungsvektor: <html><head/><body><p>Sorgt dafür, dass Greyscale Höhenmaps als Bump Maps verwendet werden, wie im Bild hierunter:</p><p><img src=":/tooltips/tooltips_images/displacement_texture.jpg"/></p><p>Die Bump Map wird intern zu einer Normal map konvertiert.</p><p>Diese Textur kann folgendes Ergebnis produzieren:</p><p><img src=":/tooltips/tooltips_images/material - normal map texture from bumpmap.jpg"/></p></body></html> - - + + Normal map derived from greyscale bump map Normal Map von Bump Map ableiten @@ -15248,97 +15742,127 @@ Richtungsvektor: <html><head/><body><p>Es gibt zwei Standards von Normal Maps. Die Unterscheidung liegt in der Ausrichtung der Y-Komponente des Normalen Vektors. Wenn die Y Komponente vertauscht wird, so wird visuell die grüne Komponente der Textur invertiert.</p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Standard</p></td><td><p>Inverted</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/normal_map_texture.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/normal_map_texture_g_inv.jpg"/></p></td></tr></table><p>Um zu erkennen, welcher Standard verwendet wird, reicht es aus zu überprüfen, wie Farben sich auf einem konvexen Teil der Textur befinden.</p><p>Standard: Ecke oben links - grün, rechts unten - rot</p><p>Invertiert: unten links - grün, rechts oben - rot</p><p>Wenn Sie eine invertierte Textur verwenden, dann sollte diese Checkbox aktiviert werden.</p></body></html> - - + + <html><head/><body><p>Brightness of luminosity texture.</p></body></html> <html><head/><body><p>Helligkeit der Leucht-Textur.</p></body></html> - - + + Use reflectance map texture - - + + + <html><head/><body><p>Apply color gradient to the volume of the object (if transparency of volume is lower than 1)</p></body></html> + + + + + + Use color gradient for interior + + + + + + <html><head/><body><p>Scatters the light inside the object. It involves calculation of shadows through the volume of the object.</p><p>Because the effect is slow for calculation, it is recomended to decrease Maximum number of fractal iterations to a level which does not change the appearance of the objects.</p></body></html> + + + + + + Subsurface scattering + + + + + Use transparency map texture - - + + + Note: reduce Maximum number of fractal iterations to the level which will not cause changes to the objects shape. It will significantly speed up calculations. + + + + + <html><head/><body><p>Path to the image to be used for diffusion texture</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - + + <html><head/><body><p>Path to the image to be used as the normal map texture</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - + + <html><head/><body><p>Path to image with displacement map texture</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - + + Fractalize texture - - + + Map texture to fractal shape using algorithm basing on orbit traps - - + + start orbit trap at iteration: - - + + Orbit trap cube size - - + + <html><head/><body><p>Geometry of texture mapping<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Planar - texture is mapped as a 2D plane</p></td><td><p>Spherical - texture is mapped as a sphere around the object center</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - planar mapping.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - spherical mapping.jpg"/></p></td></tr></table><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Cylindrical - texture is mapped as a cylinder around the object axis</p></td><td><p>Cubic - texture is mapped in accordance with the surface direction of a cube.<br/>Note: this mapping cannot be used with a displacement map </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - cylindrical mapping.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - cubic mapping.jpg"/></p></td></tr></table></body></html> - - + + Texture rotation: - - + + <html><head/><body><p>Position of the center of the texture. Position is relative to the texture size.</p><p>Note: size of texture is always 1 x 1 x 1.</p><p>Example of changed texture center [0.3, 0.3, 0.0] </p><p><img src=":/tooltips/tooltips_images/material - cubic mapping - center 0.3 0.3 0.0.jpg"/></p></body></html> - - - - - - + + + + + + <html><head/><body><p>Rotation of the texture relative to the object orientation.</p><p>Example of rotated texture</p><p><img src=":/tooltips/tooltips_images/material - planar mapping - rotated.jpg"/></p></body></html> <html><head/><body><p>Rotation der Textur relativ zur Objekt Orientierung.</p><p>Beispiel einer rotierten Textur</p><p><img src=":/tooltips/tooltips_images/material - planar mapping - rotated.jpg"/></p></body></html> - - + + Texture center: (relative to object size) @@ -15351,16 +15875,16 @@ Objektgröße) <html><head/><body><p>Position des Zentrums der Textur. Die Position ist relativ zur Objektgröße.</p><p>Hinweis: Objektgröße des fraktalen Objekts ist immer 1 x 1 x 1.</p><p>Beispiel eines geänderten Texturzentrums [0.3, 0.3, 0.0] </p><p><img src=":/tooltips/tooltips_images/material - cubic mapping - center 0.3 0.3 0.0.jpg"/></p></body></html> - - - - + + + + <html><head/><body><p>Position of center of the texture. Position is relative to object size.</p><p>Note: object size of fractal object is always 1 x 1 x 1.</p><p>Example of changed texture center [0.3, 0.3, 0.0] </p><p><img src=":/tooltips/tooltips_images/material - cubic mapping - center 0.3 0.3 0.0.jpg"/></p></body></html> <html><head/><body><p>Position des Zentrums der Textur. Die Position ist relativ zur Objektgröße.</p><p>Hinweis: Objektgröße des fraktalen Objekts ist immer 1 x 1 x 1.</p><p>Beispiel eines geänderten Texturzentrums [0.3, 0.3, 0.0] </p><p><img src=":/tooltips/tooltips_images/material - cubic mapping - center 0.3 0.3 0.0.jpg"/></p></body></html> - - + + Texture scale: (relative to object size) @@ -15373,24 +15897,24 @@ Objektgröße) <html><head/><body><p>Geometrie des Textur Mappings<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Planar - Textur wird als 2d-Fläche gemapped</p></td><td><p>Spherisch - Textur wird als Kugel um das Object Zentrum gemapped</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - planar mapping.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - spherical mapping.jpg"/></p></td></tr></table><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Zylindrisch - Textur wird als Zylinder um die Objekt Achse gemapped</p></td><td><p>Kubisch - Textur wird anhand der Oberflächennormalen eines Würfels gemapped.<br/>Hinweis: Dieses Mapping kann nicht mit der Verschiebungsmap verwendet werden.</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - cylindrical mapping.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - cubic mapping.jpg"/></p></td></tr></table></body></html> - - - - - - + + + + + + <html><head/><body><p>Size of the texture. Size is relative to object size.</p><p>Note: object size of fractal object is always 1 x 1 x 1.</p><p>Example of changed texture scale [0.3, 0.3, 0.3] </p><p><img src=":/tooltips/tooltips_images/material - cubic mapping - scaled down.jpg"/></p></body></html> <html><head/><body><p>Größe der Textur. Die Größe ist relativ zur Objektgröße.</p><p>Hinweis: Objektgröße des fraktalen Objekts ist immer 1 x 1 x 1.</p><p>Beispiel einer geänderten Texturgröße [0.3, 0.3, 0.3] </p><p><img src=":/tooltips/tooltips_images/material - cubic mapping - scaled down.jpg"/></p></body></html> - - + + Transparency of surface: Transparenz der Oberfläche: - - + + <html><head/><body><p>Material name used in Material Manager</p><p>Tip: Well named materials will be easier to find in Material Manager</p></body></html> <html><head/><body><p>Material Name der im Material Manager verwendet wird.</p><p>Tipp: Eine gute Benamung der Materialien macht es einfacher die Materialien im Material Manager zu verwalten</p></body></html> @@ -15400,7 +15924,7 @@ Objektgröße) - + Luminosity color: Leuchtfarbe: @@ -15409,60 +15933,60 @@ Objektgröße) Farbe: - - + + <html><head/><body><p>Intensity of light reflection effect</p><p>To apply this effect, enable ray-traced reflections in <span style=" font-style:italic;">Raytracing</span> tab or environment mapping<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>reflectance 0.5</p></td><td><p>reflectance 0.8</p></td><td><p>reflectance 1.0 (perfect reflection)</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - reflectance 0.5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - reflectance 0.8.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - reflectance 1.0.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>Intensität der Lichtreflektion</p><p>Um diesen Effekt anzuwenden, müssen Raytraced Reflektionen im <span style=" font-style:italic;">Raytracing</span> Tab oder Umgebungsmapping aktiviert sein.<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Reflektion 0.5</p></td><td><p>Reflektion 0.8</p></td><td><p>Reflektion 1.0 (Totalreflektion)</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - reflectance 0.5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - reflectance 0.8.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - reflectance 1.0.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>angle of incidence effects intensity</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>shading 0.0</p></td><td><p>shading 1.0 </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - shading 0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - shading 1.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>Intensität des Einfallswinkel Effekts</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Schattierung 0.0</p></td><td><p>Schattierung 1.0 </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - shading 0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - shading 1.jpg"/></p></td></tr></table></body></html> - - + + Plastic specular reflection - - - - + + + + Specular highlight brightness: - - - - + + + + Specular highlight width: - - + + Metallic specular reflection - - + + Roughness - - + + <html><head/><body><p>Intensity of the luminosity of the selected color.</p><p>Note: luminosity effect illuminates near objects only when Global Illumination is enabled.</p><p>Example of luminosity effect:</p><p><img src=":/tooltips/tooltips_images/material - luminosity.jpg"/></p></body></html> - - + + Color of volume: Farbe des Volumens: @@ -15471,8 +15995,8 @@ Objektgröße) <html><head/><body><p>Brechungsindex des Materials. Dieser Wert hat Einfluss auf transparente Objekte und auf nicht transparente reflektierende Objekte. Es beeinflusst die Fresnelsche Gleichung. </p><p>Um diesen Effekt anzuwenden, müssen Raytraced Reflektionen im <span style=" font-style:italic;">Raytracing</span> Tab aktiviert sein.</p><p>Beispielwerte: Vakuum 1.0; Glas.1.5; Wasser 1.35; Diamant 2.41<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Brechungsindex 1.0 (Gas oder Vakuum)</p></td><td><p>Brechungsindex 1.5 (Glas)</p></td><td><p>Brechungsindex 2.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - transparency index of refraction 1.0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency index of refraction 1.5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency index of refraction 2.0.jpg"/></p></td></tr></table></body></html> - - + + Index of refraction: Brechungsindex: @@ -15485,14 +16009,14 @@ Objektgröße) <html><head/><body><p>Dateipfad zur Farbtextur.</p></body></html> - - + + <html><head/><body><p>Contrast of color texture</p></body></html> <html><head/><body><p>Kontrast der Farbtextur</p></body></html> - - + + Fresnel's equations for reflectance Fresnel'sche Brechungsgleichung @@ -15509,10 +16033,10 @@ Objektgröße) <html><head/><body><p>Dateipfad zur Textur für die Normal Map.</p></body></html> - - - - + + + + Intensity: Intensität: @@ -15521,20 +16045,20 @@ Objektgröße) <html><head/><body><p>Sorgt dafür, dass Greyscale Höhenmaps als Bump Maps verwendet werden, wie im Bild hierunter:</p><p><img src=":/tooltips/tooltips_images/displacement_texture.jpg"/></p><p>Die Bump Map wird intern zu einer Normal map konvertiert.</p><p>Diese Textur kann folgendes Ergebnis produzieren:</p><p><img src=":/tooltips/tooltips_images/material - normal map texture from bumpmap.jpg"/></p></body></html> - - + + <html><head/><body><p>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.</p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>standard</p></td><td><p>inverted</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/normal_map_texture.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/normal_map_texture_g_inv.jpg"/></p></td></tr></table><p>To recognize which standard it is, check how the colors are located on the convex part of the texture.</p><p>Standard: top left corner - green, bottom right- red</p><p>Inverted: bottom left corner - green, right top - red</p><p>If you use inverted texture, then this check box should be ticked.</p></body></html> <html><head/><body><p>Es gibt zwei Standards von Normal Maps. Die Unterscheidung liegt in der Ausrichtung der Y-Komponente des Normalen Vektors. Wenn die Y Komponente vertauscht wird, so wird visuell die grüne Komponente der Textur invertiert.</p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Standard</p></td><td><p>Inverted</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/normal_map_texture.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/normal_map_texture_g_inv.jpg"/></p></td></tr></table><p>Um zu erkennen, welcher Standard verwendet wird, reicht es aus zu überprüfen, wie Farben sich auf einem konvexen Teil der Textur befinden.</p><p>Standard: Ecke oben links - grün, rechts unten - rot</p><p>Invertiert: unten links - grün, rechts oben - rot</p><p>Wenn Sie eine invertierte Textur verwenden, dann sollte diese Checkbox aktiviert werden.</p></body></html> - - + + Invert green (Y+ / Y-) Invertiere grün (Y+ / Y-) - - + + <html><head/><body><p>Color of interior of transparent objects.</p><p>To apply this effect, enable ray-traced reflections in <span style=" font-style:italic;">Raytracing</span> tab</p></body></html> <html><head/><body><p>Farbe des Fraktal Interiors bei transparenten Objekten</p><p>Um diesen Effekt anzuwenden, müssen Raytraced Reflektionen im <span style=" font-style:italic;">Raytracing</span> Tab angewählt sein.</p></body></html> @@ -15543,8 +16067,8 @@ Objektgröße) <html><head/><body><p>Verwende Bild als Textur für Leucht-Effekt</p><p>Beispiel:</p><p><img src=":/tooltips/tooltips_images/material - luminosity texture.jpg"/></p></body></html> - - + + Use luminosity te&xture Verwende Leucht-Textur @@ -15553,14 +16077,14 @@ Objektgröße) <html><head/><body><p>Dateipfad zur Textur für das Leuchten.</p></body></html> - - + + <html><head/><body><p>Intensity of specular highlights</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>brightness 0</p></td><td><p>brightness 5 </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - specularity 0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - specularity 5.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>Intensität des Glanzes</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Helligkeit 0</p></td><td><p>Helligkeit 5 </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - specularity 0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - specularity 5.jpg"/></p></td></tr></table></body></html> - - + + Texture mapping Textur Mapping @@ -15569,14 +16093,14 @@ Objektgröße) <html><head/><body><p>Rotation der Textur relativ zur Objekt Rotation.</p><p>Beispiel einer rotierten Textur</p><p><img src=":/tooltips/tooltips_images/material - planar mapping - rotated.jpg"/></p></body></html> - - + + Mapping type: Mapping Typ: - - + + alpha: Alpha: @@ -15585,26 +16109,26 @@ Objektgröße) <html><head/><body><p>Geometrie des Textur Mappings<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Planar - Textur wird als 2d-Fläche gemapped</p></td><td><p>Spherisch - Textur wird als Kugel um das Object Zentrum gemapped</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - planar mapping.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - spherical mapping.jpg"/></p></td></tr></table><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Zylindrisch - Textur wird als Zylinder um die Objekt Achse gemapped</p></td><td><p>Kubisch - Textur wird anhand der Oberflächennormalen eines Würfels gemapped.<br/>Hinweis: Dieses Mapping kann nicht mit der Verschiebungsmap verwendet werden.</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - cylindrical mapping.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - cubic mapping.jpg"/></p></td></tr></table></body></html> - - + + Spherical Spherisch - - + + Cubic Kubisch - - + + Cylindrical Zylindrisch - - + + Planar Planar @@ -15613,14 +16137,14 @@ Objektgröße) Textur Rotation: - - + + beta: Beta: - - + + gamma: Gamma: @@ -15961,6 +16485,200 @@ Objektgröße) Pfad zum Mesh Output auswählen + + cNavigatorWindow + + + + Dialog + Dialog + + + + + Edited parameter set + + + + + + Preview quality options + + + + + + Size + + + + + + Small + klein + + + + + Medium + + + + + + Big + groß + + + + + Quality + Qualität + + + + + Auto + + + + + + 1 + 1 + + + + + 1/2 + 1/2 + + + + + 1/4 + 1/4 + + + + + 1/8 + 1/8 + + + + + 1/16 + 1/16 + + + + + 1/32 + 1/32 + + + + + Enable shadow calculation in the preview + + + + + + Shadows + Schatten + + + + + Enable reflections and transparency calculation in the preview + + + + + + Reflectons + + + + + + Enable volumetric effects calculation in the preview + + + + + + Volumetrics + + + + + + <html><head/><body><p>Disable shadows, reflections and volumetric effects, and enable fast dark glow effect which improves perception of depth.</p></body></html> + + + + + + Dark glow + + + + + + Mouse click function: + Mausklick Funktion: + + + + + <html><head/><body><p>Selection for action which will be executed after clicking on the image</p><ul style="margin-top: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; -qt-list-indent: 1;"><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">No action - blocks functionality of mouse pointer</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Move the camera - moves the camera or target (depends on movement and rotation mode)</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Set fog visibility - sets visibility distance for basic fog effect</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Set DOF focus - sets object which will appear in focus</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Get Julia constant - gets value of constant for Julia fractal</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Place light #n - places light in selected place (mouse wheel controls distance from fractal) </li></ul></body></html> + <html><head/><body><p>Auswahl der Aktion die bei einem Klick auf das Bild ausgeführt wird</p><ul style="margin-top: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; -qt-list-indent: 1;"><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Keine Aktion - Blockt die Funktionalität des Mausklicks</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Kamera bewegen - Bewegt die Kamera oder das Zie (hängt ab von Bewegungs- und Rotationsmodus)</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Nebelsichtbarkeit setzen - Setzt die Sichtbarkeitsdistanz des Basisnebel Effektes</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Tiefenschärfefokus setzen - Setzt den Punkt der im Fokus liegt</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Julia Konstante holen - Holt den Wert der Konstante für das Julia Fraktal</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Setze Licht #n - Platziert das Licht am selektierten Ort (Mausrad steuert die Distanz zum Fraktal) </li></ul></body></html> + + + + + No action + Keine Aktion + + + + + Closes the Navigator and copies actual parameters to the main window + + + + + + Use in main window + + + + + + Closes the Navigator and copies actual parameters to the main window. It does not copy camera position and rotation. + + + + + + Use in main window (without camera) + + + + + + Cancel + Abbrechen + + + + Navigator + + + cNetRender @@ -16066,12 +16784,12 @@ Objektgröße) cOpenClEngineRenderFractal - + OpenCl - initializing OpenCL - Initialisierung - + OpenCL - rendering image finished OpenCl - Rendern des Bildes abgeschlossen @@ -16080,17 +16798,17 @@ Objektgröße) Kompiliere Quelldateien - + Compiling OpenCL programs Kompiliere OpenCL Programme - + OpenCl - rendering image OpenCl - Rendere Bild - + OpenCl - rendering image (workgroup %1 pixels) OpenCl - Rendere Bild (Workgroup %1 Pixel) @@ -16106,25 +16824,41 @@ Objektgröße) cOpenClEngineRenderPostFilter - OpenCl HDR Blur - initializing - OpenCl HDR Blur - Initialisierung + OpenCl HDR Blur - Initialisierung - Compiling sources for HDR Blur - Kompiliere Code für HDR Blur + Kompiliere Code für HDR Blur - - OpenCl - rendering HDR blur - OpenCl - rendering HDR blur + OpenCl - rendering HDR blur - OpenCl - rendering HDR Blur finished - OpenCl - rendering HDR Blur abgeschlossen + OpenCl - rendering HDR Blur abgeschlossen + + + + OpenCl %1 - initializing + + + + + Compiling sources for %1 + + + + + + OpenCl - rendering %1 + + + + + OpenCl - rendering %1 finished + @@ -16154,7 +16888,7 @@ Objektgröße) cOpenClHardware - + Timeout detection in graphics driver is not disabled Run TDR__disable script from %1 as administrator @@ -16170,15 +16904,33 @@ beim Rendern schwieriger Fraktale oder Effekte. cOpenClWorkerThread - + + + + Cannot set OpenCL argument for %1 Argument %1 für OpenCL kann nicht gesetzt werden. - + antiAliasingDepth Antialiasing Tiefe + + + sequenceSize + + + + + jobWidth + + + + + inClPixelSequenceBuffer + + cPaletteEditWidget @@ -16200,26 +16952,26 @@ beim Rendern schwieriger Fraktale oder Effekte. cPreferencesDialog - - + + Default file paths Standard Dateipfade - - + + Settings: Einstellungen: - - + + Images: Bilder: - - + + Textures: Texturen: @@ -16228,14 +16980,14 @@ beim Rendern schwieriger Fraktale oder Effekte. UI Schriftgröße (Pixel) - - + + Language Sprache - - + + <html><head/><body><p>Language of application texts.</p><p>You need to restart application to apply changes.</p></body></html> <html><head/><body><p>Sprache der Programmtexte.</p><p>Sie müssen die Anwendung neu starten, um die Änderungen zu übernehmen.</p></body></html> @@ -16244,8 +16996,8 @@ beim Rendern schwieriger Fraktale oder Effekte. <html><head/><body><p><span style="font-weight:600;">JPG</span></p><p>Der Qualitätswert wird ignoriert, da JPG nur 8-Bit-Genauigkeit unterstützt.</p><p>Jeder Bildkanal wird in einer separaten Datei mit angehängten Postfix gespeichert.</p><p><span style=" font-weight:600;">PNG</span></p><p>Der Qualitätswert kann 8-Bit oder 16-Bit einnehmen (32-Bit wird auch mit 16-Bit-Genauigkeit abgespeichert).</p><p>Jeder Bildkanal wird in einer separaten Datei mit angehängten Postfix gespeichert.</p><p>Einzige Ausnahme kann der Alphakanal sein:</p><p>Wenn sowohl Farb- als auch Alpha-Kanal ausgewählt sind und &quot;Alpha an das Bild anhängen (nur bei PNG)&quot; angewählt ist, dann wird Farbe + Alpha zu einem RGBA-Bild mit Qualität und Postfix vom Farbkanal gespeichert.</p><p><span style=" font-weight:600;">EXR</span></p><p>Der Qualitätswert kann 16-Bit oder 32-Bit einnehmen (8-Bit wird auch mit 16-Bit-Genauigkeit abgespeichert).</p><p>Der Postfix wird ignoriert, da alle Bildkanäle in einer Datei gespeichert werden.</p></body></html> - - + + Image Settings Bildeinstellungen @@ -16257,32 +17009,32 @@ beim Rendern schwieriger Fraktale oder Effekte. und das Speichern der Animationsframes. - - + + Toolbar icon size (pixels) Toolbar Icongröße (Pixel) - - + + Low priority Geringe Priorität - - + + Image Bild - - + + <html><head/><body><p><span style=" font-weight:600;">JPG</span></p><p>The quality value will be ignored, since JPG only supports 8 bit precision.</p><p>Every image channel will be saved as a separate file with appended postfix.</p><p><span style=" font-weight:600;">PNG</span></p><p>The quality value can be 8 bit or 16 bit (32 bit will result in 16 bit precision).</p><p>Every image channel will be saved as a separate file. </p><p>Only exception can be alpha channel:</p><p>If both Color and Alpha channel are selected and &quot;Append alpha to image (only PNG and TIFF)&quot;, then color + alpha will be saved to a RGBA image with quality and postfix of color row.</p><p><span style=" font-weight:600;">TIFF</span></p><p>The quality value can be 8 bit, 16 bit or 32 bit.</p><p>Every image channel will be saved as a separate file. </p><p>Only exception can be alpha channel:</p><p>If both Color and Alpha channel are selected and &quot;Append alpha to image (only PNG and TIFF)&quot;, then color + alpha will be saved to a RGBA image with quality and postfix of color row.</p><p><span style=" font-weight:600;">EXR</span></p><p>The quality value can be 16 bit or 32 bit (8 bit will result in 16 bit precision).</p><p>The postfix will be ignored since all image channels will be saved to one file.</p></body></html> <html><head/><body><p><span style="font-weight:600;">JPG</span></p><p>Der Qualitätswert wird ignoriert, da JPG nur 8-Bit-Genauigkeit unterstützt.</p><p>Jeder Bildkanal wird in einer separaten Datei mit angehängten Postfix gespeichert.</p><p><span style=" font-weight:600;">PNG</span></p><p>Der Qualitätswert kann 8-Bit oder 16-Bit einnehmen (32-Bit wird auch mit 16-Bit-Genauigkeit abgespeichert).</p><p>Jeder Bildkanal wird in einer separaten Datei mit angehängten Postfix gespeichert.</p><p>Einzige Ausnahme kann der Alphakanal sein:</p><p>Wenn sowohl Farb- als auch Alpha-Kanal ausgewählt sind und &quot;Alpha an das Bild anhängen (nur bei PNG und TIFF)&quot; angewählt ist, dann wird Farbe + Alpha zu einem RGBA-Bild mit Qualität und Postfix vom Farbkanal gespeichert.</p><p><span style=" font-weight:600;">TIFF</span></p><p>Der Qualitätswert kann 8-Bit, 16-Bit, oder 32 bit einnehmen.</p><p>Jeder Bildkanal wird in einer separaten Datei mit angehängten Postfix gespeichert.</p><p>Einzige Ausnahme kann der Alphakanal sein:</p><p>Wenn sowohl Farb- als auch Alpha-Kanal ausgewählt sind und &quot;Alpha an das Bild anhängen (nur bei PNG und TIFF)&quot; angewählt ist, dann wird Farbe + Alpha zu einem RGBA-Bild mit Qualität und Postfix vom Farbkanal gespeichert.</p><p><span style=" font-weight:600;">EXR</span></p><p>Der Qualitätswert kann 16-Bit oder 32-Bit einnehmen (8-Bit wird auch mit 16-Bit-Genauigkeit abgespeichert).</p><p>Der Postfix wird ignoriert, da alle Bildkanäle in einer Datei gespeichert werden.</p></body></html> - - + + These settings affect "Save as JPG/PNG/EXR/TIFF" actions and saving animation frames. Diese Einstellungen beeinflussen @@ -16290,182 +17042,200 @@ und das Speichern der Animationsframes. und das Speichern der Animationsframes. - - + + Z Buffer Z Buffer - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + 8 bit 8 bit - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + 16 bit 16 bit - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + 32 bit 32 bit - - + + Alpha Alpha - - - - + + + + Quality Qualität - - - - + + + + Postfix Postfix - - - - + + + + Image Channel Bildkanal - + Program Preferences Programm Einstellungen - - + + To apply changes of these settings you need to restart the application Um Änderungen dieser Einstellungen zu übernehmen, müssen Sie die Anwendung neu starten - - + + space light Space Hell - - + + space dark Space Dunkel - - + + space dark green Space Dunkel Grün - - + + space dark blue Space Dunkel Blau - - + + space dark red Space Dunkel Rot - - + + UI font size (points) UI Schriftgröße (Punkte) - - + + Colorize group&Boxes Layoutgruppen einfärben - - + + Seed for random colors Startwert für Zufallsfarben - - + + Advanced Erweitert - - + + Max. number of CPU cores to use Max. Anzahl zu nutzender CPU Kerne - - + + Logging verbosity level Logging Level - - + + Lowest priority Geringste Priorität @@ -16474,370 +17244,530 @@ und das Speichern der Animationsframes. Geringe Priorität - - + + Normal priority Normale Priorität - - + + High priority Hohe Priorität - - + + Rendering threads priority Renderthreads Priorität - - + + Image auto-refresh period [seconds] Bild Autorefresh Frequenz [Sekunden] - - + + <html><head/><body><p>Multiplies fractal c constant by this value.</p></body></html> <html><head/><body><p>Multipliziert die fraktale c Konstante mit diesem Wert.</p></body></html> - - + + Do not show description on settings load Beschreibung beim Laden nicht zeigen - - + + Retrieve default toolbar presets Hole Standard Toolbar Einstellungen - - + + Retrieve default materials in material folder Hole Standard Materialien in Materialordner - - + + Color Farbe - - + + Use constant depth range Verwende konstante Tiefenskala - - + + Following channels are only rendered on demand and will only be present after enabling and re-render. Die folgenden Bildkanäle werden nur auf Abruf gerendert und sind nur nach Aktivierung und Re-Render präsent. - - + + Surface Normal Oberflächennormale - - + + Misc Image Settings Diverse Bildeinstellungen - - + + Append alpha to image (only PNG and TIFF) Alpha an das Bild anhängen (nur bei PNG und TIFF) - - + + Use linear colorspace (only EXR) linearen Farbraum verwenden (nur EXR) - - + + Specular Glanz - - + + Save each channel in separate folder Jeden Farbkanal in separatem Ordner speichern - - + + Save stereoscopic left and right images in separate files (stereoscopic mode has to be "left-right") Speichere stereoskopische links und rechts Bilder in separaten Dateien (Stereoskoper Modus muss dafür auf "links-rechts" stehen) - - + + Thumbnail options Thumbnail Optionen - - + + Clear Leeren - - + + Load Laden - - + + Generate Generieren - - + + + Toolbar + + + + + Display tooltips Zeige Tooltips - - + + Custom formula editor font size (points) Schriftgröße des Custom Formeleditors (Punkte) - - + + Randomizer Randomizer - - + + Small klein - - - - + + + + Medium medium - - + + Big groß - - + + Preview size Preview Größe - - + + Preview quality Preview Qualität - - + + Low niedrig - - + + High hoch - - + + + Max. RAM for texture cache (GB) + + + + + + Console debug output + + + + + Path to log file: Pfad zur Log Datei: - - + + Z-buffer options Z Buffer Optionen - - + + Invert z-buffer Invertiere Z buffer - - + + Logarithmic scale Logarithmische Skalierung - - + + maximum z-depth maximale Z Tiefe - - + + minimum z-depth minimale Z Tiefe - - + + Op&tional Image Channels Optionale Bildkanäle - - + + World Welt - - + + Diffuse Diffusion - - + + + Not denoised + + + + + + Global illumination + + + + + World Normal Weltnormale - - + + + Shadows + Schatten + + + + + Save fractal settings together with the image + + + + + Render thumbnails with OpenCL (if OpenCL enabled) Thumbnails mit OpenCL rendern (wenn OpenCL aktiviert ist) - - + + This will offload the rendering to an OpenCL device (GPU, CPU, Accelerator Card). Dadurch wird das Rendering auf ein OpenCL-Gerät (GPU, CPU, Accelerator Card) ausgelagert. - - + + <html><head/><body><p>Memory limit for single memory buffer used by OpenCL programs.</p><p>It should be set not higher than suggested memory limit showed below.</p><p>If SSAO or DOF effects need more memory than limit, they will be rendered using CPU.</p><p>Higher memory limit can allow rendering SSAO and DOF effects using GPU at higher resolution, but program can produce errors or be unstable.</p></body></html> <html><head/><body><p>Speicherbegrenzung für einzelnen Speicherpuffer der von OpenCL-Programmen verwendetet wird.</p><p>Dieser Wert sollte nicht höher sein als der unten angegebene empfohlene Speichergrenzwert.</p><p>Wenn für SSAO- oder DOF-Effekte mehr Speicher erforderlich ist, als die Begrenzung erlaubt, werden diese Effekte mit der CPU gerendert. </p><p>Höhere Speichergrenzen ermöglichen das Rendern von SSAO- und DOF-Effekten mit der GPU auch in höheren Auflösungen, das Programm kann jedoch zu Fehlern führen oder instabil sein .</p></body></html> - - + + All GPU devices Alle GPU Geräte - - + + Default device Standardgerät - - + + All CPU devices Alle CPU Geräte - - + + All accelerators Alle Accelerator - - + + Platforms Platformen - - + + <html><head/><body><p>It disables 'compute cache' used by NVidia driver. It is sometimes needed to use this option to refresh precompiled OpenCL programs after changing OpenCL source files (e.g. after upgrade of the program).</p></body></html> <html><head/><body><p>Dies deaktiviert den 'Compute Cache', der vom nVidia Treiber verwendet wird. Es ist manchmal erforderlich, diese Option zu verwenden, um vorkompilierte OpenCL-Programme zu aktualisieren, nachdem OpenCL-Quelldateien geändert wurden (z. B. nach einem Upgrade des Programms).</p></body></html> - - + + Disable cache for OpenCL programs Zwischenspeicher für OpenCL Programme deaktivieren - - + + <html><head/><body><p>It enables -cl-fast-relaxed-math OpenCL flag. It provides additional speed by removing some checks to the math operations like division by zero or Not-a-Number. In some cases it can lead to unpredictable results.</p><p>It is needed to restart the program to apply this option.</p></body></html> <html><head/><body><p>Dies aktiviert das '-cl-fast-relaxed-math' OpenCL-Flag. Es bietet zusätzliche Geschwindigkeit, indem es einige Überprüfungen für die mathematischen Operationen wie 'Division durch Null' oder 'Not-a-Number' entfernt. In einigen Fällen kann dies zu unvorhersehbaren Ergebnissen führen..</p><p>Es ist erforderlich, das Programm neu zu starten, um diese Option anzuwenden.</p></body></html> - - + + Suggested memory limit: Empfohlenes Memory Limit - - + + <html><head/><body><p>Job size multiplier increases size of OpenCL jobs (size of tiles).</p><p>Higher value can increase rendering speed, but too high can slow down rendering.</p><p>Too high value can cause higher GPU memory usage makeing the program unstable. It also increases the time of rendering a single tile, which can cause GPU driver timeouts.</p></body></html> <html><head/><body><p>Der Jobgrößen-Multiplikator erhöht die Größe von OpenCL-Jobs (Größe der Kacheln).</p><p>Ein höherer Wert kann die Rendergeschwindigkeit erhöhen, aber ein zu hoher Wert kann das Rendering verlangsamen.</p><p>Ein zu hoher Wert kann zu einem höheren GPU-Speicherverbrauch führen, wodurch das Programm instabil wird. Außerdem wird die Zeit zum Rendern einer einzelnen Kachel erhöht, was zu Zeitüberschreitungen für GPU-Treiber führen kann.</p></body></html> - - + + Job size multiplier: Jobgrößen-Multiplikator - - + + Percentage of reserved GPU time for a system Prozentsatz reservierter GPU Zeit für das System - - + + <html><head/><body><p>Percentage of GPU time which will be reserved for another processes like a system.</p><p>Higher value will generate longer waits between launching next OpenCL jobs. During this time the system will have opportunity to update UI. It will cause reduction of rendering speed.</p></body></html> <html><head/><body><p>Prozentsatz der GPU-Zeit, der für andere Prozesse wie ein System reserviert wird.</p><p>Ein höherer Wert führt zu längeren Wartezeiten zwischen dem Starten der nächsten OpenCL-Jobs. Während dieser Zeit hat das System die Möglichkeit, die Benutzeroberfläche zu aktualisieren. Dies führt zu einer Verringerung der Rendergeschwindigkeit.</p></body></html> - - + + clang-format path: clang-format Pfad: - - + + + <html><head/><body><p>Mandelbulber can use OpenCL to accelerate rendering.<br/>For more information about setup and workflow see the User Manual<br/>under Menu &gt; Help &gt; User Manual.<br/></p></body></html> + + + + + + Shortcuts + + + + + + Default layout + + + + + + MB3D layout + + + + + + Render + + + + + + Stop + Stop + + + + + Move forward + + + + + + Move backward + + + + + + Move left + + + + + + Move right + + + + + + Move up + + + + + + Move down + + + + + + Rotate left + + + + + + Rotate right + + + + + + Rotate up + + + + + + Add keyframe + Keyframe hinzufügen + + + + + Modify keyframe + Keyframe ändern + + + + + Rotate down + + + + + + Roll left + Roll links + + + + + Roll right + Roll rechts + + <html><head/><body><p>Mandelbulber can use OpenCL to accelerate rendering.<br/>For more information about setup and workflow see the User Manual<br/>under Menu &gt; Help &gt; User Manual.</p><p>OpenCL support is still alpha and lacks the following features<br/>present in the non-OpenCL mode:</p><ul style="margin-top: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; -qt-list-indent: 1;"><li style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">HDR blur</li></ul><p><br/></p></body></html> - <html><head/><body><p>Mandelbulber kann OpenCL verwenden, um das Rendering zu beschleunigen.<br/>Weitere Informationen zu Setup und Workflow finden Sie im Handbuch<br/>unter Menu &gt; Hilfe &gt; Handbuch.</p><p>Die OpenCL-Unterstützung ist immer noch alpha und es fehlen folgende Funktionen im nicht-OpenCL-Modus:<ul><li>HDR blur</li></ul></p></body></html> + <html><head/><body><p>Mandelbulber kann OpenCL verwenden, um das Rendering zu beschleunigen.<br/>Weitere Informationen zu Setup und Workflow finden Sie im Handbuch<br/>unter Menu &gt; Hilfe &gt; Handbuch.</p><p>Die OpenCL-Unterstützung ist immer noch alpha und es fehlen folgende Funktionen im nicht-OpenCL-Modus:<ul><li>HDR blur</li></ul></p></body></html> <html><head/><body><p>Mandelbulber can use OpenCL to accelerate rendering.<br/>For more information about setup and workflow see the User Manual<br/>under Menu &gt; Help &gt; User Manual.</p><p>OpenCL support is still alpha and lacks the following features<br/>present in the non-OpenCL mode:</p><ul style="margin-top: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; -qt-list-indent: 1;"><li style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">HDR blur</li><li style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">NetRender</li><li style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">anti-aliasing</li></ul></body></html> @@ -16860,8 +17790,8 @@ und sind nur nach Aktivierung und Re-Render präsent. <html><head/><body><p>Dies aktiviert das '-cl-fast-relaxed-math' OpenCL-Flag. Es bietet zusätzliche Geschwindigkeit, indem es einige Überprüfungen für die mathematischen Operationen wie 'Division durch Null' oder 'Not-a-Number' entfernt. In einigen Fällen kann dies zu unvorhersehbaren Ergebnissen führen..</p><p>Es ist erforderlich, das Programm neu zu starten, um diese Option anzuwenden.</p></body></html> - - + + Use fast relaxed math Verwende fast relaxed math @@ -16897,8 +17827,8 @@ und sind nur nach Aktivierung und Re-Render präsent. GPU aktivieren - - + + Device Gerät @@ -16907,8 +17837,8 @@ und sind nur nach Aktivierung und Re-Render präsent. Alle nicht CPU Geräte - - + + All devices Alle Geräte @@ -16925,20 +17855,20 @@ und sind nur nach Aktivierung und Re-Render präsent. Dies lagert das Rendering auf die GPU aus. - - + + Precision Genauigkeit - - + + single einfach - - + + OpenCL (GPU) Opencl (GPU) @@ -16947,14 +17877,14 @@ und sind nur nach Aktivierung und Re-Render präsent. <html><head/><body><p>Mandelbulber kann unter Verwending von OpenCL das Rendering beschleunigen. Für weitere Informationen zum Setup und dem Workflow sehen sie das Handbuch unter Menu &gt; Hilfe &gt; Handbuch.</p></body></html> - - + + OpenCL ena&ble OpenCL aktivieren - - + + double doppelt @@ -16975,8 +17905,8 @@ und sind nur nach Aktivierung und Re-Render präsent. schnell - - + + Memory Limit: Memory Limit: @@ -16993,8 +17923,8 @@ und sind nur nach Aktivierung und Re-Render präsent. Thumbnail Cache löschen - - + + Do not ask for quit confirmation Bei Beenden keine Bestätigung erfragen @@ -17003,14 +17933,14 @@ und sind nur nach Aktivierung und Re-Render präsent. Bildqualität - - + + JPEG quality: JPEG Qualität: - - + + System Look and Feel Darstellung @@ -17019,38 +17949,38 @@ und sind nur nach Aktivierung und Re-Render präsent. Programm Einstellungen - - + + General Allgemein - - + + UI Style type Oberfläche - - + + UI Skin Skin - - + + normal Normal - - + + dark Dunkel - - + + light Hell @@ -17059,42 +17989,47 @@ und sind nur nach Aktivierung und Re-Render präsent. Thumbnail Cache laden - + Path to log file: %1 Pfad zur Log Datei: %1 - + Select default directory for images Standardordner für Bilder wählen - + Select default directory for settings files Standardordner für Einstellungen wählen - + Select default directory for textures Standardordner für Texturen wählen - + + Select default directory for toolbar presets + + + + rendering %1, %2 of %3 Rendere %1, %2 von %3 - + Suggested memory limit (based on CL_DEVICE_MAX_MEM_ALLOC_SIZE): %1 MB Empfohlenes Memory Limit (basierend auf CL_DEVICE_MAX_MEM_ALLOC_SIZE): %1 MB - + clang-format executable (clang-format.exe clang-format-*.exe clang-format-* clang-format) clang-format Program (clang-format.exe clang-format-*.exe clang-format-* clang-format) - + Select clang-format executable (exe on windows, program name on MacOS / Linux)... Selektiere clang-format Programm (exe auf Windows, Programm Name auf MacOS / Linux)... @@ -17103,6 +18038,108 @@ und sind nur nach Aktivierung und Re-Render präsent. Optionale Bildkanäle + + cPrimitivesManager + + + + Form + Form + + + + + Show wire-frame preview of primitives + + + + + + <html><head/><body><p>Delete the selected light source.</p></body></html> + <html><head/><body><p>Löscht die ausgewählte Lichtquelle.</p></body></html> + + + + + Delete +primitive + + + + + + <html><head/><body><p>Place a light source using the mouse pointer.</p><p>Light position (for selected light tab) can be manipulated in following ways:</p><p>- mouse click on the image places light in front of selected point (offset by placement distance.) Placement distance from the selected point can be adjusted using mouse wheel + alt key.</p><p>- move light by dragging the mouse pointer while holding left mouse button. Moves light while maintaining placement distance</p><p>- rotating mouse wheel while holding control key moves light forward/backward</p></body></html> + <html><head/><body><p>Platzieren Sie eine Lichtquelle mit dem Mauszeiger.</p><p>Die Lichtposition (für den ausgewählten Licht-Tab) kann auf folgende Weise manipuliert werden:</p><p>- Mausklick auf das Bild platziert das Licht vor dem ausgewählten Punkt (versetzt um den Platzierungsabstand.) Der Platzierungsabstand vom ausgewählten Punkt kann mit Mausrad + Alt-Taste angepasst werden.</p><p>- Verschieben des Lichts durch Ziehen der Mauszeiger bei gedrückter linker Maustaste. Bewegt das Licht unter Beibehaltung des Platzierungsabstands</p><p>- Drehen des Mausrads bei gedrückter Steuerungstaste bewegt das Licht vorwärts/rückwärts</p></body></html> + + + + + Place/move +primitive + + + + + + + + + + + + + + <html><head/><body><p>Duplicate the selected light source. All parameters will be copied to the new one.</p></body></html> + <html><head/><body><p>Duplizieren Sie die ausgewählte Lichtquelle. Alle Parameter werden in die neue Lichtquelle kopiert.</p></body></html> + + + + + Align rotation +to the camera + + + + + + Duplicate +primitive + + + + + + Enable all + + + + + + Disable all + + + + + + Only selected + + + + + Rename %1 #%2 + + + + + Renaming %1 #%2 + + + + + Enter name of the primitive %1 #%2 + + + cPushButtonAnimSound @@ -17396,37 +18433,37 @@ und sind nur nach Aktivierung und Re-Render präsent. Version 12 - + Randomizer (for parameters from %1) Randomizer (für Parameter von %1) - + Randomizer (for parameters from keyframe animation) Randomizer (für Parameter der Keyframe Animation) - + Fractals (*.txt *.fract) Fraktale (*.txt *.fract) - + Save settings... Einstellungen speichern... - + Close Confirmation Schließen bestätigen - + Exit Randomizer? Randomizer verlassen? - + Version %1, time %2s Version %1, Zeit %2s @@ -17434,36 +18471,146 @@ und sind nur nach Aktivierung und Re-Render präsent. cRenderJob - + OpenCl - rendering finished OpenCl - Rendern abgeschlossen - + OpenCl - rendering SSAO finished OpenCl - SSAO Rendern abgeschlossen - + OpenCl - rendering - all finished OpenCl - Rendern - komplett abgeschlossen - + Finished Render Rendern abgeschlossen - + The image has been rendered completely. Das Bild wurde komplett gerendert. - + + OpenCl - waiting for free GPU + + + + OpenCl - rendering Post Filter finished OpenCl - rendering Post Filter abgeschlossen + + cSettingsBrowser + + + + Dialog + Dialog + + + + + Don't use OpenCL + + + + + + Use OpenCL for MC + + + + + + Use OpenCL for MC, HQ + + + + + + Use OpenCL for all + + + + + + Use OpenCL for all, HQ + + + + + + Filter by Name + + + + + + Filter by Fractal + + + + + + Filter by Effect + + + + + + Filter: + + + + + + Load settings + + + + + + Cancel + Abbrechen + + + + Preview + Vorschau + + + + Filename + + + + + Last modifued + + + + + Formulas + Formeln + + + + Effects + Effekte + + + + Select folder with fractal settings + + + cSettingsCleaner @@ -17570,239 +18717,271 @@ und sind nur nach Aktivierung und Re-Render präsent. cTabFractal - + Form Form - - + + <html><head/><body><p>Weight of result of fractal formula. If weight is zero then result is ignored. If result is 1 then is fully taken.</p></body></html> <html><head/><body><p> Gewicht des Ergebnisses der Fraktalformel. Wenn das Gewicht Null ist dann wird das Ergebnis ignoriert. Wenn das Ergebnis 1 ist, dann ist wird es komplett übernommen.</p></body></html> - - + + Iterations: Iterationen: - - + + + + <html><head/><body><p>Number of iterations to calculate for this formula</p></body></html> <html><head/><body><p>Anzahl der Iterationen, die für diese Formel berechnet werden</p></body></html> - - + + <html><head/><body><p>Selection for fractal formula. Fractal formula defines shape of fractal.</p><p>Algorithm (code) for selected formula is visible in Information box.</p></body></html> <html><head/><body><p>Die Auswahl für die fraktale Formel. Diese definiert die Form des Fraktals.</p><p>Der Algorithmus (Code) für die ausgewählte Formel kann in der 'Information' Box eingesehen werden.</p></body></html> - - + + Weight: Gewichtung - - + + <html><head/><body><p>Enables checking of bailout condition for this fractal formula. </p><p>Bailout condition is checked at the end of each iteration. If the length of the iteration vector is longer than the value defined by 'bailout' parameter, then the iterating stops.</p></body></html> <html><head/><body><p>Aktiviert die Prüfung auf die Bailout Bedingung für diese Fraktalformel. </p><p>Die Bailoutbedingung wird am Ende jeder Iteration geprüft. Wenn die Länge des Iterationsvektors länger ist, als der Wert, der für 'Bailout' definiert ist, dann stoppt die Iteration. </p></body></html> - - + + Check for bailout condition Prüfe auf Bailout Bedingung - - + + <html><head/><body><p>Disables adding Cpixel constant to the result of fractal iteration (e.g. z<span style=" vertical-align:sub;">n+1</span> = z<span style=" vertical-align:sub;">n</span><span style=" vertical-align:super;">2</span> + C)</p></body></html> <html><head/><body><p>Deaktiviert das Hinzufügen der C Konstanten zum Ergebnis der fraktalen Iteration (z.B. z<span style=" vertical-align:sub;">n+1</span> = z<span style=" vertical-align:sub;">n</span><span style=" vertical-align:super;">2</span> + C)</p></body></html> - - + + Don't add C constant C Konstante nicht hinzufügen - - + + Reset Reset - - + + <html><head/><body><p>This fractal formula will be used when iteration number will be not higher than 'Stop at iteration'</p></body></html> <html><head/><body><p>Diese Fraktal Formel wird verwendet, wenn die Iterationszahl nicht größer ist als 'Stoppe bei Iteration'</p></body></html> - - + + Start at iteration : Starte bei Iteration: - - + + Load Laden - - + + Save Speichern - - - - + + + + Randomize Zufällig erzeugen - - + + + Navi + + + + + Reset formula parameters Formelparameter Reset - - + + <html><head/><body><p>This fractal formula will be used when iteration number will be not less than 'Start at iteration'</p></body></html> <html><head/><body><p>Diese Fraktal Formel wird verwendet, wenn die Iterationszahl nicht kleiner ist als 'Starte bei Iteration'</p></body></html> - - + + Stop at Iteration: Stoppe bei Iteration: - - + + Formula specific parameters Formelspezifische Parameter - - + + + Calculation parameters + + + + + + Maximum number of fractal iterations: + + + + + + Smooth DE combine + + + + + + Smooth distance: + + + + + C constant addition for this fractal formula C Konstante für diese Fraktalformel hinzufügen - - + + &Julia mode Julia Modus - - - - - - - - + + + + + + + + y: y: - - + + Julia constant (c): Julia Konstante (c): - - - - - - - - + + + + + + + + z: z: - - - - - - - - + + + + + + + + x: x: - - + + Constant multiplier: Konstanter Multiplikator: - - + + Initial w-axis value for 4D fractals Initialer w-Achsen Wert für 4D Fraktale - - + + Material for fractal Material für Fraktal - - + + Transform (fractal positioning) Transform (Position des Fraktals) - - + + shift: Verschiebung: - - + + Y-axis rotation: Y-Achsen Rotation: - - + + X-axis rotation: X-Achsen Rotation: - - + + Z-axis rotation: Z-Achsen Rotation: - - + + Repeat Wiederholen - - + + scale: Skalierung: diff --git a/mandelbulber2/language/en.ts b/mandelbulber2/language/en.ts index b36b16279..134af76b9 100644 --- a/mandelbulber2/language/en.ts +++ b/mandelbulber2/language/en.ts @@ -4,19 +4,19 @@ CNetRenderClient - + NetRender - version mismatch! - + Client version: %1 - + Server version: %1 @@ -24,37 +24,37 @@ CommonMyWidgetWrapper - + Reset to default - + Add to flight animation - + Remove from flight animation - + Add to keyframe animation - + Remove from keyframe animation - + Parameter&nbsp;name:&nbsp; - + Default&nbsp;value:&nbsp; @@ -62,12 +62,12 @@ FileSelectWidget - - Images (*.jpg *.jpeg *.png *.bmp) + + Images (*.jpg *.jpeg *.png *.bmp *.hdr) - + Select file for %1 @@ -75,7 +75,7 @@ ImageFileSaveEXR - + Saving %1 @@ -83,7 +83,7 @@ ImageFileSaveJPG - + Saving %1 @@ -91,7 +91,7 @@ ImageFileSavePNG - + Saving %1 @@ -99,7 +99,7 @@ ImageFileSaveTIFF - + Saving %1 @@ -107,12 +107,12 @@ MeshFileSavePLY - + Mesh Export - Failed to open output file! - + Saving %1 @@ -120,7 +120,7 @@ MyColorButton - + Edit color: %1 @@ -151,17 +151,17 @@ MyLineEdit - + Copy vector - + Paste vector - + Reset vector to default @@ -169,33 +169,33 @@ MyTableWidgetAnim - - + + Render this frame - + Interpolate next frames - + Delete all frames to here - + Delete all frames from here - + Remove '%1' from animation - + Refresh all thumbnails @@ -203,78 +203,123 @@ MyTableWidgetKeyframes - - + + Multipy values by... + + + + + Increase values by... + + + + + Render this keyframe - + Interpolate next keyframes - + + Copy value to all keyframes + + + + Delete this keyframe - + Delete all keyframes to here - + Delete all keyframes from here - + + Insert keyframe in between + + + + + Delete rendered frames for this keyframe + + + + Remove '%1' from animation - + Interpolation type - + None - + Linear - + Linear angle - + CatMulRom - + CatMulRom angle - + Akima - + Akima angle - + + Cubic + + + + + Cubic angle + + + + + Steffen + + + + + Steffen angle + + + + Refresh all thumbnails @@ -282,17 +327,17 @@ PreviewFileDialog - + Preview - + Add to presets - + Add to queue @@ -300,550 +345,542 @@ QObject - - + + No frames to render - - + + The folder %1 does not exist. Please specify a valid location. - + Are you sure to start recording of new animation? - - - - - + + + + + This will delete all images in the image folder. Proceed? - + No frames recorded before. Unable to continue. - - - + + + Rendering engine is busy. Stop unfinished rendering before starting new one - - + + Recording flight animation - - - - + + + + Truncate Image Folder - - + + The animation has already been rendered completely. Do you want to purge the output folder? - + Animation start - - + + Frame %1 of %2 - + Recording flight path - - - - + + + + Animation finished - - + + Rendering terminated - - + + Error occured, see log output - - + + Refreshing animation - - + + Animation Image Folder - - + + Choose Animation Image Folder - + Export flight to keyframes - + There are already captured keyframes present. Discard current keyframes? - - + + No keyframe selected - - + + There is no frame to render: first frame to render and last frame to render are equals. - - + + Camera collides with fractal at following frames: - + Rendering animation - + Frame %1 of %2 (key %3) - + Rendering engine is busy. Stop unfinished rendering before starting rendering animation - + Export keyframes to flight - + There are already captured flight frames present. Discard current flight frames ? - + Exporting - - + + Checking for collisions - + Checking for collisions on keyframe # %1 - + Checking for collisions finished - + No collisions detected - + Cannot change target distance. Missing camera parameters in keyframes - + + Deleting rendered frames + + + + + This will delete rendered frames from %1 to %2 +in the image folder. +%3 +Proceed? + + + + Rendering Depth Of Field effect - phase I - + Rendering Depth Of Field effect - phase II - + Sorting zBuffer - + Randomizing zBuffer - + Warning - + Error - + Note - + Mandelbulber warning - + Mandelbulber error - + Mandelbulber information - + Warning: - + Error: - + Note: - - - - + + + + Saving channel: %1 - + Started - + Finished - + Cannot create directory for image! - + Directory for new image is not accessible! - - + + Can't save image to PNG file! - - - - + + + + Can't save image to JPEG file! - + Can't open file - + + Cannot init renderJob, see log output for more information. - + Fractal size calculation - - + + Done - - - - - - - + + + + + + + bounding box as limit - + Negative X Limit - + Negative Y Limit - + Negative Z Limit - + Positive X Limit - + Positive Y Limit - + Positive Z Limit - - + + You cannot apply changes during rendering. You will do this after rendering. - + + Not enough free memory in OpenCL device to render SSAO effect! - - + + Resetting view - - Set position of -%1 # %2 -by mouse pointer - - - - - Delete - - - - - - Align rotation to camera - - - - + Primitive object ui file can't be loaded - + No action - + Move the camera - + Set fog visibility - + Set DOF focus - + Get Julia constant - - Place light #1 + + Are you sure to stop this long render? - - Place light #2 + + Abort? - - Place light #3 + + Place light #%1 - - Place light #4 - - - - + Place random light center - + Get point coordinates - + Wrap Limits around object - + Place - + 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<ul><li><b>.mandelbulber</b> for program internal folders/files:<br>undo, toolbar, queue, thumbnails, mandelbulber.ini, miscellaneous meta files</li><li><b>mandelbulber</b> for user defined folders/files:<br>settings, images, materials, slices, animation, textures</li></ul> Do you want to upgrade now to this new structure? Program will restart after upgrade. - + Data folder upgrade - + No, don't ask again - - + + Looking for optimal DE factor - + Percentage of wrong distance estimations: %1 - + Optimal DE factor is: %1 which gives %2% of bad distance estimations - + Toolbar settings: - + Are you sure to close the application? - + Quit? - + Yes, don't ask again - + Auto recovery - + Application has not been closed properly Do you want to recover your latest work? @@ -869,19 +906,19 @@ Is there already a mandelbulber server instance running on this port? - + Can't import old settings - + File with default values doesn't exist - + Hybrid fractal can't be converted @@ -901,264 +938,275 @@ Is there already a mandelbulber server instance running on this port? - - + + Rendering image - - - + + + Idle - - + + Initialization - + Setting up image buffers - + Loading textures - + Starting rendering of image - + Rendering SSAO effect in progress - + News - + HotKeys Cheatsheet - + Description - + Ok, don't show again - + Settings saved to clipboard - + Cannot load settings from clipboard! - + It's not valid Mandelbulber settings file. No header - + It's not valid Mandelbulber settings file. Wrong header - + It's not valid Mandelbulber settings file. No information about version of file - + It's not valid Mandelbulber settings file. Wrong file version number - + File was saved in newer version of Mandelbulber File version: - + It's not valid Mandelbulber settings file. Format not specified in the header - - + + Error in settings file. Line: - - + + Too many errors in settings file - - + + + Unknown parameter: - + Missing value for parameter %1 - - Missing column 'frame' in list of animation frames + + Missing column 'frame' in the list of animation frames + + + + + Missing column 'framesPerKeyframe' in the list of animation frames - + Unknown parameter in animation frames: - + No valid list of parameters for animation frames - + Wrong number of interpolation columns - + Missing frame no - + Wrong number of columns - + Can't load texture! - + Can't load texture from QByteArray! - + + Missing undo data in disk cache + + + + No more undo - + No more redo - + Are you sure to clear the thumbnail cache? - + Are you sure to clear the thumbnail cache? There are currently %1 thumbnails cached. These will be deleted and rerendered when necessary. Clear now? - + Are you sure to load the thumbnail cache from the server? - + This will try to load missing common thumbnails from the server. Proceed? - + Are you sure to generate all example thumbnail cache files? - + Retrieve toolbar - + Are you sure to retrieve default presets into toolbar? It could overwrite some of existing presets. Proceed? - + Retrieve materials - + Are you sure to retrieve default materials into materials folder? It could overwrite some of existing materials. Proceed? - + Some useful example commands: - + Simple render - + Renders the file on the cli (no window required). - + Animation render - + Renders the keyframe animation of the file keyframe_fractal.fract within frames 200 till 300. - + Network render - + 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 '--server'. @@ -1166,22 +1214,22 @@ The server will start and wait a short time for the clients to connect. Then the - + Voxel volume render - + Renders the voxel volume in the bounding box of [x(-1 - 1); y(-1 - 1); z(-1 - 1)] with a resolution of 200x200x200 in the ply format and saves as working folder/slices/output.ply. - + Queue render - + 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. @@ -1189,7 +1237,7 @@ The output will be written to /tmp/queue.log. - + Mandelbulber also accepts an arbitrary number of input files These files can be of type: .fract File - An ordinary fractal file @@ -1200,7 +1248,7 @@ You can also use "-" as a special argument to indicate that the filena - + Mandelbulber can utilize OpenCL to accelerate rendering. When Mandelbulber is already configured to use OpenCL, it will also run OpenCL from commandline by default. The configuration can also be done directly from this commandline by setting the optional settings directly. @@ -1208,205 +1256,205 @@ These can be given by the default --override option, available opencl specific o - + boolean to enable OpenCL - + platform index to use, see available platforms below - + Possible device types of the platform to use - - - + + + possible values: [%1] - + right now only one device at a time is supported. - + Mode of the render engine, 'fast' has no effects, 'limited' has basic effects, 'full' contains all shaders. - + Floating point precision of Render (single is faster, but less accurate) - + Memory limit in MB - + Available platforms are: - + Available devices for the selected platform (%1) are: - + Example invocation: - + List of fractal parameters: - + Example output path invalid - + Specified server port is invalid - + NetRender - Waiting for clients - + Specified client port is invalid - - - + + + Cannot init queue: - + Cannot load file! - + Specified resolution not valid both dimensions need to be > 0 - + Specified resolution not valid resolution has to be in the form WIDTHxHEIGHT - + Specified frames per key not valid need to be > 0 - + Specified imageFileFormat is not valid allowed formats are: - + There are no flight animation frames in specified settings file - + You cannot render keyframe animation at the same time as flight animation - + There are no keyframes in specified settings file - - - - + + + + Animation has only %1 frames - - + + End frame has to be greater than start frame which is %1 - + Specified voxel format is not valid allowed formats are: - - + + No opencl platforms found - - + + No opencl devices found - - + + Not compiled for opencl - + You have to specify a settings file, for this configuration! - + No queue items to render - + Queue Item %1 of %2 - + Queue Render - + Queue Done @@ -1426,127 +1474,128 @@ allowed formats are: - - + + Voxel Export is busy. Stop unfinished rendering before starting new voxel export job. - + Mesh Export is busy. Stop unfinished rendering before closing the mesh export dialog. - + *** Formulas with analytic DE *** - + Logarithmic DE - + Linear DE - + JosLeys-Kleinian DE - + Pseudo Kleinian DE - + Custom DE - dIFS Formulas - + Custom DE - dIFS Transforms - + Custom DE - non-dIFS formulas - + *** Formulas with delta-DE *** - + Logarithmic delta-DE - + Linear delta-DE - + *** Transforms *** - + *** Hybrid coloring *** - - *** Experimental *** + + *** Experimental Do Not Use*** - - - - + + + + Don't add global C constant - + Add global C constant - - + + Cannot start voxel export. Specified folder (%1) does not exist. - + Voxel Export is busy. Stop unfinished rendering before closing the voxel export dialog. - + Positioning random lights - + Positioned light %1 of %2 - + + %1 / %2 - + clang-format is required for autoformat but was not detected To install clang-format: @@ -1562,7 +1611,7 @@ Current clang-format path is: %1 - + file path invalid @@ -1572,1227 +1621,1363 @@ Current clang-format path is: %1 - + Clipboard doesn't contain valid gradient of colors - + Error during compilation of OpenCL program - - - - - - - - - - - + + + + + + + + + + + + OpenCL %1 cannot be created! - + program - + No devices to use for OpenCL! Check program preferences. - + kernel - + command queue - - + + OpenCL context is not ready - - - - - - + + + + + + + Cannot enqueue writing OpenCL %1 - - + + Cannot finish writing OpenCL buffers - + Cannot enqueue reading OpenCL buffers %1 - + Cannot enqueue reading OpenCL buffers %1. Calculation probably took too long and triggered timeout error in graphics driver. - + Cannot finish reading OpenCL output buffers Calculation probably took too long and triggered timeout error in graphics driver. - - - - - - - - - - - - - + + + + + + + + + + + + + + + Cannot set OpenCL argument for %1 - - - - - + + + + + OpenCL DOF - + Initializing Phase 1 - - + + Sorting Z-Buffer - + Randomizing Z-Buffer - + Initializing Phase 2 - - + + DOF params - - - - - + + + + + + Cannot enqueue OpenCL rendering jobs - + Cannot finish rendering DOF - + Custom formula %1 has missing function name CustomIteration()! - - + + buffer for constants - + buffer for variable data - + buffer for texture data - + + buffer for perlin noise seeds + + + + input data - + input texture data - + constant data - + constant mesh data - + background image - + + + + perlin noise seeds + + + + random seed - + pointToCalculateDistance - - + + input buffers - - - - + + + + + Cannot finish writing OpenCL %1 - - + + input texture buffers - - + + constant buffers - - + + constant mesh export buffers - + SSAO params - + Cannot finish rendering SSAO - + There are no valid OpenCl platforms in the system - + Missing OpenCL.dll in the system - + context - + There are no available devices for selected OpenCL platform - + Cannot list devices from selected OpenCL platform - + Rendering HDR Blur effect + + + %1 params + + + + + Cannot finish rendering %1 + + + + + OpenCL bufer for pixel mask cannot be created! + + + + + Cannot enqueue writing OpenCL pixel mask + + RenderWindow - + Mandelbulber - + Zoom: - + Fit to window - + 400% - + 200% - + 100% - + 50% - + 25% - + 10% - + Show cursor - + Grid: - + Crosshair - + Thirds grid - + Golden ratio - - + + File - + &Recent settings... - - + + Saved window &layouts - - + + Edit - - + + + Image adjustments + + + + + + Navigation + + + + + + Objects + + + + + + Rendering engine + + + + + + Animation + + + + + + Statistics + + + + + + Queue + + + + + + Measurement + + + + + + Material editor + + + + + + Gamepad + + + + + &Program Preferences - - + + &Save window layout as startup - - + + &Reset window layout to default - - + + &Window layout for animation - - + + Show a&nimation dock - - + + Add c&urrent window settings - - + + Test - - + + &Remove Window settings... - - + + &User Manual - - + + &News - - + + &HotKeys - - + + Detach image &from main window - - + + Randomize all... - - + + Clean settings... - - - <html><head/><body><p>Selection for action which will be executed after clicking on the image</p><ul style="margin-top: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; -qt-list-indent: 1;"><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">No action - blocks functionality of mouse pointer</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Move the camera - moves the camera or target (depends on movement and rotation mode)</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Set fog visibility - sets visibility distance for basic fog effect</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Set DOF focus - sets object which will appear in focus</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Get Julia constant - gets value of constant for Julia fractal</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Place light #n - places light in selected place (mouse wheel controls distance from fractal) </li></ul></body></html> + + + Render Image - - - I&mage + + + Ctrl+R - - - &View + + + Stop rendering - - - A&bout + + + Ctrl+T - - - &Image adjustments + + + Save as default settings - - - &Measurement + + + New - - - Materials + + + Ctrl+N - - - &Gamepad + + + Delete default settings - - - &Navigation + + + Thumbnail browser... - - - Mouse click function: + + + <html><head/><body><p>Selection for action which will be executed after clicking on the image</p><ul style="margin-top: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; -qt-list-indent: 1;"><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">No action - blocks functionality of mouse pointer</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Move the camera - moves the camera or target (depends on movement and rotation mode)</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Set fog visibility - sets visibility distance for basic fog effect</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Set DOF focus - sets object which will appear in focus</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Get Julia constant - gets value of constant for Julia fractal</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Place light #n - places light in selected place (mouse wheel controls distance from fractal) </li></ul></body></html> - - - No action + + + I&mage - - - toolBar + + + &View - - - Effects + + + A&bout - - - Add current settings to toolbar + + + Materials - - - &Rendering engine + + + Mouse click function: - - - Help + + + No action - - - Ob&jects + + + toolBar - - - &Animation + + + Effects - - - <html><head/><body><p>Queue tool allows for rendering a collection of settings files in the background.</p><p>While the list of settings files is being rendered, you can continue to work in the main window and also add more settings to the queue.</p><p>Methods to manage queue:<br/>- by adding items using <span style=" font-style:italic;">Add current settings</span> button<br/>- by editing queue.fractlist file<br/>- by putting files into queue folder and use button <span style=" font-style:italic;">Add orphaned<br/></span>- by adding single settings or lists using command line interface</p><p>Temporary settings files are stored in $HOME/.mandelbulber/queue folder and the list is in $HOME/.mandelbulber/queue.fractlist</p><p>The queue can be rendered in another instance of Mandelbulber program, as the queue is shared between applications. You can also launch another Mandelbulber from command line interface with -q option. Then this application will watch queue and render automatically all new items.</p><p>Result images are saved into $HOME/.mandelbulber/images directory (or another if it's specified in application preferences.)</p></body></html> + + + Add current settings to toolbar - - - &Queue + + + Help - - - Ma&terial editor + + + <html><head/><body><p>Queue tool allows for rendering a collection of settings files in the background.</p><p>While the list of settings files is being rendered, you can continue to work in the main window and also add more settings to the queue.</p><p>Methods to manage queue:<br/>- by adding items using <span style=" font-style:italic;">Add current settings</span> button<br/>- by editing queue.fractlist file<br/>- by putting files into queue folder and use button <span style=" font-style:italic;">Add orphaned<br/></span>- by adding single settings or lists using command line interface</p><p>Temporary settings files are stored in $HOME/.mandelbulber/queue folder and the list is in $HOME/.mandelbulber/queue.fractlist</p><p>The queue can be rendered in another instance of Mandelbulber program, as the queue is shared between applications. You can also launch another Mandelbulber from command line interface with -q option. Then this application will watch queue and render automatically all new items.</p><p>Result images are saved into $HOME/.mandelbulber/images directory (or another if it's specified in application preferences.)</p></body></html> - - + + &Save as JPG... - - + + Save &as PNG... - - + + Save as &PNG 16 bit... - - + + Save as PNG &16 bit with alpha channel - - + + &Load settings... - - + + Load settings &from clipboard... - - + + &Save settings - - + + Save settings &to clipboard - - + + &Quit - - + + About &Qt - - - + + + About &User Manual - - + + About &Third Party - - + + &About Mandelbulber - - + + &Undo - - + + &Redo - - + + &Import settings from old Mandelbulber (v1.21)... - - + + &Import settings from Mandelbulb3d... - - + + Export &Voxel Layers - - + + Load &example... - - + + Show &gamepad dock - - + + Show &queue dock - - + + Show &Info dock - - + + Show &toolbar - - + + Sta&ck all docks - - + + S&how statistics - - + + Save as Image - - + + Save as &EXR - - + + Save as &TIFF - - + + Show &measurement dock - - + + Export &Mesh - - + + Info - - - &Statistics - - - - - - - + + + Fractals (*.txt *.fract) - + TIFF images (*.tiff) - - + + Save settings... - - Fractals (*.m3d *.fract) - - - - - Import settings from Mandelbulb3d settings file ... - - - - + Ctrl - + Alt - + Shift - + Main Program Hotkeys - - + + Load settings... - + Load settings from clipboard... - + Load example... - + Save settings to clipboard... - + Import legacy settings... - + Export Mesh - + Save as Image... - + Program Preferences - + Quit - + Full screen - + Other - + Undo - + Redo - + Show User Manual - + Show (these) Hotkeys - + Terminate all calculations - + Render Window Hotkeys - + Movement - - + + Mouse left button click + + + + + jump forward + + + + + Mouse right button click + + + + + jump backward + + + + + Mouse left+right buttons drag + + + + + Move camera + + + + + up - - + + down - - - + + + left - - - + + + Arrow left - - - + + + right - - - + + + Arrow right - - - + + + forward - - - + + + Arrow up - - - + + + backward - - - + + + Arrow down - + Mouse Wheel - + forward / backward - + Rotation - + + Mouse left button drag + + + + + Rotate camera + + + + + Mouse right button drag + + + + + Rotate camera around point + + + + + Mouse middle button drag + + + + + Roll camera + + + + Roll left - + Roll right - + Render Window Keyframe / Flight - + Flight - + Left mouse click - + Increase speed - + Right mouse click - + Decrease speed - - + + Arrow keys - + Move forward and sideward - + Move sideward only - + Spacebar - + Pause / Unpause - + Roll rotation - + Keyframe - + Add Keyframe - + Modify current Keyframe - + Move to next Keyframe - + Move to previous Keyframe - - Load example settings... - - - - + images (*.jpg *.jpeg *.png *.exr *.tiff) - + Save image to file... - + JPEG images (*.jpg *.jpeg) - - - + + + Save image to %1 file... - - - - + + + + Saving %1 image - - + + Saving image started - - + + Saving image finished - - - + + + PNG images (*.png) - + EXR images (*.exr) - - + + Save settings as... - - + + Save settings in selected file - + Import settings from old Mandelbulber (v1.21)... - + Info &Qt - + &Info Mandelbulber - + Info &Third Party - + Add window settings - + Enter a name for the new window settings - + Remove window settings - + Select window setting to remove @@ -2800,128 +2985,134 @@ Calculation probably took too long and triggered timeout error in graphics drive RenderedImage - + Move camera - + Change fog visibility - + Change DOF focus - + Place light # - + + +Ctrl + Mouse wheel - light fwd/bkwd + + + + + +Alt + Mouse wheel - placement fwd/bkwd + + + + Place - + Get Julia constant - + LMB - increase speed - + RMB - decrease speed - + z, x keys - roll - + spacebar - pause - + Move camera and target - + Move target - - -Ctrl + Mouse wheel - light fov / bkw - - - - + arrow keys - sidewards - + hold shift key - orthogonal move - + Place center of random light - + also calculates - + distribution radius of lights to 50%, - + max distance from fractal to 10% - + of distance [center to camera position] - + Get coordinates - + and distance - + Wrap limits around object @@ -2931,292 +3122,304 @@ around object cAudioSelector - + Form - + <html><head/><body><p>Load audio from file.</p><p>Parameter values can be animated in response to the input from audio files.</p><p>The following formats are supported:</p><p>- *.wav (wave form audio format)</p><p>- *.ogg (Ogg Vorbis)</p><p>- *.flac (Free Lossless Audio Format)</p><p>- *.mp3 (MPEG II Audio Layer 3) - supported only under Linux</p></body></html> - + Select audio file - + <html><head/><body><p>path to audio file</p></body></html> - + <html><head/><body><p>Play loaded audio track</p></body></html> - + Play sound - + <html><head/><body><p>Stop playing audio track</p></body></html> - + Stop - + <html><head/><body><p>Remove audio track from animation</p></body></html> - + Delete audio track - + <html><head/><body><p>Enables Animation by Sound, which uses digital data from audio files to adjust parameter values obtained from the keyframe animation table.</p><p>The change in a parameter value can be in response to either the amplitude or the pitch of the sound sampled at each frame (independent from keyframes.)</p><p>There are two types of parameters in this program.   The first type can have negative values entered, the second type  cannot. <span style=" text-decoration: underline;">It is important</span> when animating a parameter of the second type, that the functions and settings used do not result in a negative number.</p><p>Animation by Sound can be used in combination with animation from the Keyframe table. </p><p>Example:</p><p>An object can be moving in a linear direction in respect to the keyframe animation table calculation, and at the same time have this movement responding to the audio.</p></body></html> - + Enable animation by so&und - + <html><head/><body><p>The value of animation of a parameter, is the sum of the <span style=" text-decoration: underline;">sound value</span> added to the <span style=" text-decoration: underline;">parameter value</span> (from the keyframe animation table): </p><p><span style=" font-weight:600; font-style:italic;">animation = parameter_value + sound * addition factor </span><span style=" font-weight:400; font-style:italic;">+ parameter_value * </span><span style=" font-weight:400; font-style:italic;">multiplication_factor * sound</span><span style=" font-weight:400; font-style:italic;">;</span></p><p>where:</p><p><span style=" font-style:italic;">sound</span> - effect of average amplitude or pitch of the selected range of sound frequencies. It is calculated as a value from 0 to 1, ( 0 = silent , 1 = maximum.) </p><p><span style=" font-style:italic;">parameter value </span>- from keyframe animation calculations.</p><p><span style=" font-style:italic;">animation</span> - value of the parameter value after the sound has been applied.</p><p>To get subtraction of the sound value from parameter value, use <span style=" font-style:italic;">Negative influence</span> option.</p></body></html> - - + + <html><head/><body><p>Frequency of sound which will be used to calculate animation.</p><p>This frequency is shown on the &quot;Frequency spectrum&quot; chart.</p></body></html> - - + + <html><head/><body><p>Changes direction of influence of the sound value.</p><p><span style=" font-weight:600; font-style:italic;">animation = parameter_value / (1 + multiplication_factor * sound) - (addition_factor * sound);</span></p><p>Note: multiplication_factor scales the denominator in this function.</p></body></html> - - + + Frequency of interest: - - + + <html><head/><body><p>Changes the way the sound is calculated.</p><p>If the mode is disabled, then the sound is calculated from the average amplitude of the selected sound frequencies.</p><p>When it is enabled, then the sound is calculated from the average pitch of the selected sound frequencies.</p></body></html> - - + + <html><head/><body><p>Width of the band of frequencies used to calculate the sound value effect on an animation.</p><p>Selected bandwidth is shown on the &quot;Frequency spectrum&quot; chart.</p><p>If the bandwidth is wide, then the sound value will be calculated from the average amplitude of the selected frequencies.</p><p>If the bandwidth is set to the maximum value, then the sound value will be calculated from the amplitude of the sound.</p></body></html> - - + + <html><head/><body><p>The value of animation of a parameter, is the sum of the <span style=" text-decoration: underline;">sound value</span> added to the <span style=" text-decoration: underline;">parameter value</span> (from the keyframe animation table): </p><p><span style=" font-weight:600; font-style:italic;">animation =</span><span style=" font-weight:600;"> parameter_value + parameter_value * multiplication_factor * sound</span><span style=" font-style:italic;"> + </span><span style=" font-style:italic;">sound * addition factor</span><span style=" font-style:italic;">;</span></p><p>where:</p><p><span style=" font-style:italic;">sound</span> - average amplitude or pitch of the selected range of sound frequencies. It is calculated as a value from 0 to 1, ( 0 = silent , 1 = maximum.) </p><p><span style=" font-style:italic;">parameter value </span>- from keyframe animation calculations.</p><p><span style=" font-style:italic;">animation</span> - value of the parameter value after the sound_value has been added.</p><p>Note: when only multiplication factor is used (i.e. addition_factor is close to zero), it is guaranteed that <span style=" font-style:italic;">sound</span> will not modify the sign of animated parameter value. </p><p>Note: multiplication_factor operates differently in Negative Influence mode function. There it is used as division instead of multiplication. Negative Influence mode function:</p><p><span style=" font-weight:600; font-style:italic;">animation =</span><span style=" font-weight:600;"> parameter_value / (1.0 + multiplication_factor * sound)</span><span style=" font-style:italic;"> + sound * addition factor;</span></p></body></html> - - + + Bandwidth: - - + + <html><head/><body><p>A higher value extends the decay of the sound value.</p></body></html> - - + + <html><head/><body><p>This option enables the smooth filter.</p><p>The sound value will change in a smooth way.</p></body></html> - - + + Smooth fi&lter - - + + <html><head/><body><p>A higher value will result in a reduced audio influence on the animated parameter.</p></body></html> - - + + <html><head/><body><p>Displays frequency spectrum of loaded audio file.</p><p>The chart displays low frequencies of the sound (bass) at the bottom, and high frequencies (high tones) at the top.</p><p>Brighter pixels indicates louder tones.</p></body></html> - - + + Sound Animation chart - - + + <html><head/><body><p>Animation chart shows <span style=" font-weight:600;">sound</span> that is used in the calculation of sound value. It ranges from silent at the bottom up to maximum of 1.</p><p><br/></p></body></html> - - + + -- / -- - - + + Addition factor - - + + Multiplication factor - - + + Negative influence - - + + Sound pitch mode - - + + + Sound delay (frames) + + + + + <html><head/><body><p>This option enables the binary filter.</p><p>The addition of the sound value to the parameter value is triggered when the sound rises above the threshold and ceases when the sound drops below the threshold, (unless the minimum duration is extended past that frame point.)</p></body></html> - - + + &Binary filter - - + + <html><head/><body><p>Minimum duration for which the sound value will be calculated and added to the parameter value, from the frame where the sound first exceeded the threshold, ( measured in frames.)</p></body></html> - - + + <html><head/><body><p>Threshold for binary filter. </p><p>When sound is above the threshold, the sound value is calculated and added to the parameter value. Calculation continues until the sound falls below the threshold or the minimum duration is exceeded.</p></body></html> - - + + Minimum duration: - - + + Threshold: - - + + <html><head/><body><p>This option enables the decay filter.</p><p>The sound value will rise fast, but decay slowly.</p></body></html> - - + + Decay fil&ter - - - - + + + + Strength: - - + + + Note: you can drag keyframes on the ruler to align them with audio + + + + + Waveform - - + + <html><head/><body><p>Displays waveform of loaded audio file.</p></body></html> - - + + Frequency spectrum - + Audio files (*.wav *.mp3 *.flac *.ogg) - + Select audio file... - + Set animation controlled by audio file for parameter %1 - + Pause Audio - + Play Audio @@ -3224,17 +3427,17 @@ around object cAudioTrack - + Loading sound file - + Decompressing audio file - + Calculating FFT @@ -3387,34 +3590,34 @@ around object - - - + + + OpenCL code (*.cl) - + Load existing fractal formula code... - + Inserting parameter - + Saving custom formula code... - + Load custom fractal formula code... - + line %1, column %2 @@ -3450,283 +3653,301 @@ around object cDockAnimation - + Form - + <html><head/><body><p>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. </p><p>Render animation button starts rendering of the recorded flight path. For final rendering you can select higher image resolution.</p><p>To add a parameter, right click on the selected parameter's edit field and select from context menu <span style=" font-style:italic;">Add to flight animation</span></p><p>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 <span style=" font-style:italic;">Render this keyframe</span> , this updates parameters in window, then modify parameters and click <span style=" font-style:italic;">Modify keyframe</span> to get modified parameters into table)</p><p>You can click on <span style=" font-style:italic;">Export to keyframes</span> to continue editing animation in <span style=" font-style:italic;">Keyframe animation</span> editor</p><p>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).</p></body></html> - + <html><head/><body><p>Starts rendering of previously recorded flight path</p></body></html> - + Render flight animation - + Record flight path - + <html><head/><body><p>Deletes all already rendered image frames in selected folder (<span style=" font-style:italic;">Path for images</span>). </p></body></html> - - + + Delete all images - + <html><head/><body><p>Plays rendered animation.</p></body></html> - - + + Show Animation - + <html><head/><body><p>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.</p></body></html> - + Continue recording - - + + <html><head/><body><p>Refreshes animation table and keyframe previews.</p></body></html> - - + + Refresh table - + <html><head/><body><p>Exports flight path to keyframe animation. <span style=" font-style:italic;">Keyframe animation/frames per keyframe</span> parameter is used to determine how many frames will be exported as new keyframes. </p></body></html> - + Export to Keyframes - - - + + + path for images: - - - + + + image type: - + inertia: - + speed: - - - + + + <html><head/><body><p>Path to stored rendered animation frames.</p></body></html> - + <html><head/><body><p>Determines how camera speed will be calculated.</p><p>In <span style=" font-style:italic;">Relative to distance</span> 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 <span style=" font-style:italic;">speed</span> parameter and by mouse buttons.</p><p>In Constant mode, the camera speed is only controlled by <span style=" font-style:italic;">speed</span> parameter and mouse buttons</p></body></html> - + Relative to distance - + Constant - + speed control: - - - + + + <html><head/><body><p>Selection for image format for animation frames.</p><p>For more image format settings go to to <span style=" font-style:italic;">File/Program Preferences</span></p></body></html> - + <html><head/><body><p>Controls flight speed. </p><p>If you click left mouse button, speed will be increased</p><p>If you click right mouse button, speed will be decreased</p></body></html> - - + + + <html><head/><body><p>Add all parameters with non-default value to the animation</p></body></html> + + + + + + Add all parameters + + + + + + Set in all + + + + + Show camera path - - + + Show target path - - + + Show light #1 path - - + + Show light #2 path - - + + Show light #3 path - - + + Show light #4 path - - - + + + Select folder - + seconds per frame: - + <html><head/><body><p>Inertia of camera. </p><p>Higher inertia makes flight more smooth but more difficult to change speed or direction.</p></body></html> - + <html><head/><body><p>This parameters controls frame rate during flight path recording. Higher values give slower rendering but are more detailed.</p></body></html> - + roll speed: - + <html><head/><body><p>Rotation speed of camera</p></body></html> - + <html><head/><body><p>Enables rendering of keyframe previews in animation table.</p></body></html> - + Show thumbnails - + rotation speed: - + <html><head/><body><p>Roll speed of camera</p></body></html> - + <html><head/><body><p>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.</p></body></html> - + Add flight and rotation speed to parameters (needed to continue recording animation) @@ -3734,280 +3955,280 @@ around object - - - - + + + + - + <html><head/><body><p>Limits range of frames to render</p></body></html> - - - + + + first frame to render: - - - + + + last frame to render: - - - + + + PNG - - - + + + JPG - - - + + + EXR - - - + + + TIFF - + <html><head/><body><p>Insert keyframe before selected keyframe</p></body></html> - + Insert keyframe - + Delete selected keyframe - + Delete keyframe - + <html><head/><body><p>Add keyframe at the end</p></body></html> - + Add keyframe - + <html><head/><body><p>Play rendered animation</p></body></html> - + <html><head/><body><p>Starts rendering of animation</p></body></html> - + Render animation - - + + Modify selected keyframe - + Modify keyframe - + <html><head/><body><p>Export all keyframes to <span style=" font-style:italic;">Flight animation</span>. All keyframes will be interpolated. </p><p>This feature will allow editing of each animation frame separately in Flight animation editor (or external CSV editor) </p></body></html> - + Export to Flight - + <html><head/><body><p>Delete all rendered frames in animation folder ( selected by <span style=" font-style:italic;">path for images)</span></p></body></html> - + <html><head/><body><p>Checks if there is no collision between camera and fractal at all interpolated frames.</p><p>Collision is defined as event where distance of camera to fractal object is lower than <span style=" font-style:italic;">collision distance</span> parameter</p></body></html> - + Validate - + Randomize - - + + Information - - + + Camera distance from selected keyframe: - - + + Animation parameters - - + + Validation and cleaning up - - + + collision distance: - - + + frames per keyframe: - - + + <html><head/><body><p>It sets how many frames will be interpolated for each keyframe. </p><p>Total number of animation frames is 'number of keyframes' multiplied by 'frames per keyframe' </p></body></html> - - + + Display settings - - + + <html><head/><body><p>Enables rendering of keyframe previews in the animation table.</p></body></html> - - + + Show keyframe preview thumbnails - - + + <html><head/><body><p>Minimum distance between camera and fractal which is allowed during <span style=" font-style:italic;">Validate</span> function (collision detection)</p></body></html> - + Flight animation (every frame) - + <html><head/><body><p>Starts recording flight path. </p><p>It is recommended to decrease image resolution for better rendering performance.</p><p>The mouse pointer is used as the controller. <br/>Move the mouse pointer to change flight direction.<br/>Left mouse button increases flight speed. Right mouse button decreases speed.<br/>Arrow keys moves camera up, down, left and right (move sidewards)<br/>Z and X keys rotate the camera (roll)<br/>Spacebar pauses flight path recording . </p></body></html> - + <html><head/><body><p>This feature is for rendering animations by interpolating between keyframes.</p><p>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. </p><p>To add a keyframe to the animation table, click <span style=" font-style:italic;">Add keyframe</span>. </p><p>To add a parameter, right click on the selected parameter's edit field and select from context menu <span style=" font-style:italic;">Add to keyframe animation</span></p><p>Build an animation by adding, inserting and deleting keyframes. Modify parameters directly in the animation table, or in fractal or effects edit fields (double click keyframe preview or right click on a keyframe, and choose <span style=" font-style:italic;">Render this keyframe</span> , this updates parameters in window, then modify parameters and click <span style=" font-style:italic;">Modify keyframe</span> to refresh animation table.)</p><p>Each parameter can have assigned different type of interpolation (right click on animation parameter name.)</p><p>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).</p><p>Animation can be exported to Flight Animation, where it is possible to edit each frame.</p><p><br/></p></body></html> - + Keyframe animation (only keyframes) - - + + <html><head/><body><p>Enable checking for collisions before starting rendering of animation.</p></body></html> - - + + Validate before render - - - - + + + + <html><head/><body><p>Sets the same distance between camera target and camera for all keyframes. It doesn't modify camera position and rotation, so it doesn't modify camera movement path. It makes camera rotation smooth through entire animation.</p></body></html> - - + + Set the same camera target distance for all @@ -4015,8 +4236,8 @@ keyframes - - + + frames per second: @@ -4025,1714 +4246,1733 @@ keyframes cDockEffects - + Form - - + + Ray-tracing - - - <html><head/><body><p>Activate calculation of ray-traced reflections and transparency. Reflectance can be set by <span style=" font-style:italic;">Material/Reflection. </span>Transparency settings are in the same tab as reflection.</p><p><br/></p></body></html> - - - - - + + Ray-&traced reflections and transparency - - + + Reflections depth: - - + + <html><head/><body><p>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.</p><p>note: using DOF prevents one-pass anaglyph rendering, unless Monte carlo algorithm mode is selected.</p></body></html> - - + + Depth of field - - + + Focus distance: - - + + Radius: - - + + <html><head/><body><p>It's the distance where objects appear in focus.</p><p>Distance can be set bu using button <span style=" font-style:italic;">Set focus distance by mouse</span></p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>low focus distance</p></td><td><p>high focus distance</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - DOF - focus close.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - DOF - focus far.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Intensity of DOF effect (average radius of blur)</p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>radius = 10</p></td><td><p>radius = 50</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - DOF - radius 10.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - DOF - radius 50.jpg"/></p></td></tr></table></body></html> - - + + Number of passes: - - + + Blur opacity: - - - - + + + + <html><head/><body><p>Update image after changes of DOF settings. Can be updated even after image rendering.</p></body></html> - - - - + + + + Update image - - + + <html><head/><body><p>Setting of focus distance by mouse pointer. </p><p>Click on this button and then point the object on image which you want to appear in focus.</p><p>After using it don't forget to change <span style=" font-style:italic;">Navigation</span> / <span style=" font-style:italic;">Mouse click function</span> to continue work with the camera.</p></body></html> - - + + Set focus distance by mouse - - + + <html><head/><body><p>Settings for scattered light effect</p><p>Types of ambient occlusion effect:</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Screen Space Ambient Occlusion (SSAO)</p></td><td><p>Multiple rays</p></td><td><p>Fast</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion high quality.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion fast mode.jpg"/></p></td></tr></table><p><br/></p><p><span style=" font-weight:600;">SSAO</span> - relatively fast post-effect based on z-Buffer<br/>note: using SSAO prevents one-pass anaglyph rendering</p><p><span style=" font-weight:600;">Multiple rays</span> - based on calculation of rays in different directions. It uses texture to create colored light map. This effect slows down rendering.</p><p><span style=" font-weight:600;">Fast</span> - simple and fast method to calculate scattered light effect. This the least accurate effect.</p></body></html> - - + + Ambient occl&usion - - + + Quality: - - + + Type: - - + + <html><head/><body><p>Quality of ambient occlusion effect. Higher quality increases rendering time.</p></body></html> - - + + <html><head/><body><p>This parameter controls brightness of fast ambient occlusion effect.</p></body></html> - - - <html><head/><body><p>Selection of method to calculate ambient occlusion effect</p></body></html> - - - - - + + Fast - - + + Multiple rays with light map - - + + Screen space - - + + Fast AO tune: - - - - - - - - - - - - - - - - - - + + + + + + + + Intensity: - - + + <html><head/><body><p>Intensity of scattered light</p><p>example of effect:</p><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg"/><br/></p></body></html> - - + + <html><head/><body><p>Enables random directions of ray vectors</p></body></html> - - + + SSAO random mode - - + + Light map texture: - - + + <html><head/><body><p>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.</p><p>To adjust effect intensity use <span style=" font-style:italic;">reflection</span> slider</p><p><br/></p></body></html> - - + + Environment mappin&g - - - - + + + + Texture path: - - + + Volumetric - - + + <html><head/><body><p>Enables fog effect. Density of fog is constant over entire space.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/image - shader - fog.jpeg"/></p></body></html> - - + + Basic fog - - - - - - - - - - - - - - - - + + + + + + Color: - - + + <html><head/><body><p>Color of fog effect</p></body></html> - - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + - - - - - - - - - - - - - - - + + + + + + + + + + + + PushButton - - + + Visibility distance: - - + + Set visibility distance by mouse - - + + <html><head/><body><p>Glow effect based on ray-marching step count</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/image - shader - glow.jpeg"/></p></body></html> - - + + &Glow - - - - - - - - + + + + + + + + Color #1: - - - - - - - - + + + + + + + + Color #2: - - + + <html><head/><body><p>Color of bright areas</p></body></html> - - + + <html><head/><body><p>Color of dark areas</p></body></html> - - + + <html><head/><body><p>Intensity of effect</p></body></html> - - + + Fog based on dis&tance - - + + Fog distance factor: - - + + Distance of color #2: - - + + Distance of color #1: - - + + <html><head/><body><p>Color of fog which is used from fractal surface to distance #1</p></body></html> - - + + + + Density: - - + + <html><head/><body><p>Color of fog which is used between distance #1 and distance #2</p></body></html> - - - - - - + + + + + + Color #3: - + <html><head/><body><p>Color of fog which is used farther than distance #2</p></body></html> - - + + <html><head/><body><p>Calculates optimal settings for fog effect.</p></body></html> - - + + Optimal distances calculation - - + + Fog based on iteration co&unt - - + + <html><head/><body><p>Color #1 of fog effect</p></body></html> - - - - + + + + <html><head/><body><p>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.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>trim = 4</p></td><td><p>trim = 6</p></td><td><p>trim = 8</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 6 - 30000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 8 - 40000.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Color #1 is used for iteration count lower than this value</p></body></html> - - + + <html><head/><body><p>Opacity of fog. Higher value gives denser fog.<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>opacity = 1000</p></td><td><p>opacity = 4000</p></td><td><p>opacity = 16000</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 1000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 4000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Color #3 of fog effect</p></body></html> - - + + <html><head/><body><p>Color #2 of fog effect</p></body></html> - - + + <html><head/><body><p>Color #2 is used for iteration count lower than this value. </p><p>Color #3 is used for iteration count greater than this value.</p></body></html> - - + + + + Opacity: - - + + Low iterations trim: - - + + Max iter. for color#2: - - + + Max iter. for color#1: - - + + Background - - + + Colored background - - + + <html><head/><body><p>Color of background at horizon</p></body></html> - - + + <html><head/><body><p>Color of background at zenith</p></body></html> - - - <html><head/><body><p>Color of background at nadir</p></body></html> + + + Clouds - - - <html><head/><body><p>Enables covering of background sphere with selected image.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/image - shader - backhround texture.jpg"/></p></body></html> + + + Color - - - Map type: + + + Noise iterations: - - - <html><head/><body><p>It determines, how texture will be mapped on background sphere</p><p><span style=" font-weight:600;">Equirectangular: <br/></span><span style=" font-weight:400;">Texture has to be created used equirectangular projection. It's the most popular format for textures dedicated for sphere mapping.<br/>Example:<br/></span><img src=":/tooltips/tooltips_images/equirectangular_bkg.jpg"/></p><p><span style=" font-weight:600;">Double hemisphere:</span></p><p>Texture has to be created as a pair of images of hemispheres. Mapping has to be the same as <span style=" font-style:italic;">Full dome projection</span> (or <span style=" font-style:italic;">Fish eye</span>)<br/>Example texture with indicated axes and directions:<br/><img src=":/tooltips/tooltips_images/full_dome_bkg_axes.png"/></p></body></html> + + + Period: - - - Equirectangular + + + Visible light and trap light boost: - - - Double hemisphere + + + Random seed: - - - Flat + + + Ambient light: - - - Brightness: + + + Receive shadows - - - Lights + + + Sharp edges - - - Common light options + + + Sharpness: - - - <html><head/><body><p>Enables casting shadows from all light sources</p></body></html> + + + + + y - - - Cast shadows + + + + + z - - - <html><head/><body><p>Makes light rays penetrate all the objects. When it's enabled, then even inside the fractal it will not be completely dark. </p></body></html> + + + + + x - - - Penetrating lights + + + Clouds movement speed: - - - &Main light source + + + Plane shape - - - Horizontal angle: + + + alpha - - - <html><head/><body><p>This parameter moves the light source to the left / right. </p><p>When <span style=" font-style:italic;">Position relative to camera</span> is off and angle is zero then light is set on Y axis.</p><p>When <span style=" font-style:italic;">Position relative to camera</span> is on and angle is zero then light is set behind the camera. When it's +90, then is on the right side of the camera. When it's -90, then is on the left side of the camera. </p></body></html> + + + Clouds center: - - - <html><head/><body><p>This parameter sets size of main light which is visible on a &quot;sky&quot;</p></body></html> + + + Geometry rotation: + + + + + + beta + + + + + + Clouds layer height: + + + + + + gamma + + + + + + Clouds at distance from fractal + + + + + + Distance from fractal + + + + + + Clouds layer height + + + + + + Accuracy control + + + + + + Details accuracy + + + + + + Approaching DE multiplier + + + + + + Clouds DE multiplier + + + + + + <html><head/><body><p>Color of background at nadir</p></body></html> + + + + + + Gamma + + + + + + <html><head/><body><p>Enables covering of background sphere with selected image.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/image - shader - backhround texture.jpg"/></p></body></html> - - <html><head/><body><p>Intensity of main light source. When it's higher then objects illuminated by main light source will be brighter.</p></body></html> + + Map type: - - - <html><head/><body><p>This parameter sets brightness of the light which is visible on a &quot;sky&quot;</p></body></html> + + + <html><head/><body><p>It determines, how texture will be mapped on background sphere</p><p><span style=" font-weight:600;">Equirectangular: <br/></span><span style=" font-weight:400;">Texture has to be created used equirectangular projection. It's the most popular format for textures dedicated for sphere mapping.<br/>Example:<br/></span><img src=":/tooltips/tooltips_images/equirectangular_bkg.jpg"/></p><p><span style=" font-weight:600;">Double hemisphere:</span></p><p>Texture has to be created as a pair of images of hemispheres. Mapping has to be the same as <span style=" font-style:italic;">Full dome projection</span> (or <span style=" font-style:italic;">Fish eye</span>)<br/>Example texture with indicated axes and directions:<br/><img src=":/tooltips/tooltips_images/full_dome_bkg_axes.png"/></p></body></html> - - - - - Size: + + + Equirectangular - - - <html><head/><body><p>This parameter controls angle of shadows cone. It simulates &quot;soft shadow&quot; effect. When it's zero, then shadows are very sharp.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>shadow cone 0 degrees</p></td><td><p>shadow cone 5 degrees </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - shadow cone 0.jpeg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - shadow cone 5.jpg"/></p></td></tr></table></body></html> + + + Double hemisphere + + + + + + Flat - - - Vertical angle: + + + Brightness: - - - <html><head/><body><p>This parameter moves main light source higher / lower. </p><p>When <span style=" font-style:italic;">Position relative to camera</span> is off and angle is zero then light is set on X-Y plane (horizon).</p><p>When <span style=" font-style:italic;">Position relative to camera</span> is on and angle is zero then light is on local horizon. When it's +90, then is over the camera. When it's -90, then is under the camera. </p></body></html> + + + Lights - - - Soft shadow cone angle: + + + Common light options + + + + + + Cast shadows + + + + + + Size: - - - - - - - - - - - + + + + + + + + + + + Load - - - - - - - - - - - + + + + + + + + + + + Save - - - - - - - - - - - + + + + + + + + + + + Reset - - - - - - - - - - - + + + + + + + + + + + + + Randomize - - + + <html><head/><body><p>Maximum number of ray bounces which are calculated for a given pixel.</p><p>This value affects reflections, refraction and MC Global Illumination </p></body></html> - - + + <html><head/><body><p>Number of passes of rendering DOF effect. One pass is enough for most of cases. But for more realistic blur it can be increased (e.g to 4) and blur opacity should be accordingly decreased (e.g. to 1.0)</p></body></html> - - + + <html><head/><body><p>Opacity of blur effect used during second phase of rendering the DOF effect. 4.0 is correct for most of cases. But for more realistic blur the number of passes can be increased (e.g to 4) and blur opacity should be accordingly decreased (e.g. to 1.0)</p></body></html> - - + + Maximum blur radius: - - + + <html><head/><body><p>Maximum radius of generated blur. Lower value can speed up rendering but effect will be less realistic.</p></body></html> - - + + <html><head/><body><p>Enables Monte Carlo algorithms for rendering the depth of field (DOF), global illumination, ambient occlusion (with multiple rays) and soft shadows effects. This mode is extremely slow for rendering, but gives a very realistic appearance of effects.</p><p>In addition Monte Carlo algorithm provides high quality adaptive anti-aliasing.</p><p>Every pixed (or tile) of the image is rendered multiple times with randomly changed parameters. Every repeat reduces noise. Sampling of each pixel (or tile) is stopped when noise is reduced to defined level (defined by &quot;Max noise level&quot; parameter&quot;) or when maximum number of repeats is reached (defined by &quot;Max number of samples&quot;). </p><p>Remark: This effect cannot work properly when screen space ambient occlusion is enabled. </p></body></html> - - + + &Monte Carlo algorithm - - + + <html><head/><body><p>Minimum number of MC samples calculated for each image pixel. Increasing this parameter can reduce visible noise, ( by improving calculation of noise level estimation).</p></body></html> - - + + <html><head/><body><p>Number of MC samples calculated for each image pixel. Higher values reduce the noise on the image but increase the rendering time. </p><p>For instance if the number of samples is 100, then the rendering will take 100 times longer compared to the effect disabled.</p></body></html> - - + + Max number of samples per pixel: - - + + Min number of samples per pixel: - - + + <html><head/><body><p>Limit of noise level for each image pixel. Every pixel is calculated multiple times until estimated noise reaches maximum noise level percentage.</p><p>A lower value reduces visible noise on the final image, but increases rendering time. Decreasing the maximum noise level by half, increases the rendering time by 4.</p></body></html> - - + + Max noise level (percentage) - - + + <html><head/><body><p>Average number of MC samples that have been calculated for each image pixel.</p></body></html> - - + + + Navi + + + + + + <html><head/><body><p>Activate calculation of ray-traced reflections and transparency. Reflectance can be set by <span style=" font-style:italic;">Material/Reflection. </span>Transparency settings are in the same tab as reflection.<br/>Also enable with Monte Carlo global illumination.</p><p><br/></p></body></html> + + + + + Average number of MC samples: - - + + + + + + <html><head/><body><p>Estimated average noise caused by Monte Carlo effects.</p></body></html> - - + + Average noise: - - - - - <html><head/><body><p>Enables calculation of realistic global illumination using Monte Carlo algorithm. </p><p>Number of light bounces is defined by the &quot;reflections depth&quot; parameter at the top of tab.</p></body></html> + + + Masked pixels: - - - Calculate MC global illumination + + + Tiles done: - - - Global illumination by volumetric effects + + + <html><head/><body><p>Enables additonal optimization of MC rendering. The noise level is calculated separatelly for each pixel. If noise level is enough low, then the pixel is no longer calculated.</p><p>If the image is very noisy and there is low value of <span style=" font-style:italic;">Min number of samples</span>, then enabling this option can cause dark random pixels left on the image.</p></body></html> - - - <html><head/><body><p>Enables calculation of realistic soft shadows using Monte Carlo algorithm.</p><p>Soft shadow cone for main light source is defined by <span style=" font-style:italic;">Soft shadow code angle</span> (<span style=" font-style:italic;">Lights</span> tab)</p><p>Soft shadow cone for auxiliary lights is defined by C<span style=" font-style:italic;">ustom lights options</span> / <span style=" font-style:italic;">Size.</span></p></body></html> + + + Enable pixel level optimization - - - Calculate MC soft shadows + + + Denoiser - - - <html><head/><body><p>Enables rendering of chromatic aberration. This effect simulates the way an actual lens refracts light slightly differently based on wavelength.</p><p>It will give a "rainbow" type effect that gets stronger closer to the edges of the image. </p></body></html> + + + Light - - - Calculate chromatic aberration + + + Medium - - - <html><head/><body><p>Higher value makes dispersion of refracted light more vsible on transparent objects.</p></body></html> + + + Strong - - - Dispersion gain of light refraction: + + + Extreme - - Camera lenses dispersion: + + Strength - - - <html><head/><body><p>Higher value makes simulated dispersion of camera lenses more visible.</p></body></html> + + + <html><head/><body><p>Keeps sharp edges and object details.</p><p>This option can give wrong appearance when strong DOF is used.</p></body></html> - - - <html><head/><body><p>File-path to light map image. For ambient occlusion effect based on multiple rays</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> + + + Preserve geometry - - - <html><head/><body><p>File-path to reflection map image .</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> + + + + + <html><head/><body><p>Enables calculation of realistic global illumination using Monte Carlo algorithm. </p><p>Number of light bounces is defined by the &quot;reflections depth&quot; parameter at the top of tab.</p></body></html> - - - <html><head/><body><p>This value controls the quality of the volumetric light effect. The step for volumetric light is calculated in each iteration as: </p><p>step = DE * DE_FACTOR[global] * DE_FACTOR[volumetric].</p><p>A higher value gives a faster render but of poorer quality.</p></body></html> + + + Calculate MC global illumination - - - Custom DE Step multiplier -for volumetric effects: + + + Radiance limit for GI - - - <html><head/><body><p>Visibility distance of fog. Visibility can be set by using '<span style=" font-style:italic;">Set visibility distance by mouse'</span> button</p><p>Lower values produce denser fog,</p></body></html> + + + <html><head/><body><p>Limit for intensity of bounced light. Lower value reduces noise caused by very bright spots on HDR background textures.</p></body></html> - - - <html><head/><body><p>Sets visibility distance using mouse pointer. Point the object which should be the farthest visible.</p><p>After using it don't forget to change <span style=" font-style:italic;">Navigation</span> / <span style=" font-style:italic;">Mouse click function</span> to continue work with the camera.</p></body></html> + + + Global illumination by volumetric effects - - - <html><head/><body><p>Fog where density depends on the distance from the fractal surface.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Example of high values of distance</p></td><td><p>Examples of low values of distance </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - distance glow.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - distance glow 2.jpeg"/></p></td></tr></table></body></html> + + + <html><head/><body><p>Enables calculation of realistic soft shadows using Monte Carlo algorithm.</p><p>Soft shadow cone for main light source is defined by <span style=" font-style:italic;">Soft shadow code angle</span> (<span style=" font-style:italic;">Lights</span> tab)</p><p>Soft shadow cone for auxiliary lights is defined by C<span style=" font-style:italic;">ustom lights options</span> / <span style=" font-style:italic;">Size.</span></p></body></html> - - - - - <html><head/><body><p>Adjusts the density of fog based on the distance from the fractal surface. Higher values produces fog which reaches further from the fractal surface.</p></body></html> + + + Calculate MC soft shadows - - - <html><head/><body><p>Density of fog. Higher values produce denser fog. </p></body></html> + + + <html><head/><body><p>Enables rendering of chromatic aberration. This effect simulates the way an actual lens refracts light slightly differently based on wavelength.</p><p>It will give a "rainbow" type effect that gets stronger closer to the edges of the image. </p></body></html> - - - <html><head/><body><p>Maximum fog distance of color #2 from the fractal surface, and minimum fog distance for color #3.</p></body></html> + + + Calculate chromatic aberration - - - <html><head/><body><p>Maximum fog distance of color #1 from the fractal surface, and minimum fog distance for color #2.</p></body></html> + + + <html><head/><body><p>Higher value makes dispersion of refracted light more vsible on transparent objects.</p></body></html> - - - Distance from fractal surface: + + + Dispersion gain of light refraction: - - - <html><head/><body><p>Fog effect, where the density of the fog is dependent on the iteration count of the fractal formula. Fog is denser in areas of higher iteration count.</p><p>Fog receives shadows, and casts shadows on fractal surface and on itself.</p><p>Example of fog with additional light sources:<br/><img src=":/tooltips/tooltips_images/image - shader - iterfog - lights.jpeg"/></p></body></html> + + + Camera lenses dispersion: - - - <html><head/><body><p>This parameter can be used to increase brightness of fog illuminated by auxiliary light sources.</p><p>In Mandelbulber version &lt;= 2.12 this value was hardcoded and default value was 100. </p><p>When brightness boost is 1.0 then there is correct proportion of illuminating fractal surface and fog.</p></body></html> + + + <html><head/><body><p>Higher value makes simulated dispersion of camera lenses more visible.</p></body></html> - - - Brightness boost. -Set 100 to keep compatibility with version <=2.12 + + + <html><head/><body><p>Selection of method to calculate ambient occlusion effect.<br/>Do not use SSAO method with Monte Carlo option.</p></body></html> - - - <html><head/><body><p>When enabled, the fog will cast and receive shadows, producing a more realistic effect, (but rendering will be much slower.)</p></body></html> + + + <html><head/><body><p>File-path to light map image. For ambient occlusion effect based on multiple rays</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - - Cast/receive shadows + + + Remark: It is simple reflections mapping. +To do mapping of radiance use HDRI texture as a background texture. - - - High iterations trim: + + + <html><head/><body><p>File-path to reflection map image .</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - - <html><head/><body><p>Enables effect for main light source. It's good to place the light source almost in front of the camera (horizontal angle about 180, vertical angle about 0)</p></body></html> + + + <html><head/><body><p>This value controls the quality of the volumetric light effect. The step for volumetric light is calculated in each iteration as: </p><p>step = DE * DE_FACTOR[global] * DE_FACTOR[volumetric].</p><p>A higher value gives a faster render but of poorer quality.</p></body></html> - - - Enables colored gradient on background. When disabled only color #1 is used. + + + Custom DE Step multiplier +for volumetric effects: - - - &3-color gradient + + + <html><head/><body><p>Visibility distance of fog. Visibility can be set by using '<span style=" font-style:italic;">Set visibility distance by mouse'</span> button</p><p>Lower values produce denser fog,</p></body></html> - - - <html><head/><body><p>Brightness of background</p></body></html> + + + <html><head/><body><p>Sets visibility distance using mouse pointer. Point the object which should be the farthest visible.</p><p>After using it don't forget to change <span style=" font-style:italic;">Navigation</span> / <span style=" font-style:italic;">Mouse click function</span> to continue work with the camera.</p></body></html> - - - Text&ured background + + + <html><head/><body><p>Fog where density depends on the distance from the fractal surface.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Example of high values of distance</p></td><td><p>Examples of low values of distance </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - distance glow.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - distance glow 2.jpeg"/></p></td></tr></table></body></html> - - - Vertical scale: + + + x2 - - - Beta: + + + ÷2 - - - <html><head/><body><p>Path to the background image. Acceptable formats are BMP, GIF, JPG, PNG</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> + + + + + <html><head/><body><p>Adjusts the density of fog based on the distance from the fractal surface. Higher values produces fog which reaches further from the fractal surface.</p></body></html> - - - Alpha: + + + Chromatic aberration - - - Gamma: + + + Aberration intensity: - - - Texture offset: + + + Reverse color order - - - Rotation: + + + <html><head/><body><p>Density of fog. Higher values produce denser fog. </p></body></html> - - - Horizontal scale: + + + <html><head/><body><p>Maximum fog distance of color #2 from the fractal surface, and minimum fog distance for color #3.</p></body></html> - - - Fill light color: + + + <html><head/><body><p>Maximum fog distance of color #1 from the fractal surface, and minimum fog distance for color #2.</p></body></html> - - - - - Visibility: + + + Distance from fractal surface: - - - <html><head/><body><p>Color of main light source</p></body></html> + + + <html><head/><body><p>Fog effect, where the density of the fog is dependent on the iteration count of the fractal formula. Fog is denser in areas of higher iteration count.</p><p>Fog receives shadows, and casts shadows on fractal surface and on itself.</p><p>Example of fog with additional light sources:<br/><img src=":/tooltips/tooltips_images/image - shader - iterfog - lights.jpeg"/></p></body></html> - - - <html><head/><body><p>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.</p></body></html> + + + <html><head/><body><p>This parameter can be used to increase brightness of fog illuminated by auxiliary light sources.</p><p>In Mandelbulber version &lt;= 2.12 this value was hardcoded and default value was 100. </p><p>When brightness boost is 1.0 then there is correct proportion of illuminating fractal surface and fog.</p></body></html> - - - Position relative to the camera + + + Brightness boost. +Set 100 to keep compatibility with version <=2.12 - - - <html><head/><body><p>Freely configurable light sources</p></body></html> + + + + + Cast/receive shadows - - - Custom lights + + + High iterations trim: - - - Light #&1 + + + Enables colored gradient on background. When disabled only color #1 is used. - - - Number of random -lights: + + + &3-color gradient - - - Maximum distance -from fractal: + + + + + <html><head/><body><p>Brightness of background</p></body></html> - - - Distribution radius -of lights: + + + Text&ured background - - - <html><head/><body><p>If enabled then all random light sources have the same color.</p></body></html> + + + Vertical scale: - - - Single color random lights + + + Beta: - - - Single color: + + + <html><head/><body><p>Path to the background image. Acceptable formats are BMP, GIF, JPG, PNG</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - - <html><head/><body><p>Simulates a large amount of lights and is relatively fast to render.</p><p>An orbit trap is a point, a 2D, or 3D shape defined in 3D space. The brightness of the point is dependent on how close the point's orbit gets to the orbit trap shape during the chosen iterations.</p><p>This effect is difficult to setup and often you need to try many different orbit trap settings.</p><p>These light sources illuminate the fractal surface, but do not cast shadows.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/image - shader - orbit trap lights.jpg"/></p></body></html> + + + Alpha: - - - Orbit &trap lights + + + Gamma: - - - Orbit trap center: + + + Texture offset: - - - <html><head/><body><p>Intensity of illumination of fractal surface</p></body></html> + + + Rotation: - - - Post effects + + + Horizontal scale: - - - HDR Bl&ur + + + All lights visibility - - - Blur radius: + + + All lights intensity - - - - - - - - - - - - - - - - x: + + Fill light color: - - - - - - - - - - - - - - - - - - - - - - - - - <html><head/><body><p>coordinates of light source</p></body></html> + + + All lights size - - - - - - - - - - - - - - - - - y: + + + Light placement options - - - - - - - - - - - - - - - z: + + + <html><head/><body><p>Controls distance from the fractal surface where the light will be placed with mouse pointer. When it's zero, the light will be set on fractal surface. A higher value moves the light towards the camera.</p><p>This parameter can be controlled with mouse wheel + alt key.</p></body></html> - - - - - - - - - <html><head/><body><p>brightness of light source</p></body></html> + + + Visibility: - - - - - - - - - - - - - - - <html><head/><body><p>Color of light source</p></body></html> + + + Number of random +lights: - - - - - - - - - <html><head/><body><p>Enables placing of the light source by mouse pointer. Light source is placed in front of fractal surface by distance defined by <span style=" font-style:italic;">Placement distance </span>parameter. </p><p>Placement distance can be changed using mouse scroll. </p><p>When the light is already placed, don't forget to change <span style=" font-style:italic;">Mouse click function</span> to e.g. &quot;Move the camera&quot;</p></body></html> + + + Maximum distance +from fractal: - - - - - - - - - Place by mouse + + + Random colors - - - Light #&2 + + + Single color - - - Light #&3 + + + Two colors - - - Light #&4 + + + Two colors based on distance - - - Custom lights options + + + Second color: - - - <html><head/><body><p>Defines visibility of additional light sources. Higher value gives brighter appearance of light sources. It doesn't control luminosity of light sources.</p><p>This parameter also affects random lights.</p></body></html> + + + Distribution radius +of lights: - - - <html><head/><body><p>Defines size of visible light sources. When it's higher then lights appear bigger.</p><p>This parameter also affects random lights.</p></body></html> + + + <html><head/><body><p>Simulates a large amount of lights and is relatively fast to render.</p><p>An orbit trap is a point, a 2D, or 3D shape defined in 3D space. The brightness of the point is dependent on how close the point's orbit gets to the orbit trap shape during the chosen iterations.</p><p>This effect is difficult to setup and often you need to try many different orbit trap settings.</p><p>These light sources illuminate the fractal surface, but do not cast shadows.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/image - shader - orbit trap lights.jpg"/></p></body></html> - - - Placement distance -(by mouse): + + + Orbit &trap lights - - - <html><head/><body><p>Controls distance from fractal surface where light will be placed with mouse pointer. When it's zero, the light will be set on fractal surface. Higher value moves the light towards the camera.</p><p>This parameter can be controlled with mouse scroll.</p></body></html> + + + Orbit trap center: - - - Place light behind the object + + + <html><head/><body><p>Intensity of illumination of fractal surface</p></body></html> - - - <html><head/><body><p><img src=":/tooltips/tooltips_images/random lights placement.png"/></p><p><span style=" font-weight:600;">Random seed: </span>random seed for lights distribution </p><p><span style=" font-weight:600;">Maximum distance from the fractal: </span>random lights are placed within this distance from the fractal surface </p><p><span style=" font-weight:600;">Centre of distribution X, Y, Z: </span>the centre point for random light distribution. To set this point by mouse pointer, select &quot;Set position of centre for random lights&quot; in Mouse click function combo box in Mandelbulber Render Window </p><p><span style=" font-weight:600;">Distribution radius of lights: </span>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.</p><p>If this radius is too small to generate random lights, then the program will automatically increase this radius. </p></body></html> + + + Post effects - - - Random li&ghts options + + + HDR Bl&ur - - - Random Seed: + + + + + Blur radius: - - - Center of distribution: + + + + + + + + + x: - - - Place random light center by mouse + + + + + + + + + y: - - - <html><head/><body><p>Parameters of visible light rays, often named quot;God Raysquot; effect.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/god rays.jpg"/></p></body></html> + + + + + + + z: - - - Volumetric lights + + + + + + + <html><head/><body><p>brightness of light source</p></body></html> - - - Visibility of light #2: + + + + + + + <html><head/><body><p>Color of light source</p></body></html> - - - Visibility of light #1: + + + Placement distance +(by mouse): - - - Visibility of main light: + + + Place light behind the object - - - - - - - - - - - <html><head/><body><p>Intensity of effect. When effect is not visible try to increase intensity. If whole image is white, then decrease intensity.</p><p>Intensity of effect doesn't depend on light source brightness</p><p>To control quality of this effect change <span style=" font-style:italic;">Rendering Engine / Raymarching step</span> multiplier parameter.</p></body></html> + + + <html><head/><body><p><img src=":/tooltips/tooltips_images/random lights placement.png"/></p><p><span style=" font-weight:600;">Random seed: </span>random seed for lights distribution </p><p><span style=" font-weight:600;">Maximum distance from the fractal: </span>random lights are placed within this distance from the fractal surface </p><p><span style=" font-weight:600;">Centre of distribution X, Y, Z: </span>the centre point for random light distribution. To set this point by mouse pointer, select &quot;Set position of centre for random lights&quot; in Mouse click function combo box in Mandelbulber Render Window </p><p><span style=" font-weight:600;">Distribution radius of lights: </span>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.</p><p>If this radius is too small to generate random lights, then the program will automatically increase this radius. </p></body></html> - - - Visibility of light #3: + + + Random li&ghts options - - - Visibility of light #4: + + + Coloring type: - - - Main light as volumetric + + + First color: - - - Light #1 as volumetric + + + Soft shadow cone: - - - Light #2 as volumetric + + + Random Seed: - - - Light #3 as volumetric + + + Center of distribution: - - - Light #4 as volumetric + + + Place random light center by mouse - - + + <html><head/><body><p>First iteration taken for orbit trap calculation</p></body></html> - - + + Softness: - - + + <html><head/><body><p>Last iteration taken for orbit trap calculation</p></body></html> - - + + Minimum iteration: - - + + Intensity on surface: - - + + <html><head/><body><p>Size of visible lights (scale is logarithmic)</p></body></html> - - + + <html><head/><body><p>Brightness of visible lights. It is volumetric effect.</p><p>Quality of this effect can by controled by <span style=" font-style:italic;">Effects / Volumetric / Custom DE step multiplier for volumetric effects</span></p></body></html> - - + + Visibility of glow (volumetric effect): - - + + Shape: - - + + Shape size: - - + + Point - - + + Line - - + + Circle - - + + Square - - + + Sphere - - + + Cube - - + + Shape rotation: - - + + Relative thickness: - - + + <html><head/><body><p>Brightness of visible lights</p></body></html> - - + + Maximum iteration: - - - - - - + + + Penetrating + + + + + + + + + <html><head/><body><p>Position of orbit trap point</p></body></html> @@ -5741,547 +5981,553 @@ of lights: cDockFractal - + Form - + Remark: Julia mode is enabled - + <html><head/><body><p>Selection for fractal formula. Fractal formula defines shape of fractal.</p><p>Algorithm (code) for selected formula is visible in Information box.</p></body></html> - + Formula #1 - + Remark: to unlock more fractal tabs, enable "hybrid fractals" or "boolean operators" - + Formula #2 - + Formula #3 - + Formula #4 - + Formula #5 - + Formula #6 - + Formula #7 - + Formula #8 - + Formula #9 - + Global parameters - + <html><head/><body><p>Enables calculation of fractal in the same way as Julia Set.</p><p>When it's enabled then:<br/>z<span style=" vertical-align:sub;">0</span> = p<br/>z<span style=" vertical-align:sub;">n+1</span> = f(z<span style=" vertical-align:sub;">n</span>) + c</p><p>where:<br/>p - coordinates of point<br/>c - Julia constant</p><p>to compare, regular fractals are calculated in following way:<br/>z<span style=" vertical-align:sub;">0</span> = p<br/>z<span style=" vertical-align:sub;">n+1</span> = f(z<span style=" vertical-align:sub;">n</span>) + p</p></body></html> - + J&ulia mode - - - - - - - - - + + + + + + + + + y: - + Julia constant (c): - - - - - - - - - + + + + + + + + + z: - - - - - - - - - + + + + + + + + + x: - + <html><head/><body><p>Julia constant can be grabbed from image.</p><p>When Julia mode is disabled, select part of fractal which has interesting features. After enabling Julia mode, entire fractal will have shapes similar to previously selected place.</p></body></html> - + Get Julia constant by mouse pointer - - + + + Preview + + + + + Julia mode preview distance: - + Material for fractal - - + + Initial w-axis value for 4D fractals - - - - - - - - + + + + + + + + <html><head/><body><p>Multiplies fractal c constant by this value.</p></body></html> - + Fractals - - - - + + + + Load - - - - + + + + Save - - - - + + + + Reset - - - - - - + + + + + + Randomize - - + + C constant - - + + Constant multiplier: - - + + Fractal positioning - - - - + + + + X-axis rotation: - - + + Fractal position: - - - - + + + + Z-axis rotation: - - - - + + + + Y-axis rotation: - - + + Repeat - - - - + + + + Hybrid - - + + Repeat sequence from fractal #: - - + + <html><head/><body><p>Controls from which fractal component will be repeated hybrid formula sequence</p></body></html> - - + + Linear DE offset (fine tuning of IFS distance estimation) - - + + <html><head/><body><p>Enables hybrid fractals.</p><p>Hybrid fractals are calculated by multiplexing between different fractal formulas. In 9 fractal tabs (slots) you can define a set of fractal formulas each with their own parameters.</p></body></html> - - - + + + Enable hybrid fractals - - - <html><head/><body><p>Boolean operators between fractal shapes.</p></body></html> - - - - - + + Boo&lean operators - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + Intersection (AND) - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + Union (OR) - - + + Complement (1st minus 2nd) - - + + 1st <-> 2nd formula: - - + + Complement (2nd minus 3rd) - - + + Complement (3rd minus 4th) - - + + 2st <-> 3rd formula: - - + + 3rd <-> 4th formula: - - + + 5rd <-> 6th formula: - - + + 6rd <-> 7th formula: - - + + 7rd <-> 8th formula: - - + + 4rd <-> 5th formula: - - + + 8rd <-> 9th formula: - - + + Complement (4th minus 5th) - - + + Complement (5th minus 6th) - - + + Complement (6th minus 7th) - - + + Complement (7th minus 8th) - - + + Complement (8th minus 9th) - - + + <html><head/><body><p>Enables box folding like is used in Mandelbox formula.</p><p>(It's to keep compatibility with Mandelbulber 1.21)</p></body></html> - - + + Bo&x Folding - - + + Folding limit: - - + + Folding value: - - + + + <html><head/><body><p>Boolean operators between fractal shapes.<br/>Additional controls will appear at the bottom of each formula UI.</p></body></html> + + + + + <html><head/><body><p>Enables spherical folding like is used in Mandelbox formula.</p><p>(It's to keep compatibility with Mandelbulber 1.21)</p></body></html> - - + + Spherical Folding - - + + Inner radius: - - + + Outer radius: - - + + Primitives - - + + Global positioning of all primitives - - + + all primitives position (except plane @@ -6289,36 +6535,43 @@ and water): - - + + + Invisible primitives in alpha channel +with visible shadows of fractal objects + + + + + Description - - + + <html><head/><body><p>An explanation of the setting</p></body></html> - - + + An explanation of the setting - + Enable boolean mode - + You have selected next fractal formula. Do you want to enable hybrid fractals or boolean mode? - + More fractals... @@ -6408,308 +6661,308 @@ Do you want to enable hybrid fractals or boolean mode? cDockImageAdjustments - + Form - + Image resolution - + <html><head/><body><p>Height of rendered image in pixel</p><p><br/></p></body></html> - + Image width: - + Image height: - + <html><head/><body><p>Width of rendered image in pixel</p><p><br/></p></body></html> - + Image proportion: - + ×2 - + Load - + Save - + Reset - + ÷2 - + <html><head/><body><p>Force image proportion</p><p><br/></p></body></html> - + Free - + 1:1 - + 4:3 - + 3:2 - + 16:9 - + 16:10 - + 2:1 - + Anti-aliasin&g - + Number of samples (n x n): - + 5 - + 9 - + 45 - + 81 - + 405 - + 729 - + Number of samples (OpenCL mode): - + Adaptive (faster) - + <html><head/><body><p>When this option is enabled, the fractal appearance is maintained at all resolutions. </p><p>The fractal detail level will be automatically adjusted to match any change of image resolution. </p><p>For instance, if the resolution is doubled then the detail level will be reduced by half.</p></body></html> - + Connect fractal detail level with image resolution - + <html><head/><body><p>Presets for rendered image size</p><p><br/></p></body></html> - + Presets - + <html><head/><body><p>Enables rendering of stereoscopic images and animations for viewing with 3D glasses.</p></body></html> - + Distance between eyes - + Left - right - + Top - bottom - + Anaglyph - red/cyan - + <html><head/><body><p>The distance between two virtual eyes. Higher values make the 3D effect more intense. </p><p>The optimal distance between eyes is about 1%-5% of the distance to the viewed object. </p></body></html> - + Mode: - + <html><head/><body><p>Swaps left and right eye on rendered image.</p></body></html> - + Swap eyes - + Infinite distance correction - + <html><head/><body><p>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. </p><p>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. </p></body></html> - + Image quality presets - + Normal - + <html><head/><body><p>A fast preset but with low quality.</p><p>Ambient occlusion is turned off.</p></body></html> - + Low (no ambient occlusion) - + <html><head/><body><p>The highest quality preset and the slowest.</p><p>Ambient occlusion is turned on in Multiple Rays mode. Raymarching step is decreased to 0.2 to reduce fractal calculation errors.</p></body></html> - + High (HQ ambient occlusion accurate raymarching) @@ -6717,13 +6970,13 @@ accurate raymarching) - + <html><head/><body><p>This is the fastest preset but with the lowest quality.</p><p>Shadows, ambient occlusion and raytraced reflections are turned off. Detail level is decreased to 0.5.</p></body></html> - + Very low (no shadows no ambient occlusion) @@ -6731,187 +6984,187 @@ no ambient occlusion) - + <html><head/><body><p>Adjustments for image colors. Can be changed after rendering</p><p><br/></p></body></html> - + Picture - + <html><head/><body><p>Contrast of image</p><p>Use <span style=" font-style:italic;">apply changes</span> button to update image</p></body></html> - - + + <html><head/><body><p>Gamma of image</p><p>Use <span style=" font-style:italic;">apply changes</span> button to update image</p></body></html> - + Gamma: - + <html><head/><body><p>Brightness of image</p><p>Use <span style=" font-style:italic;">apply changes</span> button to update image<br/></p></body></html> - + S&tereoscopic rendering - + <html><head/><body><p>Defines how stereoscopic image will be rendered.</p><p>Left-right - View for left eye will be rendered on the left side of the image. View for right eye will be on the right side.</p><p>Top-bottom - View for left eye will be rendered on the top half of the image. View for right eye will be on the bottom half of the image.</p><p>Anaglyph red/cyan - Image will be rendered as an anaglyph dedicated for red/cyan 3D glasses. Using this option it is possible to edit the fractal with 3D view directly in the application window using regular display. Cheap 3D glasses are all that is required. For fractal exploration it is recommended to not use SSAO ambient occlusion, because it is rendered in 2 passes (try to use &quot;Fast&quot; ambient occlusion).</p></body></html> - + Calculate optimal distance between eyes - + <html><head/><body><p>Normal quality preset.</p><p>Ambient occlusion is turned on in Screen Space Ambient Occlusion (SSAO) mode.</p></body></html> - + Brightness: - + Contrast: - + Saturation - + <html><head/><body><p>High dynamic range effect. Reduces brightness of the brightest pixels to prevent oversaturation.</p><p>Use <span style=" font-style:italic;">apply changes</span> button to update image</p></body></html> - + High Dynamic Range (HDR) - + <html><head/><body><p>Apply changes of image colors</p><p><br/></p></body></html> - + Apply changes - + Camera - - + + <html><head/><body><p>Field of view of camera. Higher value gives wider view.</p><p><br/></p></body></html> - - + + <html><head/><body><p>Type of perspective projection.</p><p>- Three-point perspective projection, has two vanishing points on the horizon line and one on zenith or nadir</p><p>- Fish eye - simulates fish eye camera. <span style=" font-style:italic;">Field of view</span> = 1.0 corresponds to 180 degree</p><p>- Equirectangular - is dedicated to render 360 degree panoramas. Image proportion should be set to 2:1 and <span style=" font-style:italic;">Field of view</span> = 1.0</p><p>- Fulldome - is dedicated to render images for displaying in fulldome.</p></body></html> - + Field of view (degrees): - - + + Three-point perspective - - + + Fish eye - - + + Equirectangular - - + + Fulldome - - + + Perspective type: - - + + <html><head/><body><p>For compatibility of coordinate system with old Mandelbulber v. 1.21 .fract files</p></body></html> - - + + Coordinate system like in Mandelbulber v1.21 - + Change preset - + Edit resolution preset - + Type new preset in format WIDTHxHEIGHT @@ -6919,492 +7172,516 @@ between eyes cDockMeasurements - - + + Form - - + + Get point by mouse pointer - - + + + Last picked point + + + + + + + x: - - + + + + y: - - + + + + z: - - + + Distance from last point: - - + + Distance from camera: + + + + Midpoint of last two picked points + + cDockNavigation - + Form - - + + <html><head/><body><p>Start rendering of image based on actual settings</p></body></html> - - + + RENDER - - + + <html><head/><body><p>Discard last change of settings and start rendering of image</p></body></html> - - + + UNDO - - + + <html><head/><body><p>Redo last revoked change of settings and start rendering of image</p></body></html> - - + + REDO - - + + <html><head/><body><p>Terminate rendering</p></body></html> - - + + STOP - - - OpenCL mode: + + + Open new navigator - + + OpenCL mode: + + + + + <html><head/><body><p>Modes for OpenCL computation (GPU support):</p><p><span style=" font-weight:600;">no OpenCL</span> - use only CPU</p><p><span style=" font-weight:600;">fast</span> - very fast rendering on GPU. Fractal has visible shape, but colors and effects are not calculated. It is very good mode for fast camera navigation and looking for interesting fractal shapes in auto-refresh mode.</p><p><span style=" font-weight:600;">medium</span> - medium rendering speed on GPU. There is calculated color of the fractal, light sources with shadows are used. There is used only first defined material. Reflections and volumetric effects are not calculated.</p><p><span style=" font-weight:600;">full</span> - the most accurate and the the slowest rendering. Uses more GPU resources. All effects are calculated .</p></body></html> - - + + no OpenCL - - + + fast - - + + medium - - + + full - - + + Auto-refresh - - + + Load - - + + Save - - + + Reset - - + + <html><head/><body><p>These parameters and gauges controls position of camera and point where the camera is looking at (target)</p><p><br/></p><p><img src=":/tooltips/tooltips_images/Camera target.png"/></p></body></html> - - + + Coordinates: - - + + <html><head/><body><p>Coordinates of camera</p></body></html> - - + + Camera - - - - + + + + x: - - - - + + + + y: - - - - + + + + z: - - + + <html><head/><body><p>Coordinates of target</p></body></html> - - + + Target - - + + <html><head/><body><p>Set camera far from the fractal. It keeps actual camera angle.</p></body></html> - - + + Reset view - - + + <html><head/><body><p>Sweet spot position used especially for fulldome images or animations.</p></body></html> - - + + Move camera and target - - + + Move camera - - + + Move target - - + + Camera distance to target: - - + + <html><head/><body><p>Controls distance between camera and target</p><p>In<span style=" font-style:italic;"> Move camera and target</span> and <span style=" font-style:italic;">Move camera</span> modes it moves camera closer/further from target.</p></body></html> - - + + <html><head/><body><p>Moves the camera or the target to the right by distance set by <span style=" font-style:italic;">step</span> parameter</p></body></html> - - + + <html><head/><body><p>Moves the camera or the target to the left by distance set by <span style=" font-style:italic;">step</span> parameter</p></body></html> - - + + <html><head/><body><p>Moves the camera or the target up by distance set by <span style=" font-style:italic;">step</span> parameter</p></body></html> - - + + <html><head/><body><p>Moves the camera or the target forward by distance set by <span style=" font-style:italic;">step</span> parameter</p></body></html> - - + + <html><head/><body><p>Moves the camera or the target backwards by distance set by <span style=" font-style:italic;">step</span> parameter</p></body></html> - - + + <html><head/><body><p>Moves the camera or the target down by distance set by <span style=" font-style:italic;">step</span> parameter</p></body></html> - - + + step: - - + + <html><head/><body><p>Step for camera or target movement.</p><p>It can be relative or absolute step.</p><p>If it is set relative then movement distance equals <span style=" font-style:italic;">step</span> multiplied by actual distance to the fractal surface.</p></body></html> - - + + <html><head/><body><p>Selection for movement step calculation.</p><p>If it is set relative then movement distance equals <span style=" font-style:italic;">step</span> multiplied by actual distance to fractal surface. This is the preferred mode.</p><p>If it is set absolute then movement equals step set by <span style=" font-style:italic;">step</span> parameter. </p></body></html> - - + + Relative step mode - - + + Absolute step mode - - + + <html><head/><body><p>Controls for camera rotation in three different axes</p><p><img src=":/tooltips/tooltips_images/Yaw_Pich_Roll.png"/></p><p>image source: &quot;<a href="http://commons.wikimedia.org/wiki/File:Yaw_Axis_Corrected.svg#/media/File:Yaw_Axis_Corrected.svg"><span style=" text-decoration: underline; color:#ae6326;">Yaw Axis Corrected</span></a>&quot; by <a href="//commons.wikimedia.org/wiki/File:Yaw_Axis.svg"><span style=" text-decoration: underline; color:#ae6326;">Yaw_Axis.svg</span></a>: <a href="//commons.wikimedia.org/wiki/User:Auawise"><span style=" text-decoration: underline; color:#ae6326;">Auawise</span></a>derivative work: <a href="//commons.wikimedia.org/w/index.php?title=User:Jrvz&amp;action=edit&amp;redlink=1"><span style=" text-decoration: underline; color:#ae6326;">Jrvz</span></a> (<a href="//commons.wikimedia.org/w/index.php?title=User_talk:Jrvz&amp;action=edit&amp;redlink=1"><span style=" text-decoration: underline; color:#ae6326;">talk</span></a>) - <a href="//commons.wikimedia.org/wiki/File:Yaw_Axis.svg"><span style=" text-decoration: underline; color:#ae6326;">Yaw_Axis.svg</span></a>. Licensed under <a href="http://creativecommons.org/licenses/by-sa/3.0"><span style=" text-decoration: underline; color:#ae6326;">CC BY-SA 3.0</span></a> via <a href="//commons.wikimedia.org/wiki/"><span style=" text-decoration: underline; color:#ae6326;">Wikimedia Commons</span></a>.</p></body></html> - - + + Camera rotation: - - + + <html><head/><body><p>Yaw left</p></body></html> - - + + <html><head/><body><p>Pitch up</p></body></html> - - + + <html><head/><body><p>Yaw right</p></body></html> - - + + <html><head/><body><p>Roll right</p></body></html> - - + + <html><head/><body><p>Selection of camera / target movement mode</p><p><span style=" font-style:italic;">Move camera and target</span> - moves camera and target by the same distance</p><p><img src=":/tooltips/tooltips_images/move camera and target.png"/></p><p><span style=" font-style:italic;">Move camera</span> - moves only camera. Target stays in the same place. Camera rotates to look at stationary target.</p><p><img src=":/tooltips/tooltips_images/move only camera.png"/></p><p><br/>Move target - moves only target. Camera stays in the same place. Camera rotates to look at moving target.</p><p><img src=":/tooltips/tooltips_images/move only target.png"/></p><p><br/></p></body></html> - - + + <html><head/><body><p>Roll left</p></body></html> - - + + <html><head/><body><p>Pitch down</p></body></html> - - + + rotation step: - - + + <html><head/><body><p>Step of rotation in degrees</p></body></html> - - + + <html><head/><body><p>Modes of camera rotation</p><p><span style=" font-style:italic;">Rotate camera</span> - rotates the camera by moving the target around the camera</p><p><img src=":/tooltips/tooltips_images/rotate target around camera.png"/></p><p>Rotate around target - rotates the camera by moving camera around the target</p><p><img src=":/tooltips/tooltips_images/rotate camera around target.png"/></p><p><br/></p></body></html> - - + + Rotate camera - - + + Rotate around target - - + + <html><head/><body><p>Selection for rotation modes</p><p>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.</p><p>Straight rotation - rotates camera using actual camera axes. This mode rotates camera in a more intuitive way.</p></body></html> - - + + Fixed roll angle - - + + Straight rotation - - + + yaw: - - + + <html><head/><body><p>Rotation of camera around yaw axis (left &lt;-&gt; right)</p></body></html> - - + + pitch: - - + + <html><head/><body><p>Rotation of camera around pitch axis (up &lt;-&gt; down)</p></body></html> - - + + roll: - - + + <html><head/><body><p>Rotation of camera around roll axis (rotates image left &lt;-&gt; right)</p></body></html> - - + + Sweet spot angle: - - + + horizontal: - - + + vertical: @@ -8384,717 +8661,1295 @@ with image resolution - - Average number of MC samples: %1 + + Average number of MC samples: %1 + + + + + Average noise: %1 % + + + + + Tiles done: %1 % + + + + + Masked pixels: %1 % + + + + + cFileDownloader + + + + + File downloader + + + + + retrieving file list + + + + + finished, downloaded %1 files + + + + + file %1 downloaded, %2 of %3 + + + + + cFlightAnimation + + + waiting %1 seconds + + + + + Recording flight animation. Frame: + + + + + Paused. Frame: + + + + + + preview + + + + + Refreshing animation frames + + + + + cFrameSliderPopup + + + + Frame + + + + + + Fine + + + + + + Normal + + + + + + Coarse + + + + + + Hide slider + + + + + + X + + + + + + Reset value to default + + + + + + R + + + + + + + + Zero + + + + + + 0 + + + + + + Inversion of sign + + + + + + - + + + + + + Double + + + + + + x2 + + + + + + Half + + + + + + ÷2 + + + + + + ↑ + + + + + + 90 degrees + + + + + + → + + + + + + 180 degrees + + + + + + ↓ + + + + + + -90 degrees + + + + + + ← + + + + + + "Magic Round" + + + + + + ∅ + + + + + cGradientEditWidget + + + Randomize all colors in gradient without changing positions and number of colors + + + + + Randomize all colors, positions, and number of colors in gradient + + + + + Increase brightness of gradient + + + + + Decrease brightness of gradient + + + + + Invert palette + + + + + Increase saturation of colors in gradient + + + + + Decrease saturation of colors in gradient + + + + + Edit color #%1 + + + + + Change number of colors + + + + + New number of colors: + + + + + Images (*.jpg *.jpeg *.png *.bmp) + + + + + Select image to grab colors... + + + + + + Gradients (*.gradient *.txt) + + + + + Load gradient... + + + + + Save gradient... + + + + + Add color + + + + + Remove color + + + + + Delete all colors + + + + + Change number of colors ... + + + + + Grab colors from image ... + + + + + Load colors from file ... + + + + + Save colors to file ... + + + + + Copy + + + + + Paste + + + + + cGradientsEditor + + + Form + + + + + Surface color + + + + + + Random colors + + + + + + Rand pos. && col + + + + + + Bright + + + + + + + Bright - + + + + + + Sat + + + + + + + Sat - + + + + + Specular highlights + + + + + cHeadless + + + Image saved to: %1 + + + + + + Total number of iters + + + + + Number of iters / pixel + + + + + Number of iters / second + + + + + Percentage of wrong DE + + + + + cImageSaveDialog + + + + Save Image + + + + + + <html><head/><body><p><span style=" font-weight:600;">JPG</span></p><p>The quality value will be ignored, since JPG only supports 8 bit precision.</p><p>Every image channel will be saved as a separate file with appended postfix.</p><p><span style=" font-weight:600;">PNG</span></p><p>The quality value can be 8 bit or 16 bit (32 bit will result in 16 bit precision).</p><p>Every image channel will be saved as a separate file. </p><p>Only exception can be alpha channel:</p><p>If both Color and Alpha channel are selected and &quot;Append alpha to image (only PNG and TIFF)&quot;, then color + alpha will be saved to a RGBA image with quality and postfix of color row.</p><p><span style=" font-weight:600;">TIFF</span></p><p>The quality value can be 8 bit, 16 bit or 32 bit.</p><p>Every image channel will be saved as a separate file. </p><p>Only exception can be alpha channel:</p><p>If both Color and Alpha channel are selected and &quot;Append alpha to image (only PNG and TIFF)&quot;, then color + alpha will be saved to a RGBA image with quality and postfix of color row.</p><p><span style=" font-weight:600;">EXR</span></p><p>The quality value can be 16 bit or 32 bit (8 bit will result in 16 bit precision).</p><p>The postfix will be ignored since all image channels will be saved to one file.</p></body></html> + + + + + + Image Settings + + + + + + These settings affect "Save as JPG/PNG/EXR/TIFF" actions + and saving animation frames. + + + + + + + + Image Channel + + + + + + + + Quality + + + + + + + + Postfix + + + + + + Color + + + + + + + + + + + + + + + + + + + + + + + + + + 8 bit + + + + + + + + + + + + + + + + + + + + + + + + + + 16 bit + + + + + + + + + + + + + + + + + + + + + + + + + + 32 bit + + + + + + Alpha + + + + + + Z Buffer - - Average noise [%]: %1 + + + Z-buffer options - - - cFileDownloader - - - - File downloader + + + Invert z-buffer - - retrieving file list + + + Logarithmic scale - - finished, downloaded %1 files + + + Use contant depth range - - file %1 downloaded, %2 of %3 + + + maximum z-depth - - - cFlightAnimation - - waiting %1 seconds + + + minimum z-depth - - Recording flight animation. Frame: + + + Optional Image Channels - - Paused. Frame: + + + Global illumination - - - preview + + + Shadows - - Refreshing animation frames + + + Following channels are only rendered on demand +and will only be present after enabling and re-render. - - - cFrameSliderPopup - - - Frame + + + Save fractal settings together with the image - - - Hide slider + + + Surface Normal - - - X + + + Specular - - - Reset value to default + + + World - - - R + + + Diffuse - - - - - Zero + + + World Normal - - - 0 + + + Not denoised - - - Inversion of sign + + + Misc Image Settings - - - - + + + Use linear colorspace (only EXR) - - - Double + + + JPEG quality: - - - x2 + + + Save stereoscopic left and right images in separate files +(stereoscopic mode has to be "left-right") - - - Half + + + Save each channel in separate folder - - - ÷2 + + + Append alpha to image (only PNG and TIFF) + + + cInterface - - - ↑ + + + Fractals (*.txt *.fract) - - - 90 degrees + + Save settings from %1 - - - → + + Load settings to %1 - - - 180 degrees + + Cleaning up - - - ↓ + + Do you want to clean up settings? +It will take a while - - - -90 degrees + + Image auto-saved to %1 + + + cKeyframeAnimation - - - ← + + + Keyframe +previews - - - "Magic Round" + + + Frames/keyframe - - - ∅ + + + Camera speed [units/frame] - - - cGradientEditWidget - - Randomize all colors in gradient without changing positions and number of colors + + Refreshing animation frames - - Randomize all colors, positions, and number of colors in gradient + + Exporting keyframes to flight - - Increase brightness of gradient + + Audio - - Decrease brightness of gradient + + Camera distance from selected keyframe: %1 + + + cLightEditor - - Invert palette + + + Form - - Increase saturation of colors in gradient + + + Parameters - - Decrease saturation of colors in gradient + + + <html><head/><body><p>Brightness of the light source. Strength of illumination.</p></body></html> - - Edit color #%1 + + + <html><head/><body><p>Color of light source</p></body></html> - - Change number of colors + + + PushButton - - New number of colors: + + + Intensity: - - Images (*.jpg *.jpeg *.png *.bmp) + + + Size: - - Select image to grab colors... + + + <html><head/><body><p>Size of illuminated fog around the light source.</p></body></html> - - - Gradients (*.gradient *.txt) + + + <html><head/><body><p>Visibility of the light source. It simulates illuminated fog around the light source.</p></body></html> - - Load gradient... + + + + + Visibility: - - Save gradient... + + + <html><head/><body><p>Selection of light source type</p><p>- Directional light - light source emitting from infinite distance at the angle defined by user</p><p>- Point light - light source emitting evenly around user defined point</p><p>- Spot light - light source emitting conical beam</p><p>- Projection - light source emitting beam of light colorized by texture image</p><p>- Beam - linear beam of the light (requires Monte Carlo rendering mode)</p></body></html> - - Add color + + + Directional light - - Remove color + + + Point light - - Delete all colors + + + Spot light - - Change number of colors ... + + + Projection - - Grab colors from image ... + + + Beam - - Load colors from file ... + + + Decay function - - Save colors to file ... + + + Type: - - Copy + + + Color: - - Paste + + + <html><head/><body><p>Decay function defines how light intensity decays with distance from the light. Decay function 1/r² complies with the laws of physics. 1/r reduces the decaying of light intensity. 1/r³ increases the decaying of light intensity. </p></body></html> - - - cGradientsEditor - - Form + + + 1/r - - Surface color + + + 1/r² - - - Random colors + + + 1/r³ - - - Rand pos. && col + + + <html><head/><body><p>Sharpness of contour of the light source.</p></body></html> - - - Bright + + + + Contour sharpness: - - - Bright - + + + Position - - - Sat + + + + + + + + + + + + + + <html><head/><body><p>Coordinates of light source</p></body></html> - - - Sat - + + + + + x: - - Specular highlights + + + Position: - - - cHeadless - - Image saved to: %1 - + + + + + y: - - Total number of iters + + + + + z: - - Number of iters / pixel + + + + + + + <html><head/><body><p>Rotation of light source.</p><p>For directional lights it can be controlled with ball widget.</p></body></html> - - Number of iters / second + + + Use target point instead of angles - - Percentage of wrong DE + + + roll: - - - cImageSaveDialog - - - Save Image + + + vertical: - - - <html><head/><body><p><span style=" font-weight:600;">JPG</span></p><p>The quality value will be ignored, since JPG only supports 8 bit precision.</p><p>Every image channel will be saved as a separate file with appended postfix.</p><p><span style=" font-weight:600;">PNG</span></p><p>The quality value can be 8 bit or 16 bit (32 bit will result in 16 bit precision).</p><p>Every image channel will be saved as a separate file. </p><p>Only exception can be alpha channel:</p><p>If both Color and Alpha channel are selected and &quot;Append alpha to image (only PNG and TIFF)&quot;, then color + alpha will be saved to a RGBA image with quality and postfix of color row.</p><p><span style=" font-weight:600;">TIFF</span></p><p>The quality value can be 8 bit, 16 bit or 32 bit.</p><p>Every image channel will be saved as a separate file. </p><p>Only exception can be alpha channel:</p><p>If both Color and Alpha channel are selected and &quot;Append alpha to image (only PNG and TIFF)&quot;, then color + alpha will be saved to a RGBA image with quality and postfix of color row.</p><p><span style=" font-weight:600;">EXR</span></p><p>The quality value can be 16 bit or 32 bit (8 bit will result in 16 bit precision).</p><p>The postfix will be ignored since all image channels will be saved to one file.</p></body></html> + + + horizontal: - - - Image Settings + + + Angle: - - - These settings affect "Save as JPG/PNG/EXR/TIFF" actions - and saving animation frames. + + + Target: - - - - - Image Channel + + + <html><head/><body><p>Enabling this option makes coordinates and rotation of the light relative to the camera. </p></body></html> - - - - - Quality + + + Position and rotation relative to camera - - - - - Postfix + + + Shadows - - - Color + + + <html><head/><body><p>Enables casting shadows from the light source</p></body></html> - - - - - - - - - - - - - - - - - 8 bit + + + Cast shadows - - - - - - - - - - - - - - - - - 16 bit + + + <html><head/><body><p>Makes light rays penetrate all the objects. When it's enabled, then even inside the fractal it will not be completely dark. </p></body></html> - - - - - - - - - - - - - - - - - 32 bit + + + Penetrating light - - - Alpha + + + Soft shadow cone angle: - - - Z Buffer + + + <html><head/><body><p>This parameter controls angle of shadows cone. It simulates &quot;soft shadow&quot; effect. When it's zero, then shadows are very sharp.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>shadow cone 0 degrees</p></td><td><p>shadow cone 5 degrees </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - shadow cone 0.jpeg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - shadow cone 5.jpg"/></p></td></tr></table></body></html> - - - Z-buffer options + + + <html><head/><body><p>Enables volumetric visibility of the light source with calculation of shadows on it. It can be used to simulate &quot;god rays&quot; effect.</p></body></html> - - - Invert z-buffer + + + Volumetric - - - Logarithmic scale + + + <html><head/><body><p>Intensity of volumetric effect. </p><p>When effect is not visible try to increase intensity. If whole image is white, then decrease intensity.</p><p>To control quality of this effect change <span style=" font-style:italic;">Effects</span><span style=" font-style:italic;">/ Volumetric / Custom DE multiplier for volumetric effect</span> parameter (lower value - better quality).</p></body></html> - - - Use contant depth range + + + Cone options - - - maximum z-depth + + + <html><head/><body><p>Opening angle of conical shape of spot light</p></body></html> - - - minimum z-depth + + + Opening angle - - - Optional Image Channels + + + Soft angle - - - Following channels are only rendered on demand -and will only be present after enabling and re-render. + + + <html><head/><body><p>Additional opening angle of conical shape of spot light with soft transition from full brightness to dark.</p></body></html> - - - Surface Normal + + + Projection options - - - Specular + + + <html><head/><body><p>Path to the light projection texture image. Acceptable formats are BMP, GIF, JPG, PNG</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - - World + + + Texture path: - - - Diffuse + + + <html><head/><body><p>Vertical opening angle of projected image </p></body></html> - - - World Normal + + + <html><head/><body><p>Horizontal opening angle of projected image </p></body></html> - - - Misc Image Settings + + + Horizontal opening angle - - - Use linear colorspace (only EXR) + + + Vertical opening angle - - - JPEG quality: + + + <html><head/><body><p>Repeats projected texture. Recommended to use seamless texture.</p></body></html> - - - Save stereoscopic left and right images in separate files -(stereoscopic mode has to be "left-right") + + + Repeat texture + + + cLightSourcesManager - - - Save each channel in separate folder + + + Form + + + + + + Show wire-frame preview of lights - - - Append alpha to image (only PNG and TIFF) + + + <html><head/><body><p>Add a new light source to the scene. This new light will appear as a new tab below. There is no limit to the number of light sources.</p></body></html> - - - cInterface - - - Fractals (*.txt *.fract) + + + New +light - - Save settings from %1 + + + <html><head/><body><p>Duplicate the selected light source. All parameters will be copied to the new one.</p></body></html> - - Load settings to %1 + + + Duplicate +light - - Cleaning up + + + <html><head/><body><p>Delete the selected light source.</p></body></html> - - Do you want to clean up settings? -It will take a while + + + Delete +light - - - cKeyframeAnimation - - - Keyframe -previews + + + <html><head/><body><p>Place a light source using the mouse pointer.</p><p>Light position (for selected light tab) can be manipulated in following ways:</p><p>- mouse click on the image places light in front of selected point (offset by placement distance.) Placement distance from the selected point can be adjusted using mouse wheel + alt key.</p><p>- move light by dragging the mouse pointer while holding left mouse button. Moves light while maintaining placement distance</p><p>- rotating mouse wheel while holding control key moves light forward/backward</p></body></html> - - Refreshing animation frames + + + Place/move +light - - Exporting keyframes to flight + + Rename light #%1 - - Audio + + Renaming light #%1 - - Camera distance from selected keyframe: %1 + + Enter name of the light #%1 @@ -9102,1378 +9957,1432 @@ previews cMaterialEditor - + Form - + Reset - - + + + <html><head/><body><p>Opens navigator window which allows changes to material parameters with instant preview.</p></body></html> + + + + + + Navi + + + + + Material name: - - + + <html><head/><body><p>Material name used in Material Manager</p><p>Tip: Well named materials will be easier to find in Material Manager</p></body></html> - - + + <html><head/><body><p>Enables coloring of fractal surface using mathematical algorithms and a color palette. </p><p>This option works only for fractal objects, (not for primitive objects.)</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>palette off</p></td><td><p>palette on</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - resolution 1.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - colouring enabled.jpg"/></p></td></tr></table></body></html> - - + + &Use colors from gradients - - - - + + + + Surface color - - + + <html><head/><body><p>Gradient which defines the colors of the fractal surface.</p></body></html> - - + + Specular highlights - - + + <html><head/><body><p>Gradient which defines the colors of the specular highlights.</p><p>Brighter colors increase the highlights intensity. A black color creates no highlights.</p></body></html> - - + + Diffuse (brighter -> higher glossiness) - - + + <html><head/><body><p>Gradient which defines the intensity and width of specular highlights.</p><p>A higher value produces a more glossy surface, e.g. brighter highlights of a smaller width.</p></body></html> - - - - + + + + Luminosity - - + + <html><head/><body><p>Gradient which defines the luminosity of the fractal.</p><p>Higher brighness of gradient colors provides a higher luminosity.</p><p>This effect works only when the luminosity value is greater than zero.</p><p>To illuminate other objects by this gradient, <span style=" font-style:italic;">Monte Carlo Algorithm</span> / <span style=" font-style:italic;">Calculate MC Global Illumination </span>must be enabled.</p></body></html> - - + + <html><head/><body><p><br/></p></body></html> - - + + Roughness (brighter -> higher roughness) - - + + <html><head/><body><p>Gradient which defines the roughness of the fractal surface.</p><p>A higher value provides higher roughness. A black color makes a smooth surface.</p><p>This gradient works only when &quot;Rough surface&quot; is enabled.</p></body></html> - - + + Reflectance - - + + <html><head/><body><p>Gradient which defines the reflected light colors.</p><p>Brighter colors increase reflectance. A black color creates no reflections.</p><p>This gradient works only when <span style=" font-style:italic;">reflectance</span> is greater than zero.</p></body></html> - - - - + + + + Transparency - - + + <html><head/><body><p>Gradient which defines the transparency colors of the fractal.</p><p>Brighter colors increase transparency. A black color creates no transparency.</p><p>This gradient works only if <span style=" font-style:italic;">transparency of surface</span> is greater than zero.</p></body></html> - - + + <html><head/><body><p>Direction vector of the line used in the orbit trap coloring algorithm</p></body></html> - - + + <html><head/><body><p>Color palette speed sets the frequency of color changing</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>speed 0.3</p></td><td><p>speed 1.0</p></td><td><p>speed 5.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - colour speed 0.3.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - colouring enabled.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - colour speed 5.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Radius of the sphere used in the orbit trap coloring algorithm </p></body></html> - - + + <html><head/><body><p>Selection between different coloring algorithms based on an orbit trap calculation, (distance of point from orbit trap.)</p><p>- Standard: orbit trap defined as a point at the origin. The value is the value at the <span style=" text-decoration: underline;">end</span> of orbit trap iterations</p><p>The rest of the algorithms use the minimum value recorded <span style=" text-decoration: underline;">during</span> the orbit trap iterations.</p><p>- orbit trap: z.Dot(point): orbit trap defined as the starting coordinates of the point being iterated</p><p>- orbit trap: Sphere: orbit trap defined as a sphere surface</p><p>- orbit trap: Cross: orbit trap defined as a cross</p><p>- orbit trap: Line: orbit trap defined as a line in set direction</p></body></html> - - + + <html><head/><body><p>Shift along the color palette</p></body></html> - - + + w: - - - <html><head/><body><p>For backwards compatibity. If enabled, OpenCL and Non-OpenCL modes will sometimes render differrent coloring.</p></body></html> - - - - - + + <html><head/><body><p>Can be used for controlling the relative size of the three color components in the Hybrid Mode.</p><p>These controls can also be used for pre-V2.15 backwards compatibility</p></body></html> - - + + Extra Hybrid Mode Co&lor Options - - + + Hybrid Mode Color - - + + <html><head/><body><p><span style=" font-weight:400;">radDivDe scale:</span></p></body></html> - - + + <html><head/><body><p><span style=" font-weight:400;">aux.color scale:</span></p></body></html> - - + + <html><head/><body><p><span style=" font-weight:400;">orbit trap scale:</span></p></body></html> - - + + <html><head/><body><p>At Default Color_Speed the distance between two colors is 256. With these functions this distance = 1.0, e.g. a radius of 1.0 is one color step from the color at the origin. Similarly an addition of 1.0 = 256, cos period 1 =256.</p><p><br/>At the end of these functions, the colorValue is then multiplied by * 256.</p><p>Settings vary widely depending on such factors as fractal type &amp; size, location and number of iterations.</p><p>Adjusting the color speed may be required.</p></body></html> - - + + C&olor by numbers - - + + <html><head/><body><p><span style=" font-weight:400;">initial colorValue:</span></p></body></html> - - + + <html><head/><body><p>&quot;c&quot; (aux.c) is the original coordinates of the point being iterated. These &quot;c&quot; functions, color the point domain before the fractal is iterated, e.g. assigning an Initial ColorValue (default, all = 0.0.)</p></body></html> - - + + co&lorValue Initial Conditions Components - - + + c radius * scale: - - + + c.z * scale: - - + + c.x * scale: - - + + c.y * scale: - - + + Fractal Color Components - - + + <html><head/><body><p>OrbitTrap weight scales the colorValue input from the chosen Coloring Algorithm above (orbit traps). This allows blending of this input with other functions.</p><p>Initial minimumR is a separate limit set in the code to control the size of this colorValue.</p></body></html> - - + + Orbit trap com&ponent - - + + weight of 19.5 = old default (minimumR * 5000) - - + + weight of 3.9 = old hybrid default (minimumR * 1000) - - + + <html><head/><body><p><span style=" font-weight:400;">orbit trap weight:</span></p></body></html> - - + + <html><head/><body><p>These components collect and update data with every iteration. </p><p>aux.color is what collects theXYZplane and radius components, as in the original Mandelbox UI: Coloring Parameters.</p><p>aux.colorHybrid is the input from some experimental color Transforms.</p></body></html> - - + + a&uxillary color components - - + + weight of 0.39 = old hybrid default (aux.color * 100) - - + + aux. color weight: - - + + <html><head/><body><p>Use with fractals that have aux.color components. aux.color must be enabled on the formula UI.</p><p>These functions update a running colorValue total, every iteration (may result in localized cuts in the color)</p></body></html> - - + + aux. color hybrid weight: - - + + <html><head/><body><p>For BETA transforms: trans_hybrid_color &amp; trans_hybrid_color2.</p><p>Parameter controls weight of aux.colorHybrid values.</p><p>Assume these functions may not be backwards compatible in later releases.</p></body></html> - - + + <html><head/><body><p>ColorValue is derived from the radius of the point at termination.</p><p>Radius derived changes in colorValue are often inside the fractal. Can use with pseudoKleinian type structures.</p></body></html> - - + + rad&ius components - - + + radius * scale: - - + + <html><head/><body><p>ColorValue is derived from the radius of the point divided by the DE value, at termination.</p><p>Radius derived changes in colorValue are often inside the fractal. Can use with pseudoKleinian type structures.</p></body></html> - - + + rad&ius / DE components - - + + scale of 19.5 = old hybrid default ( r * 5000) / DE ) - - + + radius / DE * scale - - + + <html><head/><body><p>ColorValue is derived from the coordinates of the point at termination</p></body></html> - - + + xyz &bias - - + + z.z * scale: - - + + <html><head/><body><p>color_y = z.y * scale_y ;</p><p><br/></p><p>colorValue = color_x + color_y + color_z;</p></body></html> - - + + <html><head/><body><p>colorValue *= (1.0 + ( i * scale));</p></body></html> - - + + iter scale : - - + + z.y * scale: - - + + <html><head/><body><p>color_x = z.x * scale_x ;</p><p><br/></p><p>colorValue = color_x + color_y + color_z;</p></body></html> - - + + sqrd - - + + <html><head/><body><p>color_z = z.z * scale_z ;</p><p><br/></p><p>colorValue = color_x + color_y + color_z;</p></body></html> - - + + z.x * scale: - - + + <html><head/><body><p>As these functions are simply iteration based, they will produce sharp changes in color based on the iteration count at termination.</p><p>Adjusting the color speed may be required, depending on the size of the fractal and location.</p></body></html> - - + + color&Value iteration components - - + + <html><head/><body><p>colorValue += addValue * ( i - startIter);</p><p>An addValue of 1.0 equals one whole color step along the palette, at default color speed of 1.0.</p></body></html> - - + + <html><head/><body><p>colorValue *= 1.0 + ( scale * ( i - startIter));</p><p>This function will not work on its own, it always needs some other component supplying a range of colorValues.</p></body></html> - - + + start function at iteration: - - + + Final ColorValue Controls - - + + <html><head/><body><p>These options deform the Final ColorValues derived from the previous functions.</p></body></html> - - + + Palette deformin&g options - - - - - - + + + + + + <html><head/><body><p>Function produces an addition to the ColorValues based on its current value.</p></body></html> - - + + addition curv&e function - - + + spread factor: - - + + maximum add: - - - - - - + + + + + + start value: - - + + paraboli&c function - - + + parab scale: - - + + t&rig function - - + + cosine add: - - + + cosine period: - - + + <html><head/><body><p>Function rounds adjacent colorValues to produces solid color bands (i.e. no transitions between colors.)</p></body></html> - - + + roun&d - - + + round scale - - + + min colorValue - - + + <html><head/><body><p>Limit of minimum colorValue (units are still 1.0 = 256 colorValue units).</p></body></html> - - + + max colorValue - - + + <html><head/><body><p>Limit of maximum colorValue (units are still 1.0 = 256 colorValue units).</p></body></html> - - + + <html><head/><body><p>Color of the object's surface . This color is used when 'Use colors from palette' is disabled or when the material is to be applied to a non-fractal object.</p></body></html> - - + + Use color texture from an &image - - + + <html><head/><body><p>Path to image with color texture</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - + + Shading - - + + (effect of angle of incidence of light) - - + + Specular highlight - - + + Specular highlight color: - - + + <html><head/><body><p>Plastic specular reflection has color defined by <span style=" font-style:italic;">Specular highlight color</span> and depends on light source color. Surface color doesn't affect specular reflection color.</p></body></html> - - + + Plastic specular reflection - - - - + + + + Specular highlight brightness: - - - - + + + + Specular highlight width: - - + + <html><head/><body><p>Metallic specular reflection has color defined by <span style=" font-style:italic;">Specular highlight color</span> and depends on light source color and surface color.</p></body></html> - - + + Metallic specular reflection - - + + <html><head/><body><p>Intensity of metallic specular highlights</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>brightness 0</p></td><td><p>brightness 5</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - specularity 0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - specular metallic 5.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Width of metallic specular highlights </p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>width 0.2</p></td><td><p>width 2</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - specular metallic width 02.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - specular metallic width 2.jpg"/></p></td></tr></table></body></html> - - + + Roughness - - + + <html><head/><body><p>Roughness of metallic specular highlights </p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>roughness 0</p></td><td><p>roughness 5</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - specular metallic 5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - specular metallic roughness 10.jpg"/></p></td></tr></table><p><br/></p></body></html> - - + + <html><head/><body><p>Makes surface rough. This effect works well with enabled Monte Carlo algorithms.</p><p><img src=":/tooltips/tooltips_images/material - roughness 0,05.jpg"/></p></body></html> - - + + Rough surface - - + + Roughness: - - + + <html><head/><body><p>Roughness of object surface</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>roughness 0</p></td><td><p>roughness 0.05</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - roughness 0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - roughness 0,05.jpg"/></p></td></tr></table></body></html> - - + + Use roughness map texture - - + + <html><head/><body><p>Iridescence makes gradual changes of surface colour as the angle of view or the angle of illumination changes. </p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Iridescence disabled</p></td><td><p>Ididescence enabled</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - iridescence off.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - iridescence on.jpg"/></p></td></tr></table></body></html> - - + + Iridescence - - + + Subsurface relative thickness - - + + <html><head/><body><p>Intensity of the luminosity of the selected color.</p><p>Note: luminosity effect illuminates near objects only when Global Illumination is enabled.</p><p>Example of luminosity effect:</p><p><img src=":/tooltips/tooltips_images/material - luminosity.jpg"/></p></body></html> - - + + <html><head/><body><p>Color of the luminosity effect.</p><p>Note: luminosity effect does not illuminate near objects.</p><p>Example of luminosity effect:</p><p><img src=":/tooltips/tooltips_images/material - luminosity.jpg"/></p></body></html> - - + + + Emission multiplier: + + + + + + <html><head/><body><p>Multiplier of luminosity intensity wich controls amount of emited light in global illumination effect,</p><p>Note: luminosity effect illuminates near objects only when Global Illumination is enabled.</p><p>Example of luminosity effect:</p><p><img src=":/tooltips/tooltips_images/material - luminosity.jpg"/></p></body></html> + + + + + <html><head/><body><p>Use an image as a texture for luminosity effect.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/material - luminosity texture.jpg"/></p></body></html> - - + + <html><head/><body><p>Path to image with luminosity texture</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - + + Reflections and refraction - - + + <html><head/><body><p>If enabled the reflectance is calculated from Fresnel's equations. Reflectance is dependant on the angle of incidence of the ray.</p><p>To apply this effect, enable ray-traced reflections in <span style=" font-style:italic;">Raytracing</span> tab</p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Fresnel's equations off</p></td><td><p>Fresnel's equations on</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - reflectance fresnel off.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - reflectance fresnel.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Index of refraction of the material. It has influence on transparent objects and on non-transparent reflective objects. It affects the calculation in Fresnel's equations. </p><p>To apply this effect, enable ray-traced reflections in <span style=" font-style:italic;">Raytracing</span> tab</p><p>Example values: vacuum 1.0; glass.1.5; water 1.35; diamond 2.41<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>index of refraction 1.0 (gas or vacuum)</p></td><td><p>index of refraction 1.5 (glass)</p></td><td><p>index of refraction 2.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - transparency index of refraction 1.0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency index of refraction 1.5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency index of refraction 2.0.jpg"/></p></td></tr></table></body></html> - - + + Reflections - - + + Reflectance: - - + + + <html><head/><body><p>Apply color gradient to the volume of the object (if transparency of volume is lower than 1)</p></body></html> + + + + + + Use color gradient for interior + + + + + Transparency of volume: - - + + + <html><head/><body><p>Scatters the light inside the object. It involves calculation of shadows through the volume of the object.</p><p>Because the effect is slow for calculation, it is recomended to decrease Maximum number of fractal iterations to a level which does not change the appearance of the objects.</p></body></html> + + + + + + Subsurface scattering + + + + + + Note: reduce Maximum number of fractal iterations to the level which will not cause changes to the objects shape. It will significantly speed up calculations. + + + + + Use displacement &map texture - - + + Displacement height: - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + Texture path: - - + + <html><head/><body><p>Height of displacement. Height is in the same units as object sizes.</p></body></html> - - + + <html><head/><body><p>Size of specular highlights<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>width 0.1</p></td><td><p>width 1.0</p></td><td><p>width 5.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - specular highlight width 0.1.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - specular highlight width 1.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - specular highlight width 5.jpg"/></p></td></tr></table></body></html> - - - - - - - - - - - - + + + + + + + + + + + + Texture intensity: - - + + <html><head/><body><p>Brightness of diffusion texture. Higher value will simulate more polished surface.</p></body></html> - - + + Luminosity: - - + + Shading: - - + + Coloring algorithm: - - - - - - + + + + + + <html><head/><body><p>Direction vector of line in orbit trap algorithm for coloring</p></body></html> - - + + Color speed: - - + + Palette offset: - + Randomize - - + + Orbit trap sphere radius: - - - - - - + + + + + + y: - - - - - - + + + + + + z: - - + + Standard - - + + orbit trap: z.Dot(point) - - + + orbit trap: Sphere - - + + orbit trap: Cross - - + + orbit trap: Line - - - - - - + + + + + + x: - - + + Orbit trap line direction vector: - - + + <html><head/><body><p>Color of specular highlights</p><p>example:</p><p><img src=":/tooltips/tooltips_images/material - specular highlight color.jpg"/></p></body></html> - - - - - - - - - - - + + + + + + + + + + + PushButton - - + + Transparency of surface: - + Luminosity color: - - + + Single color: - - + + <html><head/><body><p>Intensity of light reflection effect</p><p>To apply this effect, enable ray-traced reflections in <span style=" font-style:italic;">Raytracing</span> tab or environment mapping<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>reflectance 0.5</p></td><td><p>reflectance 0.8</p></td><td><p>reflectance 1.0 (perfect reflection)</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - reflectance 0.5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - reflectance 0.8.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - reflectance 1.0.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>angle of incidence effects intensity</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>shading 0.0</p></td><td><p>shading 1.0 </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - shading 0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - shading 1.jpg"/></p></td></tr></table></body></html> - - + + Color of volume: - - + + Index of refraction: - - + + <html><head/><body><p>Use image file as color texture.</p><p>Color texture is mixed with 'Single Color' (if palette is off) or 'Palette' (if palette is on). </p><p>example:</p><p><img src=":/tooltips/tooltips_images/material - color texture.jpg"/></p></body></html> - - + + <html><head/><body><p>Contrast of color texture</p></body></html> - - + + Fresnel's equations for reflectance - - + + <html><head/><body><p>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. <span style=" text-decoration: underline;">simulates</span> 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.</p><p>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. </p><p>Normal maps can be derived from height maps (bumpmaps)<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Example normal map texture:</p></td><td><p>Example height map</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/normal_map_texture.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/displacement_texture.jpg"/></p></td></tr></table><p>Example object with normal map texture:</p><p><img src=":/tooltips/tooltips_images/material - normal map texture.jpg"/></p></body></html> - - - - + + + + Intensity: - - + + <html><head/><body><p>Intensity of bumps.</p></body></html> - - + + Normal map derived from greyscale bump map - - + + <html><head/><body><p>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.</p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>standard</p></td><td><p>inverted</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/normal_map_texture.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/normal_map_texture_g_inv.jpg"/></p></td></tr></table><p>To recognize which standard it is, check how the colors are located on the convex part of the texture.</p><p>Standard: top left corner - green, bottom right- red</p><p>Inverted: bottom left corner - green, right top - red</p><p>If you use inverted texture, then this check box should be ticked.</p></body></html> - - + + Invert green (Y+ / Y-) - - + + <html><head/><body><p>Color of interior of transparent objects.</p><p>To apply this effect, enable ray-traced reflections in <span style=" font-style:italic;">Raytracing</span> tab</p></body></html> - - + + Use luminosity te&xture - - + + <html><head/><body><p>Brightness of luminosity texture.</p></body></html> - - + + <html><head/><body><p>Intensity of specular highlights</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>brightness 0</p></td><td><p>brightness 5 </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - specularity 0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - specularity 5.jpg"/></p></td></tr></table></body></html> - - + + Color of reflections: - - + + Use reflectance map texture - - + + <html><head/><body><p>Transparency of the fractal interior. Thicker parts of the object will appear less transparent than thinner parts.</p><p>To apply this effect, enable ray-traced reflections in <span style=" font-style:italic;">Raytracing</span> tab</p><p>Examples for yellow color of volume</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>transparency 0.5</p></td><td><p>transparency 0.8</p></td><td><p>transparency 1.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - transparency of volume 0.5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency of volume 0.8.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency of surface 1.0.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Transparency of fractal surface. </p><p>This effect simulates glass or other refractive materials. For fast rendering, it is recommended to decrease the 'maximum number of iterations' to as low a value as will still produce acceptable image quality ( e.g. maybe about 20 iterations).</p><p>To apply this effect, enable ray-traced reflections in <span style=" font-style:italic;">Raytracing</span> tab </p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>transparency 0.5</p></td><td><p>transparency 0.8</p></td><td><p>transparency 1.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - transparency of surface 0.5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency of surface 0.8.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency of surface 1.0.jpg"/></p></td></tr></table></body></html> - - + + Color of transparency: - - + + + <html><head/><body><p>For backwards compatibity. If enabled, OpenCL and Non-OpenCL modes will sometimes render different coloring.</p></body></html> + + + + + Use transparency map texture - - + + <html><head/><body><p>Diffusion texture controls the amount and color of the reflected light. It also controls the intensity and width of the specular reflections.</p><p>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.)</p><p>Dark areas will not reflect light, and the specular reflections will be dark and wide (i.e. simulates a rough surface). </p><p>Example:</p><p><img src=":/tooltips/tooltips_images/material - diffusion texture.jpg"/></p></body></html> - - + + Use diffusion &texture - - + + <html><head/><body><p>Path to the image to be used for diffusion texture</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - + + Use normal &map texture - - + + <html><head/><body><p>Path to the image to be used as the normal map texture</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - + + <html><head/><body><p>Enables the use of greyscale heightmaps as bump maps, like on the image below. The bump map is internally converted to a normal map. </p><p><img src=":/tooltips/tooltips_images/displacement_texture.jpg"/></p><p>This texture can give the following result:</p><p><img src=":/tooltips/tooltips_images/material - normal map texture from bumpmap.jpg"/></p></body></html> - - + + <html><head/><body><p>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.</p><p>Example displacement map texture (in most cases it can be the same as for bump maps). Brighter pixels will give bigger embossing of surface.</p><p><img src=":/tooltips/tooltips_images/displacement_texture.jpg"/></p><p>Example result:</p><p><img src=":/tooltips/tooltips_images/material - displacement map.jpg"/></p><p>Note: displacement map does not work with cubic mapping of texture.</p></body></html> - - + + <html><head/><body><p>Path to image with displacement map texture</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - + + Texture mapping - - + + Fractalize texture - - + + Map texture to fractal shape using algorithm basing on orbit traps - - + + start orbit trap at iteration: - - + + Orbit trap cube size - - + + <html><head/><body><p>Geometry of texture mapping<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Planar - texture is mapped as a 2D plane</p></td><td><p>Spherical - texture is mapped as a sphere around the object center</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - planar mapping.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - spherical mapping.jpg"/></p></td></tr></table><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Cylindrical - texture is mapped as a cylinder around the object axis</p></td><td><p>Cubic - texture is mapped in accordance with the surface direction of a cube.<br/>Note: this mapping cannot be used with a displacement map </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - cylindrical mapping.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - cubic mapping.jpg"/></p></td></tr></table></body></html> - - + + Texture rotation: - - + + <html><head/><body><p>Position of the center of the texture. Position is relative to the texture size.</p><p>Note: size of texture is always 1 x 1 x 1.</p><p>Example of changed texture center [0.3, 0.3, 0.0] </p><p><img src=":/tooltips/tooltips_images/material - cubic mapping - center 0.3 0.3 0.0.jpg"/></p></body></html> - - - - - - + + + + + + <html><head/><body><p>Rotation of the texture relative to the object orientation.</p><p>Example of rotated texture</p><p><img src=":/tooltips/tooltips_images/material - planar mapping - rotated.jpg"/></p></body></html> - - + + Mapping type: - - + + Texture center: (relative to object size) - - - - + + + + <html><head/><body><p>Position of center of the texture. Position is relative to object size.</p><p>Note: object size of fractal object is always 1 x 1 x 1.</p><p>Example of changed texture center [0.3, 0.3, 0.0] </p><p><img src=":/tooltips/tooltips_images/material - cubic mapping - center 0.3 0.3 0.0.jpg"/></p></body></html> - - + + Texture scale: (relative to object size) - - + + alpha: - - + + Spherical - - + + Cubic - - + + Cylindrical - - + + Planar - - + + beta: - - + + gamma: - - - - - - + + + + + + <html><head/><body><p>Size of the texture. Size is relative to object size.</p><p>Note: object size of fractal object is always 1 x 1 x 1.</p><p>Example of changed texture scale [0.3, 0.3, 0.3] </p><p><img src=":/tooltips/tooltips_images/material - cubic mapping - scaled down.jpg"/></p></body></html> @@ -10544,23 +11453,23 @@ object size) cMeshExport - - Processing layer %1 of %2 + + Processing layer %1 of %2. Got %3 polygons - + Mesh Export - + Mesh Export finished - Cancelled export - - Mesh Export finished - Processed %1 layers + + Mesh Export finished - Processed %1 layers and got %2 polygons @@ -10721,11 +11630,205 @@ object size) - + Select path for mesh output + + cNavigatorWindow + + + + Dialog + + + + + + Edited parameter set + + + + + + Preview quality options + + + + + + Size + + + + + + Small + + + + + + Medium + + + + + + Big + + + + + + Quality + + + + + + Auto + + + + + + 1 + + + + + + 1/2 + + + + + + 1/4 + + + + + + 1/8 + + + + + + 1/16 + + + + + + 1/32 + + + + + + Enable shadow calculation in the preview + + + + + + Shadows + + + + + + Enable reflections and transparency calculation in the preview + + + + + + Reflectons + + + + + + Enable volumetric effects calculation in the preview + + + + + + Volumetrics + + + + + + <html><head/><body><p>Disable shadows, reflections and volumetric effects, and enable fast dark glow effect which improves perception of depth.</p></body></html> + + + + + + Dark glow + + + + + + Mouse click function: + + + + + + <html><head/><body><p>Selection for action which will be executed after clicking on the image</p><ul style="margin-top: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; -qt-list-indent: 1;"><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">No action - blocks functionality of mouse pointer</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Move the camera - moves the camera or target (depends on movement and rotation mode)</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Set fog visibility - sets visibility distance for basic fog effect</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Set DOF focus - sets object which will appear in focus</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Get Julia constant - gets value of constant for Julia fractal</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Place light #n - places light in selected place (mouse wheel controls distance from fractal) </li></ul></body></html> + + + + + + No action + + + + + + Closes the Navigator and copies actual parameters to the main window + + + + + + Use in main window + + + + + + Closes the Navigator and copies actual parameters to the main window. It does not copy camera position and rotation. + + + + + + Use in main window (without camera) + + + + + + Cancel + + + + + Navigator + + + cNetRender @@ -10767,7 +11870,7 @@ object size) cOpenClEngineRenderDOF - + OpenCL DOF finished @@ -10785,17 +11888,17 @@ object size) - + OpenCL - rendering DOF - phase 1 - + OpenCL - rendering DOF phase 1 - + OpenCL - rendering DOF phase 1 finished @@ -10813,17 +11916,17 @@ object size) - + OpenCL - rendering DOF - phase 1 - + OpenCL - rendering DOF - phase 2 - + OpenCL - rendering DOF phase 2 finished @@ -10831,31 +11934,55 @@ object size) cOpenClEngineRenderFractal - + OpenCl - initializing - + Compiling OpenCL programs - + OpenCl - rendering image (workgroup %1 pixels) - + OpenCl - rendering image - + OpenCL - rendering image finished + + cOpenClEngineRenderPostFilter + + + OpenCl %1 - initializing + + + + + Compiling sources for %1 + + + + + + OpenCl - rendering %1 + + + + + OpenCl - rendering %1 finished + + + cOpenClEngineRenderSSAO @@ -10869,36 +11996,66 @@ object size) - - + + OpenCl - rendering SSAO - + OpenCl - rendering SSAO finished + + cOpenClHardware + + + Timeout detection in graphics driver is not disabled +Run TDR__disable script from %1 +as administrator +Timeout detection can cause graphics driver restarts +during rendering of difficult fractals or effects. + + + cOpenClWorkerThread - + + + + Cannot set OpenCL argument for %1 - + antiAliasingDepth + + + sequenceSize + + + + + jobWidth + + + + + inClPixelSequenceBuffer + + cPostRenderingDOF - - - + + + DOF terminated @@ -10906,774 +12063,1061 @@ object size) cPreferencesDialog - - + + Default file paths - - + + Settings: - - + + Images: - - + + Textures: - - + + Language - - + + <html><head/><body><p>Language of application texts.</p><p>You need to restart application to apply changes.</p></body></html> - - + + Image Settings - - + + Z Buffer - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + 8 bit - + Program Preferences - - + + To apply changes of these settings you need to restart the application - - + + space light - - + + space dark - - + + space dark green - - + + space dark blue - - + + space dark red - - + + UI font size (points) - - + + Toolbar icon size (pixels) - - + + Colorize group&Boxes - - + + Seed for random colors - - + + Display tooltips - - + + Randomizer - - + + Small - - - - + + + + Medium - - + + Big - - + + Preview size - - + + Preview quality - - + + Low - - + + High - - + + Advanced - - + + Max. number of CPU cores to use - - + + Logging verbosity level - - + + Lowest priority - - + + Normal priority - - + + High priority - - + + Rendering threads priority - - + + Image auto-refresh period [seconds] - - + + <html><head/><body><p>Multiplies fractal c constant by this value.</p></body></html> - - + + Path to log file: - - + + Do not show description on settings load - - + + Retrieve default toolbar presets - - + + Retrieve default materials in material folder - - + + Image - - + + <html><head/><body><p><span style=" font-weight:600;">JPG</span></p><p>The quality value will be ignored, since JPG only supports 8 bit precision.</p><p>Every image channel will be saved as a separate file with appended postfix.</p><p><span style=" font-weight:600;">PNG</span></p><p>The quality value can be 8 bit or 16 bit (32 bit will result in 16 bit precision).</p><p>Every image channel will be saved as a separate file. </p><p>Only exception can be alpha channel:</p><p>If both Color and Alpha channel are selected and &quot;Append alpha to image (only PNG and TIFF)&quot;, then color + alpha will be saved to a RGBA image with quality and postfix of color row.</p><p><span style=" font-weight:600;">TIFF</span></p><p>The quality value can be 8 bit, 16 bit or 32 bit.</p><p>Every image channel will be saved as a separate file. </p><p>Only exception can be alpha channel:</p><p>If both Color and Alpha channel are selected and &quot;Append alpha to image (only PNG and TIFF)&quot;, then color + alpha will be saved to a RGBA image with quality and postfix of color row.</p><p><span style=" font-weight:600;">EXR</span></p><p>The quality value can be 16 bit or 32 bit (8 bit will result in 16 bit precision).</p><p>The postfix will be ignored since all image channels will be saved to one file.</p></body></html> - - + + These settings affect "Save as JPG/PNG/EXR/TIFF" actions and saving animation frames. - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + 16 bit - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + 32 bit - - + + Alpha - - + + Z-buffer options - - + + Invert z-buffer - - + + Logarithmic scale - - + + maximum z-depth - - + + minimum z-depth - - + + Op&tional Image Channels - - + + Specular - - + + World - - + + Diffuse - - + + World Normal - - - Save each channel in separate folder + + + Save each channel in separate folder + + + + + + Use linear colorspace (only EXR) + + + + + + Toolbar + + + + + + Custom formula editor font size (points) + + + + + + Max. RAM for texture cache (GB) + + + + + + Console debug output + + + + + + Not denoised + + + + + + Global illumination + + + + + + Shadows + + + + + + Save stereoscopic left and right images in separate files +(stereoscopic mode has to be "left-right") + + + + + + Append alpha to image (only PNG and TIFF) + + + + + + Save fractal settings together with the image + + + + + + Thumbnail options + + + + + + Clear + + + + + + Load + + + + + + <html><head/><body><p>Memory limit for single memory buffer used by OpenCL programs.</p><p>It should be set not higher than suggested memory limit showed below.</p><p>If SSAO or DOF effects need more memory than limit, they will be rendered using CPU.</p><p>Higher memory limit can allow rendering SSAO and DOF effects using GPU at higher resolution, but program can produce errors or be unstable.</p></body></html> + + + + + + Device + + + + + + All GPU devices + + + + + + Default device + + + + + + All devices + + + + + + All CPU devices + + + + + + All accelerators + + + + + + Platforms + + + + + + <html><head/><body><p>It disables 'compute cache' used by NVidia driver. It is sometimes needed to use this option to refresh precompiled OpenCL programs after changing OpenCL source files (e.g. after upgrade of the program).</p></body></html> + + + + + + Disable cache for OpenCL programs + + + + + + <html><head/><body><p>It enables -cl-fast-relaxed-math OpenCL flag. It provides additional speed by removing some checks to the math operations like division by zero or Not-a-Number. In some cases it can lead to unpredictable results.</p><p>It is needed to restart the program to apply this option.</p></body></html> + + + + + + Use fast relaxed math + + + + + + Suggested memory limit: - - - Use linear colorspace (only EXR) + + + <html><head/><body><p>Job size multiplier increases size of OpenCL jobs (size of tiles).</p><p>Higher value can increase rendering speed, but too high can slow down rendering.</p><p>Too high value can cause higher GPU memory usage makeing the program unstable. It also increases the time of rendering a single tile, which can cause GPU driver timeouts.</p></body></html> - - - Save stereoscopic left and right images in separate files -(stereoscopic mode has to be "left-right") + + + Job size multiplier: - - - Append alpha to image (only PNG and TIFF) + + + Percentage of reserved GPU time for a system - - - Thumbnail options + + + <html><head/><body><p>Percentage of GPU time which will be reserved for another processes like a system.</p><p>Higher value will generate longer waits between launching next OpenCL jobs. During this time the system will have opportunity to update UI. It will cause reduction of rendering speed.</p></body></html> - - - Clear + + + clang-format path: - - - Load + + + <html><head/><body><p>Mandelbulber can use OpenCL to accelerate rendering.<br/>For more information about setup and workflow see the User Manual<br/>under Menu &gt; Help &gt; User Manual.<br/></p></body></html> - - - <html><head/><body><p>Memory limit for single memory buffer used by OpenCL programs.</p><p>It should be set not higher than suggested memory limit showed below.</p><p>If SSAO or DOF effects need more memory than limit, they will be rendered using CPU.</p><p>Higher memory limit can allow rendering SSAO and DOF effects using GPU at higher resolution, but program can produce errors or be unstable.</p></body></html> + + + Shortcuts - - - Device + + + Default layout - - - All GPU devices + + + MB3D layout - - - Default device + + + Render - - - All devices + + + Stop - - - All CPU devices + + + Move forward - - - All accelerators + + + Move backward - - - Platforms + + + Move left - - - <html><head/><body><p>It disables 'compute cache' used by NVidia driver. It is sometimes needed to use this option to refresh precompiled OpenCL programs after changing OpenCL source files (e.g. after upgrade of the program).</p></body></html> + + + Move right - - - Disable cache for OpenCL programs + + + Move up - - - <html><head/><body><p>It enables -cl-fast-relaxed-math OpenCL flag. It provides additional speed by removing some checks to the math operations like division by zero or Not-a-Number. In some cases it can lead to unpredictable results.</p><p>It is needed to restart the program to apply this option.</p></body></html> + + + Move down - - - Use fast relaxed math + + + Rotate left - - - Suggested memory limit: + + + Rotate right - - - <html><head/><body><p>Job size multiplier increases size of OpenCL jobs (size of tiles).</p><p>Higher value can increase rendering speed, but too high can slow down rendering.</p><p>Too high value can cause higher GPU memory usage makeing the program unstable. It also increases the time of rendering a single tile, which can cause GPU driver timeouts.</p></body></html> + + + Rotate up - - - Job size multiplier: + + + Add keyframe - - - Percentage of reserved GPU time for a system + + + Modify keyframe - - - <html><head/><body><p>Percentage of GPU time which will be reserved for another processes like a system.</p><p>Higher value will generate longer waits between launching next OpenCL jobs. During this time the system will have opportunity to update UI. It will cause reduction of rendering speed.</p></body></html> + + + Rotate down - - - clang-format path: + + + Roll left - - - <html><head/><body><p>Mandelbulber can use OpenCL to accelerate rendering.<br/>For more information about setup and workflow see the User Manual<br/>under Menu &gt; Help &gt; User Manual.</p><p>OpenCL support is still alpha and lacks the following features<br/>present in the non-OpenCL mode:</p><ul style="margin-top: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; -qt-list-indent: 1;"><li style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">HDR blur</li></ul><p><br/></p></body></html> + + + Roll right - - + + Generate - - + + Precision - - + + single - - + + Use constant depth range - - + + Render thumbnails with OpenCL (if OpenCL enabled) - - + + OpenCL (GPU) - - + + OpenCL ena&ble - - + + This will offload the rendering to an OpenCL device (GPU, CPU, Accelerator Card). - - + + double - - + + Memory Limit: - - - - + + + + Quality - - - - + + + + Postfix - - - - + + + + Image Channel - - + + Low priority - - + + Color - - + + Following channels are only rendered on demand and will only be present after enabling and re-render. - - + + Surface Normal - - + + Misc Image Settings - - + + Do not ask for quit confirmation - - + + JPEG quality: - - + + General - - + + System Look and Feel - - + + UI Style type - - + + UI Skin - - + + normal - - + + dark - - + + light - + Path to log file: %1 - + Select default directory for images - + Select default directory for settings files - + Select default directory for textures - + + Select default directory for toolbar presets + + + + rendering %1, %2 of %3 - + Suggested memory limit (based on CL_DEVICE_MAX_MEM_ALLOC_SIZE): %1 MB - + clang-format executable (clang-format.exe clang-format-*.exe clang-format-* clang-format) - + Select clang-format executable (exe on windows, program name on MacOS / Linux)... + + cPrimitivesManager + + + + Form + + + + + + Show wire-frame preview of primitives + + + + + + <html><head/><body><p>Delete the selected light source.</p></body></html> + + + + + + Delete +primitive + + + + + + <html><head/><body><p>Place a light source using the mouse pointer.</p><p>Light position (for selected light tab) can be manipulated in following ways:</p><p>- mouse click on the image places light in front of selected point (offset by placement distance.) Placement distance from the selected point can be adjusted using mouse wheel + alt key.</p><p>- move light by dragging the mouse pointer while holding left mouse button. Moves light while maintaining placement distance</p><p>- rotating mouse wheel while holding control key moves light forward/backward</p></body></html> + + + + + + Place/move +primitive + + + + + + + + + + + + + + <html><head/><body><p>Duplicate the selected light source. All parameters will be copied to the new one.</p></body></html> + + + + + + Align rotation +to the camera + + + + + + Duplicate +primitive + + + + + + Enable all + + + + + + Disable all + + + + + + Only selected + + + + + Rename %1 #%2 + + + + + Renaming %1 #%2 + + + + + Enter name of the primitive %1 #%2 + + + cPushButtonAnimSound - + Audio loaded - + Anim By Sound @@ -11681,48 +13125,48 @@ and will only be present after enabling and re-render. cQueue - - + + STILL - + FLIGHT - + KEYFRAME - + Fractals (*.txt *.fract) - + Add file to queue... - + Name - + Preview - + Type - + Action @@ -11731,236 +13175,264 @@ and will only be present after enabling and re-render. cRandomizerDialog - + Dialog - + Slight randomize - + Medium randomize - + Heavy randomize - + STOP - + Do not randomize integers and booleans - + Do not randomize camera - + Reset - + Reset negligible parameters - + Use and add to keyframe animation - + Use - + Actual version - + Version 1 - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + Select - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + ... - - + + + + + + + + + + + + + + + + + + + + + + + + + Keep + + + + + Version 3 - - + + Version 2 - - + + Version 4 - - + + Version 5 - - + + Version 6 - - + + Version 7 - - + + Version 8 - - + + Version 10 - - + + Version 9 - - + + Version 11 - - + + Version 12 - + Randomizer (for parameters from %1) - + Randomizer (for parameters from keyframe animation) - + Fractals (*.txt *.fract) - + Save settings... - + Close Confirmation - + Exit Randomizer? - + Version %1, time %2s @@ -11968,30 +13440,145 @@ and will only be present after enabling and re-render. cRenderJob - + OpenCl - rendering - all finished - + Finished Render - + The image has been rendered completely. - + + OpenCl - waiting for free GPU + + + + OpenCl - rendering finished - + OpenCl - rendering SSAO finished + + + OpenCl - rendering Post Filter finished + + + + + cSettingsBrowser + + + + Dialog + + + + + + Don't use OpenCL + + + + + + Use OpenCL for MC + + + + + + Use OpenCL for MC, HQ + + + + + + Use OpenCL for all + + + + + + Use OpenCL for all, HQ + + + + + + Filter by Name + + + + + + Filter by Fractal + + + + + + Filter by Effect + + + + + + Filter: + + + + + + Load settings + + + + + + Cancel + + + + + Preview + + + + + Filename + + + + + Last modifued + + + + + Formulas + + + + + Effects + + + + + Select folder with fractal settings + + cSettingsCleaner @@ -12051,12 +13638,12 @@ and will only be present after enabling and re-render. - + Initializing - + Trying parameter: %1:%2 @@ -12064,32 +13651,32 @@ and will only be present after enabling and re-render. cSystemTray - + Render Image - + Render Animation - + Render Flight - + Stop - + Show Notifications - + Quit @@ -12098,238 +13685,270 @@ and will only be present after enabling and re-render. cTabFractal - + Form - - + + <html><head/><body><p>Weight of result of fractal formula. If weight is zero then result is ignored. If result is 1 then is fully taken.</p></body></html> - - + + Iterations: - - + + + + <html><head/><body><p>Number of iterations to calculate for this formula</p></body></html> - - + + <html><head/><body><p>Selection for fractal formula. Fractal formula defines shape of fractal.</p><p>Algorithm (code) for selected formula is visible in Information box.</p></body></html> - - + + Weight: - - + + <html><head/><body><p>Enables checking of bailout condition for this fractal formula. </p><p>Bailout condition is checked at the end of each iteration. If the length of the iteration vector is longer than the value defined by 'bailout' parameter, then the iterating stops.</p></body></html> - - + + Check for bailout condition - - + + <html><head/><body><p>Disables adding Cpixel constant to the result of fractal iteration (e.g. z<span style=" vertical-align:sub;">n+1</span> = z<span style=" vertical-align:sub;">n</span><span style=" vertical-align:super;">2</span> + C)</p></body></html> - - + + Don't add C constant - - + + Reset - - + + <html><head/><body><p>This fractal formula will be used when iteration number will be not higher than 'Stop at iteration'</p></body></html> - - + + Start at iteration : - - + + Load - - + + Save - - - - + + + + Randomize - - - Reset formula parameters + + + Navi - + + Reset formula parameters + + + + + <html><head/><body><p>This fractal formula will be used when iteration number will be not less than 'Start at iteration'</p></body></html> - - + + Stop at Iteration: - - + + Formula specific parameters - - + + + Calculation parameters + + + + + + Maximum number of fractal iterations: + + + + + + Smooth DE combine + + + + + + Smooth distance: + + + + + C constant addition for this fractal formula - - + + &Julia mode - - - - - - - - + + + + + + + + y: - - + + Julia constant (c): - - - - - - - - + + + + + + + + z: - - - - - - - - + + + + + + + + x: - - + + Constant multiplier: - - + + Initial w-axis value for 4D fractals - - + + Material for fractal - - + + Transform (fractal positioning) - - + + shift: - - + + Y-axis rotation: - - + + X-axis rotation: - - + + Z-axis rotation: - - + + Repeat - - + + scale: @@ -12510,7 +14129,7 @@ for 4D fractals - + Select path for slice images @@ -12526,144 +14145,144 @@ for 4D fractals main - + Starts the program without a GUI. - + Renders keyframe animation. - + Renders flight animation. - + Never delete data, instead Exit CLI application. - + Starts rendering from frame number <N>. - - - - - - + + + + + + N - + Stops rendering on frame number <N>. - + <KEY=VALUE> overrides item '<KEY>' from settings file with new value '<VALUE>'. Specify multiple KEY=VALUE pairs by separating with a '#': <KEY1=VALUE1#KEY2=VALUE2>. Quote whole expression to avoid whitespace parsing issues Override fractal parameter in the form 'fractal<N>_KEY=VALUE' with <N> being index of fractal - + ... - + Lists all possible parameters '<KEY>' with corresponding default value '<VALUE>'. - + Overrides image resolution. Specify as width and height separated by 'x' - + WxH - + Overrides frames per key parameter. - + Sets application as a server listening for clients. - + Sets application as a client connected to server of given host address (Host can be of type IPv4, IPv6 and Domain name address). - + Sets network port number for netrender (default 5555). - + Starts program without ANSI colors, when execution on CLI. - + Saves rendered image(s) to this file / folder. - + Specify custom system log filepath (default is: ~/.mandelbulber_log.txt). - + Renders all images from common queue. - + Runs testcases on the mandelbulber instance - + Resaves a settings file (can be used to update a settings file) - + Shows statistics while rendering in CLI mode. - + Shows help about input. - + Shows example commands. - + 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 - + Image output format: jpg - JPEG format (default) png - PNG format @@ -12675,28 +14294,28 @@ Override fractal parameter in the form 'fractal<N>_KEY=VALUE' wi - - + + FORMAT - + Runs benchmarks on the mandelbulber instance, specify optional parameter difficulty (1 -> very easy, > 20 -> very hard, 10 -> default). When [output] option is set to a folder, the example-test images will be stored there. - + Runs the program in opencl mode and selects first available gpu device. - + Runs the program in opencl mode and selects all available gpu devices. - + Renders the voxel volume. Output formats are: slice - stack of PNG images into one folder (default) ply - Polygon File Format (single 3d file) @@ -12704,19 +14323,19 @@ Override fractal parameter in the form 'fractal<N>_KEY=VALUE' wi - + Shows commands regarding OpenCL. - + 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<settings_file> can also be specified as a list, see all options with --help-input - + N.N.N.N diff --git a/mandelbulber2/language/es.ts b/mandelbulber2/language/es.ts index cf3177e06..677c52cc0 100644 --- a/mandelbulber2/language/es.ts +++ b/mandelbulber2/language/es.ts @@ -51,21 +51,21 @@ CNetRenderClient - + NetRender - version mismatch! NetRender - ¡no coincide la versión! - + Client version: %1 Versión de cliente: %1 - + Server version: %1 Versión de servidor: %1 @@ -80,37 +80,37 @@ CommonMyWidgetWrapper - + Reset to default Restablecer a predeterminado - + Add to flight animation Añadir a animación de vuelo - + Remove from flight animation Eliminar de animación de vuelo - + Add to keyframe animation Añadir a animación de fotogramas clave - + Remove from keyframe animation Eliminar de animación de fotogramas clave - + Parameter&nbsp;name:&nbsp; Nombre&nbsp;parámetros:&nbsp; - + Default&nbsp;value:&nbsp; Valor&nbsp;por defecto:&nbsp; @@ -118,12 +118,16 @@ FileSelectWidget - Images (*.jpg *.jpeg *.png *.bmp) - Imágenes (*.jpg *.jpeg *.png *.bmp) + Imágenes (*.jpg *.jpeg *.png *.bmp) + + + + Images (*.jpg *.jpeg *.png *.bmp *.hdr) + - + Select file for %1 Seleccionar archivo para %1 @@ -131,7 +135,7 @@ ImageFileSaveEXR - + Saving %1 Guardando %1 @@ -139,7 +143,7 @@ ImageFileSaveJPG - + Saving %1 Guardando %1 @@ -147,7 +151,7 @@ ImageFileSavePNG - + Saving %1 Guardando %1 @@ -155,7 +159,7 @@ ImageFileSaveTIFF - + Saving %1 Guardando %1 @@ -163,12 +167,12 @@ MeshFileSavePLY - + Mesh Export - Failed to open output file! Exportación de malla - ¡No se pudo abrir el archivo de salida! - + Saving %1 Guardando %1 @@ -176,7 +180,7 @@ MyColorButton - + Edit color: %1 Editar color: %1 @@ -207,17 +211,17 @@ MyLineEdit - + Copy vector Copiar vector - + Paste vector Pegar vector - + Reset vector to default Restablecer vector a predeterminado @@ -225,33 +229,33 @@ MyTableWidgetAnim - - + + Render this frame Renderizar este fotograma - + Interpolate next frames Interpolar siguientes fotogramas - + Delete all frames to here Eliminar todos los fotogramas hasta aquí - + Delete all frames from here Eliminar todos los fotograma desde aquí - + Remove '%1' from animation Eliminar '%1' de animación - + Refresh all thumbnails Actualizar todas las miniaturas @@ -259,78 +263,123 @@ MyTableWidgetKeyframes - - + + Multipy values by... + + + + + Increase values by... + + + + + Render this keyframe Renderizar este fotograma clave - + Interpolate next keyframes Interpolar siguientes fotogramas clave - + + Copy value to all keyframes + + + + Delete this keyframe Eliminar este fotograma clave - + Delete all keyframes to here Eliminar todos los fotograma clave hasta aquí - + Delete all keyframes from here Eliminar todos los fotograma clave desde aquí - + + Insert keyframe in between + + + + + Delete rendered frames for this keyframe + + + + Remove '%1' from animation Eliminar '%1' de animación - + Interpolation type Tipo de interpolación - + None Ninguno - + Linear Lineal - + Linear angle Ángulo lineal - + CatMulRom CatMulRom - + CatMulRom angle Ángulo CatMulRom - + Akima Akima - + Akima angle Ángula Akima - + + Cubic + + + + + Cubic angle + + + + + Steffen + + + + + Steffen angle + + + + Refresh all thumbnails Actualizar todas las miniaturas @@ -338,17 +387,17 @@ PreviewFileDialog - + Preview Vista previa - + Add to presets Añadir a preajuste - + Add to queue Añadir a cola @@ -356,12 +405,13 @@ QObject - + + %1 / %2 %1 / %2 - + file path invalid ruta de archivo inválida @@ -381,13 +431,13 @@ ¡No puede eliminar el último material! - - + + Voxel Export is busy. Stop unfinished rendering before starting new voxel export job. Exportado de Voxeles está ocupado. Cancele render sin terminar antes de empezar una nueva tarea de exportado de voxeles. - + Mesh Export is busy. Stop unfinished rendering before closing the mesh export dialog. Exportado de mallas está ocupado. Pare render sin terminar antes de empezar una nueva tarea de exportado de mallas. @@ -397,18 +447,18 @@ No hay fotogramas para reproducir - - + + Frame %1 of %2 Fotograma %1 de %2 - + Are you sure to clear the thumbnail cache? ¿Está seguro de eliminar la caché de miniaturas? - + Are you sure to clear the thumbnail cache? There are currently %1 thumbnails cached. These will be deleted and rerendered when necessary. Clear now? @@ -417,29 +467,29 @@ Hay actualmente %1 miniaturas en caché. Éstas serán eliminadas y re-renderiza ¿Eliminar ahora? - + Are you sure to load the thumbnail cache from the server? ¿Está seguro de cargar la caché de miniaturas desde el servidor? - + This will try to load missing common thumbnails from the server. Proceed? Esto tratará de cargar miniaturas faltantes desde el servidor. ¿Proceder? - + Are you sure to generate all example thumbnail cache files? ¿Está seguro de generar la caché de miniaturas de muestra? - + Retrieve toolbar Restaurar barra de miniaturas - + Are you sure to retrieve default presets into toolbar? It could overwrite some of existing presets. Proceed? @@ -448,12 +498,12 @@ Proceed? ¿Proceder? - + Retrieve materials Restaurar materiales - + Are you sure to retrieve default materials into materials folder? It could overwrite some of existing materials. Proceed? @@ -482,161 +532,161 @@ Proceed? Coloreado híbrido - + *** Formulas with analytic DE *** - + Logarithmic DE - + Linear DE - + JosLeys-Kleinian DE - + Pseudo Kleinian DE - + Custom DE - dIFS Formulas - + Custom DE - dIFS Transforms - + Custom DE - non-dIFS formulas - + *** Formulas with delta-DE *** - + Logarithmic delta-DE - + Linear delta-DE - + *** Transforms *** - + *** Hybrid coloring *** - - *** Experimental *** + + *** Experimental Do Not Use*** - - - - + + + + Don't add global C constant No añadir constante C global - + Add global C constant Añadir constante C global - - + + Cannot start voxel export. Specified folder (%1) does not exist. No se puede iniciar el exportado de voxeles. La carpeta especificada (%1) no existe. - + Voxel Export is busy. Stop unfinished rendering before closing the voxel export dialog. Exportado de Voxeles está ocupado. Cancele render sin terminar antes de cerrar la caja de diálogo de exportado de voxeles. - - + + No frames to render No hay fotogramas para renderizar - - + + The folder %1 does not exist. Please specify a valid location. La carpeta %1 no existe. Especifique una ruta válida por favor. - + Are you sure to start recording of new animation? ¿Está seguro de comenzar la grabación nueva animación? - - - - - + + + + + This will delete all images in the image folder. Proceed? Esto eliminará todas las imágenes en la carpeta. ¿Proceder? - + No frames recorded before. Unable to continue. No se han grabado fotogramas previamente. No se puede continuar. - - - + + + Rendering engine is busy. Stop unfinished rendering before starting new one Motor de render ocupado. Pare renderizado sin terminar antes de comenzar uno nuevo - + Recording flight path Grabando trayectoria de vuelo - - + + Recording flight animation Grabando animación de vuelo - - - - + + + + Truncate Image Folder Truncar carpeta de imagen - - + + The animation has already been rendered completely. Do you want to purge the output folder? @@ -645,177 +695,190 @@ Proceed? - + Animation start Comienzo de animación - - - - + + + + Animation finished Animación terminada - - + + Rendering terminated Renderizado completado - - + + Error occured, see log output Ocurrieron errores, vea el log de sailda - - + + Refreshing animation Actualizando animación - - + + Animation Image Folder Carpeta de imágenes de animación - - + + Choose Animation Image Folder Seleccione carpeta de animación de imágenes - + Export flight to keyframes Exportar vuelo a fotogramas clave - + There are already captured keyframes present. Discard current keyframes? Ya existen fotogramas clave capturados. ¿Descartar fotogramas clave actuales? - - + + No keyframe selected No hay ningún fotograma clave seleccionado - - + + There is no frame to render: first frame to render and last frame to render are equals. No hay fotogramas para renderizar: el primer fotograma y el último para renderizar son indénticos. - - + + Camera collides with fractal at following frames: Cámara colisiona con fractal en los siguientes fotogramas: - + Rendering animation Renderizando animación - + Frame %1 of %2 (key %3) Fotograma %1 de %2 (clave-%3) - + Rendering engine is busy. Stop unfinished rendering before starting rendering animation - + Export keyframes to flight Exportar fotogramas clave a vuelo - + There are already captured flight frames present. Discard current flight frames ? Ya existen fotogramas al vuelo capturados. ¿Descartar fotogramas al vuelo actuales? - + Exporting Exportando - - + + Checking for collisions Comprobando colisiones - + Checking for collisions on keyframe # %1 Comprobando colisiones en fotograma clave # %1 - + Checking for collisions finished Comprobación de colisiones terminada - + No collisions detected No se han detectado colisiones - + Cannot change target distance. Missing camera parameters in keyframes No se puede modificar la distanca al objetivo. Faltan parámetros de cámara en fotograms clave - + + Deleting rendered frames + + + + + This will delete rendered frames from %1 to %2 +in the image folder. +%3 +Proceed? + + + + You have to specify a settings file, for this configuration! ¡Debe especificar un archivo de ajuste para esta configuración! - + Some useful example commands: Algunos comandos de ejemplo útiles: - + Simple render Render simple - + Renders the file on the cli (no window required). Renderiza el archivo con la línea de comandos (no necesita ventana). - + Animation render Render de animación - + Renders the keyframe animation of the file keyframe_fractal.fract within frames 200 till 300. Renderiza la animación fotogramas clave del archivo keyframe_fractal.fract dentro de los fotogramaa 200 hasta 300. - + Network render Render de red - + 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 '--server'. @@ -826,22 +889,22 @@ En el servidor ejecute (1), con los ajustes requeridos para el render y adiciona El servidor empezará y espera un breve tiempo a que los clientes se conecten. Entonces todo el sistema empezará a renderizar. - + Voxel volume render Render de volumen de Voxel - + Renders the voxel volume in the bounding box of [x(-1 - 1); y(-1 - 1); z(-1 - 1)] with a resolution of 200x200x200 in the ply format and saves as working folder/slices/output.ply. Renderiza el volumen de Voxel en un cuadro delimitador de [x(-1 - 1); y(-1 - 1); z(-1 - 1)] con una resolución de 200x200x200 en formato ply con guardado en carpeta de trabajo/slices/output.ply. - + Queue render Render en cola - + 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. @@ -852,7 +915,7 @@ La salida se escribirá en /tmp/queue.log. (no funciona en Windows) - + Mandelbulber also accepts an arbitrary number of input files These files can be of type: .fract File - An ordinary fractal file @@ -869,7 +932,7 @@ También puede usar- "-" como argumento especial para que el nombre de - + Mandelbulber can utilize OpenCL to accelerate rendering. When Mandelbulber is already configured to use OpenCL, it will also run OpenCL from commandline by default. The configuration can also be done directly from this commandline by setting the optional settings directly. @@ -880,64 +943,64 @@ Esta configuración también puede hacerse directamente desde ésta línea de co Estos pueden ser introducidos con la opción predeterminada --override , las opciones disponibles para opencl específicas son: - + boolean to enable OpenCL boleano para habilitar OpenCL - + platform index to use, see available platforms below Índice de la plataforma a usar, vea plataformas disponibles abajo - + Possible device types of the platform to use Posibles tipos de dispositivos a usar por la plataforma - - - + + + possible values: [%1] valore posibles: [%1] - + right now only one device at a time is supported. por ahora un solo dispositivo a la vez está soportado. - + Mode of the render engine, 'fast' has no effects, 'limited' has basic effects, 'full' contains all shaders. Modo del motor de render, 'rápido' no tiene efectos, 'limitado' tiene efectos básicos, 'completo' tiene todos los sombreados. - + Floating point precision of Render (single is faster, but less accurate) Precisión de coma flotante del render (single es más rápido pero menos preciso) - + Memory limit in MB Límite de memoria en MB - + Available platforms are: Plataformas disponibles: - + Available devices for the selected platform (%1) are: Dispositivos disponibles para la plataforma seleccionada (%1): - + Example invocation: Invocación de ejemplo: - + List of fractal parameters: @@ -946,322 +1009,324 @@ Lista de parámetros fractales: - + Example output path invalid Ruta de salida de ejemplo inválida - + Specified server port is invalid El puerto de servidor especificado es inválido - + NetRender - Waiting for clients NetRender - En espera de clientes - + Specified client port is invalid El puerto de cliente especificado es inválido - - - + + + Cannot init queue: No se puede iniciar cola: - + Cannot load file! ¡No se puede cargar archivo! - + Specified resolution not valid both dimensions need to be > 0 La resolución especificada no es válida ambas medidad deben ser > 0 - + Specified resolution not valid resolution has to be in the form WIDTHxHEIGHT La resolución especificada no es válida resolución debe ser en forma de ANCHURAxALTURA - + Specified frames per key not valid need to be > 0 Fotogramas especificados por clave no es válido debe ser > 0 - + Specified imageFileFormat is not valid allowed formats are: Formato de archivo de imagen especificado no es válido formatos admitidos son: - + There are no flight animation frames in specified settings file No hay fotogramas de animación de vuelo en el archivo de ajuste especificado - + You cannot render keyframe animation at the same time as flight animation No puede renderizar animación de fotogramas clave al mismo tiempo que animación de vuelo - + There are no keyframes in specified settings file No hay fotogramas clave de en el archivo de ajuste especificado - - - - + + + + Animation has only %1 frames Animación sólo contiene %1 fotogramas - - + + End frame has to be greater than start frame which is %1 Fotograma final tiene que ser mas grande que el fotograma de comienzo el cúal es %1 - + Specified voxel format is not valid allowed formats are: Formato de archivo de voxel especificado no es válido formatos admitidos son: - - + + No opencl platforms found No se encontraron plataformas opencl - - + + No opencl devices found No se encontraron dispositivos opencl - - + + Not compiled for opencl No compilado para opencl - + Rendering Depth Of Field effect - phase I Renderizando efecto desenfoque de profundidad de campo - fase I - + Rendering Depth Of Field effect - phase II Renderizando efecto desenfoque de profundidad de campo - fase II - + Sorting zBuffer Clasificando zBuffer - + Randomizing zBuffer Aleatorizando zBuffer - + Warning Advertencia - + Error Error - + Note Nota - + Mandelbulber warning Advertencia de Mandelbulber - + Mandelbulber error Error de Mandelbulber - + Mandelbulber information Información de Mandelbulber - + Warning: Advertencia: - + Error: Error: - + Note: Nota: - - - - + + + + Saving channel: %1 Guardando canal: %1 - + Started Comenzado - + Finished Terminado - + Cannot create directory for image! ¡No se puede crear directorio para imagen! - + Directory for new image is not accessible! ¡No es accesible el directorio para nueva imagen! - - + + Can't save image to PNG file! ¡No se puede guardar imagen a archivo PNG! - - - - + + + + Can't save image to JPEG file! ¡No se puede guardar imagen a archivo JPEG! - + + Cannot init renderJob, see log output for more information. - - + + You cannot apply changes during rendering. You will do this after rendering. No puede aplicar cambios durante el renderizado. Hágalo después de acabar el render. - + + Not enough free memory in OpenCL device to render SSAO effect! ¡No hay suficiente memoria libre en el dispositivo OpenCL para renderizar el efecto SSAO! - - + + Resetting view Restableciendo vista - + Fractal size calculation Cálculo de tamaño fractal - - + + Done Terminado - - - - - - - + + + + + + + bounding box as limit - + Negative X Limit - + Negative Y Limit - + Negative Z Limit - + Positive X Limit - + Positive Y Limit - + Positive Z Limit @@ -1270,171 +1335,148 @@ Nota: Eliminar - - Set position of -%1 # %2 -by mouse pointer - - - - - Delete - - - - - - Align rotation to camera - - - - + Can't open file - + Primitive object ui file can't be loaded - + No action Sin Acción - + Move the camera - + Set fog visibility - + Set DOF focus - + Get Julia constant Obtener constante de Julia - - Place light #1 - - - - - Place light #2 + + Are you sure to stop this long render? - - Place light #3 + + Abort? - - Place light #4 + + Place light #%1 - + Place random light center - + Get point coordinates - + Wrap Limits around object - + Place Situar - + Are you sure to close the application? - + Quit? ¿Salir? - + Yes, don't ask again Si, no preguntar de nuevo - + Auto recovery - + Application has not been closed properly Do you want to recover your latest work? - + 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<ul><li><b>.mandelbulber</b> for program internal folders/files:<br>undo, toolbar, queue, thumbnails, mandelbulber.ini, miscellaneous meta files</li><li><b>mandelbulber</b> for user defined folders/files:<br>settings, images, materials, slices, animation, textures</li></ul> Do you want to upgrade now to this new structure? Program will restart after upgrade. - + Data folder upgrade - + No, don't ask again - - + + Looking for optimal DE factor - + Percentage of wrong distance estimations: %1 Porcentaje de estimación de distancia erróneos %1 - - - + + + Idle - + Optimal DE factor is: %1 which gives %2% of bad distance estimations - + Positioning random lights - + Positioned light %1 of %2 @@ -1459,294 +1501,312 @@ Is there already a mandelbulber server instance running on this port? - + Can't import old settings - + File with default values doesn't exist - + Hybrid fractal can't be converted - + Error during compilation of OpenCL program - - - - - - - - - - - + + + + + + + + + + + + OpenCL %1 cannot be created! - + program - + No devices to use for OpenCL! Check program preferences. - + kernel - + command queue - - + + OpenCL context is not ready - - - - - - + + + + + + + Cannot enqueue writing OpenCL %1 - - + + Cannot finish writing OpenCL buffers - + Cannot enqueue reading OpenCL buffers %1 - + Cannot enqueue reading OpenCL buffers %1. Calculation probably took too long and triggered timeout error in graphics driver. - + Cannot finish reading OpenCL output buffers Calculation probably took too long and triggered timeout error in graphics driver. - - - - - - - - - - - - - + + + + + + + + + + + + + + + Cannot set OpenCL argument for %1 - - - - - + + + + + OpenCL DOF - + Initializing Phase 1 - - + + Sorting Z-Buffer - + Randomizing Z-Buffer - + Initializing Phase 2 - - + + DOF params - - - - - + + + + + + Cannot enqueue OpenCL rendering jobs - + Cannot finish rendering DOF - - + + buffer for constants - + buffer for variable data - + buffer for texture data - + + buffer for perlin noise seeds + + + + input data - + input texture data - + constant data - + constant mesh data - + background image - + Custom formula %1 has missing function name CustomIteration()! - + + + + perlin noise seeds + + + + random seed - + pointToCalculateDistance - - + + input buffers - - - - + + + + + Cannot finish writing OpenCL %1 - - + + input texture buffers - - + + constant buffers - - + + constant mesh export buffers - + SSAO params - + Cannot finish rendering SSAO - + There are no valid OpenCl platforms in the system - + Missing OpenCL.dll in the system - + context - + There are no available devices for selected OpenCL platform - + Cannot list devices from selected OpenCL platform - + Rendering HDR Blur effect @@ -1761,200 +1821,211 @@ Calculation probably took too long and triggered timeout error in graphics drive - + No queue items to render - - + + Rendering image - - + + Initialization - + Setting up image buffers - + Loading textures - + Starting rendering of image - + Queue Item %1 of %2 - + Queue Render - + Queue Done - + Rendering SSAO effect in progress - + News - + HotKeys Cheatsheet - + Description - + Ok, don't show again - + Cannot load settings from clipboard! - + Settings saved to clipboard - + Toolbar settings: - + It's not valid Mandelbulber settings file. No header - + It's not valid Mandelbulber settings file. Wrong header - + It's not valid Mandelbulber settings file. No information about version of file - + It's not valid Mandelbulber settings file. Wrong file version number - + File was saved in newer version of Mandelbulber File version: - + It's not valid Mandelbulber settings file. Format not specified in the header - - + + Error in settings file. Line: - - + + Too many errors in settings file - - + + + Unknown parameter: - + Missing value for parameter %1 - - Missing column 'frame' in list of animation frames + + Missing column 'frame' in the list of animation frames - + + Missing column 'framesPerKeyframe' in the list of animation frames + + + + Unknown parameter in animation frames: - + No valid list of parameters for animation frames - + Wrong number of interpolation columns - + Missing frame no - + Wrong number of columns - + Can't load texture! - + Can't load texture from QByteArray! - + + Missing undo data in disk cache + + + + No more undo - + No more redo - + clang-format is required for autoformat but was not detected To install clang-format: @@ -1975,347 +2046,347 @@ Current clang-format path is: %1 - + Clipboard doesn't contain valid gradient of colors + + + %1 params + + + + + Cannot finish rendering %1 + + + + + OpenCL bufer for pixel mask cannot be created! + + + + + Cannot enqueue writing OpenCL pixel mask + + RenderWindow - + Mandelbulber Mandelbulber - + Zoom: Zoom: - + Fit to window Ajustar a la ventana - + 400% 400% - + 200% 200% - + 100% 100% - + 50% 50% - + 25% 25% - + 10% 10% - + Show cursor Mostrar cursor - + Mouse click function: Función click ratón: - + <html><head/><body><p>Selection for action which will be executed after clicking on the image</p><ul style="margin-top: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; -qt-list-indent: 1;"><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">No action - blocks functionality of mouse pointer</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Move the camera - moves the camera or target (depends on movement and rotation mode)</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Set fog visibility - sets visibility distance for basic fog effect</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Set DOF focus - sets object which will appear in focus</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Get Julia constant - gets value of constant for Julia fractal</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Place light #n - places light in selected place (mouse wheel controls distance from fractal) </li></ul></body></html> <html><head/><body><p>Selecciona la acción a ejecutar después de hacer click en la imagen</p><ul style="margin-top: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; -qt-list-indent: 1;"><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Sin acción - bloquea la acción del puntero del ratón</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Mover la cámara - mueve la cámara o objetivo (depende del movimiento y modo de rotación )</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Establecer visibilidad de niebla - establece la distancia visible para niebla básica</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Establecer profundidad de enfoque de campo - establece objeto que aparecerá enfocado</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Obtener constante para Julia - obtener los valores para conjunto de Julia </li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Situar punto de luz #n - coloca punto de luz en el espacio seleccionado (rueda del ratón controla la distancia desde el fractal) </li></ul></body></html> - + No action Sin Acción - + Grid: Cuadrícula: - + Crosshair Punto de mira - + Thirds grid Cuadrícula de tercios - + Golden ratio Sección áurea - + I&mage I&magen - - + + File Archivo - + &Recent settings... &Ajustes recientes... - - + + &View &Ver - - + + Saved window &layouts Guardado de distribución de &ventanas - - + + A&bout A&cerca de - - + + Edit Editar - - + + Help Ayuda - - &Image adjustments - &Ajustes de imagen + &Ajustes de imagen - - &Navigation - &Navegación + &Navegación - - + + toolBar barra de herramientas - - + + Effects Efectos - - Ob&jects - Ob&jetos + Ob&jetos - - &Rendering engine - &Motor de render + &Motor de render - - + + Info Info - - &Animation - &Animación + &Animación - - &Statistics - &Estadísticas + &Estadísticas - - + + <html><head/><body><p>Queue tool allows for rendering a collection of settings files in the background.</p><p>While the list of settings files is being rendered, you can continue to work in the main window and also add more settings to the queue.</p><p>Methods to manage queue:<br/>- by adding items using <span style=" font-style:italic;">Add current settings</span> button<br/>- by editing queue.fractlist file<br/>- by putting files into queue folder and use button <span style=" font-style:italic;">Add orphaned<br/></span>- by adding single settings or lists using command line interface</p><p>Temporary settings files are stored in $HOME/.mandelbulber/queue folder and the list is in $HOME/.mandelbulber/queue.fractlist</p><p>The queue can be rendered in another instance of Mandelbulber program, as the queue is shared between applications. You can also launch another Mandelbulber from command line interface with -q option. Then this application will watch queue and render automatically all new items.</p><p>Result images are saved into $HOME/.mandelbulber/images directory (or another if it's specified in application preferences.)</p></body></html> <html><head/><body><p>La herramienta de cola permite renderizar un conjunto de archivos de parámetros en segundo plano.</p><p>Mientras el conjunto de parámetros se renderiza, puede continuar trabjando en la ventana principal y seguir añadiendo ajustes a la cola:<br/>- añadiendo ajustes usando el botón de <span style=" font-style:italic;">Añadir ajustes actuales</span><br/>- editando el archivo queue.fractlist<br/>- añadiendo archivos a la carpeta de cola y usando el botón de<span style=" font-style:italic;">Añadir huérfano<br/></span>- añadiendo ajustes individuales o listas mediante la línea de comandos</p><p>Los archivos temporales de ajustes se guardan en la carpeta $HOME/.mandelbulber/queue y de lista en $HOME/.mandelbulber/queue.fractlist</p><p>La cola puede ser renderizada en otras instancias de Mandelbulber, al estar la cola compartida entre aplicaciones. También puede lanzar otro Mandelbulber a través de la linea de comandos con la opción-q . De esta manera, la aplicación observa la cola y renderiza automáticamente todos los ajustes nuevos.</p><p>Las imágenes resultantes se guradan en el directorio $HOME/.mandelbulber/images (u otro directorio especificado en las preferencias del programa.)</p></body></html> - - &Queue - &Cola + &Cola - - &Measurement - &Medición + &Medición - - Ma&terial editor - Ed&itor de materiales + Ed&itor de materiales - - + + Materials Materiales - - &Gamepad - &Mando de juego + &Mando de juego - - + + &Save as JPG... &Guardar como JPG... - - + + Save &as PNG... &Guardar como PNG... - - + + Save as &PNG 16 bit... &Guardar como PNG 16 bit... - - + + Save as PNG &16 bit with alpha channel &Guardar como PNG 16 bit... con canal alfa - - + + &Load settings... &Cargar ajustes... - - + + Load settings &from clipboard... Cargar ajustes &desde portapapeles... - - + + &Save settings &Guardar ajustes - - + + Save settings &to clipboard Guardar ajustes &al portapapeles - - + + Save settings as... Guardar ajustes como... - - + + Save settings in selected file Guardar ajustes en fichero seleccionado - - + + &Program Preferences &Preferencias - - + + &Quit &Salir - - + + &Save window layout as startup - - + + &Reset window layout to default - - + + Randomize all... - - + + Clean settings... @@ -2328,608 +2399,770 @@ Current clang-format path is: %1 &Distribución de ventanas predeterminado - - + + + Image adjustments + + + + + + Navigation + + + + + + Objects + + + + + + Rendering engine + + + + + + Animation + + + + + + Statistics + + + + + + Queue + + + + + + Measurement + + + + + + Material editor + + + + + + Gamepad + + + + + &Window layout for animation &Distribución de ventanas para animación - - + + About &Qt Acerca de &QT - - - + + + About &User Manual Acerca de &manual de usuario - - + + About &Third Party Acerca de &Terceros - - + + &About Mandelbulber &Acerca de Mandelbulber - - + + &Undo &Deshacer - - + + &Redo &Rehacer - - + + &Import settings from old Mandelbulber (v1.21)... &Importar ajustes de Mandelbulber antiguo (v1.21)... - - + + &Import settings from Mandelbulb3d... - - + + Export &Voxel Layers Exportar &Capas de Voxel - - + + Load &example... Cargar &ejemplo... - - + + Show a&nimation dock No current precise translation for Dock Mostrar dock de a&nimación - - + + Show &gamepad dock Mostrar &dock de mando de juego - - + + Show &queue dock Mostrar dock de &cola - - + + Show &Info dock Mostrar dock de &Información - - + + Show &toolbar Mostrar &barra de herramientas - - + + Sta&ck all docks Api&lar todos los docks - - + + S&how statistics M&ostrar estadísticas - - + + Save as Image - - + + Save as &EXR Guardar como &EXR - - + + Save as &TIFF Guardar como &TIFF - - + + Add current settings to toolbar Añadir ajustes actuales a barra de herramientas - - + + Add c&urrent window settings Añadir a&justes actuales de ventana - - + + Show &measurement dock Mostrar dock de &medición - - + + Export &Mesh Exportar &Malla - - + + Test Prueba - - + + &Remove Window settings... &Eliminar ajustes de ventana... - - + + &User Manual &Manual de usuario - - + + &News &Novedades - - + + &HotKeys &Atajos de teclado - - + + Detach image &from main window Desanclar imagen &de ventana principal - - Info &Qt - Info &Qt + + + Render Image + Renderizar imagen - - &Info Mandelbulber - &Info Mandelbulber + + + Ctrl+R + - - Info &Third Party - Info de &Terceros + + + Stop rendering + - - - - - Fractals (*.txt *.fract) - Fractales (*.txt *.fract) + + + Ctrl+T + - - Import settings from old Mandelbulber (v1.21)... - Importar ajustes de Mandelbulber antiguo (v1.21)... + + + Save as default settings + + + + + + New + + + + + + Ctrl+N + - - Fractals (*.m3d *.fract) + + + Delete default settings - - Import settings from Mandelbulb3d settings file ... + + + Thumbnail browser... - + + Info &Qt + Info &Qt + + + + &Info Mandelbulber + &Info Mandelbulber + + + + Info &Third Party + Info de &Terceros + + + + + + Fractals (*.txt *.fract) + Fractales (*.txt *.fract) + + + + Import settings from old Mandelbulber (v1.21)... + Importar ajustes de Mandelbulber antiguo (v1.21)... + + + Ctrl Ctrl - + Alt Alt - + Shift Mayúscula - + Main Program Hotkeys Atajos de teclado de programa principal - - + + Load settings... Cargar ajustes... - + Load settings from clipboard... Cargar ajustes desde portapapeles... - + Load example... Cargar ejemplo... - - + + Save settings... Guardar ajustes... - + Save settings to clipboard... Guardar ajustes al portapapeles... - + Import legacy settings... Importar ajustes heredados... - + Export Mesh Exportar Malla - + Save as Image... - + Program Preferences Preferencias - + Quit Salir - + Full screen - + Other Otro - + Undo Deshacer - + Redo Rehacer - + Show User Manual Mostrar Manual de usuario - + Show (these) Hotkeys Mostrar (estos) atajos de teclado - + Terminate all calculations Finalizar todos los cálculos - + Render Window Hotkeys Atajos de teclado ventana de Render - + Movement Movimiento - - + + Mouse left button click + + + + + jump forward + + + + + Mouse right button click + + + + + jump backward + + + + + Mouse left+right buttons drag + + + + + Move camera + Mover cámara + + + + up arriba - - + + down abajo - - - + + + left izquierda - - - + + + Arrow left Flecha izquierda - - - + + + right derecha - - - + + + Arrow right Flecha derecha - - - + + + forward adelante - - - + + + Arrow up Flecha arriba - - - + + + backward atrás - - - + + + Arrow down Flecha abajo - + Mouse Wheel Rueda del ratón - + forward / backward adelante / atrás - + Rotation Rotación - + + Mouse left button drag + + + + + Rotate camera + + + + + Mouse right button drag + + + + + Rotate camera around point + + + + + Mouse middle button drag + + + + + Roll camera + + + + Roll left Girar a la izquierda - + Roll right Girar a la derecha - + Render Window Keyframe / Flight Renderizar Fotograma clave / Vuelo - + Flight Vuelo - + Left mouse click Click izquierdo del ratón - + Increase speed Incrementar velocidad - + Right mouse click Click derecho del ratón - + Decrease speed Reducir velocidad - - + + Arrow keys Teclas de flecha - + Move forward and sideward Mover hacia adelante y lateral - + Move sideward only Mover solamente lateral - + Spacebar Barra espaciadora - + Pause / Unpause Pausa / Reanudar - + Roll rotation Rotación de giro - + Keyframe Fotograma clave - + Add Keyframe Añadir Fotograma clave - + Modify current Keyframe Modificar Fotograma clave actual - + Move to next Keyframe Saltar al siguiente Fotograma clave - + Move to previous Keyframe Retroceder Fotograma clave previo - Load example settings... - Cargar ajustes de ejemplo... + Cargar ajustes de ejemplo... - + images (*.jpg *.jpeg *.png *.exr *.tiff) - + Save image to file... - + JPEG images (*.jpg *.jpeg) Imágenes JPEG (*.jpg *.jpeg) - - - + + + PNG images (*.png) Imágenes PNG (*.png) - + EXR images (*.exr) Imágenes EXR (*.exr) - + TIFF images (*.tiff) Imágenes TIFF (*.tiff) - - - + + + Save image to %1 file... Guardar imagen a %1 archivo... - - - - + + + + Saving %1 image Guardando %1 imagen - - + + Saving image started Guardado de imagen comenzado - - + + Saving image finished Guardado de imagen terminado - + Add window settings Añadir ajustes de ventana - + Enter a name for the new window settings Ingrese un nombre para ajustes de ventana nuevos - + Remove window settings Eliminar ajustes de ventana - + Select window setting to remove Seleccionar ajustes de ventana a eliminar @@ -2937,113 +3170,124 @@ Current clang-format path is: %1 RenderedImage - + Move camera and target Mover cámara y objetivo - + Move camera Mover cámara - + Move target Mover objetivo - + Change fog visibility Cambiar visibilidad de niebla - + Change DOF focus Cambiar enfoque de profundidad de campo - + Place light # Situar punto de luz - Ctrl + Mouse wheel - light fov / bkw - + Ctrl + Rueda ratón - luz adelante / atrás - + + +Ctrl + Mouse wheel - light fwd/bkwd + + + + + +Alt + Mouse wheel - placement fwd/bkwd + + + + Place Situar - + Get Julia constant Obtener constante de Julia - + LMB - increase speed BIR - aumentar velocidad - + RMB - decrease speed BDR - disminuir velocidad - + arrow keys - sidewards teclas de flecha - hacia un lado - + z, x keys - roll teclas z, x . rodar - + spacebar - pause barra espaciadora - pausa - + hold shift key - orthogonal move mantener pulsada la tecla mayús - movimiento ortogonal - + Place center of random light Colocar el centro de luz aleatoria - + also calculates calcula también - + distribution radius of lights to 50%, Distribución de radio de luces a 50%, - + max distance from fractal to 10% not clear desde and a @@ -3052,26 +3296,26 @@ max distance from fractal to 10% distancia máxima desde fractal a 10% - + of distance [center to camera position] de distancia [posición centrar a cámara] - + Get coordinates Obtener coordinadas - + and distance y distancia - + Wrap limits around object No possible translation for wrap @@ -3082,292 +3326,304 @@ around object cAudioSelector - + Form Forma - + <html><head/><body><p>Load audio from file.</p><p>Parameter values can be animated in response to the input from audio files.</p><p>The following formats are supported:</p><p>- *.wav (wave form audio format)</p><p>- *.ogg (Ogg Vorbis)</p><p>- *.flac (Free Lossless Audio Format)</p><p>- *.mp3 (MPEG II Audio Layer 3) - supported only under Linux</p></body></html> <html><head/><body><p>Carga audio desde archivo.</p><p>Los valores de los parámetros se pueden animar respondiendo a la entrada de archivos de audio.</p><p>Los siguientes formatos son compatibles :</p><p>- *.wav (wave form audio format)</p><p>- *.ogg (Ogg Vorbis)</p><p>- *.flac (Free Lossless Audio Format)</p><p>- *.mp3 (MPEG II Audio Layer 3) - solamente compatible en Linux</p></body></html> - + Select audio file Seleccionar archivo de audio - + <html><head/><body><p>path to audio file</p></body></html> <html><head/><body><p>ruta a archivo de audio</p></body></html> - + <html><head/><body><p>Play loaded audio track</p></body></html> <html><head/><body><p>Reproduce archivo de audio cargado</p></body></html> - + Play sound Reproducir sonido - + <html><head/><body><p>Stop playing audio track</p></body></html> <html><head/><body><p>Para la reproducción de pista de audio</p></body></html> - + Stop Parar - + <html><head/><body><p>Remove audio track from animation</p></body></html> <html><head/><body><p>Elimina pista de audio de la animación</p></body></html> - + Delete audio track Eliminar pista de audio - + <html><head/><body><p>Enables Animation by Sound, which uses digital data from audio files to adjust parameter values obtained from the keyframe animation table.</p><p>The change in a parameter value can be in response to either the amplitude or the pitch of the sound sampled at each frame (independent from keyframes.)</p><p>There are two types of parameters in this program.   The first type can have negative values entered, the second type  cannot. <span style=" text-decoration: underline;">It is important</span> when animating a parameter of the second type, that the functions and settings used do not result in a negative number.</p><p>Animation by Sound can be used in combination with animation from the Keyframe table. </p><p>Example:</p><p>An object can be moving in a linear direction in respect to the keyframe animation table calculation, and at the same time have this movement responding to the audio.</p></body></html> <html><head/><body><p>Enables Animation by Sound, which uses digital data from audio files to adjust parameter values obtained from the keyframe animation table.</p><p>The change in a parameter value can be in response to either the amplitude or the pitch of the sound sampled at each frame (independent from keyframes.)</p><p>There are two types of parameters in this program. The first type can have negative values entered, the second type cannot. <span style=" text-decoration: underline;">It is important</span> when animating a parameter of the second type, that the functions and settings used do not result in a negative number.</p><p>Animation by Sound can be used in combination with animation from the Keyframe table. </p><p>Example:</p><p>An object can be moving in a linear direction in respect to the keyframe animation table calculation, and at the same time have this movement responding to the audio.</p></body></html> - + Enable animation by so&und Habilitar animación por so&nido - - + + Addition factor Factor de adición - + <html><head/><body><p>The value of animation of a parameter, is the sum of the <span style=" text-decoration: underline;">sound value</span> added to the <span style=" text-decoration: underline;">parameter value</span> (from the keyframe animation table): </p><p><span style=" font-weight:600; font-style:italic;">animation = parameter_value + sound * addition factor </span><span style=" font-weight:400; font-style:italic;">+ parameter_value * </span><span style=" font-weight:400; font-style:italic;">multiplication_factor * sound</span><span style=" font-weight:400; font-style:italic;">;</span></p><p>where:</p><p><span style=" font-style:italic;">sound</span> - effect of average amplitude or pitch of the selected range of sound frequencies. It is calculated as a value from 0 to 1, ( 0 = silent , 1 = maximum.) </p><p><span style=" font-style:italic;">parameter value </span>- from keyframe animation calculations.</p><p><span style=" font-style:italic;">animation</span> - value of the parameter value after the sound has been applied.</p><p>To get subtraction of the sound value from parameter value, use <span style=" font-style:italic;">Negative influence</span> option.</p></body></html> - - + + <html><head/><body><p>Frequency of sound which will be used to calculate animation.</p><p>This frequency is shown on the &quot;Frequency spectrum&quot; chart.</p></body></html> - - + + <html><head/><body><p>Changes direction of influence of the sound value.</p><p><span style=" font-weight:600; font-style:italic;">animation = parameter_value / (1 + multiplication_factor * sound) - (addition_factor * sound);</span></p><p>Note: multiplication_factor scales the denominator in this function.</p></body></html> - - + + Negative influence - - + + Frequency of interest: - - + + <html><head/><body><p>Changes the way the sound is calculated.</p><p>If the mode is disabled, then the sound is calculated from the average amplitude of the selected sound frequencies.</p><p>When it is enabled, then the sound is calculated from the average pitch of the selected sound frequencies.</p></body></html> - - + + Sound pitch mode - - + + Multiplication factor - - + + <html><head/><body><p>Width of the band of frequencies used to calculate the sound value effect on an animation.</p><p>Selected bandwidth is shown on the &quot;Frequency spectrum&quot; chart.</p><p>If the bandwidth is wide, then the sound value will be calculated from the average amplitude of the selected frequencies.</p><p>If the bandwidth is set to the maximum value, then the sound value will be calculated from the amplitude of the sound.</p></body></html> - - + + <html><head/><body><p>The value of animation of a parameter, is the sum of the <span style=" text-decoration: underline;">sound value</span> added to the <span style=" text-decoration: underline;">parameter value</span> (from the keyframe animation table): </p><p><span style=" font-weight:600; font-style:italic;">animation =</span><span style=" font-weight:600;"> parameter_value + parameter_value * multiplication_factor * sound</span><span style=" font-style:italic;"> + </span><span style=" font-style:italic;">sound * addition factor</span><span style=" font-style:italic;">;</span></p><p>where:</p><p><span style=" font-style:italic;">sound</span> - average amplitude or pitch of the selected range of sound frequencies. It is calculated as a value from 0 to 1, ( 0 = silent , 1 = maximum.) </p><p><span style=" font-style:italic;">parameter value </span>- from keyframe animation calculations.</p><p><span style=" font-style:italic;">animation</span> - value of the parameter value after the sound_value has been added.</p><p>Note: when only multiplication factor is used (i.e. addition_factor is close to zero), it is guaranteed that <span style=" font-style:italic;">sound</span> will not modify the sign of animated parameter value. </p><p>Note: multiplication_factor operates differently in Negative Influence mode function. There it is used as division instead of multiplication. Negative Influence mode function:</p><p><span style=" font-weight:600; font-style:italic;">animation =</span><span style=" font-weight:600;"> parameter_value / (1.0 + multiplication_factor * sound)</span><span style=" font-style:italic;"> + sound * addition factor;</span></p></body></html> - - + + Bandwidth: - - + + + Sound delay (frames) + + + + + <html><head/><body><p>This option enables the binary filter.</p><p>The addition of the sound value to the parameter value is triggered when the sound rises above the threshold and ceases when the sound drops below the threshold, (unless the minimum duration is extended past that frame point.)</p></body></html> - - + + &Binary filter - - + + <html><head/><body><p>Minimum duration for which the sound value will be calculated and added to the parameter value, from the frame where the sound first exceeded the threshold, ( measured in frames.)</p></body></html> - - + + <html><head/><body><p>Threshold for binary filter. </p><p>When sound is above the threshold, the sound value is calculated and added to the parameter value. Calculation continues until the sound falls below the threshold or the minimum duration is exceeded.</p></body></html> - - + + Minimum duration: - - + + Threshold: Umbral: - - + + <html><head/><body><p>This option enables the decay filter.</p><p>The sound value will rise fast, but decay slowly.</p></body></html> - - + + Decay fil&ter - - - - + + + + Strength: - - + + <html><head/><body><p>A higher value extends the decay of the sound value.</p></body></html> - - + + <html><head/><body><p>This option enables the smooth filter.</p><p>The sound value will change in a smooth way.</p></body></html> - - + + Smooth fi&lter - - + + <html><head/><body><p>A higher value will result in a reduced audio influence on the animated parameter.</p></body></html> - - + + + Note: you can drag keyframes on the ruler to align them with audio + + + + + Waveform - - + + <html><head/><body><p>Displays waveform of loaded audio file.</p></body></html> - - + + Frequency spectrum - - + + <html><head/><body><p>Displays frequency spectrum of loaded audio file.</p><p>The chart displays low frequencies of the sound (bass) at the bottom, and high frequencies (high tones) at the top.</p><p>Brighter pixels indicates louder tones.</p></body></html> - - + + Sound Animation chart - - + + <html><head/><body><p>Animation chart shows <span style=" font-weight:600;">sound</span> that is used in the calculation of sound value. It ranges from silent at the bottom up to maximum of 1.</p><p><br/></p></body></html> - - + + -- / -- -- / -- - + Audio files (*.wav *.mp3 *.flac *.ogg) Archivos de audio (*.wav *.mp3 *.flac *.ogg) - + Select audio file... Seleccionar archivo de audio... - + Set animation controlled by audio file for parameter %1 - + Pause Audio Pausar Audio - + Play Audio Reproducir Audio @@ -3375,17 +3631,17 @@ around object cAudioTrack - + Loading sound file Cargando archivo de sonido - + Decompressing audio file Descomprimiendo archivo de audio - + Calculating FFT Calculando FFT @@ -3538,34 +3794,34 @@ around object - - - + + + OpenCL code (*.cl) - + Load existing fractal formula code... - + Inserting parameter - + Saving custom formula code... - + Load custom fractal formula code... - + line %1, column %2 @@ -3605,516 +3861,534 @@ around object cDockAnimation - + Form - + <html><head/><body><p>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. </p><p>Render animation button starts rendering of the recorded flight path. For final rendering you can select higher image resolution.</p><p>To add a parameter, right click on the selected parameter's edit field and select from context menu <span style=" font-style:italic;">Add to flight animation</span></p><p>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 <span style=" font-style:italic;">Render this keyframe</span> , this updates parameters in window, then modify parameters and click <span style=" font-style:italic;">Modify keyframe</span> to get modified parameters into table)</p><p>You can click on <span style=" font-style:italic;">Export to keyframes</span> to continue editing animation in <span style=" font-style:italic;">Keyframe animation</span> editor</p><p>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).</p></body></html> - + Flight animation (every frame) - + <html><head/><body><p>Starts rendering of previously recorded flight path</p></body></html> - + Render flight animation - + <html><head/><body><p>Starts recording flight path. </p><p>It is recommended to decrease image resolution for better rendering performance.</p><p>The mouse pointer is used as the controller. <br/>Move the mouse pointer to change flight direction.<br/>Left mouse button increases flight speed. Right mouse button decreases speed.<br/>Arrow keys moves camera up, down, left and right (move sidewards)<br/>Z and X keys rotate the camera (roll)<br/>Spacebar pauses flight path recording . </p></body></html> - + Record flight path - + <html><head/><body><p>Deletes all already rendered image frames in selected folder (<span style=" font-style:italic;">Path for images</span>). </p></body></html> - - + + Delete all images - + <html><head/><body><p>Plays rendered animation.</p></body></html> - - + + Show Animation - + <html><head/><body><p>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.</p></body></html> - + Continue recording - - + + <html><head/><body><p>Refreshes animation table and keyframe previews.</p></body></html> - - + + Refresh table - + <html><head/><body><p>Exports flight path to keyframe animation. <span style=" font-style:italic;">Keyframe animation/frames per keyframe</span> parameter is used to determine how many frames will be exported as new keyframes. </p></body></html> - + Export to Keyframes - - - + + + path for images: - - - + + + image type: - + inertia: - + speed: - - - + + + <html><head/><body><p>Path to stored rendered animation frames.</p></body></html> - + <html><head/><body><p>Determines how camera speed will be calculated.</p><p>In <span style=" font-style:italic;">Relative to distance</span> 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 <span style=" font-style:italic;">speed</span> parameter and by mouse buttons.</p><p>In Constant mode, the camera speed is only controlled by <span style=" font-style:italic;">speed</span> parameter and mouse buttons</p></body></html> - + Relative to distance - + Constant - + speed control: - - - + + + Select folder - + seconds per frame: - + roll speed: - + <html><head/><body><p>Enables rendering of keyframe previews in animation table.</p></body></html> - + Show thumbnails - + rotation speed: - + <html><head/><body><p>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.</p></body></html> - + Add flight and rotation speed to parameters (needed to continue recording animation) - - - + + + <html><head/><body><p>Selection for image format for animation frames.</p><p>For more image format settings go to to <span style=" font-style:italic;">File/Program Preferences</span></p></body></html> - - - + + + PNG PNG - - - + + + JPG JPG - - - + + + EXR EXR - - - + + + TIFF TIFF - - - + + + first frame to render: - - - + + + last frame to render: - + <html><head/><body><p>Controls flight speed. </p><p>If you click left mouse button, speed will be increased</p><p>If you click right mouse button, speed will be decreased</p></body></html> - + <html><head/><body><p>Inertia of camera. </p><p>Higher inertia makes flight more smooth but more difficult to change speed or direction.</p></body></html> - + <html><head/><body><p>Rotation speed of camera</p></body></html> - + <html><head/><body><p>Roll speed of camera</p></body></html> - - - - + + + + - + <html><head/><body><p>Limits range of frames to render</p></body></html> - + <html><head/><body><p>This parameters controls frame rate during flight path recording. Higher values give slower rendering but are more detailed.</p></body></html> - + <html><head/><body><p>This feature is for rendering animations by interpolating between keyframes.</p><p>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. </p><p>To add a keyframe to the animation table, click <span style=" font-style:italic;">Add keyframe</span>. </p><p>To add a parameter, right click on the selected parameter's edit field and select from context menu <span style=" font-style:italic;">Add to keyframe animation</span></p><p>Build an animation by adding, inserting and deleting keyframes. Modify parameters directly in the animation table, or in fractal or effects edit fields (double click keyframe preview or right click on a keyframe, and choose <span style=" font-style:italic;">Render this keyframe</span> , this updates parameters in window, then modify parameters and click <span style=" font-style:italic;">Modify keyframe</span> to refresh animation table.)</p><p>Each parameter can have assigned different type of interpolation (right click on animation parameter name.)</p><p>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).</p><p>Animation can be exported to Flight Animation, where it is possible to edit each frame.</p><p><br/></p></body></html> - + Keyframe animation (only keyframes) - + <html><head/><body><p>Insert keyframe before selected keyframe</p></body></html> - + Insert keyframe - + Delete selected keyframe - + Delete keyframe - + <html><head/><body><p>Add keyframe at the end</p></body></html> - + Add keyframe - + <html><head/><body><p>Play rendered animation</p></body></html> - + <html><head/><body><p>Starts rendering of animation</p></body></html> - + Render animation - - + + Modify selected keyframe - + Modify keyframe - + <html><head/><body><p>Export all keyframes to <span style=" font-style:italic;">Flight animation</span>. All keyframes will be interpolated. </p><p>This feature will allow editing of each animation frame separately in Flight animation editor (or external CSV editor) </p></body></html> - + Export to Flight - + <html><head/><body><p>Delete all rendered frames in animation folder ( selected by <span style=" font-style:italic;">path for images)</span></p></body></html> - + <html><head/><body><p>Checks if there is no collision between camera and fractal at all interpolated frames.</p><p>Collision is defined as event where distance of camera to fractal object is lower than <span style=" font-style:italic;">collision distance</span> parameter</p></body></html> - + Validate - + Randomize Aleatorizar - - + + + <html><head/><body><p>Add all parameters with non-default value to the animation</p></body></html> + + + + + + Add all parameters + + + + + Information - - + + Camera distance from selected keyframe: - - + + Animation parameters - - + + frames per keyframe: - - + + frames per second: - - + + <html><head/><body><p>It sets how many frames will be interpolated for each keyframe. </p><p>Total number of animation frames is 'number of keyframes' multiplied by 'frames per keyframe' </p></body></html> - - + + + Set in all + + + + + Validation and cleaning up - - + + <html><head/><body><p>Enable checking for collisions before starting rendering of animation.</p></body></html> - - + + Validate before render - - + + <html><head/><body><p>Minimum distance between camera and fractal which is allowed during <span style=" font-style:italic;">Validate</span> function (collision detection)</p></body></html> - - + + collision distance: - - - - + + + + <html><head/><body><p>Sets the same distance between camera target and camera for all keyframes. It doesn't modify camera position and rotation, so it doesn't modify camera movement path. It makes camera rotation smooth through entire animation.</p></body></html> - - + + Set the same camera target distance for all @@ -4122,56 +4396,56 @@ keyframes - - + + Display settings - - + + <html><head/><body><p>Enables rendering of keyframe previews in the animation table.</p></body></html> - - + + Show keyframe preview thumbnails - - + + Show camera path - - + + Show target path - - + + Show light #1 path - - + + Show light #2 path - - + + Show light #3 path - - + + Show light #4 path @@ -4180,1717 +4454,1744 @@ keyframes cDockEffects - + Form Forma - - - - - - - - - - - + + + + + + + + + + + Load Cargar - - - - - - - - - - - + + + + + + + + + + + Save Guardar - - - - - - - - - - - + + + + + + + + + + + Reset Restablecer - - - - - - - - - - - + + + + + + + + + + + + + Randomize Aleatorizar - - + + Ray-tracing Ray-tracing - - <html><head/><body><p>Activate calculation of ray-traced reflections and transparency. Reflectance can be set by <span style=" font-style:italic;">Material/Reflection. </span>Transparency settings are in the same tab as reflection.</p><p><br/></p></body></html> - <html><head/><body><p>Activa el cálculo del trazado de rayos de reflejos y transparencia. La reflectancia puede ajustarse mediante <span style=" font-style:italic;">Material/Reflejos. </span>Ajustes de Transparencia están en la misma pestaña que reflejos.</p><p><br/></p></body></html> + <html><head/><body><p>Activa el cálculo del trazado de rayos de reflejos y transparencia. La reflectancia puede ajustarse mediante <span style=" font-style:italic;">Material/Reflejos. </span>Ajustes de Transparencia están en la misma pestaña que reflejos.</p><p><br/></p></body></html> - - + + Ray-&traced reflections and transparency Reflejos y transparencia por &trazado de rayos - - + + <html><head/><body><p>Maximum number of ray bounces which are calculated for a given pixel.</p><p>This value affects reflections, refraction and MC Global Illumination </p></body></html> <html><head/><body><p>Máximo número de veces que los rayos son calculados por pixel dado.</p><p>Este valor afecta a reflectancias, refracción y Iluminación Global MC </p></body></html> - - + + Reflections depth: Profundidad de reflejos: - - + + <html><head/><body><p>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.</p><p>note: using DOF prevents one-pass anaglyph rendering, unless Monte carlo algorithm mode is selected.</p></body></html> <html><head/><body><p>Profundidad de campo es el efecto en el cual objetos dentro de un rango de distancia en una escena aparecen enfocados, y objetos cercanos o mas lejos de ese rango aparece desenfocado.</p><p>nota: utilizar Profundidad de campo previene renderizado de un-solo-pase anáglifo, al menos que el algoritmo Monte Carlo sea seleccionado.</p></body></html> - - + + Depth of field Profundidad de campo - - + + Focus distance: Distancia de enfoque: - - + + Radius: Radio: - - + + <html><head/><body><p>It's the distance where objects appear in focus.</p><p>Distance can be set bu using button <span style=" font-style:italic;">Set focus distance by mouse</span></p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>low focus distance</p></td><td><p>high focus distance</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - DOF - focus close.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - DOF - focus far.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>Es la distancia donde los objetos aparecen enfocados.</p><p>La distancia puede ajustarse usando el botón <span style=" font-style:italic;">Establecer distancia de enfoque con ratón</span></p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>baja distancia de enfoque</p></td><td><p>alta distancia de enfoque</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - DOF - focus close.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - DOF - focus far.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Intensity of DOF effect (average radius of blur)</p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>radius = 10</p></td><td><p>radius = 50</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - DOF - radius 10.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - DOF - radius 50.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>Intensidad de profundidad de enfoque (promedio de radio de difuminado)</p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>radio = 10</p></td><td><p>radio = 50</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - DOF - radius 10.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - DOF - radius 50.jpg"/></p></td></tr></table></body></html> - - + + Number of passes: Número de pases: - - + + <html><head/><body><p>Number of passes of rendering DOF effect. One pass is enough for most of cases. But for more realistic blur it can be increased (e.g to 4) and blur opacity should be accordingly decreased (e.g. to 1.0)</p></body></html> <html><head/><body><p>Cantidad de pases del efecto de Profundidad de Campo. Un pase suele ser suficiente para la mayoría de casos. Pero puede incrementarse (p.ej. a 4) para un difuminado más realista y en consecuencia la opacidad de difuminado debe disminuirse (p.ej. a 1.0)</p></body></html> - - + + Blur opacity: Opacidad de difuminado: - - + + <html><head/><body><p>Opacity of blur effect used during second phase of rendering the DOF effect. 4.0 is correct for most of cases. But for more realistic blur the number of passes can be increased (e.g to 4) and blur opacity should be accordingly decreased (e.g. to 1.0)</p></body></html> <html><head/><body><p>Opacidad del efecto de difuminado durante la segunda fase del cálculo del efecto de Profundidad. 4.0 es correcto para la mayoría de los casos. Pero para un difuminado más realista el número de pases puede incrementarse (p.ej. a 4) y la opacidad de difuminado consecuentemente reducirse (p.ej. a 1.0)</p></body></html> - - + + Maximum blur radius: Radio máximo de desenfoque: - - + + <html><head/><body><p>Maximum radius of generated blur. Lower value can speed up rendering but effect will be less realistic.</p></body></html> <html><head/><body><p>Radio máximo de desenfoque generado. Valores más bajos aceleran el cálculo pero el efecto será menos realista.</p></body></html> - - - - + + + + <html><head/><body><p>Update image after changes of DOF settings. Can be updated even after image rendering.</p></body></html> <html><head/><body><p>Actualiza la imagen después de aplicar cambios en los ajustes de Profundidad de Campo. Puede actualizarse incluso después de renderizar la imagen.</p></body></html> - - - - + + + + Update image Actualizar imagen - - + + <html><head/><body><p>Setting of focus distance by mouse pointer. </p><p>Click on this button and then point the object on image which you want to appear in focus.</p><p>After using it don't forget to change <span style=" font-style:italic;">Navigation</span> / <span style=" font-style:italic;">Mouse click function</span> to continue work with the camera.</p></body></html> <html><head/><body><p>Establecimiento de distancia de enfoque con ratón </p><p>Haga clic en este botón y a continuación seleccione el punto en la imagen donde desea obtener el enfocado.</p><p>Después de usarlo no olvide cambiar <span style=" font-style:italic;">Navegación</span> / <span style=" font-style:italic;">Función de clic de ratón</span> para seguir operando con la cámara.</p></body></html> - - + + Set focus distance by mouse Establecer distancia de enfoque con ratón - - + + <html><head/><body><p>Enables Monte Carlo algorithms for rendering the depth of field (DOF), global illumination, ambient occlusion (with multiple rays) and soft shadows effects. This mode is extremely slow for rendering, but gives a very realistic appearance of effects.</p><p>In addition Monte Carlo algorithm provides high quality adaptive anti-aliasing.</p><p>Every pixed (or tile) of the image is rendered multiple times with randomly changed parameters. Every repeat reduces noise. Sampling of each pixel (or tile) is stopped when noise is reduced to defined level (defined by &quot;Max noise level&quot; parameter&quot;) or when maximum number of repeats is reached (defined by &quot;Max number of samples&quot;). </p><p>Remark: This effect cannot work properly when screen space ambient occlusion is enabled. </p></body></html> <html><head/><body><p>Habilita los algoritmos de Monte Carlo para renderizar la profunidad de campo (DOF), iluminación global, oclusión ambiental (con rayos múltiples) y efectos de sombreado suave. Este modo es extremadamente lento, pero da una apariencia muy realista en los efectos.</p><p>En adición, el algoritmo Monte Carlo provee un antialiasing adaptativo de alta calidad.</p><p>Cada pixel (o cuadrado) es calculado varias veces con muestras aleatorias. Cada repetición reduce ruido. El sampleado de cada pixel (o cuadrado) se para cuando el ruido es reducido al nivel definido (definido por &quot;parámetro&quot; Máx nivel ruido&quot;) o cuando se ha alcanzado el nº máximo de repeticiones (definido por &quot;Nº máximo de muestras&quot;). </p><p>Nota: Este efecto no puede funcionar correctamente cuando screen space occlusion está habilitado. </p></body></html> - - + + &Monte Carlo algorithm &Algoritmo Monte Carlo - - + + <html><head/><body><p>Minimum number of MC samples calculated for each image pixel. Increasing this parameter can reduce visible noise, ( by improving calculation of noise level estimation).</p></body></html> <html><head/><body><p>Número mínimo de muestras MC calculadas para cada pixel. Incrementando este valor puede reducir ruido visible, (mediante aumento de cálculo de estimación de nivel de ruido).</p></body></html> - - + + <html><head/><body><p>Number of MC samples calculated for each image pixel. Higher values reduce the noise on the image but increase the rendering time. </p><p>For instance if the number of samples is 100, then the rendering will take 100 times longer compared to the effect disabled.</p></body></html> <html><head/><body><p>Número de muestras MC calculadas para cada pixel. Valores altos reducen ruido pero aumentan el tiempo de render. </p><p>Por ejemplo si el nº de muestras es 100, el renderizado tardará 100 veces más tiempo comparado con el efecto deshabilitado.</p></body></html> - - + + Max number of samples per pixel: Nº máximo de muestras por pixel: - - + + Min number of samples per pixel: Nº mínimo de muestras por pixel: - - + + <html><head/><body><p>Limit of noise level for each image pixel. Every pixel is calculated multiple times until estimated noise reaches maximum noise level percentage.</p><p>A lower value reduces visible noise on the final image, but increases rendering time. Decreasing the maximum noise level by half, increases the rendering time by 4.</p></body></html> <html><head/><body><p>Límite de nivel de ruido para cada pixel Cada pixel es calculado varias veces hasta que el ruido estimado alcanza el porcentaje de nivel de ruido máximo.</p><p>Un valor más bajo reduce ruido visible en la imagen final, pero incrementa el tiempo de renderizado.Reduciendo el nivel de ruido máximo por la mitad incrementará el tiempo de render por 4.</p></body></html> - - + + Max noise level (percentage) Máx nivel de ruido (porcentaje) - - + + <html><head/><body><p>Average number of MC samples that have been calculated for each image pixel.</p></body></html> <html><head/><body><p>Número promedio de muestras MC que han sido calculadas para cada pixel de la imagen.</p></body></html> - - + + + Navi + + + + + + <html><head/><body><p>Activate calculation of ray-traced reflections and transparency. Reflectance can be set by <span style=" font-style:italic;">Material/Reflection. </span>Transparency settings are in the same tab as reflection.<br/>Also enable with Monte Carlo global illumination.</p><p><br/></p></body></html> + + + + + Average number of MC samples: Número promedio de muestras MC: - - + + + + + + <html><head/><body><p>Estimated average noise caused by Monte Carlo effects.</p></body></html> <html><head/><body><p>Estimado promedio de ruido causado por los efectos Monte Carlo.</p></body></html> - - + + Average noise: Promedio de ruido: - - - - - <html><head/><body><p>Enables calculation of realistic global illumination using Monte Carlo algorithm. </p><p>Number of light bounces is defined by the &quot;reflections depth&quot; parameter at the top of tab.</p></body></html> - <html><head/><body><p>Habilita el cálculo de iluminación global realista usando el algoritmo de MonteCarlo.</p><p>Número de rebotes de luz es definido mediante el parámetro&quot;profundidad de reflejos&quot; en la pestaña superior.</p></body></html> + + + Masked pixels: + - - - Calculate MC global illumination - Calcular iluminación global MC + + + Tiles done: + - - - Global illumination by volumetric effects + + + <html><head/><body><p>Enables additonal optimization of MC rendering. The noise level is calculated separatelly for each pixel. If noise level is enough low, then the pixel is no longer calculated.</p><p>If the image is very noisy and there is low value of <span style=" font-style:italic;">Min number of samples</span>, then enabling this option can cause dark random pixels left on the image.</p></body></html> - - - <html><head/><body><p>Enables calculation of realistic soft shadows using Monte Carlo algorithm.</p><p>Soft shadow cone for main light source is defined by <span style=" font-style:italic;">Soft shadow code angle</span> (<span style=" font-style:italic;">Lights</span> tab)</p><p>Soft shadow cone for auxiliary lights is defined by C<span style=" font-style:italic;">ustom lights options</span> / <span style=" font-style:italic;">Size.</span></p></body></html> - <html><head/><body><p>Habilita el cálculo de sombras suaves realistas usando el algoritmo Monte Carlo.</p><p>El cono de sombra suave para la luz global es definido mediante<span style=" font-style:italic;">Ángulo de cono de sombra suave</span> (<span style=" font-style:italic;">Pestaña</span> Luces)</p><p>El cono de sombras suaves para luces auxiliares es definido por <span style=" font-style:italic;">Opciones de luces personalizadas</span> / <span style=" font-style:italic;">Tamaño.</span></p></body></html> + + + Enable pixel level optimization + - - - Calculate MC soft shadows - Calcular sombras suaves MC + + + Denoiser + - - - <html><head/><body><p>Enables rendering of chromatic aberration. This effect simulates the way an actual lens refracts light slightly differently based on wavelength.</p><p>It will give a "rainbow" type effect that gets stronger closer to the edges of the image. </p></body></html> + + + Light - - - Calculate chromatic aberration + + + Medium - - - <html><head/><body><p>Higher value makes dispersion of refracted light more vsible on transparent objects.</p></body></html> + + + Strong - - - Dispersion gain of light refraction: + + + Extreme - - Camera lenses dispersion: + + Strength - - - <html><head/><body><p>Higher value makes simulated dispersion of camera lenses more visible.</p></body></html> + + + <html><head/><body><p>Keeps sharp edges and object details.</p><p>This option can give wrong appearance when strong DOF is used.</p></body></html> - - - <html><head/><body><p>Settings for scattered light effect</p><p>Types of ambient occlusion effect:</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Screen Space Ambient Occlusion (SSAO)</p></td><td><p>Multiple rays</p></td><td><p>Fast</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion high quality.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion fast mode.jpg"/></p></td></tr></table><p><br/></p><p><span style=" font-weight:600;">SSAO</span> - relatively fast post-effect based on z-Buffer<br/>note: using SSAO prevents one-pass anaglyph rendering</p><p><span style=" font-weight:600;">Multiple rays</span> - based on calculation of rays in different directions. It uses texture to create colored light map. This effect slows down rendering.</p><p><span style=" font-weight:600;">Fast</span> - simple and fast method to calculate scattered light effect. This the least accurate effect.</p></body></html> + + + Preserve geometry - - - Ambient occl&usion - + + + + + <html><head/><body><p>Enables calculation of realistic global illumination using Monte Carlo algorithm. </p><p>Number of light bounces is defined by the &quot;reflections depth&quot; parameter at the top of tab.</p></body></html> + <html><head/><body><p>Habilita el cálculo de iluminación global realista usando el algoritmo de MonteCarlo.</p><p>Número de rebotes de luz es definido mediante el parámetro&quot;profundidad de reflejos&quot; en la pestaña superior.</p></body></html> - - - Quality: - + + + Calculate MC global illumination + Calcular iluminación global MC - - - Type: + + + Radiance limit for GI - - - <html><head/><body><p>Quality of ambient occlusion effect. Higher quality increases rendering time.</p></body></html> + + + <html><head/><body><p>Limit for intensity of bounced light. Lower value reduces noise caused by very bright spots on HDR background textures.</p></body></html> - - - <html><head/><body><p>This parameter controls brightness of fast ambient occlusion effect.</p></body></html> + + + Global illumination by volumetric effects - - - Fast AO tune: - + + + <html><head/><body><p>Enables calculation of realistic soft shadows using Monte Carlo algorithm.</p><p>Soft shadow cone for main light source is defined by <span style=" font-style:italic;">Soft shadow code angle</span> (<span style=" font-style:italic;">Lights</span> tab)</p><p>Soft shadow cone for auxiliary lights is defined by C<span style=" font-style:italic;">ustom lights options</span> / <span style=" font-style:italic;">Size.</span></p></body></html> + <html><head/><body><p>Habilita el cálculo de sombras suaves realistas usando el algoritmo Monte Carlo.</p><p>El cono de sombra suave para la luz global es definido mediante<span style=" font-style:italic;">Ángulo de cono de sombra suave</span> (<span style=" font-style:italic;">Pestaña</span> Luces)</p><p>El cono de sombras suaves para luces auxiliares es definido por <span style=" font-style:italic;">Opciones de luces personalizadas</span> / <span style=" font-style:italic;">Tamaño.</span></p></body></html> - - - - - - - - - - - - - - - - - - - Intensity: - + + + Calculate MC soft shadows + Calcular sombras suaves MC - - - <html><head/><body><p>Intensity of scattered light</p><p>example of effect:</p><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg"/><br/></p></body></html> + + + <html><head/><body><p>Enables rendering of chromatic aberration. This effect simulates the way an actual lens refracts light slightly differently based on wavelength.</p><p>It will give a "rainbow" type effect that gets stronger closer to the edges of the image. </p></body></html> - - - <html><head/><body><p>Selection of method to calculate ambient occlusion effect</p></body></html> + + + Calculate chromatic aberration - - - Fast + + + <html><head/><body><p>Higher value makes dispersion of refracted light more vsible on transparent objects.</p></body></html> - - - Multiple rays with light map + + + Dispersion gain of light refraction: - - - Screen space + + + Camera lenses dispersion: - - - <html><head/><body><p>Enables random directions of ray vectors</p></body></html> + + + <html><head/><body><p>Higher value makes simulated dispersion of camera lenses more visible.</p></body></html> - - - SSAO random mode + + + <html><head/><body><p>Settings for scattered light effect</p><p>Types of ambient occlusion effect:</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Screen Space Ambient Occlusion (SSAO)</p></td><td><p>Multiple rays</p></td><td><p>Fast</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion high quality.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion fast mode.jpg"/></p></td></tr></table><p><br/></p><p><span style=" font-weight:600;">SSAO</span> - relatively fast post-effect based on z-Buffer<br/>note: using SSAO prevents one-pass anaglyph rendering</p><p><span style=" font-weight:600;">Multiple rays</span> - based on calculation of rays in different directions. It uses texture to create colored light map. This effect slows down rendering.</p><p><span style=" font-weight:600;">Fast</span> - simple and fast method to calculate scattered light effect. This the least accurate effect.</p></body></html> - - - Light map texture: + + + Ambient occl&usion - - - <html><head/><body><p>File-path to light map image. For ambient occlusion effect based on multiple rays</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> + + + Quality: - - - <html><head/><body><p>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.</p><p>To adjust effect intensity use <span style=" font-style:italic;">reflection</span> slider</p><p><br/></p></body></html> + + + Type: - - - Environment mappin&g + + + <html><head/><body><p>Quality of ambient occlusion effect. Higher quality increases rendering time.</p></body></html> - - - - - Texture path: + + + <html><head/><body><p>This parameter controls brightness of fast ambient occlusion effect.</p></body></html> - - - <html><head/><body><p>File-path to reflection map image .</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> + + + Fast AO tune: - - - Volumetric + + + + + + + + + Intensity: - - - <html><head/><body><p>This value controls the quality of the volumetric light effect. The step for volumetric light is calculated in each iteration as: </p><p>step = DE * DE_FACTOR[global] * DE_FACTOR[volumetric].</p><p>A higher value gives a faster render but of poorer quality.</p></body></html> + + + <html><head/><body><p>Intensity of scattered light</p><p>example of effect:</p><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg"/><br/></p></body></html> - - - Custom DE Step multiplier -for volumetric effects: + + + Fast - - - <html><head/><body><p>Enables fog effect. Density of fog is constant over entire space.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/image - shader - fog.jpeg"/></p></body></html> + + + Multiple rays with light map - - - Basic fog + + + Screen space - - - <html><head/><body><p>Visibility distance of fog. Visibility can be set by using '<span style=" font-style:italic;">Set visibility distance by mouse'</span> button</p><p>Lower values produce denser fog,</p></body></html> + + + <html><head/><body><p>Enables random directions of ray vectors</p></body></html> - - - <html><head/><body><p>Simulates a large amount of lights and is relatively fast to render.</p><p>An orbit trap is a point, a 2D, or 3D shape defined in 3D space. The brightness of the point is dependent on how close the point's orbit gets to the orbit trap shape during the chosen iterations.</p><p>This effect is difficult to setup and often you need to try many different orbit trap settings.</p><p>These light sources illuminate the fractal surface, but do not cast shadows.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/image - shader - orbit trap lights.jpg"/></p></body></html> + + + SSAO random mode - - - Orbit &trap lights + + + Light map texture: - - - Orbit trap center: + + + <html><head/><body><p>File-path to light map image. For ambient occlusion effect based on multiple rays</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - - - - - - - - - - - - - - - - Color: + + + <html><head/><body><p>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.</p><p>To adjust effect intensity use <span style=" font-style:italic;">reflection</span> slider</p><p><br/></p></body></html> - - - Visibility distance: + + + Environment mappin&g - - - <html><head/><body><p>Color of fog effect</p></body></html> + + + Remark: It is simple reflections mapping. +To do mapping of radiance use HDRI texture as a background texture. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PushButton - Pulsador + + + + + Texture path: + - - - <html><head/><body><p>Sets visibility distance using mouse pointer. Point the object which should be the farthest visible.</p><p>After using it don't forget to change <span style=" font-style:italic;">Navigation</span> / <span style=" font-style:italic;">Mouse click function</span> to continue work with the camera.</p></body></html> + + + <html><head/><body><p>File-path to reflection map image .</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - - Set visibility distance by mouse + + + Volumetric - - - <html><head/><body><p>Glow effect based on ray-marching step count</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/image - shader - glow.jpeg"/></p></body></html> + + + <html><head/><body><p>This value controls the quality of the volumetric light effect. The step for volumetric light is calculated in each iteration as: </p><p>step = DE * DE_FACTOR[global] * DE_FACTOR[volumetric].</p><p>A higher value gives a faster render but of poorer quality.</p></body></html> - - - &Glow + + + Custom DE Step multiplier +for volumetric effects: - - - - - - - - - Color #1: + + + <html><head/><body><p>Enables fog effect. Density of fog is constant over entire space.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/image - shader - fog.jpeg"/></p></body></html> - - - - - - - - - Color #2: + + + Basic fog - - - <html><head/><body><p>Intensity of effect</p></body></html> + + + <html><head/><body><p>Visibility distance of fog. Visibility can be set by using '<span style=" font-style:italic;">Set visibility distance by mouse'</span> button</p><p>Lower values produce denser fog,</p></body></html> - - - <html><head/><body><p>Color of dark areas</p></body></html> - + + + x2 + x2 - - - <html><head/><body><p>Color of bright areas</p></body></html> - + + + ÷2 + ÷2 - - - <html><head/><body><p>Fog where density depends on the distance from the fractal surface.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Example of high values of distance</p></td><td><p>Examples of low values of distance </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - distance glow.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - distance glow 2.jpeg"/></p></td></tr></table></body></html> + + + Clouds - - - Fog based on dis&tance - + + + Color + Color - - - - - <html><head/><body><p>Adjusts the density of fog based on the distance from the fractal surface. Higher values produces fog which reaches further from the fractal surface.</p></body></html> + + + Noise iterations: - - - <html><head/><body><p>Density of fog. Higher values produce denser fog. </p></body></html> + + + Period: - - - Fog distance factor: + + + Visible light and trap light boost: - - - Distance of color #2: - + + + Random seed: + Semilla aleatoria: - - - Distance of color #1: + + + Ambient light: - - - <html><head/><body><p>Maximum fog distance of color #2 from the fractal surface, and minimum fog distance for color #3.</p></body></html> + + + Receive shadows - - - <html><head/><body><p>Maximum fog distance of color #1 from the fractal surface, and minimum fog distance for color #2.</p></body></html> + + + Sharp edges - - - Density: + + + Sharpness: - - - - - - - Color #3: + + + + + y - - - <html><head/><body><p>Calculates optimal settings for fog effect.</p></body></html> + + + + + z - - - Optimal distances calculation + + + + + x - - - <html><head/><body><p>Color of fog which is used from fractal surface to distance #1</p></body></html> + + + Clouds movement speed: - - - <html><head/><body><p>Color of fog which is used farther than distance #2</p></body></html> + + + Plane shape - - - <html><head/><body><p>Color of fog which is used between distance #1 and distance #2</p></body></html> + + + alpha - - - Distance from fractal surface: + + + Clouds center: - - - <html><head/><body><p>Fog effect, where the density of the fog is dependent on the iteration count of the fractal formula. Fog is denser in areas of higher iteration count.</p><p>Fog receives shadows, and casts shadows on fractal surface and on itself.</p><p>Example of fog with additional light sources:<br/><img src=":/tooltips/tooltips_images/image - shader - iterfog - lights.jpeg"/></p></body></html> + + + Geometry rotation: - - - Fog based on iteration co&unt + + + beta - - - Max iter. for color#2: + + + Clouds layer height: - - - - - <html><head/><body><p>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.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>trim = 4</p></td><td><p>trim = 6</p></td><td><p>trim = 8</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 6 - 30000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 8 - 40000.jpg"/></p></td></tr></table></body></html> + + + gamma - - - <html><head/><body><p>Color #1 is used for iteration count lower than this value</p></body></html> + + + Clouds at distance from fractal - - - <html><head/><body><p>Opacity of fog. Higher value gives denser fog.<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>opacity = 1000</p></td><td><p>opacity = 4000</p></td><td><p>opacity = 16000</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 1000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 4000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg"/></p></td></tr></table></body></html> + + + Distance from fractal - - - <html><head/><body><p>Color #2 is used for iteration count lower than this value. </p><p>Color #3 is used for iteration count greater than this value.</p></body></html> + + + Clouds layer height - - - Opacity: + + + Accuracy control - - - Low iterations trim: + + + Details accuracy - - - Max iter. for color#1: + + + Approaching DE multiplier - - - <html><head/><body><p>Color #3 of fog effect</p></body></html> + + + Clouds DE multiplier - - - <html><head/><body><p>Color #1 of fog effect</p></body></html> + + + Gamma - - - <html><head/><body><p>Color #2 of fog effect</p></body></html> + + + All lights visibility - - - <html><head/><body><p>This parameter can be used to increase brightness of fog illuminated by auxiliary light sources.</p><p>In Mandelbulber version &lt;= 2.12 this value was hardcoded and default value was 100. </p><p>When brightness boost is 1.0 then there is correct proportion of illuminating fractal surface and fog.</p></body></html> + + + All lights intensity - - - Brightness boost. -Set 100 to keep compatibility with version <=2.12 + + + All lights size - - - <html><head/><body><p>When enabled, the fog will cast and receive shadows, producing a more realistic effect, (but rendering will be much slower.)</p></body></html> + + + Light placement options - - - Cast/receive shadows + + + <html><head/><body><p>Controls distance from the fractal surface where the light will be placed with mouse pointer. When it's zero, the light will be set on fractal surface. A higher value moves the light towards the camera.</p><p>This parameter can be controlled with mouse wheel + alt key.</p></body></html> - - - High iterations trim: + + + Coloring type: - - - <html><head/><body><p>Parameters of visible light rays, often named quot;God Raysquot; effect.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/god rays.jpg"/></p></body></html> + + + First color: - - - Volumetric lights + + + Soft shadow cone: - - - - - - - - - - - <html><head/><body><p>Intensity of effect. When effect is not visible try to increase intensity. If whole image is white, then decrease intensity.</p><p>Intensity of effect doesn't depend on light source brightness</p><p>To control quality of this effect change <span style=" font-style:italic;">Rendering Engine / Raymarching step</span> multiplier parameter.</p></body></html> + + + Random colors - - - <html><head/><body><p>Enables effect for main light source. It's good to place the light source almost in front of the camera (horizontal angle about 180, vertical angle about 0)</p></body></html> + + + Single color - - - Main light as volumetric + + + Two colors - - - Visibility of main light: + + + Two colors based on distance - - - Light #1 as volumetric + + + Second color: - - - Visibility of light #1: + + + Penetrating - - - Light #2 as volumetric + + + <html><head/><body><p>Simulates a large amount of lights and is relatively fast to render.</p><p>An orbit trap is a point, a 2D, or 3D shape defined in 3D space. The brightness of the point is dependent on how close the point's orbit gets to the orbit trap shape during the chosen iterations.</p><p>This effect is difficult to setup and often you need to try many different orbit trap settings.</p><p>These light sources illuminate the fractal surface, but do not cast shadows.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/image - shader - orbit trap lights.jpg"/></p></body></html> - - - Visibility of light #2: + + + Orbit &trap lights - - - Light #3 as volumetric + + + Orbit trap center: - - - Visibility of light #3: + + + Chromatic aberration - - - Light #4 as volumetric + + + Aberration intensity: - - - Visibility of light #4: + + + Reverse color order - - - Background + + + + + + + Color: - - - Colored background + + + Visibility distance: - - - <html><head/><body><p>Color of background at zenith</p></body></html> + + + <html><head/><body><p>Color of fog effect</p></body></html> - - - Enables colored gradient on background. When disabled only color #1 is used. - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + PushButton + Pulsador - - - &3-color gradient + + + <html><head/><body><p>Selection of method to calculate ambient occlusion effect.<br/>Do not use SSAO method with Monte Carlo option.</p></body></html> - - - <html><head/><body><p>Color of background at nadir</p></body></html> + + + <html><head/><body><p>Sets visibility distance using mouse pointer. Point the object which should be the farthest visible.</p><p>After using it don't forget to change <span style=" font-style:italic;">Navigation</span> / <span style=" font-style:italic;">Mouse click function</span> to continue work with the camera.</p></body></html> - - - <html><head/><body><p>Color of background at horizon</p></body></html> + + + Set visibility distance by mouse - - - Brightness: - Brillo: - - - - - <html><head/><body><p>Brightness of background</p></body></html> + + + <html><head/><body><p>Glow effect based on ray-marching step count</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/image - shader - glow.jpeg"/></p></body></html> - - - <html><head/><body><p>Enables covering of background sphere with selected image.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/image - shader - backhround texture.jpg"/></p></body></html> + + + &Glow - + + + + + + + - Map type: + Color #1: - - - Vertical scale: + + + + + + + + + Color #2: - - - <html><head/><body><p>It determines, how texture will be mapped on background sphere</p><p><span style=" font-weight:600;">Equirectangular: <br/></span><span style=" font-weight:400;">Texture has to be created used equirectangular projection. It's the most popular format for textures dedicated for sphere mapping.<br/>Example:<br/></span><img src=":/tooltips/tooltips_images/equirectangular_bkg.jpg"/></p><p><span style=" font-weight:600;">Double hemisphere:</span></p><p>Texture has to be created as a pair of images of hemispheres. Mapping has to be the same as <span style=" font-style:italic;">Full dome projection</span> (or <span style=" font-style:italic;">Fish eye</span>)<br/>Example texture with indicated axes and directions:<br/><img src=":/tooltips/tooltips_images/full_dome_bkg_axes.png"/></p></body></html> + + + <html><head/><body><p>Intensity of effect</p></body></html> - - - Equirectangular - Equirectangular - - - - - Double hemisphere + + + <html><head/><body><p>Color of dark areas</p></body></html> - - - Flat + + + <html><head/><body><p>Color of bright areas</p></body></html> - - - Beta: + + + <html><head/><body><p>Fog where density depends on the distance from the fractal surface.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Example of high values of distance</p></td><td><p>Examples of low values of distance </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - distance glow.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - distance glow 2.jpeg"/></p></td></tr></table></body></html> - - - <html><head/><body><p>Path to the background image. Acceptable formats are BMP, GIF, JPG, PNG</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> + + + Fog based on dis&tance - - - Alpha: + + + + + <html><head/><body><p>Adjusts the density of fog based on the distance from the fractal surface. Higher values produces fog which reaches further from the fractal surface.</p></body></html> - - - Gamma: - Gamma: + + + <html><head/><body><p>Density of fog. Higher values produce denser fog. </p></body></html> + - - - Texture offset: + + + Fog distance factor: - - - Rotation: + + + Distance of color #2: - - - - - - - - - - - - - - - - - x: - x: + + + Distance of color #1: + - - - Horizontal scale: + + + <html><head/><body><p>Maximum fog distance of color #2 from the fractal surface, and minimum fog distance for color #3.</p></body></html> - - - - - - - - - - - - - - - - - y: - y: + + + <html><head/><body><p>Maximum fog distance of color #1 from the fractal surface, and minimum fog distance for color #2.</p></body></html> + - - - Lights + + + + + Density: - - - Common light options + + + + + + + Color #3: - - - <html><head/><body><p>Enables casting shadows from all light sources</p></body></html> + + + <html><head/><body><p>Calculates optimal settings for fog effect.</p></body></html> - - - Cast shadows + + + Optimal distances calculation - - - <html><head/><body><p>Makes light rays penetrate all the objects. When it's enabled, then even inside the fractal it will not be completely dark. </p></body></html> + + + <html><head/><body><p>Color of fog which is used from fractal surface to distance #1</p></body></html> - - - Penetrating lights + + + <html><head/><body><p>Color of fog which is used farther than distance #2</p></body></html> - - - Soft shadow cone angle: + + + <html><head/><body><p>Color of fog which is used between distance #1 and distance #2</p></body></html> - - - <html><head/><body><p>This parameter controls angle of shadows cone. It simulates &quot;soft shadow&quot; effect. When it's zero, then shadows are very sharp.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>shadow cone 0 degrees</p></td><td><p>shadow cone 5 degrees </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - shadow cone 0.jpeg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - shadow cone 5.jpg"/></p></td></tr></table></body></html> + + + Distance from fractal surface: - - - Fill light color: + + + <html><head/><body><p>Fog effect, where the density of the fog is dependent on the iteration count of the fractal formula. Fog is denser in areas of higher iteration count.</p><p>Fog receives shadows, and casts shadows on fractal surface and on itself.</p><p>Example of fog with additional light sources:<br/><img src=":/tooltips/tooltips_images/image - shader - iterfog - lights.jpeg"/></p></body></html> - - - &Main light source + + + Fog based on iteration co&unt - - - Horizontal angle: + + + Max iter. for color#2: - - - <html><head/><body><p>This parameter moves the light source to the left / right. </p><p>When <span style=" font-style:italic;">Position relative to camera</span> is off and angle is zero then light is set on Y axis.</p><p>When <span style=" font-style:italic;">Position relative to camera</span> is on and angle is zero then light is set behind the camera. When it's +90, then is on the right side of the camera. When it's -90, then is on the left side of the camera. </p></body></html> + + + + + <html><head/><body><p>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.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>trim = 4</p></td><td><p>trim = 6</p></td><td><p>trim = 8</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 6 - 30000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 8 - 40000.jpg"/></p></td></tr></table></body></html> - - - <html><head/><body><p>This parameter sets size of main light which is visible on a &quot;sky&quot;</p></body></html> + + + <html><head/><body><p>Color #1 is used for iteration count lower than this value</p></body></html> - - - <html><head/><body><p>Intensity of main light source. When it's higher then objects illuminated by main light source will be brighter.</p></body></html> + + + <html><head/><body><p>Opacity of fog. Higher value gives denser fog.<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>opacity = 1000</p></td><td><p>opacity = 4000</p></td><td><p>opacity = 16000</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 1000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 4000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg"/></p></td></tr></table></body></html> - - - <html><head/><body><p>This parameter sets brightness of the light which is visible on a &quot;sky&quot;</p></body></html> + + + <html><head/><body><p>Color #2 is used for iteration count lower than this value. </p><p>Color #3 is used for iteration count greater than this value.</p></body></html> - - - - - Size: + + + + + Opacity: - - - Vertical angle: + + + Low iterations trim: - - - <html><head/><body><p>This parameter moves main light source higher / lower. </p><p>When <span style=" font-style:italic;">Position relative to camera</span> is off and angle is zero then light is set on X-Y plane (horizon).</p><p>When <span style=" font-style:italic;">Position relative to camera</span> is on and angle is zero then light is on local horizon. When it's +90, then is over the camera. When it's -90, then is under the camera. </p></body></html> + + + Max iter. for color#1: - - - - - Visibility: + + + <html><head/><body><p>Color #3 of fog effect</p></body></html> - - - <html><head/><body><p>Color of main light source</p></body></html> + + + <html><head/><body><p>Color #1 of fog effect</p></body></html> - - - <html><head/><body><p>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.</p></body></html> + + + <html><head/><body><p>Color #2 of fog effect</p></body></html> - - - Position relative to the camera + + + <html><head/><body><p>This parameter can be used to increase brightness of fog illuminated by auxiliary light sources.</p><p>In Mandelbulber version &lt;= 2.12 this value was hardcoded and default value was 100. </p><p>When brightness boost is 1.0 then there is correct proportion of illuminating fractal surface and fog.</p></body></html> - - - <html><head/><body><p>Freely configurable light sources</p></body></html> + + + Brightness boost. +Set 100 to keep compatibility with version <=2.12 - - - Custom lights + + + + + Cast/receive shadows - - - Light #&2 + + + High iterations trim: - - - - - - - - - - - - - - - - - - - - - - - - - <html><head/><body><p>coordinates of light source</p></body></html> + + + Background - - - - - - - - - - - - - - - z: - z: + + + Colored background + - - - - - - - - - <html><head/><body><p>brightness of light source</p></body></html> + + + <html><head/><body><p>Color of background at zenith</p></body></html> - - - - - - - - - - - - - - - <html><head/><body><p>Color of light source</p></body></html> + + + Enables colored gradient on background. When disabled only color #1 is used. - - - Text&ured background + + + &3-color gradient - - - - - - - - - <html><head/><body><p>Enables placing of the light source by mouse pointer. Light source is placed in front of fractal surface by distance defined by <span style=" font-style:italic;">Placement distance </span>parameter. </p><p>Placement distance can be changed using mouse scroll. </p><p>When the light is already placed, don't forget to change <span style=" font-style:italic;">Mouse click function</span> to e.g. &quot;Move the camera&quot;</p></body></html> + + + <html><head/><body><p>Color of background at nadir</p></body></html> - - - - - - - - - Place by mouse + + + <html><head/><body><p>Color of background at horizon</p></body></html> - - - Light #&1 - + + + Brightness: + Brillo: - - - Light #&3 + + + + + <html><head/><body><p>Brightness of background</p></body></html> - - - Light #&4 + + + <html><head/><body><p>Enables covering of background sphere with selected image.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/image - shader - backhround texture.jpg"/></p></body></html> - - - Custom lights options + + + Map type: - - - <html><head/><body><p>Defines visibility of additional light sources. Higher value gives brighter appearance of light sources. It doesn't control luminosity of light sources.</p><p>This parameter also affects random lights.</p></body></html> + + + Vertical scale: - - - <html><head/><body><p>Defines size of visible light sources. When it's higher then lights appear bigger.</p><p>This parameter also affects random lights.</p></body></html> + + + <html><head/><body><p>It determines, how texture will be mapped on background sphere</p><p><span style=" font-weight:600;">Equirectangular: <br/></span><span style=" font-weight:400;">Texture has to be created used equirectangular projection. It's the most popular format for textures dedicated for sphere mapping.<br/>Example:<br/></span><img src=":/tooltips/tooltips_images/equirectangular_bkg.jpg"/></p><p><span style=" font-weight:600;">Double hemisphere:</span></p><p>Texture has to be created as a pair of images of hemispheres. Mapping has to be the same as <span style=" font-style:italic;">Full dome projection</span> (or <span style=" font-style:italic;">Fish eye</span>)<br/>Example texture with indicated axes and directions:<br/><img src=":/tooltips/tooltips_images/full_dome_bkg_axes.png"/></p></body></html> - - - <html><head/><body><p>Controls distance from fractal surface where light will be placed with mouse pointer. When it's zero, the light will be set on fractal surface. Higher value moves the light towards the camera.</p><p>This parameter can be controlled with mouse scroll.</p></body></html> - + + + Equirectangular + Equirectangular - - + + + Double hemisphere + + + + + + Flat + + + + + + Beta: + + + + + + <html><head/><body><p>Path to the background image. Acceptable formats are BMP, GIF, JPG, PNG</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> + + + + + + Alpha: + + + + + + Gamma: + Gamma: + + + + + Texture offset: + + + + + + Rotation: + + + + + + + + + + + + x: + x: + + + + + Horizontal scale: + + + + + + + + + + + + y: + y: + + + + + Lights + + + + + + Common light options + + + + + + Cast shadows + + + + + + Fill light color: + + + + + + Size: + + + + + + Visibility: + + + + + + + + + + z: + z: + + + + + + + + + <html><head/><body><p>brightness of light source</p></body></html> + + + + + + + + + + <html><head/><body><p>Color of light source</p></body></html> + + + + + + Text&ured background + + + + + Placement distance (by mouse): - - + + Place light behind the object - - + + <html><head/><body><p><img src=":/tooltips/tooltips_images/random lights placement.png"/></p><p><span style=" font-weight:600;">Random seed: </span>random seed for lights distribution </p><p><span style=" font-weight:600;">Maximum distance from the fractal: </span>random lights are placed within this distance from the fractal surface </p><p><span style=" font-weight:600;">Centre of distribution X, Y, Z: </span>the centre point for random light distribution. To set this point by mouse pointer, select &quot;Set position of centre for random lights&quot; in Mouse click function combo box in Mandelbulber Render Window </p><p><span style=" font-weight:600;">Distribution radius of lights: </span>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.</p><p>If this radius is too small to generate random lights, then the program will automatically increase this radius. </p></body></html> - - + + Random li&ghts options - - + + Number of random lights: - - + + Random Seed: - - + + Maximum distance from fractal: - - + + Distribution radius of lights: - - + + Center of distribution: - - + + Place random light center by mouse - - - <html><head/><body><p>If enabled then all random light sources have the same color.</p></body></html> - - - - - - Single color random lights - - - - - Single color: - Color único: + Color único: - - + + <html><head/><body><p>First iteration taken for orbit trap calculation</p></body></html> - - + + Softness: - - + + <html><head/><body><p>Last iteration taken for orbit trap calculation</p></body></html> - - + + <html><head/><body><p>Intensity of illumination of fractal surface</p></body></html> - - + + Minimum iteration: - - + + Intensity on surface: - - + + <html><head/><body><p>Size of visible lights (scale is logarithmic)</p></body></html> - - + + <html><head/><body><p>Brightness of visible lights. It is volumetric effect.</p><p>Quality of this effect can by controled by <span style=" font-style:italic;">Effects / Volumetric / Custom DE step multiplier for volumetric effects</span></p></body></html> - - + + Visibility of glow (volumetric effect): - - + + Shape: - - + + Shape size: - - + + Point - - + + Line - - + + Circle - - + + Square - - + + Sphere - - + + Cube - - + + Shape rotation: - - + + Relative thickness: - - + + <html><head/><body><p>Brightness of visible lights</p></body></html> - - + + Maximum iteration: - - - - - - + + + + + + <html><head/><body><p>Position of orbit trap point</p></body></html> - - + + Post effects - - + + HDR Bl&ur - - + + + + Blur radius: @@ -5899,548 +6200,554 @@ of lights: cDockFractal - + Form - + Fractals - - - - + + + + Load Cargar - - - - + + + + Save Guardar - - - - + + + + Reset Restablecer - - - - - - + + + + + + Randomize Aleatorizar - + Remark: Julia mode is enabled - + <html><head/><body><p>Selection for fractal formula. Fractal formula defines shape of fractal.</p><p>Algorithm (code) for selected formula is visible in Information box.</p></body></html> <html><head/><body><p>Selección para fórmula fractal. La fórmula fractal define la forma del fractal.</p><p>El algoritmo (código) es visible en el panel de información para la fórmula seleccionada.</p></body></html> - + Formula #1 - + Remark: to unlock more fractal tabs, enable "hybrid fractals" or "boolean operators" - + Formula #2 - + Formula #3 - + Formula #4 - + Formula #5 - + Formula #6 - + Formula #7 - + Formula #8 - + Formula #9 - + Global parameters - + Material for fractal Material para fractal - + <html><head/><body><p>Enables calculation of fractal in the same way as Julia Set.</p><p>When it's enabled then:<br/>z<span style=" vertical-align:sub;">0</span> = p<br/>z<span style=" vertical-align:sub;">n+1</span> = f(z<span style=" vertical-align:sub;">n</span>) + c</p><p>where:<br/>p - coordinates of point<br/>c - Julia constant</p><p>to compare, regular fractals are calculated in following way:<br/>z<span style=" vertical-align:sub;">0</span> = p<br/>z<span style=" vertical-align:sub;">n+1</span> = f(z<span style=" vertical-align:sub;">n</span>) + p</p></body></html> - + J&ulia mode - - - - - - - - - + + + + + + + + + y: y: - + Julia constant (c): Constante Julia (c): - - - - - - - - - + + + + + + + + + z: z: - - - - - - - - - + + + + + + + + + x: x: - + <html><head/><body><p>Julia constant can be grabbed from image.</p><p>When Julia mode is disabled, select part of fractal which has interesting features. After enabling Julia mode, entire fractal will have shapes similar to previously selected place.</p></body></html> - + Get Julia constant by mouse pointer - - + + + Preview + Vista previa + + + + Julia mode preview distance: - - + + C constant - - - - - - - - + + + + + + + + <html><head/><body><p>Multiplies fractal c constant by this value.</p></body></html> <html><head/><body><p>Multiplica constante c fractal por este valor.</p></body></html> - - + + Initial w-axis value for 4D fractals Valor de eje-w inicial para fractales 4D - - + + Constant multiplier: Multiplicador constante: - - + + Fractal positioning - - - - + + + + X-axis rotation: Rotación eje X: - - + + Fractal position: - - - - + + + + Z-axis rotation: Rotación eje Z: - - - - + + + + Y-axis rotation: Rotación eje Y: - - + + Repeat Repetir - - - - + + + + Hybrid - - + + <html><head/><body><p>Controls from which fractal component will be repeated hybrid formula sequence</p></body></html> - - + + Repeat sequence from fractal #: - - + + Linear DE offset (fine tuning of IFS distance estimation) - - + + <html><head/><body><p>Enables hybrid fractals.</p><p>Hybrid fractals are calculated by multiplexing between different fractal formulas. In 9 fractal tabs (slots) you can define a set of fractal formulas each with their own parameters.</p></body></html> - - - + + + Enable hybrid fractals - - - <html><head/><body><p>Boolean operators between fractal shapes.</p></body></html> + + + <html><head/><body><p>Boolean operators between fractal shapes.<br/>Additional controls will appear at the bottom of each formula UI.</p></body></html> - - + + Boo&lean operators - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + Intersection (AND) - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + Union (OR) - - + + Complement (1st minus 2nd) - - + + 1st <-> 2nd formula: - - + + Complement (2nd minus 3rd) - - + + Complement (3rd minus 4th) - - + + 2st <-> 3rd formula: - - + + 3rd <-> 4th formula: - - + + 5rd <-> 6th formula: - - + + 6rd <-> 7th formula: - - + + 7rd <-> 8th formula: - - + + 4rd <-> 5th formula: - - + + 8rd <-> 9th formula: - - + + Complement (4th minus 5th) - - + + Complement (5th minus 6th) - - + + Complement (6th minus 7th) - - + + Complement (7th minus 8th) - - + + Complement (8th minus 9th) - - + + <html><head/><body><p>Enables box folding like is used in Mandelbox formula.</p><p>(It's to keep compatibility with Mandelbulber 1.21)</p></body></html> - - + + Bo&x Folding - - + + Folding value: - - + + Folding limit: - - + + <html><head/><body><p>Enables spherical folding like is used in Mandelbox formula.</p><p>(It's to keep compatibility with Mandelbulber 1.21)</p></body></html> - - + + Spherical Folding - - + + Inner radius: - - + + Outer radius: - - + + Primitives - - + + Global positioning of all primitives - - + + all primitives position (except plane @@ -6448,36 +6755,43 @@ and water): - - + + + Invisible primitives in alpha channel +with visible shadows of fractal objects + + + + + Description - - + + <html><head/><body><p>An explanation of the setting</p></body></html> - - + + An explanation of the setting - + Enable boolean mode - + You have selected next fractal formula. Do you want to enable hybrid fractals or boolean mode? - + More fractals... @@ -6567,320 +6881,320 @@ Do you want to enable hybrid fractals or boolean mode? cDockImageAdjustments - + Form Forma - + Load Cargar - + Save Guardar - + Reset Restablecer - + Image resolution Tamaño de imagen - + Image width: Ancho de imagen: - + Image height: Alto de imagen: - + Image proportion: Proporción: - + ×2 x2 - + ÷2 ÷2 - + <html><head/><body><p>Force image proportion</p><p><br/></p></body></html> <html><head/><body><p>Forzar proporción de imagen</p><p><br/></p></body></html> - + Free Libre - + 1:1 1:1 - + 4:3 4:3 - + 3:2 3:2 - + 16:9 16:9 - + 16:10 16:10 - + 2:1 2:1 - + <html><head/><body><p>Height of rendered image in pixel</p><p><br/></p></body></html> <html><head/><body><p>Altura de imagen renderizada en pixeles</p><p><br/></p></body></html> - + <html><head/><body><p>Width of rendered image in pixel</p><p><br/></p></body></html> <html><head/><body><p>Anchura de imagen renderizada en pixeles</p><p><br/></p></body></html> - + Anti-aliasin&g Anti-aliasin&g - + Number of samples (n x n): Número de muestras (n x n): - + 5 5 - + 9 9 - + 45 45 - + 81 81 - + 405 405 - + 729 729 - + Number of samples (OpenCL mode): - + Adaptive (faster) - + <html><head/><body><p>When this option is enabled, the fractal appearance is maintained at all resolutions. </p><p>The fractal detail level will be automatically adjusted to match any change of image resolution. </p><p>For instance, if the resolution is doubled then the detail level will be reduced by half.</p></body></html> <html><head/><body><p>Cuando esta opción está habilitada, la apariencia fractal es mantenida a cualquier resolución. </p><p>El nivel de detalle fractal será automáticamente ajustado para coincidir a cualquier tamaño de imagen. </p><p>Por instancia, si el tamaño es doblado, el nivel de detalle será reducido a la mitad.</p></body></html> - + Connect fractal detail level with image resolution Conectar nivel de detalle fractal con tamaño de imagen - + <html><head/><body><p>Presets for rendered image size</p><p><br/></p></body></html> <html><head/><body><p>Preajustes para tamaño de imagen a renderizar</p><p><br/></p></body></html> - + Presets Preajustes - + <html><head/><body><p>Enables rendering of stereoscopic images and animations for viewing with 3D glasses.</p></body></html> <html><head/><body><p>Habilita renderizado de imágenes y animaciones estereoscópicas para ver con gafas 3D.</p></body></html> - + S&tereoscopic rendering R&enderizado estereoscópico - + Distance between eyes Distancia entre ojos - + <html><head/><body><p>Defines how stereoscopic image will be rendered.</p><p>Left-right - View for left eye will be rendered on the left side of the image. View for right eye will be on the right side.</p><p>Top-bottom - View for left eye will be rendered on the top half of the image. View for right eye will be on the bottom half of the image.</p><p>Anaglyph red/cyan - Image will be rendered as an anaglyph dedicated for red/cyan 3D glasses. Using this option it is possible to edit the fractal with 3D view directly in the application window using regular display. Cheap 3D glasses are all that is required. For fractal exploration it is recommended to not use SSAO ambient occlusion, because it is rendered in 2 passes (try to use &quot;Fast&quot; ambient occlusion).</p></body></html> <html><head/><body><p>Define cómo será el renderizado de imágenes estereoscópicas.</p><p>Izquierda-derecha - Vista para ojo izquierdo será renderizado en la parte izquierda de la imagen. Vista para el ojo derecho estará en el lado derecho.</p><p>Arriba abajo - Vista para ojo izquierdo será renderizado en la mitad superior de la imagen. Vista para ojo derecho será renderizado en la mitad inferior de la imagen.</p><p>Anaglifo rojo/cian- La imagen será renderizada como un anaglifo dedicado para gafas 3D rojo/cian. Usar esta opción posibilita editar el fractal directamente en la ventana de la aplicación usando ajustes comunes. Solamente se necesitan unas gafas 3D económicas. Para exploración fractal se recomienda no usar oclusión ambiental SSAO porque es calculado en 2 pases (trate de usar &quot;Rápido&quot; en modo oclusión ambiental).</p></body></html> - + Left - right Izquierda - derecha - + Top - bottom Arriba - abajo - + Anaglyph - red/cyan Anaglifo - rojo/cian - + Mode: Modo: - + <html><head/><body><p>Swaps left and right eye on rendered image.</p></body></html> <html><head/><body><p>Intercambia ojo izqda y derecha en imagen renderizada.</p></body></html> - + Swap eyes Intercambiar ojos - + Infinite distance correction Distancia de corrección infinita - + <html><head/><body><p>The distance between two virtual eyes. Higher values make the 3D effect more intense. </p><p>The optimal distance between eyes is about 1%-5% of the distance to the viewed object. </p></body></html> <html><head/><body><p>La distancia entre dos ojos virtuales. Valores mas altos hacen el efecto 3D más intenso. </p><p>La distancia óptima entre ojos es entre 1%-5% de la distancia del objeto visto. </p></body></html> - + <html><head/><body><p>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. </p><p>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. </p></body></html> <html><head/><body><p>Ajusta la apariencia del efecto 3D para los objetos más lejanos (o el fondo). Si el valor de este parámetro es más alto que el fondo, los objetos en el fondo se muestran más lejanos. </p><p>Como ejemplo, el valor óptimo de este parámetro para una pantalla de 24 pulgadas sería alrededor de 0.4. Para pantallas más grandes este valor debe ser más bajo. </p></body></html> - + Calculate optimal distance between eyes - + Image quality presets Preajustes de calidad de imagen - + <html><head/><body><p>Normal quality preset.</p><p>Ambient occlusion is turned on in Screen Space Ambient Occlusion (SSAO) mode.</p></body></html> <html><head/><body><p>Ajuste de calidad normal.</p><p>Oclusión ambiental está habilitado en modo Screen Space Ambient Occlusion (SSAO).</p></body></html> - + Normal Normal - + <html><head/><body><p>A fast preset but with low quality.</p><p>Ambient occlusion is turned off.</p></body></html> <html><head/><body><p>Un ajuste rápido pero con calidad baja.</p><p>Oclusión ambiental está deshabilitado.</p></body></html> - + Low (no ambient occlusion) Bajo @@ -6888,13 +7202,13 @@ between eyes - + <html><head/><body><p>The highest quality preset and the slowest.</p><p>Ambient occlusion is turned on in Multiple Rays mode. Raymarching step is decreased to 0.2 to reduce fractal calculation errors.</p></body></html> <html><head/><body><p>El ajuste más alto de calidad y el más lento.</p><p>Oclusión ambiental está habilitado en modo Multiple Rays. Raymarching step es reducido a 0.2 para reducir errores de cálculo fractal.</p></body></html> - + High (HQ ambient occlusion accurate raymarching) @@ -6904,13 +7218,13 @@ raymarching preciso - + <html><head/><body><p>This is the fastest preset but with the lowest quality.</p><p>Shadows, ambient occlusion and raytraced reflections are turned off. Detail level is decreased to 0.5.</p></body></html> <html><head/><body><p>El ajuste más rápido pero con la más baja calidad.</p><p>Sombras, oclusión ambiental y reflejos están deshabilitados. El nivel de detalle es reducido a 0.5.</p></body></html> - + Very low (no shadows no ambient occlusion) @@ -6920,93 +7234,93 @@ ni oclusión ambiental) - + <html><head/><body><p>Adjustments for image colors. Can be changed after rendering</p><p><br/></p></body></html> <html><head/><body><p>Ajustes para los colores de imagen. Se puede cambiar después del render</p><p><br/></p></body></html> - + Picture Imagen - + <html><head/><body><p>Contrast of image</p><p>Use <span style=" font-style:italic;">apply changes</span> button to update image</p></body></html> <html><head/><body><p>Contraste de imagen</p><p>Use botón <span style=" font-style:italic;">aplicar cambios</span> para actualizar la imagen</p></body></html> - - + + <html><head/><body><p>Gamma of image</p><p>Use <span style=" font-style:italic;">apply changes</span> button to update image</p></body></html> <html><head/><body><p>Gamma de imagen</p><p>Use botón <span style=" font-style:italic;">aplicar cambios</span> para actualizar la imagen</p></body></html> - + <html><head/><body><p>Brightness of image</p><p>Use <span style=" font-style:italic;">apply changes</span> button to update image<br/></p></body></html> <html><head/><body><p>Brillo de imagen</p><p>Use botón <span style=" font-style:italic;">aplicar cambios</span> para actualizar la imagen</p></body></html> - + Gamma: Gamma: - + Brightness: Brillo: - + Contrast: Contraste: - + Saturation Saturación - + <html><head/><body><p>High dynamic range effect. Reduces brightness of the brightest pixels to prevent oversaturation.</p><p>Use <span style=" font-style:italic;">apply changes</span> button to update image</p></body></html> <html><head/><body><p>Efecto de alto rango dinámico. Reduce el brillo en los pixeles más luminosos para prevenir sobresaturación.</p><p>Use botón <span style=" font-style:italic;">aplicar cambios</span> para actualizar la imagen</p></body></html> - + High Dynamic Range (HDR) Alto Rango Dinámico (HDR) - + <html><head/><body><p>Apply changes of image colors</p><p><br/></p></body></html> <html><head/><body><p>Aplica cambios de los colores de imagen</p><p><br/></p></body></html> - + Apply changes Aplicar Cambios - + Camera Cámara - + Field of view (degrees): @@ -7015,71 +7329,71 @@ ni oclusión ambiental) Campo de visión: - - + + <html><head/><body><p>Type of perspective projection.</p><p>- Three-point perspective projection, has two vanishing points on the horizon line and one on zenith or nadir</p><p>- Fish eye - simulates fish eye camera. <span style=" font-style:italic;">Field of view</span> = 1.0 corresponds to 180 degree</p><p>- Equirectangular - is dedicated to render 360 degree panoramas. Image proportion should be set to 2:1 and <span style=" font-style:italic;">Field of view</span> = 1.0</p><p>- Fulldome - is dedicated to render images for displaying in fulldome.</p></body></html> <html><head/><body><p>Tipos de projección en perspectiva.</p><p>- Perspectiva de tres puntos tiene dos puntos de fuga en la linea de horizonte y uno en el cenit o nadir</p><p>- Ojo de pez - simula un objetivo de ojo de pez. <span style=" font-style:italic;">Campo de visión</span> = 1.0 corresponde a 180 grados</p><p>- Equirectangular - dedicado a renderizar panorámicas de 360 grados. La proporción de imagen debe ajustarse a 2:1 y <span style=" font-style:italic;">Campo de visión</span> = 1.0</p><p>- Tipo domo - está dedicado a renderizar imágenes para mostrarse en tipo cúpula.</p></body></html> - - + + Three-point perspective Perspectiva de tres puntos - - + + Fish eye Objetivo ojo de pez - - + + Equirectangular Equirectangular - - + + Fulldome Tipo domo - - + + Perspective type: Tipo de perspectiva: - - + + <html><head/><body><p>Field of view of camera. Higher value gives wider view.</p><p><br/></p></body></html> <html><head/><body><p>Campo de visión de la cámara. Valores altos dan una perspectiva amplia.</p><p><br/></p></body></html> - - + + <html><head/><body><p>For compatibility of coordinate system with old Mandelbulber v. 1.21 .fract files</p></body></html> <html><head/><body><p>Para compatibilidad con antiguos ficheros .fract de Mandelbulber v.121</p></body></html> - - + + Coordinate system like in Mandelbulber v1.21 Sistema de coordenadas como en Mandelbulber v1.21 - + Change preset Cambiar ajuste - + Edit resolution preset Editar ajuste de resolución - + Type new preset in format WIDTHxHEIGHT Teclee nuevo ajuste en formato ANCHOxALTO @@ -7087,492 +7401,516 @@ ni oclusión ambiental) cDockMeasurements - - + + Form Form - - + + Get point by mouse pointer Obtener posición con ratón - - + + + Last picked point + + + + + + + x: x: - - + + + + y: y: - - + + + + z: z: - - + + Distance from last point: Distancia desde última posición: - - + + Distance from camera: Distancia desde cámara: + + + + Midpoint of last two picked points + + cDockNavigation - + Form - - + + <html><head/><body><p>Discard last change of settings and start rendering of image</p></body></html> - - + + UNDO - - + + <html><head/><body><p>Redo last revoked change of settings and start rendering of image</p></body></html> - - + + REDO - - + + <html><head/><body><p>Terminate rendering</p></body></html> - - + + STOP PARAR - - + + <html><head/><body><p>Start rendering of image based on actual settings</p></body></html> - - + + RENDER - - - OpenCL mode: + + + Open new navigator - + + OpenCL mode: + + + + + <html><head/><body><p>Modes for OpenCL computation (GPU support):</p><p><span style=" font-weight:600;">no OpenCL</span> - use only CPU</p><p><span style=" font-weight:600;">fast</span> - very fast rendering on GPU. Fractal has visible shape, but colors and effects are not calculated. It is very good mode for fast camera navigation and looking for interesting fractal shapes in auto-refresh mode.</p><p><span style=" font-weight:600;">medium</span> - medium rendering speed on GPU. There is calculated color of the fractal, light sources with shadows are used. There is used only first defined material. Reflections and volumetric effects are not calculated.</p><p><span style=" font-weight:600;">full</span> - the most accurate and the the slowest rendering. Uses more GPU resources. All effects are calculated .</p></body></html> - - + + no OpenCL - - + + fast - - + + medium - - + + full - - + + Auto-refresh - - + + Load Cargar - - + + Save Guardar - - + + Reset Restablecer - - + + <html><head/><body><p>These parameters and gauges controls position of camera and point where the camera is looking at (target)</p><p><br/></p><p><img src=":/tooltips/tooltips_images/Camera target.png"/></p></body></html> - - + + Coordinates: - - + + <html><head/><body><p>Coordinates of camera</p></body></html> - - + + Camera Cámara - - - - + + + + x: x: - - - - + + + + y: y: - - - - + + + + z: z: - - + + <html><head/><body><p>Coordinates of target</p></body></html> - - + + Target - - + + <html><head/><body><p>Set camera far from the fractal. It keeps actual camera angle.</p></body></html> - - + + Reset view - - + + <html><head/><body><p>Selection of camera / target movement mode</p><p><span style=" font-style:italic;">Move camera and target</span> - moves camera and target by the same distance</p><p><img src=":/tooltips/tooltips_images/move camera and target.png"/></p><p><span style=" font-style:italic;">Move camera</span> - moves only camera. Target stays in the same place. Camera rotates to look at stationary target.</p><p><img src=":/tooltips/tooltips_images/move only camera.png"/></p><p><br/>Move target - moves only target. Camera stays in the same place. Camera rotates to look at moving target.</p><p><img src=":/tooltips/tooltips_images/move only target.png"/></p><p><br/></p></body></html> - - + + Move camera and target Mover cámara y objetivo - - + + Move camera Mover cámara - - + + Move target Mover objetivo - - + + Camera distance to target: - - + + <html><head/><body><p>Controls distance between camera and target</p><p>In<span style=" font-style:italic;"> Move camera and target</span> and <span style=" font-style:italic;">Move camera</span> modes it moves camera closer/further from target.</p></body></html> - - + + <html><head/><body><p>Moves the camera or the target forward by distance set by <span style=" font-style:italic;">step</span> parameter</p></body></html> - - + + <html><head/><body><p>Moves the camera or the target backwards by distance set by <span style=" font-style:italic;">step</span> parameter</p></body></html> - - + + <html><head/><body><p>Moves the camera or the target to the left by distance set by <span style=" font-style:italic;">step</span> parameter</p></body></html> - - + + <html><head/><body><p>Moves the camera or the target up by distance set by <span style=" font-style:italic;">step</span> parameter</p></body></html> - - + + <html><head/><body><p>Moves the camera or the target down by distance set by <span style=" font-style:italic;">step</span> parameter</p></body></html> - - + + <html><head/><body><p>Moves the camera or the target to the right by distance set by <span style=" font-style:italic;">step</span> parameter</p></body></html> - - + + step: - - + + <html><head/><body><p>Step for camera or target movement.</p><p>It can be relative or absolute step.</p><p>If it is set relative then movement distance equals <span style=" font-style:italic;">step</span> multiplied by actual distance to the fractal surface.</p></body></html> - - + + <html><head/><body><p>Selection for movement step calculation.</p><p>If it is set relative then movement distance equals <span style=" font-style:italic;">step</span> multiplied by actual distance to fractal surface. This is the preferred mode.</p><p>If it is set absolute then movement equals step set by <span style=" font-style:italic;">step</span> parameter. </p></body></html> - - + + Relative step mode - - + + Absolute step mode - - + + <html><head/><body><p>Controls for camera rotation in three different axes</p><p><img src=":/tooltips/tooltips_images/Yaw_Pich_Roll.png"/></p><p>image source: &quot;<a href="http://commons.wikimedia.org/wiki/File:Yaw_Axis_Corrected.svg#/media/File:Yaw_Axis_Corrected.svg"><span style=" text-decoration: underline; color:#ae6326;">Yaw Axis Corrected</span></a>&quot; by <a href="//commons.wikimedia.org/wiki/File:Yaw_Axis.svg"><span style=" text-decoration: underline; color:#ae6326;">Yaw_Axis.svg</span></a>: <a href="//commons.wikimedia.org/wiki/User:Auawise"><span style=" text-decoration: underline; color:#ae6326;">Auawise</span></a>derivative work: <a href="//commons.wikimedia.org/w/index.php?title=User:Jrvz&amp;action=edit&amp;redlink=1"><span style=" text-decoration: underline; color:#ae6326;">Jrvz</span></a> (<a href="//commons.wikimedia.org/w/index.php?title=User_talk:Jrvz&amp;action=edit&amp;redlink=1"><span style=" text-decoration: underline; color:#ae6326;">talk</span></a>) - <a href="//commons.wikimedia.org/wiki/File:Yaw_Axis.svg"><span style=" text-decoration: underline; color:#ae6326;">Yaw_Axis.svg</span></a>. Licensed under <a href="http://creativecommons.org/licenses/by-sa/3.0"><span style=" text-decoration: underline; color:#ae6326;">CC BY-SA 3.0</span></a> via <a href="//commons.wikimedia.org/wiki/"><span style=" text-decoration: underline; color:#ae6326;">Wikimedia Commons</span></a>.</p></body></html> - - + + Camera rotation: - - + + <html><head/><body><p>Roll left</p></body></html> - - + + <html><head/><body><p>Pitch up</p></body></html> - - + + <html><head/><body><p>Roll right</p></body></html> - - + + <html><head/><body><p>Yaw left</p></body></html> - - + + <html><head/><body><p>Pitch down</p></body></html> - - + + <html><head/><body><p>Yaw right</p></body></html> - - + + rotation step: - - + + <html><head/><body><p>Step of rotation in degrees</p></body></html> - - + + <html><head/><body><p>Modes of camera rotation</p><p><span style=" font-style:italic;">Rotate camera</span> - rotates the camera by moving the target around the camera</p><p><img src=":/tooltips/tooltips_images/rotate target around camera.png"/></p><p>Rotate around target - rotates the camera by moving camera around the target</p><p><img src=":/tooltips/tooltips_images/rotate camera around target.png"/></p><p><br/></p></body></html> - - + + Rotate camera - - + + Rotate around target - - + + <html><head/><body><p>Selection for rotation modes</p><p>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.</p><p>Straight rotation - rotates camera using actual camera axes. This mode rotates camera in a more intuitive way.</p></body></html> - - + + Fixed roll angle - - + + Straight rotation - - + + yaw: - - + + <html><head/><body><p>Rotation of camera around yaw axis (left &lt;-&gt; right)</p></body></html> - - + + pitch: - - + + <html><head/><body><p>Rotation of camera around pitch axis (up &lt;-&gt; down)</p></body></html> - - + + roll: - - + + <html><head/><body><p>Rotation of camera around roll axis (rotates image left &lt;-&gt; right)</p></body></html> - - + + <html><head/><body><p>Sweet spot position used especially for fulldome images or animations.</p></body></html> - - + + Sweet spot angle: - - + + horizontal: - - + + vertical: @@ -8578,31 +8916,45 @@ resolución de imagen + Average noise: %1 % + + + + + Tiles done: %1 % + + + + + Masked pixels: %1 % + + + Average noise [%]: %1 - Promedio de ruido [%]: %1 + Promedio de ruido [%]: %1 cFileDownloader - - - + + + File downloader Descarga de archivos - + retrieving file list recuperando lista de archivos - + finished, downloaded %1 files terminado, descargado %1 archivos - + file %1 downloaded, %2 of %3 archivo %1 descargado, %2 de %3 @@ -8610,28 +8962,28 @@ resolución de imagen cFlightAnimation - + waiting %1 seconds esperando %1 segundos - + Recording flight animation. Frame: Grabando animación de vuelo. Fotograma: - + Paused. Frame: Pausado. Fotograma: - - + + preview vista previa - + Refreshing animation frames Actualizando fotogramas de animación @@ -8640,135 +8992,153 @@ resolución de imagen cFrameSliderPopup - + Frame Fotograma - - + + + Fine + + + + + + Normal + Normal + + + + + Coarse + + + + + Hide slider Ocultar deslizador - - + + X X - - + + Reset value to default Restablecer valor a predeterminado - - + + R R - - - - + + + + Zero Cero - - + + 0 0 - - + + Inversion of sign Inversión de signo - - + + - - - - + + Double Doble - - + + x2 x2 - - + + Half Mitad - - + + ÷2 ÷2 - - + + - - + + 90 degrees 90 grados - - + + - - + + 180 degrees 180 grados - - + + - - + + -90 degrees -90 grados - - + + - - + + "Magic Round" "Redondeo Mágico" - - + + @@ -8837,7 +9207,7 @@ resolución de imagen - + Gradients (*.gradient *.txt) @@ -8847,52 +9217,52 @@ resolución de imagen - + Save gradient... - + Add color - + Remove color - + Delete all colors - + Change number of colors ... - + Grab colors from image ... - + Load colors from file ... - + Save colors to file ... - + Copy - + Paste @@ -8954,7 +9324,7 @@ resolución de imagen cHeadless - + Image saved to: %1 Imagen guardada a %1 @@ -8985,247 +9355,289 @@ resolución de imagen cImageSaveDialog - + Save Image Guardar Imagen - - + + <html><head/><body><p><span style=" font-weight:600;">JPG</span></p><p>The quality value will be ignored, since JPG only supports 8 bit precision.</p><p>Every image channel will be saved as a separate file with appended postfix.</p><p><span style=" font-weight:600;">PNG</span></p><p>The quality value can be 8 bit or 16 bit (32 bit will result in 16 bit precision).</p><p>Every image channel will be saved as a separate file. </p><p>Only exception can be alpha channel:</p><p>If both Color and Alpha channel are selected and &quot;Append alpha to image (only PNG and TIFF)&quot;, then color + alpha will be saved to a RGBA image with quality and postfix of color row.</p><p><span style=" font-weight:600;">TIFF</span></p><p>The quality value can be 8 bit, 16 bit or 32 bit.</p><p>Every image channel will be saved as a separate file. </p><p>Only exception can be alpha channel:</p><p>If both Color and Alpha channel are selected and &quot;Append alpha to image (only PNG and TIFF)&quot;, then color + alpha will be saved to a RGBA image with quality and postfix of color row.</p><p><span style=" font-weight:600;">EXR</span></p><p>The quality value can be 16 bit or 32 bit (8 bit will result in 16 bit precision).</p><p>The postfix will be ignored since all image channels will be saved to one file.</p></body></html> - - + + Image Settings Ajustes de imagen - - + + These settings affect "Save as JPG/PNG/EXR/TIFF" actions and saving animation frames. Estos ajustes afectan a las acciones de "Guardar como JPG/PNG/EXR/TIFF" y guardado de fotogramas de animación. - - - - + + + + Image Channel Canal de imagen - - - - + + + + Quality Calidad - - - - + + + + Postfix Sufijo - - + + Color Color - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + 8 bit 8-bit - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + 16 bit 16 bit - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + 32 bit 32 bit - - + + Alpha Alfa - - + + Z Buffer Z Buffer - - + + Z-buffer options - - + + Invert z-buffer - - + + Logarithmic scale - - + + Use contant depth range - - + + maximum z-depth - - + + minimum z-depth - - + + Optional Image Channels - - + + + Global illumination + + + + + + Shadows + + + + + Following channels are only rendered on demand and will only be present after enabling and re-render. Los siguientes canales sólo serán renderizados bajo demanda y sólo se mostrarán después de habilitado y re-renderizado. - - + + + Save fractal settings together with the image + + + + + Surface Normal Superficie Normal - - + + Specular Brillo - - + + World - - + + Diffuse - - + + World Normal - - + + + Not denoised + + + + + Misc Image Settings Configuración miscelánea de imagen - - + + Append alpha to image (only PNG and TIFF) Añadir alfa a imagen (sólo PNG y TIFF) - - + + Use linear colorspace (only EXR) Usar espacio de color lineal (sólo EXR) - - + + JPEG quality: Calidad JPEG: - - + + Save stereoscopic left and right images in separate files (stereoscopic mode has to be "left-right") Guarda imágenes esteroscópicas izquierda y derecha en archivos separados (modo esteroscópico tiene que ser "izquierda-derecha") - - + + Save each channel in separate folder Guardar cada canal en carpetas separadas @@ -9233,68 +9645,576 @@ y sólo se mostrarán después de habilitado y re-renderizado. cInterface - - - Fractals (*.txt *.fract) - Fractales (*.txt *.fract) + + + Fractals (*.txt *.fract) + Fractales (*.txt *.fract) + + + + Save settings from %1 + Guardar ajustes desde %1 + + + + Load settings to %1 + Cargar ajustes a %1 + + + + Cleaning up + + + + + Do you want to clean up settings? +It will take a while + + + + + Image auto-saved to %1 + + + + + cKeyframeAnimation + + + + Keyframe +previews + Vistas previas de fotogramas clave + + + + + Frames/keyframe + + + + + + Camera speed [units/frame] + + + + + Refreshing animation frames + Actualizando fotogramas de animación + + + + Exporting keyframes to flight + Exportando fotogramas clave a animación de vuelo + + + + Audio + Audio + + + + Camera distance from selected keyframe: %1 + Distancia de cámara desde el fotograma clave seleccionado: %1 + + + + cLightEditor + + + + Form + + + + + + Parameters + + + + + + <html><head/><body><p>Brightness of the light source. Strength of illumination.</p></body></html> + + + + + + <html><head/><body><p>Color of light source</p></body></html> + + + + + + PushButton + Pulsador + + + + + Intensity: + + + + + + Size: + + + + + + <html><head/><body><p>Size of illuminated fog around the light source.</p></body></html> + + + + + + <html><head/><body><p>Visibility of the light source. It simulates illuminated fog around the light source.</p></body></html> + + + + + + + + Visibility: + + + + + + <html><head/><body><p>Selection of light source type</p><p>- Directional light - light source emitting from infinite distance at the angle defined by user</p><p>- Point light - light source emitting evenly around user defined point</p><p>- Spot light - light source emitting conical beam</p><p>- Projection - light source emitting beam of light colorized by texture image</p><p>- Beam - linear beam of the light (requires Monte Carlo rendering mode)</p></body></html> + + + + + + Directional light + + + + + + Point light + + + + + + Spot light + + + + + + Projection + + + + + + Beam + + + + + + Decay function + + + + + + Type: + + + + + + Color: + + + + + + <html><head/><body><p>Decay function defines how light intensity decays with distance from the light. Decay function 1/r² complies with the laws of physics. 1/r reduces the decaying of light intensity. 1/r³ increases the decaying of light intensity. </p></body></html> + + + + + + 1/r + + + + + + 1/r² + + + + + + 1/r³ + + + + + + <html><head/><body><p>Sharpness of contour of the light source.</p></body></html> + + + + + + Contour sharpness: + + + + + + Position + + + + + + + + + + + + + + + + <html><head/><body><p>Coordinates of light source</p></body></html> + + + + + + + + x: + x: + + + + + Position: + + + + + + + + y: + y: + + + + + + + z: + z: + + + + + + + + + <html><head/><body><p>Rotation of light source.</p><p>For directional lights it can be controlled with ball widget.</p></body></html> + + + + + + Use target point instead of angles + + + + + + roll: + + + + + + vertical: + + + + + + horizontal: + + + + + + Angle: + + + + + + Target: + + + + + + <html><head/><body><p>Enabling this option makes coordinates and rotation of the light relative to the camera. </p></body></html> + + + + + + Position and rotation relative to camera + + + + + + Shadows + + + + + + <html><head/><body><p>Enables casting shadows from the light source</p></body></html> + + + + + + Cast shadows + + + + + + <html><head/><body><p>Makes light rays penetrate all the objects. When it's enabled, then even inside the fractal it will not be completely dark. </p></body></html> + + + + + + Penetrating light + + + + + + Soft shadow cone angle: + + + + + + <html><head/><body><p>This parameter controls angle of shadows cone. It simulates &quot;soft shadow&quot; effect. When it's zero, then shadows are very sharp.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>shadow cone 0 degrees</p></td><td><p>shadow cone 5 degrees </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - shadow cone 0.jpeg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - shadow cone 5.jpg"/></p></td></tr></table></body></html> + + + + + + <html><head/><body><p>Enables volumetric visibility of the light source with calculation of shadows on it. It can be used to simulate &quot;god rays&quot; effect.</p></body></html> + + + + + + Volumetric + + + + + + <html><head/><body><p>Intensity of volumetric effect. </p><p>When effect is not visible try to increase intensity. If whole image is white, then decrease intensity.</p><p>To control quality of this effect change <span style=" font-style:italic;">Effects</span><span style=" font-style:italic;">/ Volumetric / Custom DE multiplier for volumetric effect</span> parameter (lower value - better quality).</p></body></html> + + + + + + Cone options + + + + + + <html><head/><body><p>Opening angle of conical shape of spot light</p></body></html> + + + + + + Opening angle + + + + + + Soft angle + + + + + + <html><head/><body><p>Additional opening angle of conical shape of spot light with soft transition from full brightness to dark.</p></body></html> + + + + + + Projection options + + + + + + <html><head/><body><p>Path to the light projection texture image. Acceptable formats are BMP, GIF, JPG, PNG</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> + + + + + + Texture path: + + + + + + <html><head/><body><p>Vertical opening angle of projected image </p></body></html> + + + + + + <html><head/><body><p>Horizontal opening angle of projected image </p></body></html> + + + + + + Horizontal opening angle + + + + + + Vertical opening angle + + + + + + <html><head/><body><p>Repeats projected texture. Recommended to use seamless texture.</p></body></html> + + + + + + Repeat texture + + + + + cLightSourcesManager + + + + Form + + + + + + Show wire-frame preview of lights + + + + + + <html><head/><body><p>Add a new light source to the scene. This new light will appear as a new tab below. There is no limit to the number of light sources.</p></body></html> + + + + + + New +light + - - Save settings from %1 - Guardar ajustes desde %1 + + + <html><head/><body><p>Duplicate the selected light source. All parameters will be copied to the new one.</p></body></html> + - - Load settings to %1 - Cargar ajustes a %1 + + + Duplicate +light + - - Cleaning up + + + <html><head/><body><p>Delete the selected light source.</p></body></html> - - Do you want to clean up settings? -It will take a while + + + Delete +light - - - cKeyframeAnimation - - - Keyframe -previews - Vistas previas de fotogramas clave + + + <html><head/><body><p>Place a light source using the mouse pointer.</p><p>Light position (for selected light tab) can be manipulated in following ways:</p><p>- mouse click on the image places light in front of selected point (offset by placement distance.) Placement distance from the selected point can be adjusted using mouse wheel + alt key.</p><p>- move light by dragging the mouse pointer while holding left mouse button. Moves light while maintaining placement distance</p><p>- rotating mouse wheel while holding control key moves light forward/backward</p></body></html> + - - Refreshing animation frames - Actualizando fotogramas de animación + + + Place/move +light + - - Exporting keyframes to flight - Exportando fotogramas clave a animación de vuelo + + Rename light #%1 + - - Audio - Audio + + Renaming light #%1 + - - Camera distance from selected keyframe: %1 - Distancia de cámara desde el fotograma clave seleccionado: %1 + + Enter name of the light #%1 + cMaterialEditor - + Form Forma @@ -9308,53 +10228,53 @@ previews - + Reset Restablecer - - + + Material name: Nombre de material: - - + + <html><head/><body><p>Material name used in Material Manager</p><p>Tip: Well named materials will be easier to find in Material Manager</p></body></html> <html><head/><body><p>Nombre del material usado en el administrador de Materiales</p><p>Consejo: Materiales con un buen nombre serán más fáciles de encontrar en el administrador de Materiales</p></body></html> - - + + <html><head/><body><p>Color of the object's surface . This color is used when 'Use colors from palette' is disabled or when the material is to be applied to a non-fractal object.</p></body></html> <html><head/><body><p>Color de la superficie del objeto . Este color será usado cuando 'Usar colores de la paleta' está deshabilitado o cuando el material está para usarse sobre objetos no fractales.</p></body></html> - - - - - - - - - - - + + + + + + + + + + + PushButton Pulsador - - + + Single color: Color único: - - + + <html><head/><body><p>Enables coloring of fractal surface using mathematical algorithms and a color palette. </p><p>This option works only for fractal objects, (not for primitive objects.)</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>palette off</p></td><td><p>palette on</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - resolution 1.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - colouring enabled.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>Habilita coloreado de la superficie fractal usando algoritmos matemáticos y una paleta de colores. </p><p>Esta opción solo funciona para objetos fractales, (no para objetos primitivos.)</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>paleta deshabilitada</p></td><td><p>paleta habilitada</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - resolution 1.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - colouring enabled.jpg"/></p></td></tr></table></body></html> @@ -9363,8 +10283,8 @@ previews &Usar colores de una paleta - - + + Color speed: Velocidad de color: @@ -9373,8 +10293,8 @@ previews Semilla aleatoria: - - + + Palette offset: Offset de paleta: @@ -9394,51 +10314,51 @@ previews - + Randomize Aleatorizar - - + + Orbit trap sphere radius: Radio de esfera de Orbit Trap: - - + + <html><head/><body><p>Direction vector of the line used in the orbit trap coloring algorithm</p></body></html> <html><head/><body><p>Dirección del vector de línea usada en el agoritmo de coloreado de orbit trap</p></body></html> - - - - - - + + + + + + <html><head/><body><p>Direction vector of line in orbit trap algorithm for coloring</p></body></html> <html><head/><body><p>Dirección del vector de línea usada en el agoritmo de coloreado de orbit trap</p></body></html> - - - - - - + + + + + + x: x: - - - - - - + + + + + + z: z: @@ -9467,14 +10387,14 @@ de Orbit Trap: <html><head/><body><p>Saturación de colores usado en la paleta de colores aleatoria.</p><p>Haga clic para aplicar cambios al tamaño de paleta <span style=" font-style:italic;">Genera una nueva paleta aleatoria</span></p></body></html> - - + + <html><head/><body><p>Color palette speed sets the frequency of color changing</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>speed 0.3</p></td><td><p>speed 1.0</p></td><td><p>speed 5.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - colour speed 0.3.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - colouring enabled.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - colour speed 5.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>Velocidad de paleta de colores ajusta la frecuencia de cambio de color</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>velocidad 0.3</p></td><td><p>velocidad 1.0</p></td><td><p>velocidad 5.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - colour speed 0.3.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - colouring enabled.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - colour speed 5.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Radius of the sphere used in the orbit trap coloring algorithm </p></body></html> <html><head/><body><p>Radio de la esfera usado en el algoritmo de coloreado en orbit trap </p></body></html> @@ -9484,48 +10404,48 @@ de Orbit Trap: <html><head/><body><p>Valor de semilla para el generador de paleta aleatoria</p></body></html> - - + + <html><head/><body><p>Selection between different coloring algorithms based on an orbit trap calculation, (distance of point from orbit trap.)</p><p>- Standard: orbit trap defined as a point at the origin. The value is the value at the <span style=" text-decoration: underline;">end</span> of orbit trap iterations</p><p>The rest of the algorithms use the minimum value recorded <span style=" text-decoration: underline;">during</span> the orbit trap iterations.</p><p>- orbit trap: z.Dot(point): orbit trap defined as the starting coordinates of the point being iterated</p><p>- orbit trap: Sphere: orbit trap defined as a sphere surface</p><p>- orbit trap: Cross: orbit trap defined as a cross</p><p>- orbit trap: Line: orbit trap defined as a line in set direction</p></body></html> <html><head/><body><p>Selection between different coloring algorithms based on an orbit trap calculation, (distance of point from orbit trap.)</p><p>- Standard: orbit trap defined as a point at the origin. The value is the value at the <span style=" text-decoration: underline;">end</span> of orbit trap iterations</p><p>The rest of the algorithms use the minimum value recorded <span style=" text-decoration: underline;">during</span> the orbit trap iterations.</p><p>- orbit trap: z.Dot(point): orbit trap defined as the starting coordinates of the point being iterated</p><p>- orbit trap: Sphere: orbit trap defined as a sphere surface</p><p>- orbit trap: Cross: orbit trap defined as a cross</p><p>- orbit trap: Line: orbit trap defined as a line in set direction</p></body></html> - - + + Standard Estándar - - + + orbit trap: z.Dot(point) orbit trap: z.Dot(punto) - - + + orbit trap: Sphere orbit trap: Esfera - - + + orbit trap: Cross orbit trap: Cruz - - + + orbit trap: Line orbit trap: Línea - - - - - - + + + + + + y: y: @@ -9538,1201 +10458,1255 @@ de Orbit Trap: Generar nueva paleta aleatoria - - + + Coloring algorithm: Algoritmo de color: - - + + <html><head/><body><p>Shift along the color palette</p></body></html> <html><head/><body><p>Desplazamiento junto con la paleta de color</p></body></html> - - + + w: w: - - + + Orbit trap line direction vector: Dirección de vector de orbit trap línea: - - - <html><head/><body><p>For backwards compatibity. If enabled, OpenCL and Non-OpenCL modes will sometimes render differrent coloring.</p></body></html> - - - - - + + <html><head/><body><p>Can be used for controlling the relative size of the three color components in the Hybrid Mode.</p><p>These controls can also be used for pre-V2.15 backwards compatibility</p></body></html> - - + + Extra Hybrid Mode Co&lor Options - - + + Hybrid Mode Color - - + + <html><head/><body><p><span style=" font-weight:400;">radDivDe scale:</span></p></body></html> - - + + <html><head/><body><p><span style=" font-weight:400;">aux.color scale:</span></p></body></html> - - + + <html><head/><body><p><span style=" font-weight:400;">orbit trap scale:</span></p></body></html> - - + + <html><head/><body><p>At Default Color_Speed the distance between two colors is 256. With these functions this distance = 1.0, e.g. a radius of 1.0 is one color step from the color at the origin. Similarly an addition of 1.0 = 256, cos period 1 =256.</p><p><br/>At the end of these functions, the colorValue is then multiplied by * 256.</p><p>Settings vary widely depending on such factors as fractal type &amp; size, location and number of iterations.</p><p>Adjusting the color speed may be required.</p></body></html> - - + + C&olor by numbers - - + + <html><head/><body><p><span style=" font-weight:400;">initial colorValue:</span></p></body></html> - - + + <html><head/><body><p>&quot;c&quot; (aux.c) is the original coordinates of the point being iterated. These &quot;c&quot; functions, color the point domain before the fractal is iterated, e.g. assigning an Initial ColorValue (default, all = 0.0.)</p></body></html> - - + + co&lorValue Initial Conditions Components - - + + c radius * scale: - - + + c.z * scale: - - + + c.x * scale: - - + + c.y * scale: - - + + Fractal Color Components - - + + <html><head/><body><p>OrbitTrap weight scales the colorValue input from the chosen Coloring Algorithm above (orbit traps). This allows blending of this input with other functions.</p><p>Initial minimumR is a separate limit set in the code to control the size of this colorValue.</p></body></html> - - + + Orbit trap com&ponent - - + + weight of 19.5 = old default (minimumR * 5000) - - + + weight of 3.9 = old hybrid default (minimumR * 1000) - - + + <html><head/><body><p><span style=" font-weight:400;">orbit trap weight:</span></p></body></html> - - + + <html><head/><body><p>These components collect and update data with every iteration. </p><p>aux.color is what collects theXYZplane and radius components, as in the original Mandelbox UI: Coloring Parameters.</p><p>aux.colorHybrid is the input from some experimental color Transforms.</p></body></html> - - + + a&uxillary color components - - + + weight of 0.39 = old hybrid default (aux.color * 100) - - + + aux. color weight: - - + + <html><head/><body><p>Use with fractals that have aux.color components. aux.color must be enabled on the formula UI.</p><p>These functions update a running colorValue total, every iteration (may result in localized cuts in the color)</p></body></html> - - + + aux. color hybrid weight: - - + + <html><head/><body><p>ColorValue is derived from the radius of the point at termination.</p><p>Radius derived changes in colorValue are often inside the fractal. Can use with pseudoKleinian type structures.</p></body></html> - - + + rad&ius components - - + + radius * scale: - - + + <html><head/><body><p>ColorValue is derived from the radius of the point divided by the DE value, at termination.</p><p>Radius derived changes in colorValue are often inside the fractal. Can use with pseudoKleinian type structures.</p></body></html> - - + + rad&ius / DE components - - + + scale of 19.5 = old hybrid default ( r * 5000) / DE ) - - + + radius / DE * scale - - + + <html><head/><body><p>ColorValue is derived from the coordinates of the point at termination</p></body></html> - - + + xyz &bias - - + + z.z * scale: - - + + <html><head/><body><p>color_y = z.y * scale_y ;</p><p><br/></p><p>colorValue = color_x + color_y + color_z;</p></body></html> - - + + <html><head/><body><p>colorValue *= (1.0 + ( i * scale));</p></body></html> - - + + iter scale : - - + + z.y * scale: - - + + <html><head/><body><p>color_x = z.x * scale_x ;</p><p><br/></p><p>colorValue = color_x + color_y + color_z;</p></body></html> - - + + sqrd - - + + <html><head/><body><p>color_z = z.z * scale_z ;</p><p><br/></p><p>colorValue = color_x + color_y + color_z;</p></body></html> - - + + z.x * scale: - - + + <html><head/><body><p>As these functions are simply iteration based, they will produce sharp changes in color based on the iteration count at termination.</p><p>Adjusting the color speed may be required, depending on the size of the fractal and location.</p></body></html> - - + + color&Value iteration components - - + + <html><head/><body><p>colorValue += addValue * ( i - startIter);</p><p>An addValue of 1.0 equals one whole color step along the palette, at default color speed of 1.0.</p></body></html> - - + + <html><head/><body><p>colorValue *= 1.0 + ( scale * ( i - startIter));</p><p>This function will not work on its own, it always needs some other component supplying a range of colorValues.</p></body></html> - - + + start function at iteration: - - + + Final ColorValue Controls - - + + <html><head/><body><p>These options deform the Final ColorValues derived from the previous functions.</p></body></html> - - + + Palette deformin&g options - - - - - - + + + + + + <html><head/><body><p>Function produces an addition to the ColorValues based on its current value.</p></body></html> - - + + addition curv&e function - - + + spread factor: - - + + maximum add: - - - - - - + + + + + + start value: - - + + paraboli&c function - - + + parab scale: - - + + t&rig function - - + + cosine add: - - + + cosine period: - - + + <html><head/><body><p>Function rounds adjacent colorValues to produces solid color bands (i.e. no transitions between colors.)</p></body></html> - - + + roun&d - - + + round scale - - + + min colorValue - - + + <html><head/><body><p>Limit of minimum colorValue (units are still 1.0 = 256 colorValue units).</p></body></html> - - + + max colorValue - - + + <html><head/><body><p>Limit of maximum colorValue (units are still 1.0 = 256 colorValue units).</p></body></html> - - + + <html><head/><body><p>Use image file as color texture.</p><p>Color texture is mixed with 'Single Color' (if palette is off) or 'Palette' (if palette is on). </p><p>example:</p><p><img src=":/tooltips/tooltips_images/material - color texture.jpg"/></p></body></html> - - + + Use color texture from an &image - - - - - - - - - - - - + + + + + + + + + + + + Texture intensity: - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + Texture path: - - + + <html><head/><body><p>Path to image with color texture</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - + + <html><head/><body><p>Contrast of color texture</p></body></html> - - + + Shading - - + + (effect of angle of incidence of light) - - + + Shading: - - + + <html><head/><body><p>angle of incidence effects intensity</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>shading 0.0</p></td><td><p>shading 1.0 </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - shading 0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - shading 1.jpg"/></p></td></tr></table></body></html> - - + + Specular highlight - - + + Specular highlight color: - - + + <html><head/><body><p>Color of specular highlights</p><p>example:</p><p><img src=":/tooltips/tooltips_images/material - specular highlight color.jpg"/></p></body></html> - - + + <html><head/><body><p>Plastic specular reflection has color defined by <span style=" font-style:italic;">Specular highlight color</span> and depends on light source color. Surface color doesn't affect specular reflection color.</p></body></html> - - + + Plastic specular reflection - - + + <html><head/><body><p>Size of specular highlights<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>width 0.1</p></td><td><p>width 1.0</p></td><td><p>width 5.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - specular highlight width 0.1.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - specular highlight width 1.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - specular highlight width 5.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Intensity of specular highlights</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>brightness 0</p></td><td><p>brightness 5 </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - specularity 0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - specularity 5.jpg"/></p></td></tr></table></body></html> - - - - + + + + Specular highlight brightness: - - - - + + + + Specular highlight width: - - + + <html><head/><body><p>Metallic specular reflection has color defined by <span style=" font-style:italic;">Specular highlight color</span> and depends on light source color and surface color.</p></body></html> - - + + Metallic specular reflection - - + + <html><head/><body><p>Intensity of metallic specular highlights</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>brightness 0</p></td><td><p>brightness 5</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - specularity 0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - specular metallic 5.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Width of metallic specular highlights </p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>width 0.2</p></td><td><p>width 2</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - specular metallic width 02.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - specular metallic width 2.jpg"/></p></td></tr></table></body></html> - - + + Roughness - - + + <html><head/><body><p>Roughness of metallic specular highlights </p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>roughness 0</p></td><td><p>roughness 5</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - specular metallic 5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - specular metallic roughness 10.jpg"/></p></td></tr></table><p><br/></p></body></html> - - + + <html><head/><body><p>Makes surface rough. This effect works well with enabled Monte Carlo algorithms.</p><p><img src=":/tooltips/tooltips_images/material - roughness 0,05.jpg"/></p></body></html> - - + + Rough surface - - + + Roughness: - - + + <html><head/><body><p>Roughness of object surface</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>roughness 0</p></td><td><p>roughness 0.05</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - roughness 0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - roughness 0,05.jpg"/></p></td></tr></table></body></html> - - + + Use roughness map texture - - + + <html><head/><body><p>Iridescence makes gradual changes of surface colour as the angle of view or the angle of illumination changes. </p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Iridescence disabled</p></td><td><p>Ididescence enabled</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - iridescence off.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - iridescence on.jpg"/></p></td></tr></table></body></html> - - + + Iridescence - - - - + + + + Intensity: - - + + Subsurface relative thickness - + + + Emission multiplier: + + + + + <html><head/><body><p>Multiplier of luminosity intensity wich controls amount of emited light in global illumination effect,</p><p>Note: luminosity effect illuminates near objects only when Global Illumination is enabled.</p><p>Example of luminosity effect:</p><p><img src=":/tooltips/tooltips_images/material - luminosity.jpg"/></p></body></html> + + + + + + <html><head/><body><p>Apply color gradient to the volume of the object (if transparency of volume is lower than 1)</p></body></html> + + + + + + Use color gradient for interior + + + + + + <html><head/><body><p>Scatters the light inside the object. It involves calculation of shadows through the volume of the object.</p><p>Because the effect is slow for calculation, it is recomended to decrease Maximum number of fractal iterations to a level which does not change the appearance of the objects.</p></body></html> + + + + + + Subsurface scattering + + + + + Use transparency map texture - - - - + + + + Luminosity - - + + <html><head/><body><p>Intensity of the luminosity of the selected color.</p><p>Note: luminosity effect illuminates near objects only when Global Illumination is enabled.</p><p>Example of luminosity effect:</p><p><img src=":/tooltips/tooltips_images/material - luminosity.jpg"/></p></body></html> - - + + Luminosity: - - + + <html><head/><body><p>Color of the luminosity effect.</p><p>Note: luminosity effect does not illuminate near objects.</p><p>Example of luminosity effect:</p><p><img src=":/tooltips/tooltips_images/material - luminosity.jpg"/></p></body></html> - + Luminosity color: - - + + <html><head/><body><p>Use an image as a texture for luminosity effect.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/material - luminosity texture.jpg"/></p></body></html> - - + + Use luminosity te&xture - - + + <html><head/><body><p>Path to image with luminosity texture</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - + + <html><head/><body><p>Brightness of luminosity texture.</p></body></html> - - + + Reflections and refraction - - + + <html><head/><body><p>If enabled the reflectance is calculated from Fresnel's equations. Reflectance is dependant on the angle of incidence of the ray.</p><p>To apply this effect, enable ray-traced reflections in <span style=" font-style:italic;">Raytracing</span> tab</p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Fresnel's equations off</p></td><td><p>Fresnel's equations on</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - reflectance fresnel off.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - reflectance fresnel.jpg"/></p></td></tr></table></body></html> - - + + Fresnel's equations for reflectance - - + + Index of refraction: - - + + <html><head/><body><p>Index of refraction of the material. It has influence on transparent objects and on non-transparent reflective objects. It affects the calculation in Fresnel's equations. </p><p>To apply this effect, enable ray-traced reflections in <span style=" font-style:italic;">Raytracing</span> tab</p><p>Example values: vacuum 1.0; glass.1.5; water 1.35; diamond 2.41<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>index of refraction 1.0 (gas or vacuum)</p></td><td><p>index of refraction 1.5 (glass)</p></td><td><p>index of refraction 2.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - transparency index of refraction 1.0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency index of refraction 1.5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency index of refraction 2.0.jpg"/></p></td></tr></table></body></html> - - + + Reflections - - + + Reflectance: - - + + <html><head/><body><p>Intensity of light reflection effect</p><p>To apply this effect, enable ray-traced reflections in <span style=" font-style:italic;">Raytracing</span> tab or environment mapping<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>reflectance 0.5</p></td><td><p>reflectance 0.8</p></td><td><p>reflectance 1.0 (perfect reflection)</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - reflectance 0.5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - reflectance 0.8.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - reflectance 1.0.jpg"/></p></td></tr></table></body></html> - - + + Color of reflections: - - - - + + + + Transparency - - + + &Use colors from gradients - - - - + + + + Surface color - - + + <html><head/><body><p>Gradient which defines the colors of the fractal surface.</p></body></html> - - + + Specular highlights - - + + <html><head/><body><p>Gradient which defines the colors of the specular highlights.</p><p>Brighter colors increase the highlights intensity. A black color creates no highlights.</p></body></html> - - + + Diffuse (brighter -> higher glossiness) - - + + <html><head/><body><p>Gradient which defines the intensity and width of specular highlights.</p><p>A higher value produces a more glossy surface, e.g. brighter highlights of a smaller width.</p></body></html> - - + + <html><head/><body><p>Gradient which defines the luminosity of the fractal.</p><p>Higher brighness of gradient colors provides a higher luminosity.</p><p>This effect works only when the luminosity value is greater than zero.</p><p>To illuminate other objects by this gradient, <span style=" font-style:italic;">Monte Carlo Algorithm</span> / <span style=" font-style:italic;">Calculate MC Global Illumination </span>must be enabled.</p></body></html> - - + + <html><head/><body><p><br/></p></body></html> - - + + Roughness (brighter -> higher roughness) - - + + <html><head/><body><p>Gradient which defines the roughness of the fractal surface.</p><p>A higher value provides higher roughness. A black color makes a smooth surface.</p><p>This gradient works only when &quot;Rough surface&quot; is enabled.</p></body></html> - - + + Reflectance - - + + <html><head/><body><p>Gradient which defines the reflected light colors.</p><p>Brighter colors increase reflectance. A black color creates no reflections.</p><p>This gradient works only when <span style=" font-style:italic;">reflectance</span> is greater than zero.</p></body></html> - - + + <html><head/><body><p>Gradient which defines the transparency colors of the fractal.</p><p>Brighter colors increase transparency. A black color creates no transparency.</p><p>This gradient works only if <span style=" font-style:italic;">transparency of surface</span> is greater than zero.</p></body></html> - - + + <html><head/><body><p>For BETA transforms: trans_hybrid_color &amp; trans_hybrid_color2.</p><p>Parameter controls weight of aux.colorHybrid values.</p><p>Assume these functions may not be backwards compatible in later releases.</p></body></html> - - + + Use reflectance map texture - - + + Transparency of volume: - - + + Transparency of surface: - - + + <html><head/><body><p>Transparency of the fractal interior. Thicker parts of the object will appear less transparent than thinner parts.</p><p>To apply this effect, enable ray-traced reflections in <span style=" font-style:italic;">Raytracing</span> tab</p><p>Examples for yellow color of volume</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>transparency 0.5</p></td><td><p>transparency 0.8</p></td><td><p>transparency 1.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - transparency of volume 0.5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency of volume 0.8.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency of surface 1.0.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Transparency of fractal surface. </p><p>This effect simulates glass or other refractive materials. For fast rendering, it is recommended to decrease the 'maximum number of iterations' to as low a value as will still produce acceptable image quality ( e.g. maybe about 20 iterations).</p><p>To apply this effect, enable ray-traced reflections in <span style=" font-style:italic;">Raytracing</span> tab </p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>transparency 0.5</p></td><td><p>transparency 0.8</p></td><td><p>transparency 1.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - transparency of surface 0.5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency of surface 0.8.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency of surface 1.0.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Color of interior of transparent objects.</p><p>To apply this effect, enable ray-traced reflections in <span style=" font-style:italic;">Raytracing</span> tab</p></body></html> - - + + Color of volume: - - + + Color of transparency: - - + + + <html><head/><body><p>Opens navigator window which allows changes to material parameters with instant preview.</p></body></html> + + + + + + Navi + + + + + + <html><head/><body><p>For backwards compatibity. If enabled, OpenCL and Non-OpenCL modes will sometimes render different coloring.</p></body></html> + + + + + + Note: reduce Maximum number of fractal iterations to the level which will not cause changes to the objects shape. It will significantly speed up calculations. + + + + + <html><head/><body><p>Diffusion texture controls the amount and color of the reflected light. It also controls the intensity and width of the specular reflections.</p><p>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.)</p><p>Dark areas will not reflect light, and the specular reflections will be dark and wide (i.e. simulates a rough surface). </p><p>Example:</p><p><img src=":/tooltips/tooltips_images/material - diffusion texture.jpg"/></p></body></html> - - + + Use diffusion &texture - - + + <html><head/><body><p>Path to the image to be used for diffusion texture</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - + + <html><head/><body><p>Brightness of diffusion texture. Higher value will simulate more polished surface.</p></body></html> - - + + <html><head/><body><p>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. <span style=" text-decoration: underline;">simulates</span> 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.</p><p>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. </p><p>Normal maps can be derived from height maps (bumpmaps)<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Example normal map texture:</p></td><td><p>Example height map</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/normal_map_texture.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/displacement_texture.jpg"/></p></td></tr></table><p>Example object with normal map texture:</p><p><img src=":/tooltips/tooltips_images/material - normal map texture.jpg"/></p></body></html> - - + + Use normal &map texture - - + + <html><head/><body><p>Intensity of bumps.</p></body></html> - - + + <html><head/><body><p>Path to the image to be used as the normal map texture</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - + + <html><head/><body><p>Enables the use of greyscale heightmaps as bump maps, like on the image below. The bump map is internally converted to a normal map. </p><p><img src=":/tooltips/tooltips_images/displacement_texture.jpg"/></p><p>This texture can give the following result:</p><p><img src=":/tooltips/tooltips_images/material - normal map texture from bumpmap.jpg"/></p></body></html> - - + + Normal map derived from greyscale bump map - - + + <html><head/><body><p>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.</p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>standard</p></td><td><p>inverted</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/normal_map_texture.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/normal_map_texture_g_inv.jpg"/></p></td></tr></table><p>To recognize which standard it is, check how the colors are located on the convex part of the texture.</p><p>Standard: top left corner - green, bottom right- red</p><p>Inverted: bottom left corner - green, right top - red</p><p>If you use inverted texture, then this check box should be ticked.</p></body></html> - - + + Invert green (Y+ / Y-) - - + + <html><head/><body><p>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.</p><p>Example displacement map texture (in most cases it can be the same as for bump maps). Brighter pixels will give bigger embossing of surface.</p><p><img src=":/tooltips/tooltips_images/displacement_texture.jpg"/></p><p>Example result:</p><p><img src=":/tooltips/tooltips_images/material - displacement map.jpg"/></p><p>Note: displacement map does not work with cubic mapping of texture.</p></body></html> - - + + Use displacement &map texture - - + + Displacement height: - - + + <html><head/><body><p>Path to image with displacement map texture</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - + + <html><head/><body><p>Height of displacement. Height is in the same units as object sizes.</p></body></html> - - + + Texture mapping - - + + Fractalize texture - - + + Map texture to fractal shape using algorithm basing on orbit traps - - + + start orbit trap at iteration: - - + + Orbit trap cube size - - + + Mapping type: - - + + Texture scale: (relative to object size) - - + + alpha: - - + + <html><head/><body><p>Geometry of texture mapping<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Planar - texture is mapped as a 2D plane</p></td><td><p>Spherical - texture is mapped as a sphere around the object center</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - planar mapping.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - spherical mapping.jpg"/></p></td></tr></table><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Cylindrical - texture is mapped as a cylinder around the object axis</p></td><td><p>Cubic - texture is mapped in accordance with the surface direction of a cube.<br/>Note: this mapping cannot be used with a displacement map </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - cylindrical mapping.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - cubic mapping.jpg"/></p></td></tr></table></body></html> - - + + Spherical - - + + Cubic - - + + Cylindrical - - + + Planar - - + + Texture rotation: - - + + beta: - - + + gamma: - - + + <html><head/><body><p>Position of the center of the texture. Position is relative to the texture size.</p><p>Note: size of texture is always 1 x 1 x 1.</p><p>Example of changed texture center [0.3, 0.3, 0.0] </p><p><img src=":/tooltips/tooltips_images/material - cubic mapping - center 0.3 0.3 0.0.jpg"/></p></body></html> - - - - + + + + <html><head/><body><p>Position of center of the texture. Position is relative to object size.</p><p>Note: object size of fractal object is always 1 x 1 x 1.</p><p>Example of changed texture center [0.3, 0.3, 0.0] </p><p><img src=":/tooltips/tooltips_images/material - cubic mapping - center 0.3 0.3 0.0.jpg"/></p></body></html> - - - - - - + + + + + + <html><head/><body><p>Size of the texture. Size is relative to object size.</p><p>Note: object size of fractal object is always 1 x 1 x 1.</p><p>Example of changed texture scale [0.3, 0.3, 0.3] </p><p><img src=":/tooltips/tooltips_images/material - cubic mapping - scaled down.jpg"/></p></body></html> - - - - - - + + + + + + <html><head/><body><p>Rotation of the texture relative to the object orientation.</p><p>Example of rotated texture</p><p><img src=":/tooltips/tooltips_images/material - planar mapping - rotated.jpg"/></p></body></html> - - + + Texture center: (relative to object size) @@ -10805,26 +11779,29 @@ object size) cMeshExport - - Processing layer %1 of %2 - Procesando capa %1 de %2 - + + Processing layer %1 of %2. Got %3 polygons + - + Mesh Export Exportado de malla Exportación de malla - + Mesh Export finished - Cancelled export Exportación de malla terminada - Exportación cancelada - + + Mesh Export finished - Processed %1 layers and got %2 polygons + + + Mesh Export finished - Processed %1 layers - Exportación de malla terminada - Procesando %1 capas + Exportación de malla terminada - Procesando %1 capas @@ -10984,11 +11961,205 @@ object size) - + Select path for mesh output + + cNavigatorWindow + + + + Dialog + + + + + + Edited parameter set + + + + + + Preview quality options + + + + + + Size + + + + + + Small + + + + + + Medium + + + + + + Big + + + + + + Quality + Calidad + + + + + Auto + + + + + + 1 + 1 + + + + + 1/2 + 1/2 + + + + + 1/4 + 1/4 + + + + + 1/8 + 1/8 + + + + + 1/16 + 1/16 + + + + + 1/32 + 1/32 + + + + + Enable shadow calculation in the preview + + + + + + Shadows + + + + + + Enable reflections and transparency calculation in the preview + + + + + + Reflectons + + + + + + Enable volumetric effects calculation in the preview + + + + + + Volumetrics + + + + + + <html><head/><body><p>Disable shadows, reflections and volumetric effects, and enable fast dark glow effect which improves perception of depth.</p></body></html> + + + + + + Dark glow + + + + + + Mouse click function: + Función click ratón: + + + + + <html><head/><body><p>Selection for action which will be executed after clicking on the image</p><ul style="margin-top: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; -qt-list-indent: 1;"><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">No action - blocks functionality of mouse pointer</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Move the camera - moves the camera or target (depends on movement and rotation mode)</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Set fog visibility - sets visibility distance for basic fog effect</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Set DOF focus - sets object which will appear in focus</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Get Julia constant - gets value of constant for Julia fractal</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Place light #n - places light in selected place (mouse wheel controls distance from fractal) </li></ul></body></html> + <html><head/><body><p>Selecciona la acción a ejecutar después de hacer click en la imagen</p><ul style="margin-top: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; -qt-list-indent: 1;"><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Sin acción - bloquea la acción del puntero del ratón</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Mover la cámara - mueve la cámara o objetivo (depende del movimiento y modo de rotación )</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Establecer visibilidad de niebla - establece la distancia visible para niebla básica</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Establecer profundidad de enfoque de campo - establece objeto que aparecerá enfocado</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Obtener constante para Julia - obtener los valores para conjunto de Julia </li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Situar punto de luz #n - coloca punto de luz en el espacio seleccionado (rueda del ratón controla la distancia desde el fractal) </li></ul></body></html> + + + + + No action + Sin Acción + + + + + Closes the Navigator and copies actual parameters to the main window + + + + + + Use in main window + + + + + + Closes the Navigator and copies actual parameters to the main window. It does not copy camera position and rotation. + + + + + + Use in main window (without camera) + + + + + + Cancel + + + + + Navigator + + + cNetRender @@ -11030,7 +12201,7 @@ object size) cOpenClEngineRenderDOF - + OpenCL DOF finished Desenfoque de profundidad de campo OpenCL terminado @@ -11048,17 +12219,17 @@ object size) Compilando fuentes para Desenfoque fase 1 - + OpenCL - rendering DOF - phase 1 OpenCL - renderizando Desenfoque - fase 1 - + OpenCL - rendering DOF phase 1 OpenCL - renderizando Desenfoque fase 1 - + OpenCL - rendering DOF phase 1 finished OpenCl - render de desenfoque fase 1 completado @@ -11076,17 +12247,17 @@ object size) Compilando fuentes para Desenfoque fase 2 - + OpenCL - rendering DOF - phase 1 OpenCL - renderizando Desenfoque - fase 1 - + OpenCL - rendering DOF - phase 2 OpenCL - renderizando Desenfoque - fase 2 - + OpenCL - rendering DOF phase 2 finished OpenCl - render de desenfoque fase 2 completado @@ -11094,31 +12265,55 @@ object size) cOpenClEngineRenderFractal - + OpenCl - initializing OpenCL - inicializando - + Compiling OpenCL programs Compilando programas OpenCL - + OpenCl - rendering image (workgroup %1 pixels) OpenCL - Renderizando imagen (grupo de trabajo %1 pixeles) - + OpenCl - rendering image - + OpenCL - rendering image finished OpenCl - render de imagen completado + + cOpenClEngineRenderPostFilter + + + OpenCl %1 - initializing + + + + + Compiling sources for %1 + + + + + + OpenCl - rendering %1 + + + + + OpenCl - rendering %1 finished + + + cOpenClEngineRenderSSAO @@ -11132,36 +12327,66 @@ object size) Compilando fuentes para SSAO - - + + OpenCl - rendering SSAO OpenCL - renderizando SSAO - + OpenCl - rendering SSAO finished OpenCl - render SSAO completado + + cOpenClHardware + + + Timeout detection in graphics driver is not disabled +Run TDR__disable script from %1 +as administrator +Timeout detection can cause graphics driver restarts +during rendering of difficult fractals or effects. + + + cOpenClWorkerThread - + + + + Cannot set OpenCL argument for %1 - + antiAliasingDepth + + + sequenceSize + + + + + jobWidth + + + + + inClPixelSequenceBuffer + + cPostRenderingDOF - - - + + + DOF terminated Desenfoque completado @@ -11170,725 +12395,905 @@ object size) cPreferencesDialog - + Program Preferences Preferencias de Programa - - + + General General - - + + Default file paths Rutas de archivo por defecto - - + + Settings: Ajustes: - - + + Images: Imágenes: - - + + Textures: Texturas: - - + + System Look and Feel Apariencia del programa - - + + To apply changes of these settings you need to restart the application Para que los cambios surtan efecto necesita reiniciar la aplicación - - + + UI Style type Estilo de interfaz - - + + Language Idioma - - + + UI Skin Piel - - + + normal normal - - + + dark oscuro - - + + light claro - - + + space light espacial claro - - + + space dark espacial oscuro - - + + space dark green espacial verde oscuro - - + + space dark blue espacial azul oscuro - - + + space dark red espacial rojo oscuro - - + + UI font size (points) Tamaño de letra de interfaz (puntos) - - + + Toolbar icon size (pixels) * Tamaño de miniaturas (en pixeles) - - + + <html><head/><body><p>Language of application texts.</p><p>You need to restart application to apply changes.</p></body></html> <html><head/><body><p>Lenguaje de idioma de la aplicación.</p><p>Necesita reiniciar la aplicación para aplicar los cambios</p></body></html> - - + + Colorize group&Boxes Colorear Cajas de &grupo - - + + Seed for random colors Semilla para colores aleatorios - - + + Display tooltips - - + + Randomizer - - + + Small - - - - + + + + Medium - - + + Big - - + + Preview size - - + + Preview quality - - + + Low - - + + High - - + + Advanced Avanzado - - + + Max. number of CPU cores to use Máx. nº de núcleos de CPU a usar - - + + Logging verbosity level Nivel de verbosidad de registro - - + + Lowest priority Prioridad mas baja - - + + Low priority Prioridad baja - - + + Normal priority Prioridad normal - - + + High priority Prioridad alta - - + + Rendering threads priority Prioridad de hilos de render - - + + Image auto-refresh period [seconds] Tiempo de auto-refresco de imagen [segundos] - - + + + Toolbar + + + + + + Custom formula editor font size (points) + + + + + + Max. RAM for texture cache (GB) + + + + + <html><head/><body><p>Multiplies fractal c constant by this value.</p></body></html> <html><head/><body><p>Multiplica constante c fractal por este valor.</p></body></html> - - + + + Console debug output + + + + + Path to log file: - - + + Do not ask for quit confirmation No preguntar confirmación para salir - - + + Do not show description on settings load No mostrar descripción al cargar ajustes - - + + Retrieve default toolbar presets Restaurar ajustes por defecto de barra de miniaturas - - + + Retrieve default materials in material folder Restaurar materiales por defecto en carpeta de materiales - - + + Image Imagen - - + + <html><head/><body><p><span style=" font-weight:600;">JPG</span></p><p>The quality value will be ignored, since JPG only supports 8 bit precision.</p><p>Every image channel will be saved as a separate file with appended postfix.</p><p><span style=" font-weight:600;">PNG</span></p><p>The quality value can be 8 bit or 16 bit (32 bit will result in 16 bit precision).</p><p>Every image channel will be saved as a separate file. </p><p>Only exception can be alpha channel:</p><p>If both Color and Alpha channel are selected and &quot;Append alpha to image (only PNG and TIFF)&quot;, then color + alpha will be saved to a RGBA image with quality and postfix of color row.</p><p><span style=" font-weight:600;">TIFF</span></p><p>The quality value can be 8 bit, 16 bit or 32 bit.</p><p>Every image channel will be saved as a separate file. </p><p>Only exception can be alpha channel:</p><p>If both Color and Alpha channel are selected and &quot;Append alpha to image (only PNG and TIFF)&quot;, then color + alpha will be saved to a RGBA image with quality and postfix of color row.</p><p><span style=" font-weight:600;">EXR</span></p><p>The quality value can be 16 bit or 32 bit (8 bit will result in 16 bit precision).</p><p>The postfix will be ignored since all image channels will be saved to one file.</p></body></html> - - + + Image Settings Ajustes de imagen - - + + These settings affect "Save as JPG/PNG/EXR/TIFF" actions and saving animation frames. Estos ajustes afectan a las acciones de "Guardar como JPG/PNG/EXR/TIFF" y guardado de fotogramas de animación. - - - - + + + + Image Channel Canal de imagen - - - - + + + + Quality Calidad - - - - + + + + Postfix Ajuste posterior - - + + Color Color - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + 8 bit 8 bit - - - - - - - - - - - - - - - - - 16 bit - 16-bit + + + + + + + + + + + + + + + + + + + + + + + 16 bit + 16-bit + + + + + + + + + + + + + + + + + + + + + + + + + 32 bit + 32-bit + + + + + Alpha + Alfa + + + + + Z Buffer + Z Buffer + + + + + Z-buffer options + + + + + + Invert z-buffer + + + + + + Logarithmic scale + + + + + + maximum z-depth + + + + + + minimum z-depth + + + + + + Op&tional Image Channels + + + + + + Following channels are only rendered on demand +and will only be present after enabling and re-render. + Los siguientes canales sólo serán renderizados bajo demanda +y sólo se mostrarán después de habilitado y re-renderizado. + + + + + Not denoised + + + + + + Global illumination + + + + + + Surface Normal + Superficie Normal + + + + + Specular + Brillo + + + + + <html><head/><body><p>Mandelbulber can use OpenCL to accelerate rendering.<br/>For more information about setup and workflow see the User Manual<br/>under Menu &gt; Help &gt; User Manual.<br/></p></body></html> + + + + + + Shortcuts + + + + + + Default layout + + + + + + MB3D layout + + + + + + Render + + + + + + Stop + Parar + + + + + Move forward + + + + + + Move backward + - - - - - - - - - - - - - - - - - 32 bit - 32-bit + + + Move left + - - - Alpha - Alfa + + + Move right + - - - Z Buffer - Z Buffer + + + Move up + - - - Z-buffer options + + + Move down - - - Invert z-buffer + + + Rotate left - - - Logarithmic scale + + + Rotate right - - - maximum z-depth + + + Rotate up - - - minimum z-depth + + + Add keyframe - - - Op&tional Image Channels + + + Modify keyframe - - - Following channels are only rendered on demand -and will only be present after enabling and re-render. - Los siguientes canales sólo serán renderizados bajo demanda -y sólo se mostrarán después de habilitado y re-renderizado. + + + Rotate down + - - - Surface Normal - Superficie Normal + + + Roll left + Girar a la izquierda - - - Specular - Brillo + + + Roll right + Girar a la derecha - - + + World - - + + Diffuse - - + + World Normal - - + + Misc Image Settings Miscelánea configuración de imagen - - + + JPEG quality: Calidad JPEG: - - + + Save each channel in separate folder Guardar cada canal en carpetas separadas - - + + Use linear colorspace (only EXR) Usar espacio de color lineal (sólo EXR) - - + + Save stereoscopic left and right images in separate files (stereoscopic mode has to be "left-right") Guarda imágenes esteroscópicas izquierda y derecha en archivos separados (modo esteroscópico tiene que ser "izquierda-derecha") - - + + Append alpha to image (only PNG and TIFF) Añadir alfa a imagen (sólo PNG y TIFF) - - + + Thumbnail options Opciones de miniatura - - + + Clear * should be 'Aclarar' but it is incorrect and confusing. Borrar - - + + Load Cargar - - + + clang-format path: - - - <html><head/><body><p>Mandelbulber can use OpenCL to accelerate rendering.<br/>For more information about setup and workflow see the User Manual<br/>under Menu &gt; Help &gt; User Manual.</p><p>OpenCL support is still alpha and lacks the following features<br/>present in the non-OpenCL mode:</p><ul style="margin-top: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; -qt-list-indent: 1;"><li style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">HDR blur</li></ul><p><br/></p></body></html> - - - - - + + Generate Generar - - + + Use constant depth range - - + + + Shadows + + + + + + Save fractal settings together with the image + + + + + Render thumbnails with OpenCL (if OpenCL enabled) - - + + OpenCL (GPU) OpenCL (GPU) - - + + OpenCL ena&ble Hab&ilitar OpenCL - - + + This will offload the rendering to an OpenCL device (GPU, CPU, Accelerator Card). Esto pasará el renderizado a un dispositivo OpenCL (GPU, CPU, Tarjeta aceleradora). - - + + single simple - - + + double doble - - + + Memory Limit: Límite de memoria: - - + + <html><head/><body><p>Memory limit for single memory buffer used by OpenCL programs.</p><p>It should be set not higher than suggested memory limit showed below.</p><p>If SSAO or DOF effects need more memory than limit, they will be rendered using CPU.</p><p>Higher memory limit can allow rendering SSAO and DOF effects using GPU at higher resolution, but program can produce errors or be unstable.</p></body></html> - - + + Device Dispositivo - - + + Precision Precisión - - + + All GPU devices Todos los dispositivos GPU - - + + Default device Dispositivo predeterminado - - + + All devices Todos los dispositivos - - + + All CPU devices Todos los dispositivos CPU - - + + All accelerators Todos los aceleradores - - + + Platforms Plataformas - - + + <html><head/><body><p>It disables 'compute cache' used by NVidia driver. It is sometimes needed to use this option to refresh precompiled OpenCL programs after changing OpenCL source files (e.g. after upgrade of the program).</p></body></html> <html><head/><body><p>Deshabilita 'compute cache' usado por el controlador NVidia. A veces es necesario usar esta opción para actualizar programas precompilados OpenCL despueś de cambiar los archivos de origen (p.ej. después de actualizar el programa).</p></body></html> - - + + Disable cache for OpenCL programs Deshabilita caché para programas OpenCl - - + + <html><head/><body><p>It enables -cl-fast-relaxed-math OpenCL flag. It provides additional speed by removing some checks to the math operations like division by zero or Not-a-Number. In some cases it can lead to unpredictable results.</p><p>It is needed to restart the program to apply this option.</p></body></html> <html><head/><body><p>Habilita llamada -cl-fast-relaxed-math de OpenCL Provee velocidad adicional al eliminar algunas comprobaciones de operaciones matemáticas como division por cero o No un número.. En algunos casos puede llevar a resultados impredecibles.</p><p>Es necesario reiniciar el programa para usar esta función.</p></body></html> - - + + Use fast relaxed math Usar fast relaxed math - - + + Suggested memory limit: Límite de memoria aconsejado: - - + + <html><head/><body><p>Job size multiplier increases size of OpenCL jobs (size of tiles).</p><p>Higher value can increase rendering speed, but too high can slow down rendering.</p><p>Too high value can cause higher GPU memory usage makeing the program unstable. It also increases the time of rendering a single tile, which can cause GPU driver timeouts.</p></body></html> - - + + Job size multiplier: - - + + Percentage of reserved GPU time for a system Porcentaje de tiempo reservado de GPU para el sistema - - + + <html><head/><body><p>Percentage of GPU time which will be reserved for another processes like a system.</p><p>Higher value will generate longer waits between launching next OpenCL jobs. During this time the system will have opportunity to update UI. It will cause reduction of rendering speed.</p></body></html> <html><head/><body><p>Porcentaje de tiempo de GPU que será reservado para otros procesos como un sistema</p><p>Valores altos generarán tiempos de espera mas largos entre cargas de trabajo OpenCL Durante ese tiempo el sistema tendrá la oportunidad de actualizar la interfaz gráfica. Esto causará reducción de velocidad de renderizado.</p></body></html> @@ -11897,55 +13302,162 @@ y sólo se mostrarán después de habilitado y re-renderizado. <html><head/><body><p>Mandelbulber puede usar OpenCL para acelerar el renderizado.<br/>Consulte el manual de usuario para más información acerca de configuración y flujo de trabajo<br/>bajo Menú &gt; Ayuda &gt; Manual de usuario.</p><p>El soporte OpenCl está todavía en alfa y carece de las siguientes características <br/>presentes en modo no OpenCl:</p><ul style="margin-top: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; -qt-list-indent: 1;"><li style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Difuminado HDR</li><li style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"> Imágenes estereoscópicas</li><li style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Render de red</li><li style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">anti-aliasing</li></ul></body></html> - + Path to log file: %1 - + Select default directory for images Seleccionar directorio predeterminado para imágenes - + Select default directory for settings files Seleccionar directorio predeterminado para ajustes de archivo - + Select default directory for textures Seleccionar directorio predeterminado para texturas - + + Select default directory for toolbar presets + + + + rendering %1, %2 of %3 renderizando %1, %2 de %3 - + Suggested memory limit (based on CL_DEVICE_MAX_MEM_ALLOC_SIZE): %1 MB Límite de memoria aconsejado (basado en CL_DEVICE_MAX_MEM_ALLOC_SIZE): %1 MB - + clang-format executable (clang-format.exe clang-format-*.exe clang-format-* clang-format) - + Select clang-format executable (exe on windows, program name on MacOS / Linux)... + + cPrimitivesManager + + + + Form + + + + + + Show wire-frame preview of primitives + + + + + + <html><head/><body><p>Delete the selected light source.</p></body></html> + + + + + + Delete +primitive + + + + + + <html><head/><body><p>Place a light source using the mouse pointer.</p><p>Light position (for selected light tab) can be manipulated in following ways:</p><p>- mouse click on the image places light in front of selected point (offset by placement distance.) Placement distance from the selected point can be adjusted using mouse wheel + alt key.</p><p>- move light by dragging the mouse pointer while holding left mouse button. Moves light while maintaining placement distance</p><p>- rotating mouse wheel while holding control key moves light forward/backward</p></body></html> + + + + + + Place/move +primitive + + + + + + + + + + + + + + <html><head/><body><p>Duplicate the selected light source. All parameters will be copied to the new one.</p></body></html> + + + + + + Align rotation +to the camera + + + + + + Duplicate +primitive + + + + + + Enable all + + + + + + Disable all + + + + + + Only selected + + + + + Rename %1 #%2 + + + + + Renaming %1 #%2 + + + + + Enter name of the primitive %1 #%2 + + + cPushButtonAnimSound - + Audio loaded Audio cargado - + Anim By Sound Animación por sonido @@ -11953,48 +13465,48 @@ y sólo se mostrarán después de habilitado y re-renderizado. cQueue - - + + STILL FIJA - + FLIGHT VUELO - + KEYFRAME FOTOGRAMA CLAVE - + Fractals (*.txt *.fract) Fractales(*.txt*.fract) - + Add file to queue... Añadir archivo a cola... - + Name Nombre - + Preview Vista previa - + Type Tipo - + Action Acción @@ -12003,236 +13515,264 @@ y sólo se mostrarán después de habilitado y re-renderizado. cRandomizerDialog - + Dialog - + Slight randomize - + Medium randomize - + Heavy randomize - + STOP PARAR - + Do not randomize integers and booleans - + Do not randomize camera - + Reset Restablecer - + Reset negligible parameters - + Use and add to keyframe animation - + Use - + Actual version - + Version 1 - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + Select - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + ... - - + + + + + + + + + + + + + + + + + + + + + + + + + Keep + + + + + Version 3 - - + + Version 2 - - + + Version 4 - - + + Version 5 - - + + Version 6 - - + + Version 7 - - + + Version 8 - - + + Version 10 - - + + Version 9 - - + + Version 11 - - + + Version 12 - + Randomizer (for parameters from %1) - + Randomizer (for parameters from keyframe animation) - + Fractals (*.txt *.fract) - + Save settings... Guardar ajustes... - + Close Confirmation - + Exit Randomizer? - + Version %1, time %2s @@ -12240,30 +13780,145 @@ y sólo se mostrarán después de habilitado y re-renderizado. cRenderJob - + OpenCl - rendering - all finished Renderizado - OpenCL - todo completado - + Finished Render Render completado - + The image has been rendered completely. La imagen ha sido renderizada por completo. - + + OpenCl - waiting for free GPU + + + + OpenCl - rendering finished OpenCl - render completado - + OpenCl - rendering SSAO finished Renderizado SSAO - OpenCL completado + + + OpenCl - rendering Post Filter finished + + + + + cSettingsBrowser + + + + Dialog + + + + + + Don't use OpenCL + + + + + + Use OpenCL for MC + + + + + + Use OpenCL for MC, HQ + + + + + + Use OpenCL for all + + + + + + Use OpenCL for all, HQ + + + + + + Filter by Name + + + + + + Filter by Fractal + + + + + + Filter by Effect + + + + + + Filter: + + + + + + Load settings + + + + + + Cancel + + + + + Preview + Vista previa + + + + Filename + + + + + Last modifued + + + + + Formulas + Formulas + + + + Effects + Efectos + + + + Select folder with fractal settings + + cSettingsCleaner @@ -12323,12 +13978,12 @@ y sólo se mostrarán después de habilitado y re-renderizado. - + Initializing - + Trying parameter: %1:%2 @@ -12336,32 +13991,32 @@ y sólo se mostrarán después de habilitado y re-renderizado. cSystemTray - + Render Image Renderizar imagen - + Render Animation Renderizar animación - + Render Flight Renderizar animación de vuelo - + Stop Parar - + Show Notifications Mostrar notificaciones - + Quit Salir @@ -12370,241 +14025,273 @@ y sólo se mostrarán después de habilitado y re-renderizado. cTabFractal - + Form Forma - - + + Load Cargar - - + + Save Guardar - - + + Reset Restablecer - - - - + + + + Randomize Aleatorizar - - + + + Navi + + + + + Reset formula parameters Restablecer parámetros de fórmula - - + + <html><head/><body><p>This fractal formula will be used when iteration number will be not less than 'Start at iteration'</p></body></html> <html><head/><body><p>Esta fórmula fractal será usada cuando el nº de iteración será no menor que 'Comienza en iteración'</p></body></html> - - + + Start at iteration : Comienza en iteración: - - + + Weight: Carga might be ambiguos. "Peso" is good but too confusing Peso: - - + + <html><head/><body><p>Selection for fractal formula. Fractal formula defines shape of fractal.</p><p>Algorithm (code) for selected formula is visible in Information box.</p></body></html> <html><head/><body><p>Selección para fórmula fractal. La fórmula fractal define la forma del fractal.</p><p>El algoritmo (código) es visible en el panel de información para la fórmula seleccionada.</p></body></html> - - + + <html><head/><body><p>Weight of result of fractal formula. If weight is zero then result is ignored. If result is 1 then is fully taken.</p></body></html> <html><head/><body><p>Peso del resultado de la fórmula fractal. Si el peso es cero, el resultado será ignorado. Si el peso es 1 entonces será tenido en cuenta.</p></body></html> - - + + + + <html><head/><body><p>Number of iterations to calculate for this formula</p></body></html> <html><head/><body><p>Número de iteraciones para el cálculo de esta fórmula</p></body></html> - - + + Iterations: Iteraciones: - - + + <html><head/><body><p>Enables checking of bailout condition for this fractal formula. </p><p>Bailout condition is checked at the end of each iteration. If the length of the iteration vector is longer than the value defined by 'bailout' parameter, then the iterating stops.</p></body></html> <html><head/><body><p>Habilita la comprobación de bailout para esta fórmula fractal </p><p>La condición bailout se comprueba al final de cada iteración. Si la longitud del vector de iteración es más grande que el valor definido por el parámetro de 'bailout', se para la iteración.</p></body></html> - - + + Check for bailout condition Comprobar condición bailout - - + + Stop at Iteration: Termina en iteración: - - + + <html><head/><body><p>This fractal formula will be used when iteration number will be not higher than 'Stop at iteration'</p></body></html> <html><head/><body><p>Esta fórmula fractal será usada cuando el número de iteraciónes sea no mas grande que 'Termina en iteración'</p></body></html> - - + + <html><head/><body><p>Disables adding Cpixel constant to the result of fractal iteration (e.g. z<span style=" vertical-align:sub;">n+1</span> = z<span style=" vertical-align:sub;">n</span><span style=" vertical-align:super;">2</span> + C)</p></body></html> <html><head/><body><p>Deshabilita añadir la constante de Cpixel al resultado de la iteración fractal (p.ej. z<span style=" vertical-align:sub;">n+1</span> = z<span style=" vertical-align:sub;">n</span><span style=" vertical-align:super;">2</span> + C)</p></body></html> - - + + Don't add C constant No añadir constante C global - - + + Formula specific parameters Parámetros específicos de fórmula - - + + + Calculation parameters + + + + + + Maximum number of fractal iterations: + + + + + + Smooth DE combine + + + + + + Smooth distance: + + + + + C constant addition for this fractal formula Suma de constante C para esta fórmula fractal - - + + &Julia mode &Modo Julia - - - - - - - - + + + + + + + + y: y: - - + + Julia constant (c): Constante Julia (c): - - - - - - - - + + + + + + + + z: z: - - - - - - - - + + + + + + + + x: x: - - + + Constant multiplier: Multiplicador constante: - - + + Initial w-axis value for 4D fractals Valor de eje-w inicial para fractales 4D - - + + Material for fractal Material para fractal - - + + Transform (fractal positioning) Transformación (posicionamiento de fractal) - - + + shift: desplazamiento: - - + + Y-axis rotation: Rotación eje Y: - - + + X-axis rotation: Rotación eje X: - - + + Z-axis rotation: Rotación eje Z: - - + + Repeat reiterar --possible better, dunno Repetir - - + + scale: escala: @@ -12785,7 +14472,7 @@ para fractales 4D - + Select path for slice images @@ -12801,69 +14488,69 @@ para fractales 4D main - + 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 - + Starts the program without a GUI. - + Renders keyframe animation. - + Renders flight animation. - + Never delete data, instead Exit CLI application. - + Starts rendering from frame number <N>. - - - - - - + + + + + + N - + Stops rendering on frame number <N>. - + <KEY=VALUE> overrides item '<KEY>' from settings file with new value '<VALUE>'. Specify multiple KEY=VALUE pairs by separating with a '#': <KEY1=VALUE1#KEY2=VALUE2>. Quote whole expression to avoid whitespace parsing issues Override fractal parameter in the form 'fractal<N>_KEY=VALUE' with <N> being index of fractal - + ... - + Lists all possible parameters '<KEY>' with corresponding default value '<VALUE>'. - + Image output format: jpg - JPEG format (default) png - PNG format @@ -12875,93 +14562,93 @@ Override fractal parameter in the form 'fractal<N>_KEY=VALUE' wi - - + + FORMAT - + Overrides image resolution. Specify as width and height separated by 'x' - + WxH - + Overrides frames per key parameter. - + Sets application as a server listening for clients. - + Sets application as a client connected to server of given host address (Host can be of type IPv4, IPv6 and Domain name address). - + N.N.N.N - + Sets network port number for netrender (default 5555). - + Starts program without ANSI colors, when execution on CLI. - + Saves rendered image(s) to this file / folder. - + Specify custom system log filepath (default is: ~/.mandelbulber_log.txt). - + Renders all images from common queue. - + Runs testcases on the mandelbulber instance - + Runs benchmarks on the mandelbulber instance, specify optional parameter difficulty (1 -> very easy, > 20 -> very hard, 10 -> default). When [output] option is set to a folder, the example-test images will be stored there. - + Runs the program in opencl mode and selects first available gpu device. - + Runs the program in opencl mode and selects all available gpu devices. - + Resaves a settings file (can be used to update a settings file) - + Renders the voxel volume. Output formats are: slice - stack of PNG images into one folder (default) ply - Polygon File Format (single 3d file) @@ -12969,27 +14656,27 @@ Override fractal parameter in the form 'fractal<N>_KEY=VALUE' wi - + Shows statistics while rendering in CLI mode. - + Shows help about input. - + Shows example commands. - + Shows commands regarding OpenCL. - + 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<settings_file> can also be specified as a list, see all options with --help-input diff --git a/mandelbulber2/language/it.ts b/mandelbulber2/language/it.ts index db9f8424c..7208c9747 100644 --- a/mandelbulber2/language/it.ts +++ b/mandelbulber2/language/it.ts @@ -51,21 +51,21 @@ CNetRenderClient - + NetRender - version mismatch! NetRender - la versione del programma non corrisponde! - + Client version: %1 Versione Client: %1 - + Server version: %1 Versione Server: %1 @@ -88,37 +88,37 @@ CommonMyWidgetWrapper - + Reset to default Reset di default - + Add to flight animation Aggiungi all'animazione in volo - + Remove from flight animation Rimuovi dall'animazione in volo - + Add to keyframe animation Aggiungi fotogramma chiave all'animazione - + Remove from keyframe animation Rimuovi fotogramma chiave dell'animazione - + Parameter&nbsp;name:&nbsp; - + Default&nbsp;value:&nbsp; @@ -134,12 +134,16 @@ FileSelectWidget - Images (*.jpg *.jpeg *.png *.bmp) - Formato immagini (*.jpg *.jpeg *.png *.bmp) + Formato immagini (*.jpg *.jpeg *.png *.bmp) + + + + Images (*.jpg *.jpeg *.png *.bmp *.hdr) + - + Select file for %1 Seleziona file per %1 @@ -147,7 +151,7 @@ ImageFileSaveEXR - + Saving %1 Salvataggio in corso %1 @@ -155,7 +159,7 @@ ImageFileSaveJPG - + Saving %1 Salvataggio in corso %1 @@ -163,7 +167,7 @@ ImageFileSavePNG - + Saving %1 Salvataggio in corso %1 @@ -171,7 +175,7 @@ ImageFileSaveTIFF - + Saving %1 Salvataggio in corso %1 @@ -179,12 +183,12 @@ MeshFileSavePLY - + Mesh Export - Failed to open output file! - + Saving %1 Salvataggio in corso %1 @@ -219,7 +223,7 @@ Aggiungi fotogramma chiave all'animazione - + Edit color: %1 Edita colore: %1 @@ -289,17 +293,17 @@ Aggiungi fotogramma chiave all'animazione - + Copy vector Copia vettore - + Paste vector Incolla vettore - + Reset vector to default Resetta vettore al valore di default @@ -322,33 +326,33 @@ MyTableWidgetAnim - - + + Render this frame Renderizza il fotogramma corrente - + Interpolate next frames Interpola il prossimo fotogramma - + Delete all frames to here Cancella tutti i fotogrammi da qui - + Delete all frames from here Cancella tutti i fotogrammi da qui - + Remove '%1' from animation Cancella '%1' dall'animazione - + Refresh all thumbnails Aggiorna tutte le miniature @@ -356,8 +360,8 @@ MyTableWidgetKeyframes - - + + Render this keyframe Renderizza il fotogramma corrente @@ -366,72 +370,117 @@ Interpola il prossimo fotogramma - + + Multipy values by... + + + + + Increase values by... + + + + Interpolate next keyframes Interpola i fotogrammi chiave seguenti - + + Copy value to all keyframes + + + + Delete this keyframe Cabcella il fotogramma chiave corrente - + Delete all keyframes to here Cancella tutti i fotogrammi chiave da qui - + Delete all keyframes from here Cancella tutti i fotogrammi chiave da qui - + + Insert keyframe in between + + + + + Delete rendered frames for this keyframe + + + + Remove '%1' from animation Cancella '%1' dall'animazione - + Interpolation type tipo interpolazione - + None Nessuna interpolazione - + Linear Lineare - + Linear angle Angolo lineare - + CatMulRom - + CatMulRom angle Angolo CatMulRom - + Akima - + Akima angle Angolo Akima - + + Cubic + Cubica + + + + Cubic angle + + + + + Steffen + + + + + Steffen angle + + + + Refresh all thumbnails Aggiorna tutte le miniature @@ -439,17 +488,17 @@ PreviewFileDialog - + Preview Anteprima - + Add to presets Aggiungi ai preset - + Add to queue Aggiungi alla coda @@ -457,41 +506,41 @@ QObject - - + + No frames to render Nessun frame da renderizzare - - + + The folder %1 does not exist. Please specify a valid location. La directory %1 non esiste. Si prega di specificare una destinazione valida. - + Are you sure to start recording of new animation? Sei sicuro di voler avviare la registrazione di una nuova animazione? - - - - - + + + + + This will delete all images in the image folder. Proceed? Vuoi cancellare tutte le immagini presenti nella directory immagini? - + No frames recorded before. Unable to continue. Nessun fotogramma registrato in precedenza. Impossibile continuare. - - - + + + Rendering engine is busy. Stop unfinished rendering before starting new one Il motore di rendering è occupato. Interrompi la coda di rendering che non è terminata, prima di iniziarne una nuova @@ -500,23 +549,23 @@ Proceed? Registrazione del percorso di volo - - + + Recording flight animation Registrazione dell'animazione in volo - - - - + + + + Truncate Image Folder I am not sure about the meaning of 'truncate image folder', is it something like 'stop'? Tronca la directory delle immagini - - + + The animation has already been rendered completely. Do you want to purge the output folder? @@ -524,74 +573,74 @@ Proceed? Vuoi pulire la directory di output? - + Animation start Inizio dell'animazione - - + + Frame %1 of %2 Fotogramma %1 di %2 - + Recording flight path - - - - + + + + Animation finished L'animazione è terminata - - + + Rendering terminated Rendering terminato - - + + Error occured, see log output - - + + Refreshing animation Aggiornamento dell'animazione - - + + Animation Image Folder Directory delle immagini dell'animazione - - + + Choose Animation Image Folder Scegli directory dove salvare le immagini dell'animazione - + Export flight to keyframes Esporta il volo in fotogrammi chiave - + There are already captured keyframes present. Discard current keyframes? Sono già presenti fotogrammi chiave catturati. Vuoi cancellare i fotogrammi chiave correnti? - - + + No keyframe selected Nessun fotogramma chiave selezionato @@ -601,62 +650,75 @@ Vuoi cancellare i fotogrammi chiave correnti? La camera entra in conflitto con il frattale nei seguenti fotogrammi: - - + + There is no frame to render: first frame to render and last frame to render are equals. - - + + Camera collides with fractal at following frames: La camera collide con il frattale nei seguenti fotogrammi: - + Rendering animation Rendering animazione - + Frame %1 of %2 (key %3) - + Rendering engine is busy. Stop unfinished rendering before starting rendering animation - + Export keyframes to flight Esporta i fotogrammi chiave verso traiettoria volo - + There are already captured flight frames present. Discard current flight frames ? Sono già presenti fotogrammi chiave catturati. Vuoi cancellare i fotogrammi chiave correnti? - + Exporting Esportazione in corso - - + + Checking for collisions - + Checking for collisions on keyframe # %1 + + + Deleting rendered frames + + + + + This will delete rendered frames from %1 to %2 +in the image folder. +%3 +Proceed? + + Checking for collissions Controllo conflitti @@ -666,7 +728,7 @@ Vuoi cancellare i fotogrammi chiave correnti? Controllo collisioni fotogramma # %1 - + Cannot change target distance. Missing camera parameters in keyframes Non si può cambiare la distanza relativa al bersaglio. Nei fotogrammi chiave mancano parametri relativi alla camera @@ -675,12 +737,12 @@ Vuoi cancellare i fotogrammi chiave correnti? Controllo presenza collisioni sul fotogramma chiave # %1 - + Checking for collisions finished Controllo collisioni terminato - + No collisions detected Non è stata trovata nessuna collisione @@ -690,123 +752,123 @@ Vuoi cancellare i fotogrammi chiave correnti? Rendering dell'effetto Profondità di campo (DOF) - + Rendering Depth Of Field effect - phase I Rendering effetto Profondità di campo (DOF) - fase I - + Rendering Depth Of Field effect - phase II Rendering effetto Profondità di campo (DOF) - fase II - + Sorting zBuffer Ordinamento zBuffer - + Randomizing zBuffer Randomizzazione zBuffer - + Warning Avvertimento - + Error Errore - + Note Nota - + Mandelbulber warning Avvertimento Mandelbulber - + Mandelbulber error Errore Mandelbulber - + Mandelbulber information Informazione Mandelbulber - + Warning: Attenzione: - + Error: Errore: - + Note: Nota: - - - - + + + + Saving channel: %1 - + Started - + Finished - + Cannot create directory for image! - + Directory for new image is not accessible! - - + + Can't save image to PNG file! Salvataggio immagine PNG non riuscito! - - - - + + + + Can't save image to JPEG file! Impossibile salvare l'immagine in un file JPEG! - + Can't open file Impossibile aprire il file @@ -815,7 +877,8 @@ Note: Interfacce utente dei frattali non possono essere caricate - + + Cannot init renderJob, see log output for more information. Inizializzazione rendering non riuscita, vedere file di log per avere maggiori informazioni. @@ -824,13 +887,13 @@ Note: Ripristinare vista - + Fractal size calculation Calcolo della dimensione del frattale - - + + Done Terminato @@ -847,121 +910,121 @@ Note: Trasformazioni - + *** Formulas with analytic DE *** - + Logarithmic DE - + Linear DE - + JosLeys-Kleinian DE - + Pseudo Kleinian DE - + Custom DE - dIFS Formulas - + Custom DE - dIFS Transforms - + Custom DE - non-dIFS formulas - + *** Formulas with delta-DE *** - + Logarithmic delta-DE - + Linear delta-DE - + *** Transforms *** - + *** Hybrid coloring *** - - *** Experimental *** + + *** Experimental Do Not Use*** - - - - + + + + Don't add global C constant Non aggiungere la costante globale C - - - - - - - + + + + + + + bounding box as limit limite confini box - + Negative X Limit Limite X Negativo - + Negative Y Limit Limite Y Negativo - + Negative Z Limit Limite Z Negativo - + Positive X Limit Limite X Positivo - + Positive Y Limit Limite Y Positivo - + Positive Z Limit Limite Z Positivo @@ -974,177 +1037,171 @@ Note: Cancella - - + + You cannot apply changes during rendering. You will do this after rendering. - + + Not enough free memory in OpenCL device to render SSAO effect! - - + + Resetting view - - Set position of -%1 # %2 -by mouse pointer - - - - - Delete - - - - - - Align rotation to camera - - - - + Primitive object ui file can't be loaded I file delle interfacce utenti relative alle 'primitive oggetti' non possono essere caricati - + No action Nessuna azione - + Move the camera Muovi la camera - + Set fog visibility Imposta la visibilità nebbia - + Set DOF focus Imposta la messa a fuoco della profondità di campo - + Get Julia constant Ottieni la costante di Julia - Place light #1 - Inserisci la luce #1 + Inserisci la luce #1 - Place light #2 - Inserisci la luce #2 + Inserisci la luce #2 - Place light #3 - Inserisci la luce #3 + Inserisci la luce #3 - Place light #4 - Inserisci la luce #4 + Inserisci la luce #4 + + + + Are you sure to stop this long render? + + + + + Abort? + + + + + Place light #%1 + - + Place random light center Posiziona centro luci casuali - + Get point coordinates Ottieni punti coordinate - + Wrap Limits around object - + Place Inserisci - + Yes, don't ask again Sì, non chiederlo più - + Application has not been closed properly Do you want to recover your latest work? L'applicazione non è stata chiusa correttamente. Vuoi recuperare l'ultimo salvataggio automatico del file precedentemente aperto? - + 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<ul><li><b>.mandelbulber</b> for program internal folders/files:<br>undo, toolbar, queue, thumbnails, mandelbulber.ini, miscellaneous meta files</li><li><b>mandelbulber</b> for user defined folders/files:<br>settings, images, materials, slices, animation, textures</li></ul> Do you want to upgrade now to this new structure? Program will restart after upgrade. - + Data folder upgrade - + No, don't ask again - - + + Looking for optimal DE factor Ricerca valore ottimale Distanza Stimata (DE) - + Percentage of wrong distance estimations: %1 Percentuale errore Distanza Estimata (DE): %1 - + Optimal DE factor is: %1 which gives %2% of bad distance estimations Valore ottimale di Distanza Stimata (DE): %1 corrisponde a %2% Distanza Stimata erronea - + Add global C constant Aggiungi la costante globale C - + Toolbar settings: Impostazione barra strumenti: - + Are you sure to close the application? Sei sicuro di voler chiudere l'applicazione? - + Quit? Uscire? - + Auto recovery Auto salvataggio @@ -1178,21 +1235,21 @@ Esiste già un'istanza del server Mandelbulber in esecuzione su questa port Indirizzo Client: - + Can't import old settings Non è possibile importare le vecchie impostazioni - + File with default values doesn't exist Non esistono file con valori di default - + Hybrid fractal can't be converted Il frattale ibridizzato non può essere convertito @@ -1216,188 +1273,203 @@ Esiste già un'istanza del server Mandelbulber in esecuzione su questa port Renderizzazione immagine in corso - - + + Rendering image Rendering immagine - - - + + + Idle Inattivo - - + + Initialization Inizializzazione - + Setting up image buffers Impostazione buffer per le immagini - + Loading textures Caricamento delle texture - + Starting rendering of image Inizio rendering - + Rendering SSAO effect in progress Renderizzazione effetto SSAO in corso - + News - + HotKeys Cheatsheet - + Description Descrizione - + Ok, don't show again Ok, non mostrarlo più - + Settings saved to clipboard Impostazioni salvate negli appunti - + Cannot load settings from clipboard! Impossibile caricare le impostazione dagli appunti! - + It's not valid Mandelbulber settings file. No header File impostazioni Mandelbulber non valido. Nessuna intestazione - + It's not valid Mandelbulber settings file. Wrong header File impostazioni Mandelbulber non valido. Intestazione errata - + It's not valid Mandelbulber settings file. No information about version of file File impostazioni Mandelbulber non valido. Nessuna informazione relativa alla versione del file - + It's not valid Mandelbulber settings file. Wrong file version number File impostazioni Mandelbulber non valido. Numero versione file errato - + File was saved in newer version of Mandelbulber File version: ll file è stato salvato in una versione più recente di Mandelbulber Versione File : - + It's not valid Mandelbulber settings file. Format not specified in the header Impostazioni file Mandelbulber non valide. Formato non specificato nell'intestazione - - + + Error in settings file. Line: Errore nel file impostazioni. Linea: - - + + Too many errors in settings file Troppi errori nel file impostazioni - - + + + Unknown parameter: Parametro sconosciuto: - + Missing value for parameter %1 Mancano valori del parametro %1 - + + Missing column 'frame' in the list of animation frames + + + + + Missing column 'framesPerKeyframe' in the list of animation frames + + + Missing column 'frame' in list of animation frames - Manca colonna ' frame' nella lista dei fotogrammi dell'animazione + Manca colonna ' frame' nella lista dei fotogrammi dell'animazione - + Unknown parameter in animation frames: Parametro sconosciuto presente nei fotogrammi dell'animazione: - + No valid list of parameters for animation frames Nessun elenco di parametri valido per fotogrammi dell'animazione - + Wrong number of interpolation columns Numero errato di colonne di interpolazione - + Missing frame no Numero fotogramma mancante - + Wrong number of columns Errato numero di colonne - + Can't load texture! Impossibile caricare texture! - + Can't load texture from QByteArray! Impossibile caricare texture da QByteArray! - + + Missing undo data in disk cache + + + + No more undo Non è più possibile annullare - + No more redo Non è più possibile ripristinare - + Are you sure to clear the thumbnail cache? Vuoi cancellare la cache delle miniature? - + Are you sure to clear the thumbnail cache? There are currently %1 thumbnails cached. These will be deleted and rerendered when necessary. Clear now? @@ -1406,29 +1478,29 @@ Ci sono %1 miniature nella cache che verranno cancellate. Se necessario dovranno Procedere? - + Are you sure to load the thumbnail cache from the server? Vuoi caricare la cache delle miniature del server? - + This will try to load missing common thumbnails from the server. Proceed? Tentativo caricamento miniature mancanti dal server. Procedere? - + Are you sure to generate all example thumbnail cache files? Vuoi creare la cache delle miniature degli esempi? - + Retrieve toolbar Recupera barra degli strumenti - + Are you sure to retrieve default presets into toolbar? It could overwrite some of existing presets. Proceed? @@ -1437,12 +1509,12 @@ Questo potrebbe sovrascrivere alcuni preset esistenti. Procedere? - + Retrieve materials Recupera i materiali - + Are you sure to retrieve default materials into materials folder? It could overwrite some of existing materials. Proceed? @@ -1451,22 +1523,22 @@ Questo potrebbe sovrascrivere alcuni materiali esistenti. Procedere? - + Some useful example commands: Alcuni esempi di comandi utili: - + Simple render Render semplice - + Renders the file on the cli (no window required). Renderizza file via cli (command line interface: non è richiesta interfaccia grafica). - + Animation render Render animazione @@ -1476,7 +1548,7 @@ Procedere? Renderizza animazione fotogrammi chiave da fotogramma 200 fino al fotogramma 300 - + Network render Network render @@ -1491,7 +1563,7 @@ Sul server (2) oltre ai settaggi richiesti per il rendering, bisogna ggiungere & Il server si avvierà e rimarrà per un certo tempo in attesa di connessioni da parte dei client. Dopodiché inizierà il rendering. - + Voxel volume render Rendering volumetrico (voxel) @@ -1502,7 +1574,7 @@ Il server si avvierà e rimarrà per un certo tempo in attesa di connessioni da Questo produrrà 10 sezioni (z) con una risoluzione di 10(x) volte 10(y) salvando le immagini in bianco e nero nella directory di lavoro - + Queue render Coda di render @@ -1531,12 +1603,12 @@ Folder - Se viene specificata una directory come argomento, tutti i file .fract - + Renders the keyframe animation of the file keyframe_fractal.fract within frames 200 till 300. Renderizza l'animazione via fotogrammi chiave del file keyframe_fractal.fract, dal fotogramma 200 fino al fotogramma 300. - + 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 '--server'. @@ -1552,12 +1624,12 @@ This will produce 10 slices (z) with a resolution of 10(x) times 10(y) and save Questo produrrà 10 sezioni (z) con una risoluzione di 10(x) volte 10(y) salvando le immagini in bianco e nero nella directory di lavoro. - + Renders the voxel volume in the bounding box of [x(-1 - 1); y(-1 - 1); z(-1 - 1)] with a resolution of 200x200x200 in the ply format and saves as working folder/slices/output.ply. - + 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. @@ -1568,7 +1640,7 @@ L'output verrà scritto nel file /tmp/queue.log: (Questa funzione non sarà attiva su sistemi Windows) - + Mandelbulber also accepts an arbitrary number of input files These files can be of type: .fract File - An ordinary fractal file @@ -1585,7 +1657,7 @@ Si può usare anche "-" come argomento speciale, per indicare che il n - + Mandelbulber can utilize OpenCL to accelerate rendering. When Mandelbulber is already configured to use OpenCL, it will also run OpenCL from commandline by default. The configuration can also be done directly from this commandline by setting the optional settings directly. @@ -1593,64 +1665,64 @@ These can be given by the default --override option, available opencl specific o - + boolean to enable OpenCL - + platform index to use, see available platforms below - + Possible device types of the platform to use - - - + + + possible values: [%1] - + right now only one device at a time is supported. - + Mode of the render engine, 'fast' has no effects, 'limited' has basic effects, 'full' contains all shaders. - + Floating point precision of Render (single is faster, but less accurate) - + Memory limit in MB - + Available platforms are: - + Available devices for the selected platform (%1) are: - + Example invocation: - + List of fractal parameters: @@ -1659,148 +1731,148 @@ Lista dei parametri frattali: - + Example output path invalid - + Specified server port is invalid La porta del server specificata non è valida - + NetRender - Waiting for clients NetRender - In attesa dei client - + Specified client port is invalid La porta del client specificata non è valida - - - + + + Cannot init queue: Non è possibile inizializzare la coda: - + Cannot load file! Non è possibile caricare il file! - + Specified resolution not valid both dimensions need to be > 0 La risoluzione specificata non è valida entrambi le dimensioni devono essere maggiori di 0 - + Specified resolution not valid resolution has to be in the form WIDTHxHEIGHT La risoluzione specificata non è valida la risoluzione dev'essere nella forma LARGHEZZAxALTEZZA - + Specified frames per key not valid need to be > 0 Numero di fotogrammi per fotogrammi chiave non è valido dev'essere maggiore di zero - + Specified imageFileFormat is not valid allowed formats are: Il formato immagine specificato non è valido i formati permessi sono: - + There are no flight animation frames in specified settings file Non ci sono fotogrammi con animazioni in volo nel file specificato - + You cannot render keyframe animation at the same time as flight animation Non si possono renderizzare allo stesso tempo animazioni contenenti fotogrammi chiave come fossero animazioni in volo - + There are no keyframes in specified settings file Non ci sono fotogrammi chiave nel file specificato - - - - + + + + Animation has only %1 frames L'animazione contiene solo %1 fotogrammi - - + + End frame has to be greater than start frame which is %1 Il fotogramma finale dev'essere maggiore di quello iniziale, che è %1 - + Specified voxel format is not valid allowed formats are: - - + + No opencl platforms found - - + + No opencl devices found - - + + Not compiled for opencl - + You have to specify a settings file, for this configuration! È necessario specificare un file impostazioni per questa configurazione! - + No queue items to render Non ci sono elementi in coda da renderizzare - + Queue Item %1 of %2 Elemento %1 della coda di %2 elementi - + Queue Render Render coda - + Queue Done Coda terminata @@ -1824,44 +1896,45 @@ allowed formats are: L'ultimo materiale non può essere cancellato! - - + + Cannot start voxel export. Specified folder (%1) does not exist. L'esportazione dei voxel non può iniziare. La direcory specificata, (%1), non esiste. - - + + Voxel Export is busy. Stop unfinished rendering before starting new voxel export job. Esportazione dei voxel in corso. Prima di iniziare una nuova esportazione, terminare rendering iniziato. - + Mesh Export is busy. Stop unfinished rendering before closing the mesh export dialog. - + Voxel Export is busy. Stop unfinished rendering before closing the voxel export dialog. Esportazione dei voxel in corso. Prima di chiudere la finestra di dialogo dell'esportazione dei voxel, terminare rendering iniziato. - + Positioning random lights Posizionamento luci casuali - + Positioned light %1 of %2 Posizionata luce %1 di %2 - + + %1 / %2 - + clang-format is required for autoformat but was not detected To install clang-format: @@ -1877,7 +1950,7 @@ Current clang-format path is: %1 - + file path invalid @@ -1887,445 +1960,591 @@ Current clang-format path is: %1 - + Clipboard doesn't contain valid gradient of colors - + Error during compilation of OpenCL program - - - - - - - - - - - + + + + + + + + + + + + OpenCL %1 cannot be created! - + program - + No devices to use for OpenCL! Check program preferences. - + kernel - + command queue - - + + OpenCL context is not ready - - - - - - + + + + + + + Cannot enqueue writing OpenCL %1 - - + + Cannot finish writing OpenCL buffers - + Cannot enqueue reading OpenCL buffers %1 - + Cannot enqueue reading OpenCL buffers %1. Calculation probably took too long and triggered timeout error in graphics driver. - + Cannot finish reading OpenCL output buffers Calculation probably took too long and triggered timeout error in graphics driver. - - - - - - - - - - - - - + + + + + + + + + + + + + + + Cannot set OpenCL argument for %1 - - - - - + + + + + OpenCL DOF - + Initializing Phase 1 - - + + Sorting Z-Buffer - + Randomizing Z-Buffer - + Initializing Phase 2 - - + + DOF params - - - - - + + + + + + Cannot enqueue OpenCL rendering jobs - + Cannot finish rendering DOF - + Custom formula %1 has missing function name CustomIteration()! - - + + buffer for constants - + buffer for variable data - + buffer for texture data - + + buffer for perlin noise seeds + + + + input data - + input texture data - + constant data - + constant mesh data - + background image - + + + + perlin noise seeds + + + + random seed - + pointToCalculateDistance - - + + input buffers - - - - + + + + + Cannot finish writing OpenCL %1 - - + + input texture buffers - - + + constant buffers - - + + constant mesh export buffers - + SSAO params - + Cannot finish rendering SSAO - + There are no valid OpenCl platforms in the system - + Missing OpenCL.dll in the system - + context - + There are no available devices for selected OpenCL platform - + Cannot list devices from selected OpenCL platform - + Rendering HDR Blur effect + + + %1 params + + + + + Cannot finish rendering %1 + + + + + OpenCL bufer for pixel mask cannot be created! + + + + + Cannot enqueue writing OpenCL pixel mask + + RenderWindow - + Mandelbulber - + Zoom: - + Fit to window Adatta alla finestra - + 400% - + 200% - + 100% - + 50% - + 25% - + 10% - + Show cursor Mostra cursore - + Grid: - + Crosshair - + Thirds grid - + Golden ratio - - + + File - + &Recent settings... - - + + Saved window &layouts - - + + Edit Edita - - + + + Image adjustments + + + + + + Navigation + + + + + + Objects + + + + + + Rendering engine + + + + + + Animation + + + + + + Statistics + + + + + + Queue + + + + + + Measurement + + + + + + Gamepad + + + + + Test - - + + &Remove Window settings... - - + + &User Manual - - + + &News - - + + &HotKeys - - + + Detach image &from main window - - + + Randomize all... - - + + Clean settings... + + + + Render Image + Renderizza Immagine + + + + + Ctrl+R + + + + + + Stop rendering + + + + + + Ctrl+T + + + + + + Save as default settings + + + + + + New + + + + + + Ctrl+N + + + + + + Delete default settings + + + + + + Thumbnail browser... + + Image resolution Risoluzione immagine @@ -2420,69 +2639,47 @@ Calculation probably took too long and triggered timeout error in graphics drive - + <html><head/><body><p>Selection for action which will be executed after clicking on the image</p><ul style="margin-top: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; -qt-list-indent: 1;"><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">No action - blocks functionality of mouse pointer</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Move the camera - moves the camera or target (depends on movement and rotation mode)</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Set fog visibility - sets visibility distance for basic fog effect</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Set DOF focus - sets object which will appear in focus</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Get Julia constant - gets value of constant for Julia fractal</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Place light #n - places light in selected place (mouse wheel controls distance from fractal) </li></ul></body></html> <html><head/><body><p>Seleziona l'azione che sarà eseguita dopo aver cliccato sull'immagine</p><ul style="margin-top: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; -qt-list-indent: 1;"><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Nessun'azione - blocca funzionalità del puntatore del mouse</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Muove la camera - muove la camera o il bersaglio (dipende dalla modalità movimento e rotazione)</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Imposta visibilità nebbia - imposta la distanza di visibilità dell'effetto nebbia base</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Imposta messa a fuoco della profondità di campo (DOF) - imposta oggetto messo a fuoco</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Ottieni costante di Julia - ottieni il valore della costante del frattale di Julia</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Posiziona luce #n - posiziona la luce nel luogo selezionato (lo scrolling del mouse controlla la distanza dal frattale) </li></ul></body></html> - + I&mage I&mmagine - - + + &View &Vista - - + + A&bout I&nfo - - + + Help - - &Image adjustments - &Regolazione immagine - - - - - Ob&jects - + &Regolazione immagine - - + + <html><head/><body><p>Queue tool allows for rendering a collection of settings files in the background.</p><p>While the list of settings files is being rendered, you can continue to work in the main window and also add more settings to the queue.</p><p>Methods to manage queue:<br/>- by adding items using <span style=" font-style:italic;">Add current settings</span> button<br/>- by editing queue.fractlist file<br/>- by putting files into queue folder and use button <span style=" font-style:italic;">Add orphaned<br/></span>- by adding single settings or lists using command line interface</p><p>Temporary settings files are stored in $HOME/.mandelbulber/queue folder and the list is in $HOME/.mandelbulber/queue.fractlist</p><p>The queue can be rendered in another instance of Mandelbulber program, as the queue is shared between applications. You can also launch another Mandelbulber from command line interface with -q option. Then this application will watch queue and render automatically all new items.</p><p>Result images are saved into $HOME/.mandelbulber/images directory (or another if it's specified in application preferences.)</p></body></html> - - - Ma&terial editor - - - - - - &Gamepad - - - - - &Navigation - &Navigazione + &Navigazione <html><head/><body><p>Discard last change of settings and start rendering of image</p></body></html> @@ -2518,8 +2715,9 @@ Calculation probably took too long and triggered timeout error in graphics drive Muovi camera e bersaglio + Move camera - Muovi la camera + Muovi la camera Move target @@ -2592,8 +2790,9 @@ to target: Passo rotazione: + Rotate camera - Ruota camera + Ruota camera Rotate around target @@ -2626,25 +2825,25 @@ to target: - + Mouse click function: Funzione click del mouse: - + No action Nessuna azione - - + + toolBar barra degli strumenti - - + + Effects Effetti @@ -4017,10 +4216,8 @@ di iterazioni frattali <html><head/><body><p>Selezione formato immagine per immagini singole</p><p>Per le altre impostazioni dei formati immagine vedi <span style=" font-style:italic;">File/Impostazioni Programma</span></p></body></html> - - &Measurement - &Misurazione + &Misurazione Get point by mouse pointer @@ -4035,85 +4232,87 @@ di iterazioni frattali Distanza dalla camera: + + Material editor - Editor materiali + Editor materiali - - + + Materials Materiali - - + + &Program Preferences - - + + &Save window layout as startup - - + + &Reset window layout to default - - + + &Window layout for animation - - - + + + About &User Manual - - + + &Import settings from Mandelbulb3d... - - + + Export &Voxel Layers Esporta strati &Voxel - - + + Show a&nimation dock - - + + Save as Image - - + + Save as &TIFF Salva come &TIFF - - + + Add current settings to toolbar Aggiungi impostazioni correnti ala barra strumenti - - + + Show &measurement dock Mostra finestra &misurazione @@ -4235,10 +4434,8 @@ della costante: Luce #&4 - - &Rendering engine - Motore di &Rendering + Motore di &Rendering <html><head/><body><p>All objects closer than this distance won't be visible</p></body></html> @@ -4324,10 +4521,8 @@ della costante: <html><head/><body><p>Fai partire Mandelbulber come server.</p><p> Dopo aver premuto questo pulsante, l'applicazione inizia a cercare i client e a collegarsi.</p><p>If connection with client is established, then this client is displayed in the table below.</p><p>Se si stabilisce la connessione con il client, allora questo client viene visualizzato nella tabella sottostante.</p><p>Se tutti i computer sono già connessi, allora il server è pronto. Se si preme il pulsante di Rendering, il server e tutti i client inizieranno il rendering della stessa immagine.</p></body></html> - - &Animation - &Animazione + &Animazione <html><head/><body><p>Selection for image format for animation frames.</p><p>For more image format settings go to to <span style=" font-style:italic;">File/Program settings</span></p></body></html> @@ -4462,10 +4657,8 @@ per tutti i fotogrammi chiave <html><head/><body><p>Lo strumento coda (Queue) permette il rendering in background di una collezione di settaggi.</p><p>Quando il rendering della lista dei settaggi è in esecuzione, è possibile continuare a lavorare nella finestra principale del programma ed è possibile aggiungere altri settaggi alla coda.</p><p>Metodi per amministrare la coda:<br/>- via aggiunta elementi tramite il bottone <span style=" font-style:italic;">Aggiungi settaggi correnti</span> <br/>- editando il file queue.fractlist<br/>- aggiungendo file alla directory della coda e usando il bottone <span style=" font-style:italic;">Aggiungi file orfani<br/></span>- aggiungendo settaggi singoli o liste di settaggi tramite terminale, usando la versione del programma senza interfaccia grafica (cli)</p><p>i settaggi temporanei sono salvati in file dentro la directory $HOME/.mandelbulber/queue mentre le liste vengono salvate all'interno di $HOME/.mandelbulber/queue.fractlist</p><p>Si può renderizzare la coda in un'altra istanza di Mandelbulber, la stessa coda viene condivisa.dai due istanze del programma. Si può lanciare il programma Mandelbulber da terminale, tramite interfaccia a linea di comando (cli), con l'opzione -q. In tal caso l'applicazione rimarrà in attesa di poter renderizzare code di rendering, quando vengono aggiunte nuove code, il rendering parte automaticamente.</p><p>Le immagini renderizzate vengono salvate dentro la directory $HOME/.mandelbulber/images o nella directory che è stata specificata nelle preferenze del programma.</p></body></html> - - &Queue - &Coda + &Coda <html><head/><body><p>Remove files from queue folder which are not on the list.</p></body></html> @@ -4529,50 +4722,50 @@ per tutti i fotogrammi chiave Anteprima - - + + &Save as JPG... &Salva come JPG... - - + + Save &as PNG... Salva &come PNG... - - + + Save as &PNG 16 bit... Salva &come PNG 16 bit... - - + + Save as PNG &16 bit with alpha channel Salva &come PNG 16 bit con canale alfa - - + + &Load settings... &Carica impostazioni... - - + + Load settings &from clipboard... Carica le impostazioni &dagli appunti... - - + + &Save settings &Salva impostazioni - - + + Save settings &to clipboard Salva impostazioni &negli appunti @@ -4581,8 +4774,8 @@ per tutti i fotogrammi chiave Impostazioni &Programma - - + + &Quit &Esci @@ -4596,44 +4789,44 @@ per tutti i fotogrammi chiave Posizioni di &default delle finestre ancorabili - - + + About &Qt Note riguardo &Qt - - + + About &Third Party Note e &Terzi - - + + &About Mandelbulber &Note su Mandelbulber - - + + &Undo &Annullare - - + + &Redo &Ripetere - - + + &Import settings from old Mandelbulber (v1.21)... &Importa impostazioni dal vecchio Mandelbulber (v1.21)... - - + + Load &example... Carica &esempio... @@ -4642,56 +4835,56 @@ per tutti i fotogrammi chiave Mostra finestra &animazione - - + + Show &gamepad dock Mostra finestra &gamepad - - + + Show &queue dock Mostra finestra &coda - - + + Show &Info dock Mostra finestra &Info - - + + Show &toolbar Mostra &barra strumenti - - + + Sta&ck all docks Rimpic&ciolisci tutte le finestre ancorabili - - + + S&how statistics &Mostra statistiche - - + + Save as &EXR Salva come &EXR - - + + Add c&urrent window settings - - + + Export &Mesh @@ -4920,8 +5113,8 @@ e acqua) : Lista dei client connessi - - + + Info @@ -5057,10 +5250,8 @@ e acqua) : Valida prima di renderizzare - - &Statistics - &Statistiche + &Statistiche Histogram of fractal iteration count @@ -5211,375 +5402,413 @@ passo Raymarching Valore - - - - + + + Fractals (*.txt *.fract) Fractattali (*.txt *.fract) - + TIFF images (*.tiff) Immagini TIFF (*.tiff) - - + + Save settings... Salva impostazioni... - - Fractals (*.m3d *.fract) - - - - - Import settings from Mandelbulb3d settings file ... - - - - + Ctrl - + Alt - + Shift - + Main Program Hotkeys - - + + Load settings... Carica impostazioni... - + Load settings from clipboard... - + Load example... - + Save settings to clipboard... - + Import legacy settings... - + Export Mesh - + Save as Image... - + Program Preferences - + Quit Esci - + Full screen - + Other - + Undo - + Redo - + Show User Manual - + Show (these) Hotkeys - + Terminate all calculations - + Render Window Hotkeys - + Movement - - + + Mouse left button click + + + + + jump forward + + + + + Mouse right button click + + + + + jump backward + + + + + Mouse left+right buttons drag + + + + + up - - + + down - - - + + + left - - - + + + Arrow left - - - + + + right - - - + + + Arrow right - - - + + + forward - - - + + + Arrow up - - - + + + backward - - - + + + Arrow down - + Mouse Wheel - + forward / backward - + Rotation - + + Mouse left button drag + + + + + Mouse right button drag + + + + + Rotate camera around point + + + + + Mouse middle button drag + + + + + Roll camera + + + + Roll left - + Roll right - + Render Window Keyframe / Flight - + Flight - + Left mouse click - + Increase speed - + Right mouse click - + Decrease speed - - + + Arrow keys - + Move forward and sideward - + Move sideward only - + Spacebar - + Pause / Unpause - + Roll rotation - + Keyframe - + Add Keyframe - + Modify current Keyframe - + Move to next Keyframe - + Move to previous Keyframe - Load example settings... - Carica esempio impostazioni... + Carica esempio impostazioni... - + images (*.jpg *.jpeg *.png *.exr *.tiff) - + Save image to file... - + JPEG images (*.jpg *.jpeg) Immagini JPEG (*.jpg *.jpeg) - - - + + + Save image to %1 file... Salva immagine nel file %1... - - - - + + + + Saving %1 image Salva immagine %1 - - + + Saving image started Salvataggio immagine iniziato - - + + Saving image finished Salvataggio immagine terminato - - - + + + PNG images (*.png) Immagini PNG (*.png) @@ -5600,7 +5829,7 @@ passo Raymarching È terminato il savataggio dell'immagine PNG - + EXR images (*.exr) immagine EXR (*.exr) @@ -5655,34 +5884,34 @@ passo Raymarching Motore di render - - + + Save settings as... Salva impostazioni come... - - + + Save settings in selected file Salva le impostazioni nel file selezionato - + Import settings from old Mandelbulber (v1.21)... Importa impostazioni dal vecchio Mandelbulber (v1.21)... - + Info &Qt - + &Info Mandelbulber - + Info &Third Party Info &Terzi @@ -5695,22 +5924,22 @@ passo Raymarching Algoritmo DE usato: %1 - + Add window settings - + Enter a name for the new window settings - + Remove window settings - + Select window setting to remove @@ -5718,22 +5947,22 @@ passo Raymarching RenderedImage - + Move camera Muovi Camera - + Change fog visibility Cambia visibilità nebbia - + Change DOF focus Cambia messa a fuoco profondità di campo - + Place light # Posiziona luce # @@ -5744,22 +5973,22 @@ Mouse wheel - light fov / bkw Scrolling del mouse - luce campo visivo/bkw - + Place Inserisci - + Get Julia constant Ottieni la costante di Julia - + LMB - increase speed LMB - aumenta velocità - + RMB - decrease speed RMB - diminuisci velocità @@ -5770,13 +5999,13 @@ arrow keys - strafe tasti freccia - strafe - + z, x keys - roll tasti x e z - rollio - + spacebar - pause barra spaziatrice - pausa @@ -5788,80 +6017,86 @@ hold shift key - orthogonal strafe tenere premuto il tasto shift - strafe ortogonale - + Move camera and target Muovi camera e bersaglio - + Move target Muovi bersaglio - + -Ctrl + Mouse wheel - light fov / bkw +Ctrl + Mouse wheel - light fwd/bkwd - + + +Alt + Mouse wheel - placement fwd/bkwd + + + + arrow keys - sidewards - + hold shift key - orthogonal move - + Place center of random light Posiziona centro luce casuale - + also calculates e calcola - + distribution radius of lights to 50%, raggio distribuzione luce al 50%, - + max distance from fractal to 10% massima distanza dal frattale a 10% - + of distance [center to camera position] di distanza [centro relativo alla posizione camera] - + Get coordinates Ottieni coordinate - + and distance e distanza - + Wrap limits around object @@ -5871,267 +6106,279 @@ around object cAudioSelector - + Form - + <html><head/><body><p>Load audio from file.</p><p>Parameter values can be animated in response to the input from audio files.</p><p>The following formats are supported:</p><p>- *.wav (wave form audio format)</p><p>- *.ogg (Ogg Vorbis)</p><p>- *.flac (Free Lossless Audio Format)</p><p>- *.mp3 (MPEG II Audio Layer 3) - supported only under Linux</p></body></html> - + Select audio file - + <html><head/><body><p>path to audio file</p></body></html> - + <html><head/><body><p>Play loaded audio track</p></body></html> - + Play sound - + <html><head/><body><p>Stop playing audio track</p></body></html> - + Stop - + <html><head/><body><p>Remove audio track from animation</p></body></html> - + Delete audio track - + <html><head/><body><p>Enables Animation by Sound, which uses digital data from audio files to adjust parameter values obtained from the keyframe animation table.</p><p>The change in a parameter value can be in response to either the amplitude or the pitch of the sound sampled at each frame (independent from keyframes.)</p><p>There are two types of parameters in this program.   The first type can have negative values entered, the second type  cannot. <span style=" text-decoration: underline;">It is important</span> when animating a parameter of the second type, that the functions and settings used do not result in a negative number.</p><p>Animation by Sound can be used in combination with animation from the Keyframe table. </p><p>Example:</p><p>An object can be moving in a linear direction in respect to the keyframe animation table calculation, and at the same time have this movement responding to the audio.</p></body></html> - + Enable animation by so&und - + <html><head/><body><p>The value of animation of a parameter, is the sum of the <span style=" text-decoration: underline;">sound value</span> added to the <span style=" text-decoration: underline;">parameter value</span> (from the keyframe animation table): </p><p><span style=" font-weight:600; font-style:italic;">animation = parameter_value + sound * addition factor </span><span style=" font-weight:400; font-style:italic;">+ parameter_value * </span><span style=" font-weight:400; font-style:italic;">multiplication_factor * sound</span><span style=" font-weight:400; font-style:italic;">;</span></p><p>where:</p><p><span style=" font-style:italic;">sound</span> - effect of average amplitude or pitch of the selected range of sound frequencies. It is calculated as a value from 0 to 1, ( 0 = silent , 1 = maximum.) </p><p><span style=" font-style:italic;">parameter value </span>- from keyframe animation calculations.</p><p><span style=" font-style:italic;">animation</span> - value of the parameter value after the sound has been applied.</p><p>To get subtraction of the sound value from parameter value, use <span style=" font-style:italic;">Negative influence</span> option.</p></body></html> - - + + <html><head/><body><p>Frequency of sound which will be used to calculate animation.</p><p>This frequency is shown on the &quot;Frequency spectrum&quot; chart.</p></body></html> - - + + <html><head/><body><p>Changes direction of influence of the sound value.</p><p><span style=" font-weight:600; font-style:italic;">animation = parameter_value / (1 + multiplication_factor * sound) - (addition_factor * sound);</span></p><p>Note: multiplication_factor scales the denominator in this function.</p></body></html> - - + + Frequency of interest: - - + + <html><head/><body><p>Changes the way the sound is calculated.</p><p>If the mode is disabled, then the sound is calculated from the average amplitude of the selected sound frequencies.</p><p>When it is enabled, then the sound is calculated from the average pitch of the selected sound frequencies.</p></body></html> - - + + <html><head/><body><p>Width of the band of frequencies used to calculate the sound value effect on an animation.</p><p>Selected bandwidth is shown on the &quot;Frequency spectrum&quot; chart.</p><p>If the bandwidth is wide, then the sound value will be calculated from the average amplitude of the selected frequencies.</p><p>If the bandwidth is set to the maximum value, then the sound value will be calculated from the amplitude of the sound.</p></body></html> - - + + <html><head/><body><p>The value of animation of a parameter, is the sum of the <span style=" text-decoration: underline;">sound value</span> added to the <span style=" text-decoration: underline;">parameter value</span> (from the keyframe animation table): </p><p><span style=" font-weight:600; font-style:italic;">animation =</span><span style=" font-weight:600;"> parameter_value + parameter_value * multiplication_factor * sound</span><span style=" font-style:italic;"> + </span><span style=" font-style:italic;">sound * addition factor</span><span style=" font-style:italic;">;</span></p><p>where:</p><p><span style=" font-style:italic;">sound</span> - average amplitude or pitch of the selected range of sound frequencies. It is calculated as a value from 0 to 1, ( 0 = silent , 1 = maximum.) </p><p><span style=" font-style:italic;">parameter value </span>- from keyframe animation calculations.</p><p><span style=" font-style:italic;">animation</span> - value of the parameter value after the sound_value has been added.</p><p>Note: when only multiplication factor is used (i.e. addition_factor is close to zero), it is guaranteed that <span style=" font-style:italic;">sound</span> will not modify the sign of animated parameter value. </p><p>Note: multiplication_factor operates differently in Negative Influence mode function. There it is used as division instead of multiplication. Negative Influence mode function:</p><p><span style=" font-weight:600; font-style:italic;">animation =</span><span style=" font-weight:600;"> parameter_value / (1.0 + multiplication_factor * sound)</span><span style=" font-style:italic;"> + sound * addition factor;</span></p></body></html> - - + + Bandwidth: - - + + <html><head/><body><p>A higher value extends the decay of the sound value.</p></body></html> - - + + <html><head/><body><p>This option enables the smooth filter.</p><p>The sound value will change in a smooth way.</p></body></html> - - + + Smooth fi&lter - - + + <html><head/><body><p>A higher value will result in a reduced audio influence on the animated parameter.</p></body></html> - - + + <html><head/><body><p>Displays frequency spectrum of loaded audio file.</p><p>The chart displays low frequencies of the sound (bass) at the bottom, and high frequencies (high tones) at the top.</p><p>Brighter pixels indicates louder tones.</p></body></html> - - + + Sound Animation chart - - + + <html><head/><body><p>Animation chart shows <span style=" font-weight:600;">sound</span> that is used in the calculation of sound value. It ranges from silent at the bottom up to maximum of 1.</p><p><br/></p></body></html> - - + + -- / -- - - + + Addition factor - - + + Multiplication factor - - + + Negative influence - - + + Sound pitch mode - - + + + Sound delay (frames) + + + + + <html><head/><body><p>This option enables the binary filter.</p><p>The addition of the sound value to the parameter value is triggered when the sound rises above the threshold and ceases when the sound drops below the threshold, (unless the minimum duration is extended past that frame point.)</p></body></html> - - + + &Binary filter - - + + <html><head/><body><p>Minimum duration for which the sound value will be calculated and added to the parameter value, from the frame where the sound first exceeded the threshold, ( measured in frames.)</p></body></html> - - + + <html><head/><body><p>Threshold for binary filter. </p><p>When sound is above the threshold, the sound value is calculated and added to the parameter value. Calculation continues until the sound falls below the threshold or the minimum duration is exceeded.</p></body></html> - - + + Minimum duration: - - + + Threshold: - - + + <html><head/><body><p>This option enables the decay filter.</p><p>The sound value will rise fast, but decay slowly.</p></body></html> - - + + Decay fil&ter - - - - + + + + Strength: - - + + + Note: you can drag keyframes on the ruler to align them with audio + + + + + Waveform - - + + <html><head/><body><p>Displays waveform of loaded audio file.</p></body></html> - - + + Frequency spectrum @@ -6144,27 +6391,27 @@ around object Frattali (*.wav *.mp3) - + Audio files (*.wav *.mp3 *.flac *.ogg) - + Select audio file... Seleziona file audio... - + Set animation controlled by audio file for parameter %1 - + Pause Audio - + Play Audio @@ -6172,17 +6419,17 @@ around object cAudioTrack - + Loading sound file - + Decompressing audio file - + Calculating FFT @@ -6335,34 +6582,34 @@ around object - - - + + + OpenCL code (*.cl) - + Load existing fractal formula code... - + Inserting parameter - + Saving custom formula code... - + Load custom fractal formula code... - + line %1, column %2 @@ -6398,13 +6645,13 @@ around object cDockAnimation - + Form - + <html><head/><body><p>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. </p><p>Render animation button starts rendering of the recorded flight path. For final rendering you can select higher image resolution.</p><p>To add a parameter, right click on the selected parameter's edit field and select from context menu <span style=" font-style:italic;">Add to flight animation</span></p><p>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 <span style=" font-style:italic;">Render this keyframe</span> , this updates parameters in window, then modify parameters and click <span style=" font-style:italic;">Modify keyframe</span> to get modified parameters into table)</p><p>You can click on <span style=" font-style:italic;">Export to keyframes</span> to continue editing animation in <span style=" font-style:italic;">Keyframe animation</span> editor</p><p>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).</p></body></html> <html><head/><body><p>In modalità registrazione volo, la camera funziona come in un simulatore di volo. Il percorso di volo viene registrato. Si raccomanda di usare una risoluzione immagine bassa, per avere una migliore performance durante la registrazione.</p><p>Il bottone di render dell'immagine fa partire il rendering del percorso di volo registrato. Per il rendering finale si può selezionare in seguito una risoluzione immagine migliore.</p><p>Per aggiungere un parametro, fare click sul campo di modifica del parametro che si vuole cambiare e selezionare dal menù contestuale<span style=" font-style:italic;">Aggiungi all'animazione volo</span>.</p><p> Si possono modificare direttamente i parametri dei fotogrammi tramite la tavola animazione o editando i parametri all'interno dei campi di modifica dei parametri stessi (fare doppio click sulle anteprime dei fotogrammi chiave, o ciccando il fotogramma chiave con il pulsante destro e facendo click su <span style=" font-style:italic;">Renderizza questo fotogramma chiave</span>, aggiornando così i parametri in finestra, poi modificare i parametri e fare click su <span style=" font-style:italic;">Modifica fotogramma chiave</span> per inserire i parametri modificati nella tavola animazione).</p><p>È possibile fare click su <span style=" font-style:italic;">Esporta fotogrammi chiave</span> per poter continuare a lavorare sull'animazionenell'editor <span style=" font-style:italic;">Animazione fotogrammi chiave</span> </p><p>L'animazione viene salvata in un file in formato CSV, è quindi possibile editare l'animazione usando un programma esterno (e.g. programma che utilizza fogli di calcolo o editor di testo).</p></body></html> @@ -6414,13 +6661,13 @@ around object - + <html><head/><body><p>Starts rendering of previously recorded flight path</p></body></html> <html><head/><body><p>Inizia il rendering del percorso volo registrato</p></body></html> - + Render flight animation Renderizza animazione volo @@ -6430,259 +6677,277 @@ around object - + Record flight path Registra percorso volo - + <html><head/><body><p>Deletes all already rendered image frames in selected folder (<span style=" font-style:italic;">Path for images</span>). </p></body></html> <html><head/><body><p>Elimina tutti i fotogrammi già renderizzati nella directory selezionata (<span style=" font-style:italic;">Directory immagini</span>).</p></body></html> - - + + Delete all images Cancella tutte le immagini - + <html><head/><body><p>Plays rendered animation.</p></body></html> <html><head/><body><p>Esegue l'animazione renderizzata.</p></body></html> - - + + Show Animation Mostra l'Animazione - + <html><head/><body><p>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.</p></body></html> <html><head/><body><p>Contina il rendering precedentemente interrotto. Il volo riprenderà dall'ultimo punto indicato nella tavola, con la stessa velocità e direzione.</p></body></html> - + Continue recording Continua la registrazione - - + + <html><head/><body><p>Refreshes animation table and keyframe previews.</p></body></html> <html><head/><body><p>Aggiorna tavola animazione e anteprime fotogrammi chiave.</p></body></html> - - + + Refresh table Aggiorna tavola - + <html><head/><body><p>Exports flight path to keyframe animation. <span style=" font-style:italic;">Keyframe animation/frames per keyframe</span> parameter is used to determine how many frames will be exported as new keyframes. </p></body></html> <html><head/><body><p>Esporta animazione volo in animazione con fotogrammi chiave. Il parametro <span style=" font-style:italic;">animazione fotogrammi chiave/fotogramma per fotogramma</span> viene usato per determinare quanti fotogrammi verranno esportati come fotogrammi chiave.</p></body></html> - + Export to Keyframes Esporta fotogrammi chiave - - - + + + path for images: directory immagini: - - - + + + image type: Tipo immagine: - + inertia: inerzia: - + speed: velocità: - - - + + + <html><head/><body><p>Path to stored rendered animation frames.</p></body></html> <html><head/><body><p>Percorso dove salvare fotogrammi del rendering dell'animazione.</p></body></html> - + <html><head/><body><p>Determines how camera speed will be calculated.</p><p>In <span style=" font-style:italic;">Relative to distance</span> 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 <span style=" font-style:italic;">speed</span> parameter and by mouse buttons.</p><p>In Constant mode, the camera speed is only controlled by <span style=" font-style:italic;">speed</span> parameter and mouse buttons</p></body></html> <html><head/><body><p>Determina come verrà calcolata la velocità della camera.</p><p>Nella modalità <span style=" font-style:italic;">Relativa alla distanza</span>, la velocità della camera diminuirà quando la camera sarà più vicina alla superficie del frattale. Questa modalità aiuta a non entrare in collisione con il frattale. È comunque possibile controllare la velocità tramite il parametro <span style=" font-style:italic;">velocità</span>e tramite bottoni del mouse.</p><p> In modalità costante, la velocità della camera verrà controllata esclusivamente dal parametro <span style=" font-style:italic;">velocità</span> e dai bottoni del mouse.</p></body></html> - + Relative to distance Relativo alla distanza - + Constant Costante - + speed control: controllo velocità: - - - + + + <html><head/><body><p>Selection for image format for animation frames.</p><p>For more image format settings go to to <span style=" font-style:italic;">File/Program Preferences</span></p></body></html> - + <html><head/><body><p>Controls flight speed. </p><p>If you click left mouse button, speed will be increased</p><p>If you click right mouse button, speed will be decreased</p></body></html> <html><head/><body><p>Controllo della velocità di volo.</p><p>Se si fa clic su pulsante sinistro del mouse, aumenta la velocità</p><p>Se si fa clic su pulsante destro del mouse, diminuisce la velocità</p></body></html> - - + + + <html><head/><body><p>Add all parameters with non-default value to the animation</p></body></html> + + + + + + Add all parameters + + + + + + Set in all + + + + + Show camera path - - + + Show target path - - + + Show light #1 path - - + + Show light #2 path - - + + Show light #3 path - - + + Show light #4 path - - - + + + Select folder Seleziona directory - + seconds per frame: Secondi per fotogramma: - + <html><head/><body><p>Inertia of camera. </p><p>Higher inertia makes flight more smooth but more difficult to change speed or direction.</p></body></html> <html><head/><body><p>Inerzia della camera. </p><p>Valori più alti di inerzia rendono il volo più scorrevole ma rendono più difficile il controllo di direzione o cambio velocità.</p></body></html> - + <html><head/><body><p>This parameters controls frame rate during flight path recording. Higher values give slower rendering but are more detailed.</p></body></html> <html><head/><body><p>Questo parametro controlla la velocità espressa in numero di fotogrammi (frame rate) durante la registrazione del volo. Valori più alti rallentano il rendering ma l'animazione risulta più dettagliata.</p></body></html> - + roll speed: velocità rollio: - + <html><head/><body><p>Rotation speed of camera</p></body></html> <html><head/><body><p>Velocità di rotazione della camera</p></body></html> - + <html><head/><body><p>Enables rendering of keyframe previews in animation table.</p></body></html> <html><head/><body><p>Attiva il rendering delle anteprime dei fotogrammi chiave nella tavola animazione.</p></body></html> - + Show thumbnails Mostra miniature - + rotation speed: velocità rotazione: - + <html><head/><body><p>Roll speed of camera</p></body></html> <html><head/><body><p>Velocità di rollio della camera</p></body></html> - + <html><head/><body><p>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.</p></body></html> <html><head/><body><p>Abilitare questo parametro se si vuole registrare il percorso di volo in parti. Permette al programma di continuare la registrazione con la stessa velocità precedente.</p></body></html> - + Add flight and rotation speed to parameters (needed to continue recording animation) Aggiungere velocità di rotazione e di volo ai parametri @@ -6691,28 +6956,28 @@ around object - - - - + + + + - + <html><head/><body><p>Limits range of frames to render</p></body></html> <html><head/><body><p>Limita intervallo dei fotogrammi da renderizzare</p></body></html> - - - + + + first frame to render: primo fotogramma da renderizzare: - - - + + + last frame to render: ultimo fotogramma da renderizzare: @@ -6722,33 +6987,33 @@ around object - - - + + + PNG - - - + + + JPG - - - + + + EXR - - - + + + TIFF @@ -6762,221 +7027,221 @@ around object - + <html><head/><body><p>Insert keyframe before selected keyframe</p></body></html> <html><head/><body><p>Inserisci un fotogramma chiave prima del fotogramma chiave selezionato</p></body></html> - + Insert keyframe Inserisci fotogramma chiave - + Delete selected keyframe Cancella fotogramma chiave - + Delete keyframe Cancella fotogramma chiave - + <html><head/><body><p>Add keyframe at the end</p></body></html> <html><head/><body><p>Inserisci un fotogramma chiave alla fine</p></body></html> - + Add keyframe Aggiungi fotogramma chiave - + <html><head/><body><p>Play rendered animation</p></body></html> <html><head/><body><p>Riproduci rendering dell'animazione</p></body></html> - + <html><head/><body><p>Starts rendering of animation</p></body></html> <html><head/><body><p>Inizia il rendering dell'animazione</p></body></html> - + Render animation Renderizza animazione - - + + Modify selected keyframe Modifica fotogramma chiave selezionato - + Modify keyframe Modifica fotogramma chiave - + <html><head/><body><p>Export all keyframes to <span style=" font-style:italic;">Flight animation</span>. All keyframes will be interpolated. </p><p>This feature will allow editing of each animation frame separately in Flight animation editor (or external CSV editor) </p></body></html> <html><head/><body><p>Esporta tutti i fotogrammi chiave nella modalità <span style=" font-style:italic;">Animazione volo</span>. Tutti i fotogrammi chiave verranno interpolati. </p><p>Questa modalità permette di editare ogni singolo fotogramma separatamente nell'editor di animazione volo, oppure usando un programma esterno.</p></body></html> - + Export to Flight Esporta volo - + <html><head/><body><p>Delete all rendered frames in animation folder ( selected by <span style=" font-style:italic;">path for images)</span></p></body></html> <html><head/><body><p>Cancella tutti i fotogrammi renderizzati nella directory animazione (selezionata tramite <span style=" font-style:italic;">percorso directory immagini)</span></p></body></html> - + <html><head/><body><p>Checks if there is no collision between camera and fractal at all interpolated frames.</p><p>Collision is defined as event where distance of camera to fractal object is lower than <span style=" font-style:italic;">collision distance</span> parameter</p></body></html> <html><head/><body><p>Controlla se non c'è nessuna collisione tra la camera e frattale in tutti i fotogrammi interpolati.</p><p>La collisione è definita come l'evento in cui la distanza della camera dall'oggetto frattale è inferiore al parametro<span style=" font-style:italic;">distanza di collisione</span></p></body></html> - + Validate Validare - + Randomize Randomizza - - + + Information - - + + Camera distance from selected keyframe: - - + + Animation parameters - - + + Validation and cleaning up - - + + collision distance: distanza collisione: - - + + frames per keyframe: fotogrammi per fotogrammi chiave: - - + + <html><head/><body><p>It sets how many frames will be interpolated for each keyframe. </p><p>Total number of animation frames is 'number of keyframes' multiplied by 'frames per keyframe' </p></body></html> <html><head/><body><p>Imposta quanti fotogrammi verranno interpolati per ogni fotogramma chiave.</p><p>Numero totale di fotogrammi di animazione è 'il numero di fotogrammi chiave', moltiplicato per 'fotogrammi per fotogrammi chiave'</p></body></html> - - + + Display settings - - + + <html><head/><body><p>Enables rendering of keyframe previews in the animation table.</p></body></html> <html><head/><body><p>Abiilita rendering delle anteprime fotogrammi chiave nella tabella animazione.</p></body></html> - - + + Show keyframe preview thumbnails Mostra miniature anteprime dei fotogrammi chiave - - + + <html><head/><body><p>Minimum distance between camera and fractal which is allowed during <span style=" font-style:italic;">Validate</span> function (collision detection)</p></body></html> <html><head/><body><p>La distanza minima consentita tra la camera e il frattale definita tramite la funzione<span style=" font-style:italic;">Validare</span> (individuazione collisioni)</p></body></html> - + Flight animation (every frame) - + <html><head/><body><p>Starts recording flight path. </p><p>It is recommended to decrease image resolution for better rendering performance.</p><p>The mouse pointer is used as the controller. <br/>Move the mouse pointer to change flight direction.<br/>Left mouse button increases flight speed. Right mouse button decreases speed.<br/>Arrow keys moves camera up, down, left and right (move sidewards)<br/>Z and X keys rotate the camera (roll)<br/>Spacebar pauses flight path recording . </p></body></html> - + <html><head/><body><p>This feature is for rendering animations by interpolating between keyframes.</p><p>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. </p><p>To add a keyframe to the animation table, click <span style=" font-style:italic;">Add keyframe</span>. </p><p>To add a parameter, right click on the selected parameter's edit field and select from context menu <span style=" font-style:italic;">Add to keyframe animation</span></p><p>Build an animation by adding, inserting and deleting keyframes. Modify parameters directly in the animation table, or in fractal or effects edit fields (double click keyframe preview or right click on a keyframe, and choose <span style=" font-style:italic;">Render this keyframe</span> , this updates parameters in window, then modify parameters and click <span style=" font-style:italic;">Modify keyframe</span> to refresh animation table.)</p><p>Each parameter can have assigned different type of interpolation (right click on animation parameter name.)</p><p>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).</p><p>Animation can be exported to Flight Animation, where it is possible to edit each frame.</p><p><br/></p></body></html> - + Keyframe animation (only keyframes) - - + + <html><head/><body><p>Enable checking for collisions before starting rendering of animation.</p></body></html> <html><head/><body><p>Abilita il controllo collisioni prima di iniziare il rendering dell'animazione.</p></body></html> - - + + Validate before render Valida prima di renderizzare - - - - + + + + <html><head/><body><p>Sets the same distance between camera target and camera for all keyframes. It doesn't modify camera position and rotation, so it doesn't modify camera movement path. It makes camera rotation smooth through entire animation.</p></body></html> <html><head/><body><p>Imposta la stessa distanza tra bersaglio e camera per tutti i fotogrammi chiave. Non modifica posizione e rotazione della camera, quindi il percorso della camera non viene modificato. Rende le rotazioni della camera più scorrevoli durante l'intera animazione.</p></body></html> - - + + Set the same camera target distance for all @@ -6987,8 +7252,8 @@ tra camera e bersaglio per tutti i fotogrammi chiave - - + + frames per second: @@ -7001,25 +7266,23 @@ per tutti i fotogrammi chiave cDockEffects - + Form - - + + Ray-tracing - - <html><head/><body><p>Activate calculation of ray-traced reflections and transparency. Reflectance can be set by <span style=" font-style:italic;">Material/Reflection. </span>Transparency settings are in the same tab as reflection.</p><p><br/></p></body></html> - <html><head/><body><p>Attiva calcolo delle riflessioni ray tracing e la trasparenza . La riflettanza può essere impostata da <span style=" font-style:italic;">Materiale/Riflessione. </span>Le impostazioni di trasparenza si trovano nella stessa scheda della riflessione.</p><p><br/></p></body></html> + <html><head/><body><p>Attiva calcolo delle riflessioni ray tracing e la trasparenza . La riflettanza può essere impostata da <span style=" font-style:italic;">Materiale/Riflessione. </span>Le impostazioni di trasparenza si trovano nella stessa scheda della riflessione.</p><p><br/></p></body></html> - - + + Ray-&traced reflections and transparency Riflessioni Ray-&traced e trasparenza @@ -7028,8 +7291,8 @@ per tutti i fotogrammi chiave <html><head/><body><p> Numero massimo di rimbalzi dei raggi che sono calcolati per un dato pixel.</p></body></html> - - + + Reflections depth: Profondità riflessioni: @@ -7038,32 +7301,32 @@ per tutti i fotogrammi chiave <html><head/><body><p>La profondità di campo (Depth of field) è l'effetto per cui gli oggetti all'interno di un certo spazio di distanza in una scena appaiono a fuoco, mentre gli oggetti più vicini o più lontani appaiono fuori fuoco.</p></body></html> - - + + Depth of field DOF (Profondità di campo) - - + + Focus distance: Distanza di messa a fuoco: - - + + Radius: Raggio: - - + + <html><head/><body><p>It's the distance where objects appear in focus.</p><p>Distance can be set bu using button <span style=" font-style:italic;">Set focus distance by mouse</span></p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>low focus distance</p></td><td><p>high focus distance</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - DOF - focus close.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - DOF - focus far.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>È la distanza dove gli oggetti appaiono a fuoco.</p><p>La distanza può essere impostata tramite il bottone <span style=" font-style:italic;">Imposta distanza fuoco con mouse</span></p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>distanza messa a fuoco bassa</p></td><td><p>distanza messa a fuoco alta</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - DOF - focus close.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - DOF - focus far.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Intensity of DOF effect (average radius of blur)</p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>radius = 10</p></td><td><p>radius = 50</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - DOF - radius 10.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - DOF - radius 50.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>Intensità dell'effetto DOF (raggio medio di sfocatura)</p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>raggio = 10</p></td><td><p>raggio = 50</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - DOF - radius 10.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - DOF - radius 50.jpg"/></p></td></tr></table></body></html> @@ -7080,14 +7343,14 @@ Disables 'Update image' options) Disabilita l'opzione 'aggiorna immagine') - - + + Number of passes: Numero di passate: - - + + Blur opacity: Opacità sfocatura: @@ -7109,30 +7372,30 @@ Disabilita l'opzione 'aggiorna immagine') Numero campioni per pixel: - - - - + + + + <html><head/><body><p>Update image after changes of DOF settings. Can be updated even after image rendering.</p></body></html> <html><head/><body><p>Aggiorna immagine dopo le modifiche delle impostazioni DOF. Può essere aggiornata anche dopo il rendering delle immagini.</p></body></html> - - - - + + + + Update image Aggiorna immagine - - + + <html><head/><body><p>Setting of focus distance by mouse pointer. </p><p>Click on this button and then point the object on image which you want to appear in focus.</p><p>After using it don't forget to change <span style=" font-style:italic;">Navigation</span> / <span style=" font-style:italic;">Mouse click function</span> to continue work with the camera.</p></body></html> <html><head/><body><p>Impostazione della distanza di messa a fuoco tramite puntatore del mouse.</p><p>Fare click su questo pulsante e poi puntare l'oggetto sull'immagine che si desidera mettere a fuoco.</p><p>Dopo non dimenticare di ripristinare la funzione assegnata al click del mouse tramite <span style=" font-style:italic;">Navigazione</span> / <span style=" font-style:italic;">Funzione click del mouse click</span> per poter continuare a lavorare con la camera.</p></body></html> - - + + Set focus distance by mouse Impostare la distanza di messa a fuoco con il mouse @@ -7141,108 +7404,96 @@ Disabilita l'opzione 'aggiorna immagine') <html><head/><body><p>Impostazioni effetto luce diffusa</p><p>Tipi di occlusione ambiente:</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Screen Space Ambient Occlusion (SSAO)</p></td><td><p>Raggi multipi</p></td><td><p>Veloce</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion high quality.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion fast mode.jpg"/></p></td></tr></table><p><br/></p><p>SSAO - post-effetto relativamente veloce basato su z-Buffer</p><p>Raggi multipli - basato sul calcolo dei raggi in diverse posizioni. Usa texture per creare light map colorate. Questo effetto rallenta il rendering.</p><p>Veloce - metodo veloce e semplice per calcolare l'effetto luce diffusa. Questo effetto è il meno preciso.</p></body></html> - - + + Ambient occl&usion - - + + Quality: Qualità: - - + + Type: Tipo: - - + + <html><head/><body><p>Quality of ambient occlusion effect. Higher quality increases rendering time.</p></body></html> <html><head/><body><p>Qualità dell'effetto occlusione ambiente (Ambient Occlusion). Utilizzando una qualità maggiore si incrementa il tempo di rendering.</p></body></html> - - + + <html><head/><body><p>This parameter controls brightness of fast ambient occlusion effect.</p></body></html> <html><head/><body><p>Questo parametro controlla la luminosità dell'effetto occlusione ambientale veloce.</p></body></html> - - <html><head/><body><p>Selection of method to calculate ambient occlusion effect</p></body></html> - <html><head/><body><p>Selezione metodo di calcolo dell'effetto occlusione ambiente (Ambient Occlusion)</p></body></html> + <html><head/><body><p>Selezione metodo di calcolo dell'effetto occlusione ambiente (Ambient Occlusion)</p></body></html> - - + + Fast Veloce - - + + Multiple rays with light map Moltiplica raggi tramite light map - - + + Screen space Screen space (SSAO) - - + + Fast AO tune: Regolazione AO veloce: - - - - - - - - - - - - - - - - - - + + + + + + + + Intensity: Intensità: - - + + <html><head/><body><p>Intensity of scattered light</p><p>example of effect:</p><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg"/><br/></p></body></html> <html><head/><body><p>intensità luce diffusa</p><p>esempio dell'effetto:</p><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg"/><br/></p></body></html> - - + + <html><head/><body><p>Enables random directions of ray vectors</p></body></html> <html><head/><body><p>Abilita direzioni casuali dei raggi vettore</p></body></html> - - + + SSAO random mode SSAO modalità casuale - - + + Light map texture: Texture mappa luce (light map): @@ -7251,8 +7502,8 @@ Disabilita l'opzione 'aggiorna immagine') <html><head/><body><p>Percorso directory per le immagini per il light mapping. Per l'effetto di occlusione ambiente basato su raggi multipli</p></body></html> - - + + <html><head/><body><p>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.</p><p>To adjust effect intensity use <span style=" font-style:italic;">reflection</span> slider</p><p><br/></p></body></html> <html><head/><body><p>La mappatura ambiente (Environment mapping) è una tecnica di illuminazione basata su immagini per approssimare l'aspetto di una superficie riflettente per mezzo di una immagine di texture precalcolata. La texture viene utilizzata per memorizzare l'immagine dell'ambiente lontano che circonda l'oggetto renderizzato.</p><p>Per regolare l'intensità dell' effetto usare lo slider <span style=" font-style:italic;">riflessione</span></p><p><br/></p></body></html> @@ -7261,10 +7512,10 @@ Disabilita l'opzione 'aggiorna immagine') Mappa ambiente - - - - + + + + Texture path: Percorso texture: @@ -7273,20 +7524,20 @@ Disabilita l'opzione 'aggiorna immagine') <html><head/><body><p>Directory file per l'immagine mappa riflessioni.</p></body></html> - - + + Volumetric Volumetrico - - + + <html><head/><body><p>Enables fog effect. Density of fog is constant over entire space.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/image - shader - fog.jpeg"/></p></body></html> <html><head/><body><p>Abilita effetto nebbia. La densità della nebbia è costante su tutto lo spazio.</p><p>Esempio:</p><p><img src=":/tooltips/tooltips_images/image - shader - fog.jpeg"/></p></body></html> - - + + Basic fog Nebbia base @@ -7295,80 +7546,64 @@ Disabilita l'opzione 'aggiorna immagine') <html><head/><body><p>Distanza di visibilità nebbia. La visibilità può essere impostata utilizzando il pulsante '<span style=" font-style:italic;">Imposta distanza di visibilità con il mouse'</span></p><p>Valori più bassi danno nebbia più densa</p></body></html> - - - - - - - - - - - - - - - - + + + + + + Color: Colore: - - + + <html><head/><body><p>Color of fog effect</p></body></html> <html><head/><body><p>Colore dell'effetto nebbia</p></body></html> - - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + - - - - - - - - - - - - - - - + + + + + + + + + + + + PushButton Premi Pulsante - - + + Visibility distance: Distanza di visibilità: @@ -7377,14 +7612,14 @@ Disabilita l'opzione 'aggiorna immagine') <html><head/><body><p>Imposta distanza di visibilità utilizzando il puntatore del mouse. Puntare l'oggetto che dovrebbe essere il più lontano visibile.</p><p>Dopo l'uso non dimenticare di cambiare <span style=" font-style:italic;">Navigazione</span>/<span style=" font-style:italic;">funzione click del mouse</span> per poter continuare a lavorare con la camera.</p></body></html> - - + + Set visibility distance by mouse Impostare la distanza di visibilità con il mouse - - + + <html><head/><body><p>Glow effect based on ray-marching step count</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/image - shader - glow.jpeg"/></p></body></html> <html><head/><body><p>Effetto bagliore in base al conteggio dei passi di ray-marching</p><p>Esempio:</p><p><img src=":/tooltips/tooltips_images/image - shader - glow.jpeg"/></p></body></html> @@ -7393,44 +7628,44 @@ Disabilita l'opzione 'aggiorna immagine') Bagliore - - - - - - - - + + + + + + + + Color #1: Colore #1: - - - - - - - - + + + + + + + + Color #2: Colore #2: - - + + <html><head/><body><p>Color of bright areas</p></body></html> <html><head/><body><p>Colore delle aree luminose</p></body></html> - - + + <html><head/><body><p>Color of dark areas</p></body></html> <html><head/><body><p>Colore delle aree scure</p></body></html> - - + + <html><head/><body><p>Intensity of effect</p></body></html> <html><head/><body><p>Intensità dell'effetto</p></body></html> @@ -7443,32 +7678,32 @@ Disabilita l'opzione 'aggiorna immagine') Nebbia basata su distanza - - + + <html><head/><body><p>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.</p><p>note: using DOF prevents one-pass anaglyph rendering, unless Monte carlo algorithm mode is selected.</p></body></html> - - + + <html><head/><body><p>Settings for scattered light effect</p><p>Types of ambient occlusion effect:</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Screen Space Ambient Occlusion (SSAO)</p></td><td><p>Multiple rays</p></td><td><p>Fast</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion high quality.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion fast mode.jpg"/></p></td></tr></table><p><br/></p><p><span style=" font-weight:600;">SSAO</span> - relatively fast post-effect based on z-Buffer<br/>note: using SSAO prevents one-pass anaglyph rendering</p><p><span style=" font-weight:600;">Multiple rays</span> - based on calculation of rays in different directions. It uses texture to create colored light map. This effect slows down rendering.</p><p><span style=" font-weight:600;">Fast</span> - simple and fast method to calculate scattered light effect. This the least accurate effect.</p></body></html> - - + + Environment mappin&g - - + + &Glow - - + + Fog based on dis&tance @@ -7477,20 +7712,20 @@ Disabilita l'opzione 'aggiorna immagine') <html><head/><body><p>Densità nebbia. Un valore più alto dà nebbia più densa. </p></body></html> - - + + Fog distance factor: Fattore distanza nebbia: - - + + Distance of color #2: Distanza colore #2: - - + + Distance of color #1: Distanza colore #1: @@ -7499,8 +7734,8 @@ Disabilita l'opzione 'aggiorna immagine') <html><head/><body><p>La distanza massima dalla superficie del frattale che utilizza il colore #2 e come minimo il colore #3.</p></body></html> - - + + <html><head/><body><p>Color of fog which is used from fractal surface to distance #1</p></body></html> <html><head/><body><p>Colore nebbia che viene utilizzato per la distanza dalla superficie frattale #1</p></body></html> @@ -7509,29 +7744,31 @@ Disabilita l'opzione 'aggiorna immagine') <html><head/><body><p>La distanza massima dalla superficie frattale in cui viene utilizzato il colore #1</p></body></html> - - + + + + Density: Densità: - - + + <html><head/><body><p>Color of fog which is used between distance #1 and distance #2</p></body></html> <html><head/><body><p>Colore nebbia che viene utilizzato tra la distanza #1 e la distanza #2</p></body></html> - - - - - - + + + + + + Color #3: Colore #3: - + <html><head/><body><p>Color of fog which is used farther than distance #2</p></body></html> <html><head/><body><p>Colore nebbia che viene utilizzato a distanza maggiore di #2</p></body></html> @@ -7541,14 +7778,14 @@ Disabilita l'opzione 'aggiorna immagine') <html><head/><body><p>Consente di regolare la densità della nebbia in base alla distanza dalla superficie del frattale. Un valore più alto dà nebbia più lontana dalla superficie frattale.</p></body></html> - - + + <html><head/><body><p>Calculates optimal settings for fog effect.</p></body></html> <html><head/><body><p>Calcola impostazioni ottimali per l'effetto nebbia.</p></body></html> - - + + Optimal distances calculation Calcolo distanze ottimali @@ -7557,112 +7794,288 @@ Disabilita l'opzione 'aggiorna immagine') <html><head/><body><p>Effetto nebbia, dove la densità della nebbia dipende dal numero di iterazioni della formula frattale. La nebbia è più densa nelle zone di maggiore iterazione.</p><p>La nebbia riceve ombre e getta ombre sulla superficie frattale e su se stessa.</p><p>Esempio di nebbia con ulteriori fonti di luce:<br/><img src=":/tooltips/tooltips_images/image - shader - iterfog - lights.jpeg"/></p></body></html> - - + + Fog based on iteration co&unt Nebbia basata su co&nteggio iterazioni - - + + <html><head/><body><p>Color #1 of fog effect</p></body></html> <html><head/><body><p>Colore #1 dell'effetto nebbia</p></body></html> - - - - + + + + <html><head/><body><p>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.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>trim = 4</p></td><td><p>trim = 6</p></td><td><p>trim = 8</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 6 - 30000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 8 - 40000.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>Non c'è nebbia nel volume in cui il numero di iterazioni è inferiore a questo valore. Quando questo parametro è alto, allora la nebbia è presente solo sulla superficie del frattale.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>trim = 4</p></td><td><p>trim = 6</p></td><td><p>trim = 8</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 6 - 30000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 8 - 40000.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Color #1 is used for iteration count lower than this value</p></body></html> <html><head/><body><p>Il colore #1 è utilizzato per il conteggio delle iterazioni inferiore a questo valore</p></body></html> - - + + <html><head/><body><p>Opacity of fog. Higher value gives denser fog.<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>opacity = 1000</p></td><td><p>opacity = 4000</p></td><td><p>opacity = 16000</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 1000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 4000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>Opacità nebbia. Valori più alti danno nebbia più densa.<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>opacità = 1000</p></td><td><p>opacità = 4000</p></td><td><p>opacità = 16000</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 1000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 4000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Color #3 of fog effect</p></body></html> <html><head/><body><p>Colore #3 dell'effetto nebbia</p></body></html> - - + + <html><head/><body><p>Color #2 of fog effect</p></body></html> <html><head/><body><p>Colore #2 dell'effetto nebbia</p></body></html> - - + + <html><head/><body><p>Color #2 is used for iteration count lower than this value. </p><p>Color #3 is used for iteration count greater than this value.</p></body></html> <html><head/><body><p>Il colore #2 è utilizzato per il conteggio delle iterazioni inferiore a questo valore. </p></body></html> - - + + + + Opacity: Opacità: - - + + Low iterations trim: Assetto iterazion basse: - - + + Max iter. for color#2: Iter max . per il colore # 2: - - + + Max iter. for color#1: Iter max . per il colore # 1: - - - Background - Sfondo - + + + Clouds + + - - + + + Color + Colore + + + + + Noise iterations: + + + + + + Period: + + + + + + Visible light and trap light boost: + + + + + + Random seed: + Seme casuale: + + + + + Ambient light: + + + + + + Receive shadows + + + + + + Sharp edges + + + + + + Sharpness: + + + + + + + + y + + + + + + + + z + + + + + + + + x + + + + + + Clouds movement speed: + + + + + + Plane shape + + + + + + alpha + + + + + + Clouds center: + + + + + + Geometry rotation: + + + + + + beta + + + + + + Clouds layer height: + + + + + + gamma + + + + + + Clouds at distance from fractal + + + + + + Distance from fractal + + + + + + Clouds layer height + + + + + + Accuracy control + + + + + + Details accuracy + + + + + + Approaching DE multiplier + + + + + + Clouds DE multiplier + + + + + + Background + Sfondo + + + + Colored background Sfondo colorato - - + + <html><head/><body><p>Color of background at horizon</p></body></html> <html><head/><body><p>Colore dello sfondo all'orizzonte</p></body></html> - - + + <html><head/><body><p>Color of background at zenith</p></body></html> <html><head/><body><p>Colore dello sfondo allo zenit</p></body></html> - - + + <html><head/><body><p>Color of background at nadir</p></body></html> <html><head/><body><p>Colore dello sfondo al nadir</p></body></html> - - + + <html><head/><body><p>Enables covering of background sphere with selected image.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/image - shader - backhround texture.jpg"/></p></body></html> <html><head/><body><p>Abilita copertura dello sfondo sferico con l'immagine selezionata.</p><p>Esempio:</p><p><img src=":/tooltips/tooltips_images/image - shader - backhround texture.jpg"/></p></body></html> @@ -7675,32 +8088,32 @@ Disabilita l'opzione 'aggiorna immagine') <html><head/><body><p>Percorso immagini sfondo. I formati accettati sono BMP, GIF, JPG, PNG</p></body></html> - - + + Map type: Tipo mappa: - - + + <html><head/><body><p>It determines, how texture will be mapped on background sphere</p><p><span style=" font-weight:600;">Equirectangular: <br/></span><span style=" font-weight:400;">Texture has to be created used equirectangular projection. It's the most popular format for textures dedicated for sphere mapping.<br/>Example:<br/></span><img src=":/tooltips/tooltips_images/equirectangular_bkg.jpg"/></p><p><span style=" font-weight:600;">Double hemisphere:</span></p><p>Texture has to be created as a pair of images of hemispheres. Mapping has to be the same as <span style=" font-style:italic;">Full dome projection</span> (or <span style=" font-style:italic;">Fish eye</span>)<br/>Example texture with indicated axes and directions:<br/><img src=":/tooltips/tooltips_images/full_dome_bkg_axes.png"/></p></body></html> <html><head/><body><p>Determina come viene applicata la texture sullo sfondo sferico</p><p><span style=" font-weight:600;">Equirettangolare: <br/></span><span style=" font-weight:400;">La texture dev'essere creata usando la proiezione equirettangolare. È il formato più popolare per le texture dedicate alla mappatura sferica.<br/>Example:<br/></span><img src=":/tooltips/tooltips_images/equirectangular_bkg.jpg"/></p><p><span style=" font-weight:600;">a doppio emisfero:</span></p><p>La texture dev'essere preparata come un paio di immagini emisferiche. La mappatura dev'essere uguale alla <span style=" font-style:italic;">Proiezione Full dome</span> (o <span style=" font-style:italic;">Grandangolare/Fish eye</span>)<br/>Esempio di texture con indicazioni di verso e assi :<br/><img src=":/tooltips/tooltips_images/full_dome_bkg_axes.png"/></p></body></html> - - + + Equirectangular Equirettangolare - - + + Double hemisphere A doppio emisfero - - + + Flat Piana @@ -7709,878 +8122,957 @@ Disabilita l'opzione 'aggiorna immagine') <html><head/><body><p>Luminosità dell'immagine di sfondo</p></body></html> - - + + Brightness: Luminosità: - - + + Lights Luci - - + + Common light options Opzioni comuni luce - - <html><head/><body><p>Enables casting shadows from all light sources</p></body></html> - <html><head/><body><p>Abilita le ombre per tutte le sorgenti luminose</p></body></html> + <html><head/><body><p>Abilita le ombre per tutte le sorgenti luminose</p></body></html> - - + + Cast shadows Ombre - - <html><head/><body><p>Makes light rays penetrate all the objects. When it's enabled, then even inside the fractal it will not be completely dark. </p></body></html> - <html><head/><body><p>I raggi di luce penetrano tutti gli oggetti. Quando è attivata, anche all'interno del frattale non sarà completamente buio. </p></body></html> + <html><head/><body><p>I raggi di luce penetrano tutti gli oggetti. Quando è attivata, anche all'interno del frattale non sarà completamente buio. </p></body></html> - - Penetrating lights - Luci penetranti + Luci penetranti - - &Main light source - &Sorgente luminosa principale + &Sorgente luminosa principale - - Horizontal angle: - Angolo orizzontale: + Angolo orizzontale: - - <html><head/><body><p>This parameter moves the light source to the left / right. </p><p>When <span style=" font-style:italic;">Position relative to camera</span> is off and angle is zero then light is set on Y axis.</p><p>When <span style=" font-style:italic;">Position relative to camera</span> is on and angle is zero then light is set behind the camera. When it's +90, then is on the right side of the camera. When it's -90, then is on the left side of the camera. </p></body></html> - <html><head/><body><p>Questo parametro sposta la sorgente luminosa a sinistra/destra. </p><p>Quando la <span style=" font-style:italic;">Posizione relativa alla camera</span>è spenta e l'angolo è pari a zero, allora la luce si trova sull'asse Y. </p><p>Quando la <span style=" font-style:italic;">Posizione relativa alla camera</span> è abilitata, e l'angolo è uguale a zero , allora la luce si trova dietro la camera. Quando è +90, allora si trova sul lato destro della camera. Quando è -90, si trova sul lato sinistro della camera. </p></body></html> + <html><head/><body><p>Questo parametro sposta la sorgente luminosa a sinistra/destra. </p><p>Quando la <span style=" font-style:italic;">Posizione relativa alla camera</span>è spenta e l'angolo è pari a zero, allora la luce si trova sull'asse Y. </p><p>Quando la <span style=" font-style:italic;">Posizione relativa alla camera</span> è abilitata, e l'angolo è uguale a zero , allora la luce si trova dietro la camera. Quando è +90, allora si trova sul lato destro della camera. Quando è -90, si trova sul lato sinistro della camera. </p></body></html> - - <html><head/><body><p>This parameter sets size of main light which is visible on a &quot;sky&quot;</p></body></html> - <html><head/><body><p>Questo parametro setta la dimensione della luce principale che è visibile in un &quot;cielo&quot;</p></body></html> + <html><head/><body><p>Questo parametro setta la dimensione della luce principale che è visibile in un &quot;cielo&quot;</p></body></html> - - <html><head/><body><p>Intensity of main light source. When it's higher then objects illuminated by main light source will be brighter.</p></body></html> - <html><head/><body><p>Intensità della fonte di luce principale. Quando è maggiore gli oggetti illuminati dalla sorgente luminosa principale sarnno più luminosi.</p></body></html> + <html><head/><body><p>Intensità della fonte di luce principale. Quando è maggiore gli oggetti illuminati dalla sorgente luminosa principale sarnno più luminosi.</p></body></html> - - <html><head/><body><p>This parameter sets brightness of the light which is visible on a &quot;sky&quot;</p></body></html> - <html><head/><body><p>Questo parametro setta la luminosità della luce che è visibile in un ambiente che simula un &quot;cielo&quot;</p></body></html> + <html><head/><body><p>Questo parametro setta la luminosità della luce che è visibile in un ambiente che simula un &quot;cielo&quot;</p></body></html> - - - - + + Size: Dimensione: - - <html><head/><body><p>This parameter controls angle of shadows cone. It simulates &quot;soft shadow&quot; effect. When it's zero, then shadows are very sharp.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>shadow cone 0 degrees</p></td><td><p>shadow cone 5 degrees </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - shadow cone 0.jpeg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - shadow cone 5.jpg"/></p></td></tr></table></body></html> - <html><head/><body><p>Questo parametro controlla l'angolo del cono formato dalle ombre. Simula l'effetto &quot;ombre morbide&quot;. Quando è zero, le ombre sono molto nette.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>cono ombre 0 gradi</p></td><td><p>cono ombre 5 gradi </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - shadow cone 0.jpeg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - shadow cone 5.jpg"/></p></td></tr></table></body></html> + <html><head/><body><p>Questo parametro controlla l'angolo del cono formato dalle ombre. Simula l'effetto &quot;ombre morbide&quot;. Quando è zero, le ombre sono molto nette.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>cono ombre 0 gradi</p></td><td><p>cono ombre 5 gradi </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - shadow cone 0.jpeg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - shadow cone 5.jpg"/></p></td></tr></table></body></html> - - Vertical angle: - Angolo verticale: + Angolo verticale: - - <html><head/><body><p>This parameter moves main light source higher / lower. </p><p>When <span style=" font-style:italic;">Position relative to camera</span> is off and angle is zero then light is set on X-Y plane (horizon).</p><p>When <span style=" font-style:italic;">Position relative to camera</span> is on and angle is zero then light is on local horizon. When it's +90, then is over the camera. When it's -90, then is under the camera. </p></body></html> - <html><head/><body><p>Questo parametro sposta la fonte di luce principale più in alto o più in basso.</p><p>Quando la <span style=" font-style:italic;">Posizione relativa alla camera</span> è spenta e l'angolo è zero, allora la luce è impostata sul piano XY (orizzonte).</p><p>Quando la <span style=" font-style:italic;">Posizione relativa alla camera</span>è accesa e l'angolo è zero, allora la luce è sull'orizzonte locale. Quando è +90, allora si trova al di sopra della camera. Quando è -90, allora si trova al di sotto della camera. </p></body></html> + <html><head/><body><p>Questo parametro sposta la fonte di luce principale più in alto o più in basso.</p><p>Quando la <span style=" font-style:italic;">Posizione relativa alla camera</span> è spenta e l'angolo è zero, allora la luce è impostata sul piano XY (orizzonte).</p><p>Quando la <span style=" font-style:italic;">Posizione relativa alla camera</span>è accesa e l'angolo è zero, allora la luce è sull'orizzonte locale. Quando è +90, allora si trova al di sopra della camera. Quando è -90, allora si trova al di sotto della camera. </p></body></html> - - Soft shadow cone angle: - Cono angolo ombra morbida: + Cono angolo ombra morbida: - - - - - - - - - - - + + + + + + + + + + + Load Carica - - - - - - - - - - - + + + + + + + + + + + Save - - - - - - - - - - - + + + + + + + + + + + Reset Reset - - - - - - - - - - - + + + + + + + + + + + + + Randomize Randomizza - - + + <html><head/><body><p>Maximum number of ray bounces which are calculated for a given pixel.</p><p>This value affects reflections, refraction and MC Global Illumination </p></body></html> - - + + <html><head/><body><p>Number of passes of rendering DOF effect. One pass is enough for most of cases. But for more realistic blur it can be increased (e.g to 4) and blur opacity should be accordingly decreased (e.g. to 1.0)</p></body></html> - - + + <html><head/><body><p>Opacity of blur effect used during second phase of rendering the DOF effect. 4.0 is correct for most of cases. But for more realistic blur the number of passes can be increased (e.g to 4) and blur opacity should be accordingly decreased (e.g. to 1.0)</p></body></html> - - + + Maximum blur radius: - - + + <html><head/><body><p>Maximum radius of generated blur. Lower value can speed up rendering but effect will be less realistic.</p></body></html> - - + + <html><head/><body><p>Enables Monte Carlo algorithms for rendering the depth of field (DOF), global illumination, ambient occlusion (with multiple rays) and soft shadows effects. This mode is extremely slow for rendering, but gives a very realistic appearance of effects.</p><p>In addition Monte Carlo algorithm provides high quality adaptive anti-aliasing.</p><p>Every pixed (or tile) of the image is rendered multiple times with randomly changed parameters. Every repeat reduces noise. Sampling of each pixel (or tile) is stopped when noise is reduced to defined level (defined by &quot;Max noise level&quot; parameter&quot;) or when maximum number of repeats is reached (defined by &quot;Max number of samples&quot;). </p><p>Remark: This effect cannot work properly when screen space ambient occlusion is enabled. </p></body></html> - - + + &Monte Carlo algorithm - - + + <html><head/><body><p>Minimum number of MC samples calculated for each image pixel. Increasing this parameter can reduce visible noise, ( by improving calculation of noise level estimation).</p></body></html> - - + + <html><head/><body><p>Number of MC samples calculated for each image pixel. Higher values reduce the noise on the image but increase the rendering time. </p><p>For instance if the number of samples is 100, then the rendering will take 100 times longer compared to the effect disabled.</p></body></html> - - + + Max number of samples per pixel: - - + + Min number of samples per pixel: - - + + <html><head/><body><p>Limit of noise level for each image pixel. Every pixel is calculated multiple times until estimated noise reaches maximum noise level percentage.</p><p>A lower value reduces visible noise on the final image, but increases rendering time. Decreasing the maximum noise level by half, increases the rendering time by 4.</p></body></html> - - + + Max noise level (percentage) - - + + <html><head/><body><p>Average number of MC samples that have been calculated for each image pixel.</p></body></html> - - + + + Navi + + + + + + <html><head/><body><p>Activate calculation of ray-traced reflections and transparency. Reflectance can be set by <span style=" font-style:italic;">Material/Reflection. </span>Transparency settings are in the same tab as reflection.<br/>Also enable with Monte Carlo global illumination.</p><p><br/></p></body></html> + + + + + Average number of MC samples: - - + + + + + + <html><head/><body><p>Estimated average noise caused by Monte Carlo effects.</p></body></html> - - + + Average noise: - - - - - <html><head/><body><p>Enables calculation of realistic global illumination using Monte Carlo algorithm. </p><p>Number of light bounces is defined by the &quot;reflections depth&quot; parameter at the top of tab.</p></body></html> + + + Masked pixels: - - - Calculate MC global illumination + + + Tiles done: - - - Global illumination by volumetric effects + + + <html><head/><body><p>Enables additonal optimization of MC rendering. The noise level is calculated separatelly for each pixel. If noise level is enough low, then the pixel is no longer calculated.</p><p>If the image is very noisy and there is low value of <span style=" font-style:italic;">Min number of samples</span>, then enabling this option can cause dark random pixels left on the image.</p></body></html> - - - <html><head/><body><p>Enables calculation of realistic soft shadows using Monte Carlo algorithm.</p><p>Soft shadow cone for main light source is defined by <span style=" font-style:italic;">Soft shadow code angle</span> (<span style=" font-style:italic;">Lights</span> tab)</p><p>Soft shadow cone for auxiliary lights is defined by C<span style=" font-style:italic;">ustom lights options</span> / <span style=" font-style:italic;">Size.</span></p></body></html> + + + Enable pixel level optimization - - - Calculate MC soft shadows + + + Denoiser - - - <html><head/><body><p>Enables rendering of chromatic aberration. This effect simulates the way an actual lens refracts light slightly differently based on wavelength.</p><p>It will give a "rainbow" type effect that gets stronger closer to the edges of the image. </p></body></html> + + + Light - - - Calculate chromatic aberration + + + Medium - - - <html><head/><body><p>Higher value makes dispersion of refracted light more vsible on transparent objects.</p></body></html> + + + Strong - - - Dispersion gain of light refraction: + + + Extreme - - Camera lenses dispersion: + + Strength - - - <html><head/><body><p>Higher value makes simulated dispersion of camera lenses more visible.</p></body></html> + + + <html><head/><body><p>Keeps sharp edges and object details.</p><p>This option can give wrong appearance when strong DOF is used.</p></body></html> - - - <html><head/><body><p>File-path to light map image. For ambient occlusion effect based on multiple rays</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> + + + Preserve geometry - - - <html><head/><body><p>File-path to reflection map image .</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> + + + + + <html><head/><body><p>Enables calculation of realistic global illumination using Monte Carlo algorithm. </p><p>Number of light bounces is defined by the &quot;reflections depth&quot; parameter at the top of tab.</p></body></html> - - - <html><head/><body><p>This value controls the quality of the volumetric light effect. The step for volumetric light is calculated in each iteration as: </p><p>step = DE * DE_FACTOR[global] * DE_FACTOR[volumetric].</p><p>A higher value gives a faster render but of poorer quality.</p></body></html> + + + Calculate MC global illumination - - - Custom DE Step multiplier -for volumetric effects: + + + Radiance limit for GI - - - <html><head/><body><p>Visibility distance of fog. Visibility can be set by using '<span style=" font-style:italic;">Set visibility distance by mouse'</span> button</p><p>Lower values produce denser fog,</p></body></html> + + + <html><head/><body><p>Limit for intensity of bounced light. Lower value reduces noise caused by very bright spots on HDR background textures.</p></body></html> - - - <html><head/><body><p>Sets visibility distance using mouse pointer. Point the object which should be the farthest visible.</p><p>After using it don't forget to change <span style=" font-style:italic;">Navigation</span> / <span style=" font-style:italic;">Mouse click function</span> to continue work with the camera.</p></body></html> + + + Global illumination by volumetric effects - - - <html><head/><body><p>Fog where density depends on the distance from the fractal surface.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Example of high values of distance</p></td><td><p>Examples of low values of distance </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - distance glow.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - distance glow 2.jpeg"/></p></td></tr></table></body></html> + + + <html><head/><body><p>Enables calculation of realistic soft shadows using Monte Carlo algorithm.</p><p>Soft shadow cone for main light source is defined by <span style=" font-style:italic;">Soft shadow code angle</span> (<span style=" font-style:italic;">Lights</span> tab)</p><p>Soft shadow cone for auxiliary lights is defined by C<span style=" font-style:italic;">ustom lights options</span> / <span style=" font-style:italic;">Size.</span></p></body></html> - - - - - <html><head/><body><p>Adjusts the density of fog based on the distance from the fractal surface. Higher values produces fog which reaches further from the fractal surface.</p></body></html> - + + + Calculate MC soft shadows + + + + + + <html><head/><body><p>Enables rendering of chromatic aberration. This effect simulates the way an actual lens refracts light slightly differently based on wavelength.</p><p>It will give a "rainbow" type effect that gets stronger closer to the edges of the image. </p></body></html> + + + + + + Calculate chromatic aberration + + + + + + <html><head/><body><p>Higher value makes dispersion of refracted light more vsible on transparent objects.</p></body></html> + + + + + + Dispersion gain of light refraction: + + + + + + Camera lenses dispersion: + + + + + + <html><head/><body><p>Higher value makes simulated dispersion of camera lenses more visible.</p></body></html> + + + + + + <html><head/><body><p>Selection of method to calculate ambient occlusion effect.<br/>Do not use SSAO method with Monte Carlo option.</p></body></html> + + + + + + <html><head/><body><p>File-path to light map image. For ambient occlusion effect based on multiple rays</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> + + + + + + Remark: It is simple reflections mapping. +To do mapping of radiance use HDRI texture as a background texture. + + + + + + <html><head/><body><p>File-path to reflection map image .</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> + + + + + + <html><head/><body><p>This value controls the quality of the volumetric light effect. The step for volumetric light is calculated in each iteration as: </p><p>step = DE * DE_FACTOR[global] * DE_FACTOR[volumetric].</p><p>A higher value gives a faster render but of poorer quality.</p></body></html> + + + + + + Custom DE Step multiplier +for volumetric effects: + + + + + + <html><head/><body><p>Visibility distance of fog. Visibility can be set by using '<span style=" font-style:italic;">Set visibility distance by mouse'</span> button</p><p>Lower values produce denser fog,</p></body></html> + + + + + + <html><head/><body><p>Sets visibility distance using mouse pointer. Point the object which should be the farthest visible.</p><p>After using it don't forget to change <span style=" font-style:italic;">Navigation</span> / <span style=" font-style:italic;">Mouse click function</span> to continue work with the camera.</p></body></html> + + + + + + <html><head/><body><p>Fog where density depends on the distance from the fractal surface.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Example of high values of distance</p></td><td><p>Examples of low values of distance </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - distance glow.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - distance glow 2.jpeg"/></p></td></tr></table></body></html> + + + + + + x2 + + + + + + ÷2 + + + + + + + + <html><head/><body><p>Adjusts the density of fog based on the distance from the fractal surface. Higher values produces fog which reaches further from the fractal surface.</p></body></html> + + + + + + Chromatic aberration + + + + + + Aberration intensity: + + + + + + Reverse color order + - - + + <html><head/><body><p>Density of fog. Higher values produce denser fog. </p></body></html> - - + + <html><head/><body><p>Maximum fog distance of color #2 from the fractal surface, and minimum fog distance for color #3.</p></body></html> - - + + <html><head/><body><p>Maximum fog distance of color #1 from the fractal surface, and minimum fog distance for color #2.</p></body></html> - - + + Distance from fractal surface: - - + + <html><head/><body><p>Fog effect, where the density of the fog is dependent on the iteration count of the fractal formula. Fog is denser in areas of higher iteration count.</p><p>Fog receives shadows, and casts shadows on fractal surface and on itself.</p><p>Example of fog with additional light sources:<br/><img src=":/tooltips/tooltips_images/image - shader - iterfog - lights.jpeg"/></p></body></html> - - + + <html><head/><body><p>This parameter can be used to increase brightness of fog illuminated by auxiliary light sources.</p><p>In Mandelbulber version &lt;= 2.12 this value was hardcoded and default value was 100. </p><p>When brightness boost is 1.0 then there is correct proportion of illuminating fractal surface and fog.</p></body></html> - - + + Brightness boost. Set 100 to keep compatibility with version <=2.12 - - - <html><head/><body><p>When enabled, the fog will cast and receive shadows, producing a more realistic effect, (but rendering will be much slower.)</p></body></html> - - - - - + + + + Cast/receive shadows - - + + High iterations trim: - - - <html><head/><body><p>Enables effect for main light source. It's good to place the light source almost in front of the camera (horizontal angle about 180, vertical angle about 0)</p></body></html> - - - - - + + Enables colored gradient on background. When disabled only color #1 is used. - - + + &3-color gradient - - + + + + <html><head/><body><p>Brightness of background</p></body></html> - - + + + Gamma + + + + + Text&ured background - - + + Vertical scale: - - + + Beta: - - + + <html><head/><body><p>Path to the background image. Acceptable formats are BMP, GIF, JPG, PNG</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - + + Alpha: - - + + Gamma: - - + + Texture offset: - - + + Rotation: - - + + Horizontal scale: - - + + + All lights visibility + + + + + + All lights intensity + + + + + Fill light color: - - - - + + + All lights size + + + + + + Light placement options + + + + + + <html><head/><body><p>Controls distance from the fractal surface where the light will be placed with mouse pointer. When it's zero, the light will be set on fractal surface. A higher value moves the light towards the camera.</p><p>This parameter can be controlled with mouse wheel + alt key.</p></body></html> + + + + + Visibility: Visibilità: - - <html><head/><body><p>Color of main light source</p></body></html> - <html><head/><body><p>Colore della sorgente luminosa principale</p></body></html> + <html><head/><body><p>Colore della sorgente luminosa principale</p></body></html> - - <html><head/><body><p>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.</p></body></html> - <html><head/><body><p>Quando è selezionata, la posizione della luce cambia con la rotazione della camera. Quando non è selezionata, la posizione della luce principale è impostata con gli angoli relativi al sistema di coordinate della scena.</p></body></html> + <html><head/><body><p>Quando è selezionata, la posizione della luce cambia con la rotazione della camera. Quando non è selezionata, la posizione della luce principale è impostata con gli angoli relativi al sistema di coordinate della scena.</p></body></html> - - Position relative to the camera - Posizione relativa alla camera + Posizione relativa alla camera - - <html><head/><body><p>Freely configurable light sources</p></body></html> - <html><head/><body><p>Sorgenti luminose liberamente configurabili</p></body></html> + <html><head/><body><p>Sorgenti luminose liberamente configurabili</p></body></html> - - Custom lights - Luci personalizzate + Luci personalizzate - - Light #&1 - Luce #&1 + Luce #&1 - - + + Number of random lights: - - + + Maximum distance from fractal: - - - Distribution radius -of lights: + + + Coloring type: + + + + + + First color: + + + + + + Soft shadow cone: + + + + + + Random colors + + + + + + Single color + + + + + + Two colors + + + + + + Two colors based on distance - - - <html><head/><body><p>If enabled then all random light sources have the same color.</p></body></html> + + + Second color: - - - Single color random lights + + + Distribution radius +of lights: - - Single color: - colore singolo: + colore singolo: - - + + <html><head/><body><p>Simulates a large amount of lights and is relatively fast to render.</p><p>An orbit trap is a point, a 2D, or 3D shape defined in 3D space. The brightness of the point is dependent on how close the point's orbit gets to the orbit trap shape during the chosen iterations.</p><p>This effect is difficult to setup and often you need to try many different orbit trap settings.</p><p>These light sources illuminate the fractal surface, but do not cast shadows.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/image - shader - orbit trap lights.jpg"/></p></body></html> - - + + Orbit &trap lights - - + + Orbit trap center: - - + + <html><head/><body><p>Intensity of illumination of fractal surface</p></body></html> - - + + Post effects - - + + HDR Bl&ur - - + + + + Blur radius: - - - - - - - - - - - - - - - - + + + + + + + + x: - - - - - - - - - - - - - - - - - - - - - - - - <html><head/><body><p>coordinates of light source</p></body></html> - <html><head/><body><p>coordinate fonte luminosa</p></body></html> + <html><head/><body><p>coordinate fonte luminosa</p></body></html> - - - - - - - - - - - - - - - - + + + + + + + + y: - - - - - - - - - - - - - - + + + + + + z: - - - - - - - - + + + + + + <html><head/><body><p>brightness of light source</p></body></html> <html><head/><body><p>luminosità della sorgente luminosa </p></body></html> - - - - - - - - - - - - - - + + + + + + <html><head/><body><p>Color of light source</p></body></html> <html><head/><body><p>Colore della fonte luminosa</p></body></html> - - - - - - - - <html><head/><body><p>Enables placing of the light source by mouse pointer. Light source is placed in front of fractal surface by distance defined by <span style=" font-style:italic;">Placement distance </span>parameter. </p><p>Placement distance can be changed using mouse scroll. </p><p>When the light is already placed, don't forget to change <span style=" font-style:italic;">Mouse click function</span> to e.g. &quot;Move the camera&quot;</p></body></html> - <html><head/><body><p>Abilita la collocazione della sorgente luminosa tramite puntatore del mouse. La sorgente luminosa è posta di fronte alla superficie del frattale alla distanza definita dal parametro <span style=" font-style:italic;">Distanza posizionamento </span>. </p><p>La distanza di posizionamento può essere modificata con lo scrolling del mouse</p><p>Quando la luce è già collocata, non dimenticate di cambiare <span style=" font-style:italic;">Funzione di click del mouse</span> per &quot;Muovere la camera&quot;</p></body></html> + <html><head/><body><p>Abilita la collocazione della sorgente luminosa tramite puntatore del mouse. La sorgente luminosa è posta di fronte alla superficie del frattale alla distanza definita dal parametro <span style=" font-style:italic;">Distanza posizionamento </span>. </p><p>La distanza di posizionamento può essere modificata con lo scrolling del mouse</p><p>Quando la luce è già collocata, non dimenticate di cambiare <span style=" font-style:italic;">Funzione di click del mouse</span> per &quot;Muovere la camera&quot;</p></body></html> - - - - - - - - Place by mouse - Colloca con il mouse + Colloca con il mouse - - Light #&2 - Luce #&2 + Luce #&2 - - Light #&3 - Luce #&3 + Luce #&3 - - Light #&4 - Luce #&4 + Luce #&4 - - Custom lights options - Opzioni Luci personalizzate + Opzioni Luci personalizzate - - <html><head/><body><p>Defines visibility of additional light sources. Higher value gives brighter appearance of light sources. It doesn't control luminosity of light sources.</p><p>This parameter also affects random lights.</p></body></html> - <html><head/><body><p>Definisce la visibilità delle sorgenti luminose supplementari. Valori più alti aumentano la visibilità delle fonti luminose ma non ne aumentano la luminosità.</p><p>Questo parametro influenza anche le luci casuali.</p></body></html> + <html><head/><body><p>Definisce la visibilità delle sorgenti luminose supplementari. Valori più alti aumentano la visibilità delle fonti luminose ma non ne aumentano la luminosità.</p><p>Questo parametro influenza anche le luci casuali.</p></body></html> - - <html><head/><body><p>Defines size of visible light sources. When it's higher then lights appear bigger.</p><p>This parameter also affects random lights.</p></body></html> - <html><head/><body><p>Definisce l'area di visibilità delle fonti luminose. Valori più alti creano fonti luminose più grandi.</p><p>Questo parametro influenza anche le luci casuali.</p></body></html> + <html><head/><body><p>Definisce l'area di visibilità delle fonti luminose. Valori più alti creano fonti luminose più grandi.</p><p>Questo parametro influenza anche le luci casuali.</p></body></html> - - + + Placement distance (by mouse): distanza posizionamento (con mouse): - - <html><head/><body><p>Controls distance from fractal surface where light will be placed with mouse pointer. When it's zero, the light will be set on fractal surface. Higher value moves the light towards the camera.</p><p>This parameter can be controlled with mouse scroll.</p></body></html> - <html><head/><body><p>Controlla la distanza dalla superficie del frattale dove verrà posizionata la luce con il puntatore del mouse. Quando è pari a zero, la luce viene posizionata sulla superficie del frattale. Valori più alti spostano la luce verso la camera.</p><p>Questo parametro può essere controllato con lo scrolling del mouse.</p></body></html> + <html><head/><body><p>Controlla la distanza dalla superficie del frattale dove verrà posizionata la luce con il puntatore del mouse. Quando è pari a zero, la luce viene posizionata sulla superficie del frattale. Valori più alti spostano la luce verso la camera.</p><p>Questo parametro può essere controllato con lo scrolling del mouse.</p></body></html> - - + + Place light behind the object - - + + <html><head/><body><p><img src=":/tooltips/tooltips_images/random lights placement.png"/></p><p><span style=" font-weight:600;">Random seed: </span>random seed for lights distribution </p><p><span style=" font-weight:600;">Maximum distance from the fractal: </span>random lights are placed within this distance from the fractal surface </p><p><span style=" font-weight:600;">Centre of distribution X, Y, Z: </span>the centre point for random light distribution. To set this point by mouse pointer, select &quot;Set position of centre for random lights&quot; in Mouse click function combo box in Mandelbulber Render Window </p><p><span style=" font-weight:600;">Distribution radius of lights: </span>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.</p><p>If this radius is too small to generate random lights, then the program will automatically increase this radius. </p></body></html> <html><head/><body><p><img src=":/tooltips/tooltips_images/random lights placement.png"/></p><p><span style=" font-weight:600;">Seme casuale: </span>valore casuale distribuzione luci </p><p><span style=" font-weight:600;">Distanza massima dal frattale: </span>le luci casuali vengono disposte tra questa distanza e la superficie frattale.</p><p><span style=" font-weight:600;">Centro di distribuzione X, Y, Z: </span>È il punto che è il centro di distribuzione delle luci casuali. Per posizionare questo punto tramite il puntatore del mouse, selezionare &quot;Posiziona centro luci casuali&quot; nella finestra di rendering di mandelbulber, sotto la voce click del mouse della casella combinata </p><p><span style=" font-weight:600;">Raggio distribuzione luci: </span>distanza massima dal centro di distribuzione dove possono essere collocate le luci. Le luci casuali devono soddisfare le seguenti condizioni: devono stare nella regione all'interno di questo raggio ed entro la massima distanza dalla superficie frattale.</p><p>Se il raggio è troppo piccolo per generare le luci casuali, il programma lo aumenterà automaticamente. </p></body></html> - - + + Random li&ghts options @@ -8593,8 +9085,8 @@ of lights: Numero luci casuali: - - + + Random Seed: Valore casuale iniziale: @@ -8607,106 +9099,72 @@ of lights: Raggio distribuzione luci: - - + + Center of distribution: Centro di distribuzione: - - + + Place random light center by mouse Posiziona il centro delle luci casuali con il mouse - - <html><head/><body><p>Parameters of visible light rays, often named quot;God Raysquot; effect.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/god rays.jpg"/></p></body></html> - <html><head/><body><p>I parametri dei raggi di luce visibili, l'effetto viene spesso chiamato &quot; God Rays&quot;.</p><p>Esempio:</p><p><img src=":/tooltips/tooltips_images/god rays.jpg"/></p></body></html> + <html><head/><body><p>I parametri dei raggi di luce visibili, l'effetto viene spesso chiamato &quot; God Rays&quot;.</p><p>Esempio:</p><p><img src=":/tooltips/tooltips_images/god rays.jpg"/></p></body></html> - - Volumetric lights - Luci volumetriche + Luci volumetriche - - Visibility of light #2: - Visibilità luce #2: + Visibilità luce #2: - - Visibility of light #1: - Visibilità luce #1: + Visibilità luce #1: - - Visibility of main light: - Visibilità luce principale: + Visibilità luce principale: - - - - - - - - - - <html><head/><body><p>Intensity of effect. When effect is not visible try to increase intensity. If whole image is white, then decrease intensity.</p><p>Intensity of effect doesn't depend on light source brightness</p><p>To control quality of this effect change <span style=" font-style:italic;">Rendering Engine / Raymarching step</span> multiplier parameter.</p></body></html> - <html><head/><body><p>Intensità dell'effetto. Quando l'effetto non è visibile, provare ad aumentare l'intensità. Se tutta l'immagine è bianca, allora diminuire l'intensità.</p><p>L'intensità dell'effetto non dipende dalla luminosità della sorgente luminosa.</p><p>Per controllare la qualità di questo effetto, cambiare il parametro moltiplicatore relativo a <span style=" font-style:italic;">Motore di Rendering/passo Raymarching.</span>.</p></body></html> + <html><head/><body><p>Intensità dell'effetto. Quando l'effetto non è visibile, provare ad aumentare l'intensità. Se tutta l'immagine è bianca, allora diminuire l'intensità.</p><p>L'intensità dell'effetto non dipende dalla luminosità della sorgente luminosa.</p><p>Per controllare la qualità di questo effetto, cambiare il parametro moltiplicatore relativo a <span style=" font-style:italic;">Motore di Rendering/passo Raymarching.</span>.</p></body></html> - - Visibility of light #3: - Visibilità luce #3: + Visibilità luce #3: - - Visibility of light #4: - Visibilità luce #4: + Visibilità luce #4: <html><head/><body><p>Enables effect for main light source. It's good to place light source almost in front of the camera (horizontal angle about 180, vertcal angle about 0)</p></body></html> <html><head/><body><p>Abilita l'effetto per la sorgente luminosa principale. È meglio mettere la fonte di luce quasi di fronte alla camera (angolo orizzontale di circa 180, angolo verticale circa a 0)</p></body></html> - - Main light as volumetric - Luce principale come volumetrica + Luce principale come volumetrica - - Light #1 as volumetric - Luce #1 come volumetrica + Luce #1 come volumetrica - - Light #2 as volumetric - Luce #2 come volumetrica + Luce #2 come volumetrica - - Light #3 as volumetric - Luce #3 come volumetrica + Luce #3 come volumetrica - - Light #4 as volumetric - Luce #4 come volumetrica + Luce #4 come volumetrica <html><head/><body><p>Simulates big amount of lights. These light sources are fast for rendering because they don't need to be calculated separately. They came from fractal equation.</p><p>Positions of lights are set by coordinates of orbit trap point. Where iterated function goes near selected point then this point is brighter.</p><p>This effect is difficult to setup and often you need to try many different orbit trap coordinates.</p><p>These light sources illuminate the fractal surface, but do not cast shadows.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/image - shader - orbit trap lights.jpg"/></p></body></html> @@ -8717,20 +9175,20 @@ of lights: False luci basate su orbit trap - - + + <html><head/><body><p>First iteration taken for orbit trap calculation</p></body></html> <html><head/><body><p>Prima iterazione presa dal calcolo relativo a orbit trap</p></body></html> - - + + Softness: - - + + <html><head/><body><p>Last iteration taken for orbit trap calculation</p></body></html> <html><head/><body><p>Ultima iterazione presa dal calcolo relativo a orbit trap</p></body></html> @@ -8739,114 +9197,120 @@ of lights: <html><head/><body><p>Intensità d'illuminazione della superficie del frattale</p></body></html> - - + + Minimum iteration: Iterazione minima: - - + + Intensity on surface: - - + + <html><head/><body><p>Size of visible lights (scale is logarithmic)</p></body></html> <html><head/><body><p>Dimensioni delle luci visibili (scala logaritmica)</p></body></html> - - + + <html><head/><body><p>Brightness of visible lights. It is volumetric effect.</p><p>Quality of this effect can by controled by <span style=" font-style:italic;">Effects / Volumetric / Custom DE step multiplier for volumetric effects</span></p></body></html> - - + + Visibility of glow (volumetric effect): - - + + Shape: - - + + Shape size: - - + + Point - - + + Line - - + + Circle - - + + Square - - + + Sphere - - + + Cube - - + + Shape rotation: - - + + Relative thickness: - - + + <html><head/><body><p>Brightness of visible lights</p></body></html> <html><head/><body><p>Luminosità delle luci visibili</p></body></html> - - + + Maximum iteration: Iterazione massima: - - - - - - + + + Penetrating + + + + + + + + + <html><head/><body><p>Position of orbit trap point</p></body></html> <html><head/><body><p>Posizione dei punti delle orbit trap</p></body></html> @@ -8855,7 +9319,7 @@ of lights: cDockFractal - + Form @@ -8865,157 +9329,163 @@ of lights: - + Remark: Julia mode is enabled Osservazione: modalità Julia attiva - + <html><head/><body><p>Selection for fractal formula. Fractal formula defines shape of fractal.</p><p>Algorithm (code) for selected formula is visible in Information box.</p></body></html> <html><head/><body><p>Selezione relativa alla formula frattale. La formula frattale definisce la forma del frattale.</p><p>L'algoritmo (codice) della formula selezionata è visibile nel box Informazioni.</p></body></html> - + Formula #1 - + Remark: to unlock more fractal tabs, enable "hybrid fractals" or "boolean operators" Nota: per sbloccare le altre schede dei frattali, selezionare le caselle "Abilita frattali ibridi" o "operatori booleani" nella scheda "ibridi" - + Formula #2 - + Formula #3 - + Formula #4 - + Formula #5 - + Formula #6 - + Formula #7 - + Formula #8 - + Formula #9 - + Global parameters Parametri globali - + <html><head/><body><p>Enables calculation of fractal in the same way as Julia Set.</p><p>When it's enabled then:<br/>z<span style=" vertical-align:sub;">0</span> = p<br/>z<span style=" vertical-align:sub;">n+1</span> = f(z<span style=" vertical-align:sub;">n</span>) + c</p><p>where:<br/>p - coordinates of point<br/>c - Julia constant</p><p>to compare, regular fractals are calculated in following way:<br/>z<span style=" vertical-align:sub;">0</span> = p<br/>z<span style=" vertical-align:sub;">n+1</span> = f(z<span style=" vertical-align:sub;">n</span>) + p</p></body></html> <html><head/><body><p>Abilita calcolo frattale allo steso modo dell'insieme di Julia.</p><p>Quando è abilitato:<br/>z<span style=" vertical-align:sub;">0</span> = p<br/>z<span style=" vertical-align:sub;">n+1</span> = f(z<span style=" vertical-align:sub;">n</span>) + c</p><p>dove:<br/>p - sono le coordinate del punto<br/>c - costante di Julia</p><p>per fare un paragone, i frattali standard vengono calcolati nel seguente modo:<br/>z<span style=" vertical-align:sub;">0</span> = p<br/>z<span style=" vertical-align:sub;">n+1</span> = f(z<span style=" vertical-align:sub;">n</span>) + p</p></body></html> - + J&ulia mode modo J&ulia - - - - - - - - - + + + + + + + + + y: - + Julia constant (c): Costante di Julia (c): - - - - - - - - - + + + + + + + + + z: - - - - - - - - - + + + + + + + + + x: - + <html><head/><body><p>Julia constant can be grabbed from image.</p><p>When Julia mode is disabled, select part of fractal which has interesting features. After enabling Julia mode, entire fractal will have shapes similar to previously selected place.</p></body></html> <html><head/><body><p>Si può catturare la costante di Julia tramite l'immagine.</p><p>Quando la modalità Julia è disabilitata, seleziona una parte dell'immagine che ha delle caratteristiche interessanti. Dopo aver abilitato la modalità Julia, l'intero frattale avrà assunto una forma simile al luogo selezionato precedentemente.</p></body></html> - + Get Julia constant by mouse pointer Ottieni la costante di Julia attraverso il puntatore del mouse - - + + + Preview + Anteprima + + + + Julia mode preview distance: modo Julia @@ -9023,143 +9493,143 @@ anteprima distanza: - + Material for fractal Materiale per il frattale - - + + Initial w-axis value for 4D fractals Valore iniziale w per frattali 4D - - - - - - - - + + + + + + + + <html><head/><body><p>Multiplies fractal c constant by this value.</p></body></html> <html><head/><body><p>Moltiplica la costante c per questo valore.</p></body></html> - + Fractals - - - - + + + + Load Carica - - - - + + + + Save - - - - + + + + Reset Reset - - - - - - + + + + + + Randomize Randomizza - - + + C constant - - + + Constant multiplier: Moltiplicatore costante: - - + + Fractal positioning - - - - + + + + X-axis rotation: Rotazione asse X: - - + + Fractal position: Posizione del frattale: - - - - + + + + Z-axis rotation: Rotazione asse Z: - - - - + + + + Y-axis rotation: Rotazione asse Y: - - + + Repeat Ripeti - - - - + + + + Hybrid Ibridi - - + + Repeat sequence from fractal #: Ripeti la sequenza @@ -9170,213 +9640,217 @@ a partire dal frattale #: <html><head/><body><p>La sequenza dei frattali viene ripetuta a partire dalla scheda frattali (slot) definita da questo parametro.</p></body></html> - - + + <html><head/><body><p>Controls from which fractal component will be repeated hybrid formula sequence</p></body></html> <html><head/><body><p>Controlla da quale componente frattale verrà ripetuta la sequenza di formule frattali ibridate</p></body></html> - - + + Linear DE offset (fine tuning of IFS distance estimation) - - + + <html><head/><body><p>Enables hybrid fractals.</p><p>Hybrid fractals are calculated by multiplexing between different fractal formulas. In 9 fractal tabs (slots) you can define a set of fractal formulas each with their own parameters.</p></body></html> <html><head/><body><p>Abilita frattali ibridi.</p><p>I frattali ibridi vengono calcolati multiplessando differenti formule frattali. Nelle nove schede dei frattali (slots) puoi definire un set di frattali, ognuno con i propri parametri.</p></body></html> - - - + + + Enable hybrid fractals Abilita frattali ibridi - - <html><head/><body><p>Boolean operators between fractal shapes.</p></body></html> - <html><head/><body><p>Operatori booleani applicati alle forme frattali.</p></body></html> + <html><head/><body><p>Operatori booleani applicati alle forme frattali.</p></body></html> - - + + Boo&lean operators Operatori Boo&leani - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + Intersection (AND) Intersezione (AND) - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + Union (OR) Unione (OR) - - + + Complement (1st minus 2nd) Complemento (formula #1 meno formula #2) - - + + 1st <-> 2nd formula: formula #1 <-> formula #2: - - + + Complement (2nd minus 3rd) Complemento (formula #2 meno formula #3) - - + + Complement (3rd minus 4th) Complemento (formula #3 meno formula #4) - - + + 2st <-> 3rd formula: formula #2 <-> formula #3: - - + + 3rd <-> 4th formula: formula #3 <-> formula #4: - - + + 5rd <-> 6th formula: formula #5 <-> formula #6: - - + + 6rd <-> 7th formula: formula #6 <-> formula #7: - - + + 7rd <-> 8th formula: formula #7 <-> formula #8: - - + + 4rd <-> 5th formula: formula #4 <-> formula #5: - - + + 8rd <-> 9th formula: formula #8 <->formula # 9: - - + + Complement (4th minus 5th) Complemento (formula #4 meno formula #5) - - + + Complement (5th minus 6th) Complemento (formula #5 meno formula #6) - - + + Complement (6th minus 7th) Complemento (formula #6 meno formula #7) - - + + Complement (7th minus 8th) Complemento (formula #7 meno formula #8) - - + + Complement (8th minus 9th) Complemento (formula #8 meno formula #9) - - + + <html><head/><body><p>Enables box folding like is used in Mandelbox formula.</p><p>(It's to keep compatibility with Mandelbulber 1.21)</p></body></html> <html><head/><body><p>Abilita piegatura squadrata come quella usata nella formula Mandelbox (box folding).</p><p>Serve per mantenere la compatibilità con Mandelbulber 1.21</p></body></html> - - + + Bo&x Folding Piegatura squadrata (Bo&x Folding) - - + + Folding limit: Limite piegatura (folding): - - + + Folding value: Valore piegatura (folding): - - + + + <html><head/><body><p>Boolean operators between fractal shapes.<br/>Additional controls will appear at the bottom of each formula UI.</p></body></html> + + + + + <html><head/><body><p>Enables spherical folding like is used in Mandelbox formula.</p><p>(It's to keep compatibility with Mandelbulber 1.21)</p></body></html> <html><head/><body><p>Abilita la piegatura sferica come quella usata nella formula Mandelbox.</p><p>(serve per mantenere la compatibilità con Mandelbulber 1.21)</p></body></html> - - + + Spherical Folding Piegamento a forma sferica @@ -9385,32 +9859,32 @@ distance estimation) Raggio esterno: - - + + Inner radius: Raggio interno: - - + + Outer radius: - - + + Primitives Primitive - - + + Global positioning of all primitives - - + + all primitives position (except plane @@ -9421,36 +9895,43 @@ a tutte le primitive e acqua) : - - + + + Invisible primitives in alpha channel +with visible shadows of fractal objects + + + + + Description Descrizione - - + + <html><head/><body><p>An explanation of the setting</p></body></html> <html><head/><body><p>Una spiegazione delle impostazioni</p></body></html> - - + + An explanation of the setting Una spiegazione delle impostazioni - + Enable boolean mode - + You have selected next fractal formula. Do you want to enable hybrid fractals or boolean mode? - + More fractals... @@ -9548,211 +10029,211 @@ Do you want to enable hybrid fractals or boolean mode? cDockImageAdjustments - + Form - + Image resolution Risoluzione immagine - + <html><head/><body><p>Height of rendered image in pixel</p><p><br/></p></body></html> <html><head/><body><p>Altezza dell'immagine renderizzata in pixel</p><p><br/></p></body></html> - + Image width: Larghezza immagine: - + Image height: Altezza immagine: - + <html><head/><body><p>Width of rendered image in pixel</p><p><br/></p></body></html> <html><head/><body><p>Larghezza immagine in pixel</p><p><br/></p></body></html> - + Image proportion: Proporzione immagine: - + ×2 - + Load Carica - + Save - + Reset Reset - + ÷2 - + <html><head/><body><p>Force image proportion</p><p><br/></p></body></html> <html><head/><body><p>Forza proporzione immagine</p><p><br/></p></body></html> - + Free Libera - + 1:1 - + 4:3 - + 3:2 - + 16:9 - + 16:10 - + 2:1 - + Anti-aliasin&g - + Number of samples (n x n): - + 5 - + 9 - + 45 - + 81 - + 405 - + 729 - + Number of samples (OpenCL mode): - + Adaptive (faster) - + <html><head/><body><p>When this option is enabled, the fractal appearance is maintained at all resolutions. </p><p>The fractal detail level will be automatically adjusted to match any change of image resolution. </p><p>For instance, if the resolution is doubled then the detail level will be reduced by half.</p></body></html> <html><head/><body><p>Quando questa opzione è attiva, l'aspetto del frattale è costante per tutte le risoluzioni. </p><p>Il dettaglio del frattale verrà automaticamente regolato per adattarsi a seconda della risoluzione immagine scelta. </p><p>Ad esempio, se la risoluzione è doppia, allora il livello di dettaglio verrà ridotto della metà.</p></body></html> - + Connect fractal detail level with image resolution Lega il livello di dettaglio frattale alla risoluzione dell'immagine - + <html><head/><body><p>Presets for rendered image size</p><p><br/></p></body></html> <html><head/><body><p>Dimensioni predefinite per l'immagine renderizzata</p><p><br/></p></body></html> - + Presets Preset - + <html><head/><body><p>Enables rendering of stereoscopic images and animations for viewing with 3D glasses.</p></body></html> <html><head/><body><p>Abilita rendering delle immagini e delle animazioni stereoscopiche, da vedere tramite occhiali 3D.</p></body></html> @@ -9762,7 +10243,7 @@ Do you want to enable hybrid fractals or boolean mode? - + Distance between eyes Distanza tra gli occhi @@ -9772,61 +10253,61 @@ Do you want to enable hybrid fractals or boolean mode? - + Left - right Sinistra - destra - + Top - bottom Alto - basso - + Anaglyph - red/cyan Anaglifo - rosso/ciano - + <html><head/><body><p>The distance between two virtual eyes. Higher values make the 3D effect more intense. </p><p>The optimal distance between eyes is about 1%-5% of the distance to the viewed object. </p></body></html> <html><head/><body><p>La distanza tra due occhi virtuali. Valori più alti creano un effetto 3D più intenso. </p><p>La distanza ottimale è all'incirca un valore compreso tra l'1% e il 5% della distanza esistente tra gli occhi e l'oggetto.</p></body></html> - + Mode: Modo: - + <html><head/><body><p>Swaps left and right eye on rendered image.</p></body></html> <html><head/><body><p>Scambia tra loro la posizione dell'occhio sinistro con quello destro nell'immagine renderizzata.</p></body></html> - + Swap eyes Scambia posizione occhi - + Infinite distance correction Correzione distanza infinito - + <html><head/><body><p>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. </p><p>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. </p></body></html> <html><head/><body><p>Corregge l'aspetto dell'effetto 3D relativo agli oggetti più lontani (oppure relativo allo sfondo). Se il valore di questo parametro è più alto, allora gli oggetti sullo sfondo appariranno più lontani. </p><p>Per esempio, per un display che misuri 24 pollici il valore ottimale di questo parametro sarebbe all'incirca 0.4. Per display più grandi tale valore dovrebbe essere più basso. </p></body></html> - + Image quality presets Preset qualità immagine @@ -9836,19 +10317,19 @@ Do you want to enable hybrid fractals or boolean mode? - + Normal Qualità normale - + <html><head/><body><p>A fast preset but with low quality.</p><p>Ambient occlusion is turned off.</p></body></html> <html><head/><body><p>Preset veloce ma con qualità bassa.</p><p>L'occlusione ambientale è disabilitata.</p></body></html> - + Low (no ambient occlusion) Bassa qualità @@ -9856,13 +10337,13 @@ Do you want to enable hybrid fractals or boolean mode? - + <html><head/><body><p>The highest quality preset and the slowest.</p><p>Ambient occlusion is turned on in Multiple Rays mode. Raymarching step is decreased to 0.2 to reduce fractal calculation errors.</p></body></html> <html><head/><body><p>Preset con qualità migliore ma anche il più lento.</p><p>L'occlusione ambientale è attiva nella modalità Raggi Multipli. Il passo di Raymarching viene ridotto a 0.2 per ridurre gli errori di calcolo.</p></body></html> - + High (HQ ambient occlusion accurate raymarching) @@ -9872,13 +10353,13 @@ accurate raymarching) - + <html><head/><body><p>This is the fastest preset but with the lowest quality.</p><p>Shadows, ambient occlusion and raytraced reflections are turned off. Detail level is decreased to 0.5.</p></body></html> <html><head/><body><p>Questo è il preset più veloce ma anche quello con qualità più bassa.</p><p>Ombre, occlusione ambiente e riflessioni raytracing sono disattivate. Il livello di dettaglio viene ridotto a 0.5.</p></body></html> - + Very low (no shadows no ambient occlusion) @@ -9888,112 +10369,112 @@ senza occlusione ambiente) - + <html><head/><body><p>Adjustments for image colors. Can be changed after rendering</p><p><br/></p></body></html> <html><head/><body><p>Regolazione immagine. Può essere cambiata dopo aver terminato il rendering</p><p><br/></p></body></html> - + Picture Immagine - + <html><head/><body><p>Contrast of image</p><p>Use <span style=" font-style:italic;">apply changes</span> button to update image</p></body></html> <html><head/><body><p>Contrasto immagine.</p><p>Usare il bottone <span style=" font-style:italic;">applicare le modifiche</span> per aggiornare l'immagine</p></body></html> - - + + <html><head/><body><p>Gamma of image</p><p>Use <span style=" font-style:italic;">apply changes</span> button to update image</p></body></html> <html><head/><body><p>Gamma immagine</p><p><p>Usare il bottone <span style=" font-style:italic;">applicare le modifiche</span> per aggiornare l'immagine</p></body></html> - + Gamma: - + <html><head/><body><p>Brightness of image</p><p>Use <span style=" font-style:italic;">apply changes</span> button to update image<br/></p></body></html> <html><head/><body><p>Luminosità immagine</p><p><p>Usare il bottone <span style=" font-style:italic;">applicare le modifiche</span> per aggiornare l'immagine</p></body></html> - + S&tereoscopic rendering - + <html><head/><body><p>Defines how stereoscopic image will be rendered.</p><p>Left-right - View for left eye will be rendered on the left side of the image. View for right eye will be on the right side.</p><p>Top-bottom - View for left eye will be rendered on the top half of the image. View for right eye will be on the bottom half of the image.</p><p>Anaglyph red/cyan - Image will be rendered as an anaglyph dedicated for red/cyan 3D glasses. Using this option it is possible to edit the fractal with 3D view directly in the application window using regular display. Cheap 3D glasses are all that is required. For fractal exploration it is recommended to not use SSAO ambient occlusion, because it is rendered in 2 passes (try to use &quot;Fast&quot; ambient occlusion).</p></body></html> - + Calculate optimal distance between eyes - + <html><head/><body><p>Normal quality preset.</p><p>Ambient occlusion is turned on in Screen Space Ambient Occlusion (SSAO) mode.</p></body></html> - + Brightness: Luminosità: - + Contrast: Contrasto: - + Saturation - + <html><head/><body><p>High dynamic range effect. Reduces brightness of the brightest pixels to prevent oversaturation.</p><p>Use <span style=" font-style:italic;">apply changes</span> button to update image</p></body></html> <html><head/><body><p>Effetto High Dynamic Range. Riduce la luminosità dei pixel più luminosi per evitare sovrasaturazione .</p><p>Usa il bottone <span style=" font-style:italic;">applicare le modifiche</span> per aggiornare l'immagine</p></body></html> - + High Dynamic Range (HDR) - + <html><head/><body><p>Apply changes of image colors</p><p><br/></p></body></html> <html><head/><body><p>Applicare modifiche ai colori dell'immagine</p><p><br/></p></body></html> - + Apply changes Applica cambiamenti - + Camera Camera @@ -10002,77 +10483,77 @@ between eyes Campo visivo: - - + + <html><head/><body><p>Field of view of camera. Higher value gives wider view.</p><p><br/></p></body></html> <html><head/><body><p>Campo visivo della camera . Valori più alti danno una vista più ampia.</p><p><br/></p></body></html> - - + + <html><head/><body><p>Type of perspective projection.</p><p>- Three-point perspective projection, has two vanishing points on the horizon line and one on zenith or nadir</p><p>- Fish eye - simulates fish eye camera. <span style=" font-style:italic;">Field of view</span> = 1.0 corresponds to 180 degree</p><p>- Equirectangular - is dedicated to render 360 degree panoramas. Image proportion should be set to 2:1 and <span style=" font-style:italic;">Field of view</span> = 1.0</p><p>- Fulldome - is dedicated to render images for displaying in fulldome.</p></body></html> <html><head/><body><p>Tipo proiezione prospettica.</p><p>- Proiezione prospettica a tre punti, ha due punti di fuga sulla linea dell'orizzonte e uno sullo zenit o al nadir</p><p>- Fish eye - simula una camera grandangolare. <span style=" font-style:italic;">Campo visivo</span> = 1.0 corrisponde a 180 gradi</p><p>- Proiezione equirettangolare- è dedicata al rendering di immagini panoramiche con angolo a 360 gradi. La proporzione immagine dovrebbe essere settata a 2:1 e <span style=" font-style:italic;">Campo visivo</span> = 1.0</p><p>- Fulldome - viene usato per poter renderizzare immagini da mostrare su una superficie emisferica fulldome.</p></body></html> - + Field of view (degrees): - - + + Three-point perspective Proiezione prospettica a tre punti - - + + Fish eye Grandangolare (Fish eye) - - + + Equirectangular Equirettangolare - - + + Fulldome - - + + Perspective type: Tipo prospettiva: - - + + <html><head/><body><p>For compatibility of coordinate system with old Mandelbulber v. 1.21 .fract files</p></body></html> <html><head/><body><p>Per la compatibilità con sistema di coordinate presente nei file .fract della precedente versione 1.21 di Mandelbulber</p></body></html> - - + + Coordinate system like in Mandelbulber v1.21 Sistema di coordinate analogo alla versione 1.21 di mandelbulber - + Change preset - + Edit resolution preset - + Type new preset in format WIDTHxHEIGHT @@ -10080,239 +10561,263 @@ between eyes cDockMeasurements - - + + Form - - + + Get point by mouse pointer Ottieni punto tramite puntatore del mouse - - + + + Last picked point + + + + + + + x: - - + + + + y: - - + + + + z: - - + + Distance from last point: Distanza dall'ultimo punto: - - + + Distance from camera: Distanza dalla camera: + + + + Midpoint of last two picked points + + cDockNavigation - + Form - - + + <html><head/><body><p>Start rendering of image based on actual settings</p></body></html> <html><head/><body><p>Inizia il rendering dell'immagine basandoti sulle impostazioni correnti</p></body></html> - - + + RENDER RENDER - - + + <html><head/><body><p>Discard last change of settings and start rendering of image</p></body></html> <html><head/><body><p>Annulla ultima modifica impostazioni e inizia rendering</p></body></html> - - + + UNDO ANNULLA - - + + <html><head/><body><p>Redo last revoked change of settings and start rendering of image</p></body></html> <html><head/><body><p>Ripeti ultima modifica revocata delle impostazioni e inizia rendering</p></body></html> - - + + REDO RIPETI - - + + <html><head/><body><p>Terminate rendering</p></body></html> <html><head/><body><p>Termina il rendering</p></body></html> - - + + STOP - - - OpenCL mode: + + + Open new navigator - - <html><head/><body><p>Modes for OpenCL computation (GPU support):</p><p><span style=" font-weight:600;">no OpenCL</span> - use only CPU</p><p><span style=" font-weight:600;">fast</span> - very fast rendering on GPU. Fractal has visible shape, but colors and effects are not calculated. It is very good mode for fast camera navigation and looking for interesting fractal shapes in auto-refresh mode.</p><p><span style=" font-weight:600;">medium</span> - medium rendering speed on GPU. There is calculated color of the fractal, light sources with shadows are used. There is used only first defined material. Reflections and volumetric effects are not calculated.</p><p><span style=" font-weight:600;">full</span> - the most accurate and the the slowest rendering. Uses more GPU resources. All effects are calculated .</p></body></html> + + OpenCL mode: - - + + + <html><head/><body><p>Modes for OpenCL computation (GPU support):</p><p><span style=" font-weight:600;">no OpenCL</span> - use only CPU</p><p><span style=" font-weight:600;">fast</span> - very fast rendering on GPU. Fractal has visible shape, but colors and effects are not calculated. It is very good mode for fast camera navigation and looking for interesting fractal shapes in auto-refresh mode.</p><p><span style=" font-weight:600;">medium</span> - medium rendering speed on GPU. There is calculated color of the fractal, light sources with shadows are used. There is used only first defined material. Reflections and volumetric effects are not calculated.</p><p><span style=" font-weight:600;">full</span> - the most accurate and the the slowest rendering. Uses more GPU resources. All effects are calculated .</p></body></html> + + + + + no OpenCL - - + + fast - - + + medium - - + + full - - + + Auto-refresh Auto-aggiornamento - - + + Load Carica - - + + Save - - + + Reset Reset - - + + <html><head/><body><p>These parameters and gauges controls position of camera and point where the camera is looking at (target)</p><p><br/></p><p><img src=":/tooltips/tooltips_images/Camera target.png"/></p></body></html> <html><head/><body><p>Questi parametri e indicatori controllano la camera e il punto in cui la camera sta guardando (il bersaglio)</p><p><br/></p><p><img src=":/tooltips/tooltips_images/Camera target.png"/></p></body></html> - - + + Coordinates: Coordinate: - - + + <html><head/><body><p>Coordinates of camera</p></body></html> <html><head/><body><p>Coordinate della camera</p></body></html> - - + + Camera Camera - - - - + + + + x: - - - - + + + + y: - - - - + + + + z: - - + + <html><head/><body><p>Coordinates of target</p></body></html> <html><head/><body><p>Coordinate del bersaglio</p></body></html> - - + + Target Bersaglio - - + + <html><head/><body><p>Set camera far from the fractal. It keeps actual camera angle.</p></body></html> <html><head/><body><p>Imposta la camera lontana dal frattale. Mantiene l'angolazione attuale.</p></body></html> - - + + Reset view Ripristinare vista - - + + <html><head/><body><p>Sweet spot position used especially for fulldome images or animations.</p></body></html> @@ -10321,237 +10826,237 @@ between eyes <html><head/><body><p>Selezione modalità movimento camera/bersaglio</p><p><span style=" font-style:italic;">Muovi camera e bersaglio</span> - muovi camera e bersaglio della stessa distanza</p><p><img src=":/tooltips/tooltips_images/move camera and target.png"/></p><p><span style=" font-style:italic;">Muovi camera</span> - muovi solo la camera. Il bersaglio rimane fermo. La camera ruota sempre verso il bersaglio fermo.</p><p><img src=":/tooltips/tooltips_images/move only camera.png"/></p><p><br/>Muovi bersaglio - muove solo il bersaglio. La camera rimane ferma. La Camera ruota sempre verso il bersaglio in movimento.</p><p><img src=":/tooltips/tooltips_images/move only target.png"/></p><p><br/></p></body></html> - - + + Move camera and target Muovi camera e bersaglio - - + + Move camera Muovi camera - - + + Move target Muovi bersaglio - - + + Camera distance to target: Distanza camera dal bersaglio: - - + + <html><head/><body><p>Controls distance between camera and target</p><p>In<span style=" font-style:italic;"> Move camera and target</span> and <span style=" font-style:italic;">Move camera</span> modes it moves camera closer/further from target.</p></body></html> <html><head/><body><p>Controlla la distanza tra camera e bersaglio</p><p>Tramite <span style=" font-style:italic;"> Muovi camera e bersaglio</span> e tramite la modalità <span style=" font-style:italic;">Muovi camera</span>sposta la camera più vicino/lontano dal bersaglio.</p></body></html> - - + + <html><head/><body><p>Moves the camera or the target to the right by distance set by <span style=" font-style:italic;">step</span> parameter</p></body></html> <html><head/><body><p>Muove la camera o il bersaglio a destra di una distanza impostata tramite il parametro <span style=" font-style:italic;">passo</span></p></body></html> - - + + <html><head/><body><p>Moves the camera or the target to the left by distance set by <span style=" font-style:italic;">step</span> parameter</p></body></html> <html><head/><body><p>Muove la camera o il bersaglio a sinistra di una distanza impostata tramite il parametro <span style=" font-style:italic;">passo</span></p></body></html> - - + + <html><head/><body><p>Moves the camera or the target up by distance set by <span style=" font-style:italic;">step</span> parameter</p></body></html> <html><head/><body><p>Muove la camera o il bersaglio in alto di una distanza impostata tramite il parametro <span style=" font-style:italic;">passo</span></p></body></html> - - + + <html><head/><body><p>Moves the camera or the target forward by distance set by <span style=" font-style:italic;">step</span> parameter</p></body></html> <html><head/><body><p>Muove la camera o il bersaglio in avanti di una distanza impostata tramite il parametro <span style=" font-style:italic;">passo</span></p></body></html> - - + + <html><head/><body><p>Moves the camera or the target backwards by distance set by <span style=" font-style:italic;">step</span> parameter</p></body></html> <html><head/><body><p>Muove la camera o il bersaglio indietro di una distanza impostata tramite il parametro <span style=" font-style:italic;">passo</span></p></body></html> - - + + <html><head/><body><p>Moves the camera or the target down by distance set by <span style=" font-style:italic;">step</span> parameter</p></body></html> <html><head/><body><p>Muove la camera o il bersaglio in basso di una distanza impostata tramite il parametro <span style=" font-style:italic;">passo</span></p></body></html> - - + + step: passo: - - + + <html><head/><body><p>Step for camera or target movement.</p><p>It can be relative or absolute step.</p><p>If it is set relative then movement distance equals <span style=" font-style:italic;">step</span> multiplied by actual distance to the fractal surface.</p></body></html> <html><head/><body><p>Passo relativo al movimento dela camera o del bersaglio.</p><p>Può essere passo relativo o assoluto.</p><p>Se viene impostato come relativo, allora la distanza del movimento equivale al <span style=" font-style:italic;">passo</span> moltiplicato per la distanza effettiva dalla superficie frattale.</p></body></html> - - + + <html><head/><body><p>Selection for movement step calculation.</p><p>If it is set relative then movement distance equals <span style=" font-style:italic;">step</span> multiplied by actual distance to fractal surface. This is the preferred mode.</p><p>If it is set absolute then movement equals step set by <span style=" font-style:italic;">step</span> parameter. </p></body></html> <html><head/><body><p>Seleziona il tipo movimento per il calcolo dei passi.</p><p>Se viene impostato come relativo, allora la distanza del movimento equivale al <span style=" font-style:italic;">passo</span> moltiplicato per la distanza effettiva dalla superficie frattale. Questa è la modalità preferita.</p><p>Se è impostato come assoluto, allora il movimento è uguale all'impostzione del parametro <span style=" font-style:italic;">passo.</span></p></body></html> - - + + Relative step mode Modalità passo relativo - - + + Absolute step mode Modalità passo assoluto - - + + <html><head/><body><p>Controls for camera rotation in three different axes</p><p><img src=":/tooltips/tooltips_images/Yaw_Pich_Roll.png"/></p><p>image source: &quot;<a href="http://commons.wikimedia.org/wiki/File:Yaw_Axis_Corrected.svg#/media/File:Yaw_Axis_Corrected.svg"><span style=" text-decoration: underline; color:#ae6326;">Yaw Axis Corrected</span></a>&quot; by <a href="//commons.wikimedia.org/wiki/File:Yaw_Axis.svg"><span style=" text-decoration: underline; color:#ae6326;">Yaw_Axis.svg</span></a>: <a href="//commons.wikimedia.org/wiki/User:Auawise"><span style=" text-decoration: underline; color:#ae6326;">Auawise</span></a>derivative work: <a href="//commons.wikimedia.org/w/index.php?title=User:Jrvz&amp;action=edit&amp;redlink=1"><span style=" text-decoration: underline; color:#ae6326;">Jrvz</span></a> (<a href="//commons.wikimedia.org/w/index.php?title=User_talk:Jrvz&amp;action=edit&amp;redlink=1"><span style=" text-decoration: underline; color:#ae6326;">talk</span></a>) - <a href="//commons.wikimedia.org/wiki/File:Yaw_Axis.svg"><span style=" text-decoration: underline; color:#ae6326;">Yaw_Axis.svg</span></a>. Licensed under <a href="http://creativecommons.org/licenses/by-sa/3.0"><span style=" text-decoration: underline; color:#ae6326;">CC BY-SA 3.0</span></a> via <a href="//commons.wikimedia.org/wiki/"><span style=" text-decoration: underline; color:#ae6326;">Wikimedia Commons</span></a>.</p></body></html> <html><head/><body><p> I comandi per la rotazione della camera su tre assi differenti</p><p><img src=":/tooltips/tooltips_images/Yaw_Pich_Roll.png"/></p><p>fonte immagine: &quot;<a href="http://commons.wikimedia.org/wiki/File:Yaw_Axis_Corrected.svg#/media/File:Yaw_Axis_Corrected.svg"><span style=" text-decoration: underline; color:#ae6326;">Asse imbardata corretta</span></a>&quot; da <a href="//commons.wikimedia.org/wiki/File:Yaw_Axis.svg"><span style=" text-decoration: underline; color:#ae6326;">Yaw_Axis.svg</span></a>: <a href="//commons.wikimedia.org/wiki/User:Auawise"><span style=" text-decoration: underline; color:#ae6326;">Auawise</span></a> derivative work: <a href="//commons.wikimedia.org/w/index.php?title=User:Jrvz&amp;action=edit&amp;redlink=1"><span style=" text-decoration: underline; color:#ae6326;">Jrvz</span></a> (<a href="//commons.wikimedia.org/w/index.php?title=User_talk:Jrvz&amp;action=edit&amp;redlink=1"><span style=" text-decoration: underline; color:#ae6326;">talk</span></a>) - <a href="//commons.wikimedia.org/wiki/File:Yaw_Axis.svg"><span style=" text-decoration: underline; color:#ae6326;">Yaw_Axis.svg</span></a>. con licenza <a href="http://creativecommons.org/licenses/by-sa/3.0"><span style=" text-decoration: underline; color:#ae6326;">CC BY-SA 3.0</span></a> via <a href="//commons.wikimedia.org/wiki/"><span style=" text-decoration: underline; color:#ae6326;">Wikimedia Commons</span></a>.</p></body></html> - - + + Camera rotation: Rotazione camera: - - + + <html><head/><body><p>Yaw left</p></body></html> <html><head/><body><p>Imbardata sinistra</p></body></html> - - + + <html><head/><body><p>Pitch up</p></body></html> <html><head/><body><p>Beccheggio su</p></body></html> - - + + <html><head/><body><p>Yaw right</p></body></html> <html><head/><body><p>Imbardata a destra</p></body></html> - - + + <html><head/><body><p>Roll right</p></body></html> <html><head/><body><p>rollio a destra</p></body></html> - - + + <html><head/><body><p>Selection of camera / target movement mode</p><p><span style=" font-style:italic;">Move camera and target</span> - moves camera and target by the same distance</p><p><img src=":/tooltips/tooltips_images/move camera and target.png"/></p><p><span style=" font-style:italic;">Move camera</span> - moves only camera. Target stays in the same place. Camera rotates to look at stationary target.</p><p><img src=":/tooltips/tooltips_images/move only camera.png"/></p><p><br/>Move target - moves only target. Camera stays in the same place. Camera rotates to look at moving target.</p><p><img src=":/tooltips/tooltips_images/move only target.png"/></p><p><br/></p></body></html> - - + + <html><head/><body><p>Roll left</p></body></html> <html><head/><body><p>Rollio a destra</p></body></html> - - + + <html><head/><body><p>Pitch down</p></body></html> <html><head/><body><p>Beccheggio in basso</p></body></html> - - + + rotation step: Passo rotazione: - - + + <html><head/><body><p>Step of rotation in degrees</p></body></html> <html><head/><body><p>Passo rotazione in gradi</p></body></html> - - + + <html><head/><body><p>Modes of camera rotation</p><p><span style=" font-style:italic;">Rotate camera</span> - rotates the camera by moving the target around the camera</p><p><img src=":/tooltips/tooltips_images/rotate target around camera.png"/></p><p>Rotate around target - rotates the camera by moving camera around the target</p><p><img src=":/tooltips/tooltips_images/rotate camera around target.png"/></p><p><br/></p></body></html> <html><head/><body><p>Modalità di rotazione della camera</p><p><span style=" font-style:italic;">Ruota camera</span> - ruota la camera ruotando il bersaglio attorno alla camera</p><p><img src=":/tooltips/tooltips_images/rotate target around camera.png"/></p><p>Ruota attorno al bersaglio - ruota la camera ruotando la camera attorno al bersaglio</p><p><img src=":/tooltips/tooltips_images/rotate camera around target.png"/></p><p><br/></p></body></html> - - + + Rotate camera Ruota camera - - + + Rotate around target Ruota attorno al bersaglio - - + + <html><head/><body><p>Selection for rotation modes</p><p>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.</p><p>Straight rotation - rotates camera using actual camera axes. This mode rotates camera in a more intuitive way.</p></body></html> <html><head/><body><p>Selezione per le modalità di rotazione</p><p>Angolo di rollio fisso - ruota la camera utilizzando gli assi della scena. Questa modalità non cambia l'angolo di rollio, ma può essere difficile prevedere quando la camera si capovogerà o verrà a trovarsi quasi in posizione verticale.</p><p>Rotazione dritta - ruota la camera utilizzando gli assi della camera. Questa modalità di funzionamento ruota la camera in un modo più intuitivo.</p></body></html> - - + + Fixed roll angle Angolo di rollio fisso - - + + Straight rotation Rotazione - - + + yaw: imbardata: - - + + <html><head/><body><p>Rotation of camera around yaw axis (left &lt;-&gt; right)</p></body></html> <html><head/><body><p>Rotazione della camera attorno all'asse di imbardata (sinistra &lt;-&gt; destra)</p></body></html> - - + + pitch: beccheggio: - - + + <html><head/><body><p>Rotation of camera around pitch axis (up &lt;-&gt; down)</p></body></html> <html><head/><body><p>Rotazione della camera attorno all'asse di beccheggio (in alto &lt;-&gt; in basso)</p></body></html> - - + + roll: rollio: - - + + <html><head/><body><p>Rotation of camera around roll axis (rotates image left &lt;-&gt; right)</p></body></html> <html><head/><body><p>Rotazione della camera attorno all'asse di rollio (ruota immagine a sinistra &lt;-&gt; a destra)</p></body></html> @@ -10560,20 +11065,20 @@ to target: <html><head/><body><p>Preset posizione 'Sweet spot' usato specialmente per immagini fulldome o per le animazioni.</p></body></html> - - + + Sweet spot angle: Angolo 'Sweet spot': - - + + horizontal: orizzontale: - - + + vertical: verticale: @@ -11640,16 +12145,26 @@ with image resolution - Average noise [%]: %1 + Average noise: %1 % + + + + + Tiles done: %1 % + + + + + Masked pixels: %1 % cFileDownloader - - - + + + File downloader @@ -11658,17 +12173,17 @@ with image resolution recupera lista file - + retrieving file list - + finished, downloaded %1 files finito, scaricato/i %1 file - + file %1 downloaded, %2 of %3 file %1 scaricato, %2 di %3 @@ -11680,28 +12195,28 @@ with image resolution Aspettare 3 secondi - + waiting %1 seconds Aspettare %1 secondi - + Recording flight animation. Frame: Registrazione animazione volo. Fotogramma: - + Paused. Frame: In pausa, Fotogramma: - - + + preview Anteprima - + Refreshing animation frames Aggiornamento fotogrammi animazione @@ -11710,135 +12225,153 @@ with image resolution cFrameSliderPopup - + Frame - - + + + Fine + + + + + + Normal + Qualità normale + + + + + Coarse + + + + + Hide slider - - + + X - - + + Reset value to default - - + + R - - - - + + + + Zero - - + + 0 - - + + Inversion of sign - - + + - - - + + Double - - + + x2 - - + + Half - - + + ÷2 - - + + - - + + 90 degrees - - + + - - + + 180 degrees - - + + - - + + -90 degrees - - + + - - + + "Magic Round" - - + + @@ -11907,7 +12440,7 @@ with image resolution - + Gradients (*.gradient *.txt) @@ -11917,52 +12450,52 @@ with image resolution - + Save gradient... - + Add color - + Remove color - + Delete all colors - + Change number of colors ... - + Grab colors from image ... - + Load colors from file ... - + Save colors to file ... - + Copy - + Paste @@ -12024,7 +12557,7 @@ with image resolution cHeadless - + Image saved to: %1 @@ -12054,25 +12587,25 @@ with image resolution cImageSaveDialog - + Save Image Salva immagine - - + + <html><head/><body><p><span style=" font-weight:600;">JPG</span></p><p>The quality value will be ignored, since JPG only supports 8 bit precision.</p><p>Every image channel will be saved as a separate file with appended postfix.</p><p><span style=" font-weight:600;">PNG</span></p><p>The quality value can be 8 bit or 16 bit (32 bit will result in 16 bit precision).</p><p>Every image channel will be saved as a separate file. </p><p>Only exception can be alpha channel:</p><p>If both Color and Alpha channel are selected and &quot;Append alpha to image (only PNG and TIFF)&quot;, then color + alpha will be saved to a RGBA image with quality and postfix of color row.</p><p><span style=" font-weight:600;">TIFF</span></p><p>The quality value can be 8 bit, 16 bit or 32 bit.</p><p>Every image channel will be saved as a separate file. </p><p>Only exception can be alpha channel:</p><p>If both Color and Alpha channel are selected and &quot;Append alpha to image (only PNG and TIFF)&quot;, then color + alpha will be saved to a RGBA image with quality and postfix of color row.</p><p><span style=" font-weight:600;">EXR</span></p><p>The quality value can be 16 bit or 32 bit (8 bit will result in 16 bit precision).</p><p>The postfix will be ignored since all image channels will be saved to one file.</p></body></html> <html><head/><body><p><span style=" font-weight:600;">JPG</span></p><p>Il valore relativo alla qualità dell'immagine verrà ignorato, perché il formato JPG supporta solo la precisione a 8 bit.</p><p>Ogni canale supplementare dell'immagine verrà salvato in un file separato, con l'aggiunta del suffisso al nome del file.</p><p><span style=" font-weight:600;">PNG</span></p><p>Il valore di qualità immagine può essere 8 oppure 16 bit (32 bit verrà convertito automaticamente a 16 bit).</p><p>Ogni canale dell'immagine verrà salvato in un file separato, con l'aggiunta del suffisso al nome del file. </p><p>Unica eccezione può essere il canale alfa:</p><p>Se vengono selezionati entrambi i canali, canale colore e canale alfa, tramite la voce &quot;Aggiungi alfa a immagine (solo PNG e TIFF)&quot;, allora colore + alfa verranno salvati in un'immagine RGBA, con l'aggiunta del suffisso al nome del file.</p><p><span style=" font-weight:600;">TIFF</span></p><p>Il valore di qualità immagine può essere 8 ,16 o 32 bit.</p><p>Ogni singolo canale verrà salvato in un file separato, con l'aggiunta del suffisso al nome del file. </p><p>Unica eccezione può essere il canale alfa:</p><p>Se vengono selezionati entrambi i canali, canale colore e canale alfa, tramite la voce &quot;Aggiungi alfa a immagine (solo PNG e TIFF)&quot;, allora colore + alfa verranno salvati in un'immagine RGBA.</p><p><span style=" font-weight:600;">EXR</span></p><p>Il valore di qualità immagine può essere 8 oppure 16 bit (32 bit verrà convertito automaticamente a 16 bit).</p><p>Il suffisso verrà ignorato perché tutti i canali dell'immagine verranno salvati in un unico file.</p></body></html> - - + + Image Settings Impostazioni immagini - - + + These settings affect "Save as JPG/PNG/EXR/TIFF" actions and saving animation frames. Queste impostazioni hanno effetto sulle azioni @@ -12080,152 +12613,182 @@ with image resolution e sul salvataggio dei fotogrammi dell'animazione. - - - - + + + + Image Channel Canale immagine - - - - + + + + Quality Qualità - - - - + + + + Postfix Suffisso - - + + Color Colore + + + + + + + + + + + + + + + + + + + + + + + + 8 bit + + - - - - - - - - - - - - - - 8 bit + + + + + + + + + + + + + + + + + + + + 16 bit - - - - - - - - - - - - - - 16 bit - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + 32 bit - - + + Alpha Alfa - - + + Z Buffer - - + + Z-buffer options - - + + Invert z-buffer - - + + Logarithmic scale - - + + Use contant depth range - - + + maximum z-depth - - + + minimum z-depth - - + + Optional Image Channels - - + + + Global illumination + + + + + + Shadows + + + + + Following channels are only rendered on demand and will only be present after enabling and re-render. I seguenti canali vengono renderizzati in base alla richiesta @@ -12233,69 +12796,81 @@ e saranno presenti solo se prima verranno abilitati e successivamente rirenderizzati. - - + + + Save fractal settings together with the image + + + + + Surface Normal Normale Superficie - - + + Specular - - + + World - - + + Diffuse - - + + World Normal - - + + + Not denoised + + + + + Misc Image Settings Impostazioni varie Immagini - - + + Use linear colorspace (only EXR) - - + + JPEG quality: Qualità JPEG: - - + + Save stereoscopic left and right images in separate files (stereoscopic mode has to be "left-right") - - + + Save each channel in separate folder - - + + Append alpha to image (only PNG and TIFF) Aggiungi alfa a immagine (solo per PNG e TIFF) @@ -12303,64 +12878,572 @@ e successivamente rirenderizzati. cInterface - - - Fractals (*.txt *.fract) + + + Fractals (*.txt *.fract) + + + + + Save settings from %1 + + + + + Load settings to %1 + + + + + Cleaning up + + + + + Do you want to clean up settings? +It will take a while + + + + + Image auto-saved to %1 + + + + + cKeyframeAnimation + + preview + Anteprima + + + + + Keyframe +previews + anteprima fotogrammi chiave + + + + + Frames/keyframe + + + + + + Camera speed [units/frame] + + + + + Refreshing animation frames + Aggiornamento fotogrammi animazione + + + + Exporting keyframes to flight + Esportazione fotogrammi chiave in sequenza volo + + + + Audio + + + + + Camera distance from selected keyframe: %1 + + + + + cLightEditor + + + + Form + + + + + + Parameters + + + + + + <html><head/><body><p>Brightness of the light source. Strength of illumination.</p></body></html> + + + + + + <html><head/><body><p>Color of light source</p></body></html> + + + + + + PushButton + Premi Pulsante + + + + + Intensity: + Intensità: + + + + + Size: + Dimensione: + + + + + <html><head/><body><p>Size of illuminated fog around the light source.</p></body></html> + + + + + + <html><head/><body><p>Visibility of the light source. It simulates illuminated fog around the light source.</p></body></html> + + + + + + + + Visibility: + Visibilità: + + + + + <html><head/><body><p>Selection of light source type</p><p>- Directional light - light source emitting from infinite distance at the angle defined by user</p><p>- Point light - light source emitting evenly around user defined point</p><p>- Spot light - light source emitting conical beam</p><p>- Projection - light source emitting beam of light colorized by texture image</p><p>- Beam - linear beam of the light (requires Monte Carlo rendering mode)</p></body></html> + + + + + + Directional light + + + + + + Point light + + + + + + Spot light + + + + + + Projection + + + + + + Beam + + + + + + Decay function + + + + + + Type: + Tipo: + + + + + Color: + Colore: + + + + + <html><head/><body><p>Decay function defines how light intensity decays with distance from the light. Decay function 1/r² complies with the laws of physics. 1/r reduces the decaying of light intensity. 1/r³ increases the decaying of light intensity. </p></body></html> + + + + + + 1/r + + + + + + 1/r² + + + + + + 1/r³ + + + + + + <html><head/><body><p>Sharpness of contour of the light source.</p></body></html> + + + + + + Contour sharpness: + + + + + + Position + + + + + + + + + + + + + + + + <html><head/><body><p>Coordinates of light source</p></body></html> + + + + + + + + x: + + + + + + Position: + + + + + + + + y: + + + + + + + + z: + + + + + + + + + + <html><head/><body><p>Rotation of light source.</p><p>For directional lights it can be controlled with ball widget.</p></body></html> + + + + + + Use target point instead of angles + + + + + + roll: + rollio: + + + + + vertical: + verticale: + + + + + horizontal: + orizzontale: + + + + + Angle: + + + + + + Target: + + + + + + <html><head/><body><p>Enabling this option makes coordinates and rotation of the light relative to the camera. </p></body></html> + + + + + + Position and rotation relative to camera + + + + + + Shadows + + + + + + <html><head/><body><p>Enables casting shadows from the light source</p></body></html> + + + + + + Cast shadows + Ombre + + + + + <html><head/><body><p>Makes light rays penetrate all the objects. When it's enabled, then even inside the fractal it will not be completely dark. </p></body></html> + <html><head/><body><p>I raggi di luce penetrano tutti gli oggetti. Quando è attivata, anche all'interno del frattale non sarà completamente buio. </p></body></html> + + + + + Penetrating light + + + + + + Soft shadow cone angle: + Cono angolo ombra morbida: + + + + + <html><head/><body><p>This parameter controls angle of shadows cone. It simulates &quot;soft shadow&quot; effect. When it's zero, then shadows are very sharp.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>shadow cone 0 degrees</p></td><td><p>shadow cone 5 degrees </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - shadow cone 0.jpeg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - shadow cone 5.jpg"/></p></td></tr></table></body></html> + <html><head/><body><p>Questo parametro controlla l'angolo del cono formato dalle ombre. Simula l'effetto &quot;ombre morbide&quot;. Quando è zero, le ombre sono molto nette.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>cono ombre 0 gradi</p></td><td><p>cono ombre 5 gradi </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - shadow cone 0.jpeg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - shadow cone 5.jpg"/></p></td></tr></table></body></html> + + + + + <html><head/><body><p>Enables volumetric visibility of the light source with calculation of shadows on it. It can be used to simulate &quot;god rays&quot; effect.</p></body></html> + + + + + + Volumetric + Volumetrico + + + + + <html><head/><body><p>Intensity of volumetric effect. </p><p>When effect is not visible try to increase intensity. If whole image is white, then decrease intensity.</p><p>To control quality of this effect change <span style=" font-style:italic;">Effects</span><span style=" font-style:italic;">/ Volumetric / Custom DE multiplier for volumetric effect</span> parameter (lower value - better quality).</p></body></html> + + + + + + Cone options + + + + + + <html><head/><body><p>Opening angle of conical shape of spot light</p></body></html> + + + + + + Opening angle + + + + + + Soft angle + + + + + + <html><head/><body><p>Additional opening angle of conical shape of spot light with soft transition from full brightness to dark.</p></body></html> + + + + + + Projection options + + + + + + <html><head/><body><p>Path to the light projection texture image. Acceptable formats are BMP, GIF, JPG, PNG</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> + + + + + + Texture path: + + + + + + <html><head/><body><p>Vertical opening angle of projected image </p></body></html> + + + + + + <html><head/><body><p>Horizontal opening angle of projected image </p></body></html> + + + + + + Horizontal opening angle + + + + + + Vertical opening angle + + + + + + <html><head/><body><p>Repeats projected texture. Recommended to use seamless texture.</p></body></html> + + + + + + Repeat texture + + + + + cLightSourcesManager + + + + Form + + + + + + Show wire-frame preview of lights + + + + + + <html><head/><body><p>Add a new light source to the scene. This new light will appear as a new tab below. There is no limit to the number of light sources.</p></body></html> - - Save settings from %1 + + + New +light - - Load settings to %1 + + + <html><head/><body><p>Duplicate the selected light source. All parameters will be copied to the new one.</p></body></html> - - Cleaning up + + + Duplicate +light - - Do you want to clean up settings? -It will take a while + + + <html><head/><body><p>Delete the selected light source.</p></body></html> - - - cKeyframeAnimation - preview - Anteprima + + + Delete +light + - - - Keyframe -previews - anteprima fotogrammi chiave + + + <html><head/><body><p>Place a light source using the mouse pointer.</p><p>Light position (for selected light tab) can be manipulated in following ways:</p><p>- mouse click on the image places light in front of selected point (offset by placement distance.) Placement distance from the selected point can be adjusted using mouse wheel + alt key.</p><p>- move light by dragging the mouse pointer while holding left mouse button. Moves light while maintaining placement distance</p><p>- rotating mouse wheel while holding control key moves light forward/backward</p></body></html> + - - Refreshing animation frames - Aggiornamento fotogrammi animazione + + + Place/move +light + - - Exporting keyframes to flight - Esportazione fotogrammi chiave in sequenza volo + + Rename light #%1 + - - Audio + + Renaming light #%1 - - Camera distance from selected keyframe: %1 + + Enter name of the light #%1 @@ -12368,818 +13451,836 @@ previews cMaterialEditor - + Form - + Reset Reset - - + + + <html><head/><body><p>Opens navigator window which allows changes to material parameters with instant preview.</p></body></html> + + + + + + Navi + + + + + Material name: Nome materiale: - - + + <html><head/><body><p>Material name used in Material Manager</p><p>Tip: Well named materials will be easier to find in Material Manager</p></body></html> Material manager = gestore materiale <html><head/><body><p>Nome materiale usato nel Gestore Materiale</p><p>Suggerimento: Materiali che hanno nomi ben concepiti verranno trovati più facilmente nel Gestore Materiali</p></body></html> - - + + <html><head/><body><p>Enables coloring of fractal surface using mathematical algorithms and a color palette. </p><p>This option works only for fractal objects, (not for primitive objects.)</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>palette off</p></td><td><p>palette on</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - resolution 1.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - colouring enabled.jpg"/></p></td></tr></table></body></html> - - + + &Use colors from gradients - - - - + + + + Surface color - - + + <html><head/><body><p>Gradient which defines the colors of the fractal surface.</p></body></html> - - + + Specular highlights - - + + <html><head/><body><p>Gradient which defines the colors of the specular highlights.</p><p>Brighter colors increase the highlights intensity. A black color creates no highlights.</p></body></html> - - + + Diffuse (brighter -> higher glossiness) - - + + <html><head/><body><p>Gradient which defines the intensity and width of specular highlights.</p><p>A higher value produces a more glossy surface, e.g. brighter highlights of a smaller width.</p></body></html> - - - - + + + + Luminosity - - + + <html><head/><body><p>Gradient which defines the luminosity of the fractal.</p><p>Higher brighness of gradient colors provides a higher luminosity.</p><p>This effect works only when the luminosity value is greater than zero.</p><p>To illuminate other objects by this gradient, <span style=" font-style:italic;">Monte Carlo Algorithm</span> / <span style=" font-style:italic;">Calculate MC Global Illumination </span>must be enabled.</p></body></html> - - + + <html><head/><body><p><br/></p></body></html> - - + + Roughness (brighter -> higher roughness) - - + + <html><head/><body><p>Gradient which defines the roughness of the fractal surface.</p><p>A higher value provides higher roughness. A black color makes a smooth surface.</p><p>This gradient works only when &quot;Rough surface&quot; is enabled.</p></body></html> - - + + Reflectance - - + + <html><head/><body><p>Gradient which defines the reflected light colors.</p><p>Brighter colors increase reflectance. A black color creates no reflections.</p><p>This gradient works only when <span style=" font-style:italic;">reflectance</span> is greater than zero.</p></body></html> - - - - + + + + Transparency - - + + <html><head/><body><p>Gradient which defines the transparency colors of the fractal.</p><p>Brighter colors increase transparency. A black color creates no transparency.</p><p>This gradient works only if <span style=" font-style:italic;">transparency of surface</span> is greater than zero.</p></body></html> - - + + <html><head/><body><p>Direction vector of the line used in the orbit trap coloring algorithm</p></body></html> - - + + <html><head/><body><p>Color palette speed sets the frequency of color changing</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>speed 0.3</p></td><td><p>speed 1.0</p></td><td><p>speed 5.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - colour speed 0.3.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - colouring enabled.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - colour speed 5.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Radius of the sphere used in the orbit trap coloring algorithm </p></body></html> - - + + <html><head/><body><p>Selection between different coloring algorithms based on an orbit trap calculation, (distance of point from orbit trap.)</p><p>- Standard: orbit trap defined as a point at the origin. The value is the value at the <span style=" text-decoration: underline;">end</span> of orbit trap iterations</p><p>The rest of the algorithms use the minimum value recorded <span style=" text-decoration: underline;">during</span> the orbit trap iterations.</p><p>- orbit trap: z.Dot(point): orbit trap defined as the starting coordinates of the point being iterated</p><p>- orbit trap: Sphere: orbit trap defined as a sphere surface</p><p>- orbit trap: Cross: orbit trap defined as a cross</p><p>- orbit trap: Line: orbit trap defined as a line in set direction</p></body></html> - - + + <html><head/><body><p>Shift along the color palette</p></body></html> - - + + w: - - - <html><head/><body><p>For backwards compatibity. If enabled, OpenCL and Non-OpenCL modes will sometimes render differrent coloring.</p></body></html> - - - - - + + <html><head/><body><p>Can be used for controlling the relative size of the three color components in the Hybrid Mode.</p><p>These controls can also be used for pre-V2.15 backwards compatibility</p></body></html> - - + + Extra Hybrid Mode Co&lor Options - - + + Hybrid Mode Color - - + + <html><head/><body><p><span style=" font-weight:400;">radDivDe scale:</span></p></body></html> - - + + <html><head/><body><p><span style=" font-weight:400;">aux.color scale:</span></p></body></html> - - + + <html><head/><body><p><span style=" font-weight:400;">orbit trap scale:</span></p></body></html> - - + + <html><head/><body><p>At Default Color_Speed the distance between two colors is 256. With these functions this distance = 1.0, e.g. a radius of 1.0 is one color step from the color at the origin. Similarly an addition of 1.0 = 256, cos period 1 =256.</p><p><br/>At the end of these functions, the colorValue is then multiplied by * 256.</p><p>Settings vary widely depending on such factors as fractal type &amp; size, location and number of iterations.</p><p>Adjusting the color speed may be required.</p></body></html> - - + + C&olor by numbers - - + + <html><head/><body><p><span style=" font-weight:400;">initial colorValue:</span></p></body></html> - - + + <html><head/><body><p>&quot;c&quot; (aux.c) is the original coordinates of the point being iterated. These &quot;c&quot; functions, color the point domain before the fractal is iterated, e.g. assigning an Initial ColorValue (default, all = 0.0.)</p></body></html> - - + + co&lorValue Initial Conditions Components - - + + c radius * scale: - - + + c.z * scale: - - + + c.x * scale: - - + + c.y * scale: - - + + Fractal Color Components - - + + <html><head/><body><p>OrbitTrap weight scales the colorValue input from the chosen Coloring Algorithm above (orbit traps). This allows blending of this input with other functions.</p><p>Initial minimumR is a separate limit set in the code to control the size of this colorValue.</p></body></html> - - + + Orbit trap com&ponent - - + + weight of 19.5 = old default (minimumR * 5000) - - + + weight of 3.9 = old hybrid default (minimumR * 1000) - - + + <html><head/><body><p><span style=" font-weight:400;">orbit trap weight:</span></p></body></html> - - + + <html><head/><body><p>These components collect and update data with every iteration. </p><p>aux.color is what collects theXYZplane and radius components, as in the original Mandelbox UI: Coloring Parameters.</p><p>aux.colorHybrid is the input from some experimental color Transforms.</p></body></html> - - + + a&uxillary color components - - + + weight of 0.39 = old hybrid default (aux.color * 100) - - + + aux. color weight: - - + + <html><head/><body><p>Use with fractals that have aux.color components. aux.color must be enabled on the formula UI.</p><p>These functions update a running colorValue total, every iteration (may result in localized cuts in the color)</p></body></html> - - + + aux. color hybrid weight: - - + + <html><head/><body><p>For BETA transforms: trans_hybrid_color &amp; trans_hybrid_color2.</p><p>Parameter controls weight of aux.colorHybrid values.</p><p>Assume these functions may not be backwards compatible in later releases.</p></body></html> - - + + <html><head/><body><p>ColorValue is derived from the radius of the point at termination.</p><p>Radius derived changes in colorValue are often inside the fractal. Can use with pseudoKleinian type structures.</p></body></html> - - + + rad&ius components - - + + radius * scale: - - + + <html><head/><body><p>ColorValue is derived from the radius of the point divided by the DE value, at termination.</p><p>Radius derived changes in colorValue are often inside the fractal. Can use with pseudoKleinian type structures.</p></body></html> - - + + rad&ius / DE components - - + + scale of 19.5 = old hybrid default ( r * 5000) / DE ) - - + + radius / DE * scale - - + + <html><head/><body><p>ColorValue is derived from the coordinates of the point at termination</p></body></html> - - + + xyz &bias - - + + z.z * scale: - - + + <html><head/><body><p>color_y = z.y * scale_y ;</p><p><br/></p><p>colorValue = color_x + color_y + color_z;</p></body></html> - - + + <html><head/><body><p>colorValue *= (1.0 + ( i * scale));</p></body></html> - - + + iter scale : - - + + z.y * scale: - - + + <html><head/><body><p>color_x = z.x * scale_x ;</p><p><br/></p><p>colorValue = color_x + color_y + color_z;</p></body></html> - - + + sqrd - - + + <html><head/><body><p>color_z = z.z * scale_z ;</p><p><br/></p><p>colorValue = color_x + color_y + color_z;</p></body></html> - - + + z.x * scale: - - + + <html><head/><body><p>As these functions are simply iteration based, they will produce sharp changes in color based on the iteration count at termination.</p><p>Adjusting the color speed may be required, depending on the size of the fractal and location.</p></body></html> - - + + color&Value iteration components - - + + <html><head/><body><p>colorValue += addValue * ( i - startIter);</p><p>An addValue of 1.0 equals one whole color step along the palette, at default color speed of 1.0.</p></body></html> - - + + <html><head/><body><p>colorValue *= 1.0 + ( scale * ( i - startIter));</p><p>This function will not work on its own, it always needs some other component supplying a range of colorValues.</p></body></html> - - + + start function at iteration: - - + + Final ColorValue Controls - - + + <html><head/><body><p>These options deform the Final ColorValues derived from the previous functions.</p></body></html> - - + + Palette deformin&g options - - - - - - + + + + + + <html><head/><body><p>Function produces an addition to the ColorValues based on its current value.</p></body></html> - - + + addition curv&e function - - + + spread factor: - - + + maximum add: - - - - - - + + + + + + start value: - - + + paraboli&c function - - + + parab scale: - - + + t&rig function - - + + cosine add: - - + + cosine period: - - + + <html><head/><body><p>Function rounds adjacent colorValues to produces solid color bands (i.e. no transitions between colors.)</p></body></html> - - + + roun&d - - + + round scale - - + + min colorValue - - + + <html><head/><body><p>Limit of minimum colorValue (units are still 1.0 = 256 colorValue units).</p></body></html> - - + + max colorValue - - + + <html><head/><body><p>Limit of maximum colorValue (units are still 1.0 = 256 colorValue units).</p></body></html> - - + + <html><head/><body><p>Color of the object's surface . This color is used when 'Use colors from palette' is disabled or when the material is to be applied to a non-fractal object.</p></body></html> - - + + Use color texture from an &image - - + + <html><head/><body><p>Path to image with color texture</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - + + Shading - - + + (effect of angle of incidence of light) - - + + Specular highlight - - + + Specular highlight color: - - + + <html><head/><body><p>Plastic specular reflection has color defined by <span style=" font-style:italic;">Specular highlight color</span> and depends on light source color. Surface color doesn't affect specular reflection color.</p></body></html> - - + + Plastic specular reflection - - - - + + + + Specular highlight brightness: - - - - + + + + Specular highlight width: - - + + <html><head/><body><p>Metallic specular reflection has color defined by <span style=" font-style:italic;">Specular highlight color</span> and depends on light source color and surface color.</p></body></html> - - + + Metallic specular reflection - - + + <html><head/><body><p>Intensity of metallic specular highlights</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>brightness 0</p></td><td><p>brightness 5</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - specularity 0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - specular metallic 5.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Width of metallic specular highlights </p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>width 0.2</p></td><td><p>width 2</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - specular metallic width 02.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - specular metallic width 2.jpg"/></p></td></tr></table></body></html> - - + + Roughness - - + + <html><head/><body><p>Roughness of metallic specular highlights </p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>roughness 0</p></td><td><p>roughness 5</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - specular metallic 5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - specular metallic roughness 10.jpg"/></p></td></tr></table><p><br/></p></body></html> - - + + <html><head/><body><p>Makes surface rough. This effect works well with enabled Monte Carlo algorithms.</p><p><img src=":/tooltips/tooltips_images/material - roughness 0,05.jpg"/></p></body></html> - - + + Rough surface - - + + Roughness: - - + + <html><head/><body><p>Roughness of object surface</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>roughness 0</p></td><td><p>roughness 0.05</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - roughness 0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - roughness 0,05.jpg"/></p></td></tr></table></body></html> - - + + Use roughness map texture - - + + <html><head/><body><p>Iridescence makes gradual changes of surface colour as the angle of view or the angle of illumination changes. </p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Iridescence disabled</p></td><td><p>Ididescence enabled</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - iridescence off.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - iridescence on.jpg"/></p></td></tr></table></body></html> - - + + Iridescence - - + + Subsurface relative thickness - - + + <html><head/><body><p>Intensity of the luminosity of the selected color.</p><p>Note: luminosity effect illuminates near objects only when Global Illumination is enabled.</p><p>Example of luminosity effect:</p><p><img src=":/tooltips/tooltips_images/material - luminosity.jpg"/></p></body></html> - - + + <html><head/><body><p>Color of the luminosity effect.</p><p>Note: luminosity effect does not illuminate near objects.</p><p>Example of luminosity effect:</p><p><img src=":/tooltips/tooltips_images/material - luminosity.jpg"/></p></body></html> - - + + + Emission multiplier: + + + + + + <html><head/><body><p>Multiplier of luminosity intensity wich controls amount of emited light in global illumination effect,</p><p>Note: luminosity effect illuminates near objects only when Global Illumination is enabled.</p><p>Example of luminosity effect:</p><p><img src=":/tooltips/tooltips_images/material - luminosity.jpg"/></p></body></html> + + + + + <html><head/><body><p>Use an image as a texture for luminosity effect.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/material - luminosity texture.jpg"/></p></body></html> - - + + <html><head/><body><p>Path to image with luminosity texture</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - + + Reflections and refraction - - + + <html><head/><body><p>If enabled the reflectance is calculated from Fresnel's equations. Reflectance is dependant on the angle of incidence of the ray.</p><p>To apply this effect, enable ray-traced reflections in <span style=" font-style:italic;">Raytracing</span> tab</p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Fresnel's equations off</p></td><td><p>Fresnel's equations on</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - reflectance fresnel off.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - reflectance fresnel.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Index of refraction of the material. It has influence on transparent objects and on non-transparent reflective objects. It affects the calculation in Fresnel's equations. </p><p>To apply this effect, enable ray-traced reflections in <span style=" font-style:italic;">Raytracing</span> tab</p><p>Example values: vacuum 1.0; glass.1.5; water 1.35; diamond 2.41<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>index of refraction 1.0 (gas or vacuum)</p></td><td><p>index of refraction 1.5 (glass)</p></td><td><p>index of refraction 2.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - transparency index of refraction 1.0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency index of refraction 1.5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency index of refraction 2.0.jpg"/></p></td></tr></table></body></html> - - + + Reflections - - + + Reflectance: Riflettanza: @@ -13189,8 +14290,8 @@ width: Larghezza alteluci speculari: - - + + Transparency of volume: Trasparenza volume: @@ -13199,34 +14300,34 @@ width: <html><head/><body><p>La tecnica di Displacement map consiste nell'usare una texture che causa un movimento della posizione dei punti sulla superficie. La superficie acquista maggior profondità e dettaglio, permettendo le ombreggiature. Contrariamente al mapping che avviene via linee normali (normal mapping), tramite displacement la superficie dell'oggetto viene deformata.</p><p>Esempio di texture con displacement map (nella maggiorparte dei casi l'effetto è analogo alle bump map). I pixel più luminosi avranno maggior rilievo.</p><p><img src=":/tooltips/tooltips_images/displacement_texture.jpg"/></p><p>Risultato d'esempio:</p><p><img src=":/tooltips/tooltips_images/material - displacement map.jpg"/></p><p>Nota: le displacement map non funzionano con il mapping cubico.</p></body></html> - - + + Use displacement &map texture Usa texture displacement &map - - + + Displacement height: Altezza displacement: - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + Texture path: Percorso texture: @@ -13235,8 +14336,8 @@ width: <html><head/><body><p>Percorso immagini texture displacement map</p></body></html> - - + + <html><head/><body><p>Height of displacement. Height is in the same units as object sizes.</p></body></html> <html><head/><body><p>Altezza displacement. L'altezza è espressa usando le stesse unità di grandezza degli oggetti.</p></body></html> @@ -13247,8 +14348,8 @@ color: colore: - - + + <html><head/><body><p>Size of specular highlights<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>width 0.1</p></td><td><p>width 1.0</p></td><td><p>width 5.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - specular highlight width 0.1.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - specular highlight width 1.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - specular highlight width 5.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>Grandezza alteluci speculari<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>width 0.1</p></td><td><p>width 1.0</p></td><td><p>width 5.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - specular highlight width 0.1.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - specular highlight width 1.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - specular highlight width 5.jpg"/></p></td></tr></table></body></html> @@ -13261,18 +14362,18 @@ colore: Usa texture di d&iffusione - - - - - - - - - - - - + + + + + + + + + + + + Texture intensity: Intensità texture: @@ -13281,8 +14382,8 @@ colore: <html><head/><body><p>Percorso immagini texture diffusion</p></body></html> - - + + <html><head/><body><p>Brightness of diffusion texture. Higher value will simulate more polished surface.</p></body></html> <html><head/><body><p>Lucentezza della texture di diffusione. Valori più alti simuleranno una superficie più lucida.</p></body></html> @@ -13291,8 +14392,8 @@ colore: <html><head/><body><p>Trasparenza dell'interno del frattale. Le parti più spesse dell'oggetto appariranno meno trasparenti di quelle più sottili.</p><p>Per applicare questo effetto, abilitare le riflessioni ray-traced nella scheda <span style=" font-style:italic;">Raytracing</span></p><p>Esempi di volume di colore giallo</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>transparenza 0.5</p></td><td><p>transparenza 0.8</p></td><td><p>transparenza 1.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - transparency of volume 0.5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency of volume 0.8.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency of surface 1.0.jpg"/></p></td></tr></table></body></html> - - + + Luminosity: Luminosità: @@ -13302,8 +14403,8 @@ colore: <html><head/><body><p>Trasparenza della superficie frattale. </p><p>Questo effetto simula il vetro o altri materiali rifrangenti. Se l'effetto è applicato all'oggeto frattale, si raccomanda si diminuire il 'valore massimo di iterazioni' ma senza diminuire la qualità dell'immagine (e.g. all'incirca 20). In questo modo il rendering sarà più veloce.</p><p>Per applicare questo effetto, abilitare le riflessioni ray-traced nella scheda <span style=" font-style:italic;">Raytracing</span></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>trasparenza 0.5</p></td><td><p>trasparenza 0.8</p></td><td><p>trasparenza 1.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - transparency of surface 0.5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency of surface 0.8.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency of surface 1.0.jpg"/></p></td></tr></table></body></html> - - + + Shading: Shading: @@ -13322,24 +14423,24 @@ Luminosità: &Usa colori palette - - + + Coloring algorithm: Algoritmo colorazione: - - - - - - + + + + + + <html><head/><body><p>Direction vector of line in orbit trap algorithm for coloring</p></body></html> <html><head/><body><p>Direzione linee vettori nell'algoritmo orbit-trap per la colorazione</p></body></html> - - + + Color speed: Velocità colore: @@ -13386,8 +14487,8 @@ Luminosità: (clicca per editare) - - + + Palette offset: Deviazione offset tavolozza: @@ -13409,7 +14510,7 @@ Luminosità: - + Randomize Randomizza @@ -13419,30 +14520,30 @@ Luminosità: <html><head/><body><p>Cambiamento tavolozza colori</p></body></html> - - + + Orbit trap sphere radius: Orbit trap Raggio sfera: - - - - - - + + + + + + y: - - - - - - + + + + + + z: @@ -13451,32 +14552,32 @@ Raggio sfera: <html><head/><body><p>Seleziona uno tra i diversi algoritmi di colorazioni basati su calcolo orbit trap.</p><p>- Orbit trap: Standard: definizione orbit trap come un punto con origine definita</p><p>- orbit trap: z.Dot(point): definizione orbit trap come un punto calcolato tramite coordinate del frattale </p><p>- orbit trap: Sfera: definizione orbit trap come superficie sferica</p><p>- orbit trap: Croce: definizione orbit trap a forma di croce</p><p>- orbit trap: Linea: definizione orbit trap come linea orientata verso una direzione data</p></body></html> - - + + Standard - - + + orbit trap: z.Dot(point) - - + + orbit trap: Sphere orbit trap: Sfera - - + + orbit trap: Cross orbit trap: Croce - - + + orbit trap: Line orbit trap: Linea @@ -13485,42 +14586,42 @@ Raggio sfera: <html><head/><body><p>Raggio sfera nell'algoritmo orbit trap per la colorazione</p></body></html> - - - - - - + + + + + + x: - - + + Orbit trap line direction vector: Vettore direzione linea orbit trap: - - + + <html><head/><body><p>Color of specular highlights</p><p>example:</p><p><img src=":/tooltips/tooltips_images/material - specular highlight color.jpg"/></p></body></html> <html><head/><body><p>Colore alteluci speculari</p><p>esempio:</p><p><img src=":/tooltips/tooltips_images/material - specular highlight color.jpg"/></p></body></html> - - - - - - - - - - - + + + + + + + + + + + PushButton strange "pushbutton" Premi Pulsante @@ -13534,38 +14635,38 @@ linea orbit trap: <html><head/><body><p>Intensità luminosità colore selezionato.</p><p>Nota: L'effetto luminosità non agisce sugli oggetti vicini.</p><p>Esempio di effetto luminosità:</p><p><img src=":/tooltips/tooltips_images/material - luminosity.jpg"/></p></body></html> - - + + Transparency of surface: Trasparenza superficie: - + Luminosity color: Colore luminosità: - - + + Single color: colore singolo: - - + + <html><head/><body><p>Intensity of light reflection effect</p><p>To apply this effect, enable ray-traced reflections in <span style=" font-style:italic;">Raytracing</span> tab or environment mapping<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>reflectance 0.5</p></td><td><p>reflectance 0.8</p></td><td><p>reflectance 1.0 (perfect reflection)</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - reflectance 0.5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - reflectance 0.8.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - reflectance 1.0.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>Intensità effetto riflessione luce</p><p>Per applicare questo effetto, abilitare le riflessioni ray-traced nella scheda <span style=" font-style:italic;">Raytracing</span> o nel mapping ambientale (environment mapping)<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>riflettanza 0.5</p></td><td><p>riflettanza 0.8</p></td><td><p>riflettanza 1.0 (riflessione perfetta)</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - reflectance 0.5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - reflectance 0.8.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - reflectance 1.0.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>angle of incidence effects intensity</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>shading 0.0</p></td><td><p>shading 1.0 </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - shading 0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - shading 1.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>intensità effetto angolo incidenza</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>shading 0.0</p></td><td><p>shading 1.0 </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - shading 0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - shading 1.jpg"/></p></td></tr></table></body></html> - - + + Color of volume: Colore volume: @@ -13579,14 +14680,14 @@ linea orbit trap: <html><head/><body><p>Indice di rifrazione del materiale. Influenza gli oggetti trasparenti e gli oggetti riflettenti non trasparenti. Ha effetto sul calcolo delle equazioni di Fresnel.</p><p>Per applicare questo effetto, abilitare le riflessioni ray-traced nella scheda <span style=" font-style:italic;">Raytracing</span></p><p>Valori d'esempio: vuoto assoluto (vacuum) 1.0; vetro 1.5; acqua 1.35; diamante 2.41<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>indice rifrazione 1.0 (gas o vacuum)</p></td><td><p>indice rifrazione 1.5 (vetro)</p></td><td><p>indice rifrazione 2.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - transparency index of refraction 1.0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency index of refraction 1.5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency index of refraction 2.0.jpg"/></p></td></tr></table></body></html> - - + + Index of refraction: Indice di rifrazione: - - + + <html><head/><body><p>Use image file as color texture.</p><p>Color texture is mixed with 'Single Color' (if palette is off) or 'Palette' (if palette is on). </p><p>example:</p><p><img src=":/tooltips/tooltips_images/material - color texture.jpg"/></p></body></html> strange "or" used with "mixed with single color" and "mixed with palette", the sense is not clear to me <html><head/><body><p>Usa file immagine come texture.</p><p>La texture per il colore viene mixata con 'Colore singolo' (se la palette è disattivata) o 'Palette' (se la palette è attivata).</p><p>esempio:</p><p><img src=":/tooltips/tooltips_images/material - color texture.jpg"/></p></body></html> @@ -13600,8 +14701,8 @@ linea orbit trap: <html><head/><body><p>Percorso immagini texture colore</p></body></html> - - + + <html><head/><body><p>Contrast of color texture</p></body></html> <html><head/><body><p>Contrasto texture colore</p></body></html> @@ -13610,14 +14711,14 @@ linea orbit trap: <html><head/><body><p>Se abilitato la riflettanza viene calcolata usando le equazioni di Fresnel. In altre parole la riflettanza dipende dall'angolo d'incidenza del raggio.</p><p>Per applicare questo effetto, abilitare le rifflessioni ray-traced nella scheda <span style=" font-style:italic;">Raytracing</span></p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>equazioni di Fresnel's disabilitate</p></td><td><p>equazioni di Fresnel's abilitate</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - reflectance fresnel off.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - reflectance fresnel.jpg"/></p></td></tr></table></body></html> - - + + Fresnel's equations for reflectance Equazioni di Fresnel per riflettanza - - + + <html><head/><body><p>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. <span style=" text-decoration: underline;">simulates</span> 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.</p><p>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. </p><p>Normal maps can be derived from height maps (bumpmaps)<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Example normal map texture:</p></td><td><p>Example height map</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/normal_map_texture.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/displacement_texture.jpg"/></p></td></tr></table><p>Example object with normal map texture:</p><p><img src=":/tooltips/tooltips_images/material - normal map texture.jpg"/></p></body></html> <html><head/><body><p>Normal mapping è una tecnica usata per simulare la luce su protuberanze e ammaccature – un'implementazione della tecnica di bump mapping. Le texture cambiano localmente la direzione dei vettori delle normali sulla superficie dell'oggetto, (i.e. <span style=" text-decoration: underline;">simula</span> cambiamenti locali dell'angolo della superficie). Crea cambiamenti nel modo in cui la luce viene riflessa o diffusa. Le normal map non deformano la superficie dell'oggetto, ma ne simulano l'aspetto.</p><p>Le texture usano il componente colore per definire la direzione della deviazione di un vettore della normale. Il rosso rappresenta l'asse X, il verde l'asse Y e il blu rappresenta l'asse Z.</p><p>Le normal map possono essere derivate dalle height map (bump map)<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Esempio texture normal map:</p></td><td><p>Esempio texture height map</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/normal_map_texture.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/displacement_texture.jpg"/></p></td></tr></table><p>Esempio oggetto con texture normal map:</p><p><img src=":/tooltips/tooltips_images/material - normal map texture.jpg"/></p></body></html> @@ -13630,16 +14731,16 @@ linea orbit trap: <html><head/><body><p>Percorso texture normal map</p></body></html> - - - - + + + + Intensity: Intensità: - - + + <html><head/><body><p>Intensity of bumps.</p></body></html> <html><head/><body><p>Intensità forme in rilievo (bumps).</p></body></html> @@ -13648,26 +14749,26 @@ linea orbit trap: <html><head/><body><p>Abilita uso delle heightmaps in scala di grigio come bump maps come mostrato nell'immagine sotto. La bump map viene convertita internamente in normal map.</p><p><img src=":/tooltips/tooltips_images/displacement_texture.jpg"/></p><p>Questa texture produce i seguenti risultati:</p><p><img src=":/tooltips/tooltips_images/material - normal map texture from bumpmap.jpg"/></p></body></html> - - + + Normal map derived from greyscale bump map Normal map derivata da bump map in modalità scala di grigi - - + + <html><head/><body><p>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.</p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>standard</p></td><td><p>inverted</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/normal_map_texture.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/normal_map_texture_g_inv.jpg"/></p></td></tr></table><p>To recognize which standard it is, check how the colors are located on the convex part of the texture.</p><p>Standard: top left corner - green, bottom right- red</p><p>Inverted: bottom left corner - green, right top - red</p><p>If you use inverted texture, then this check box should be ticked.</p></body></html> <html><head/><body><p>Ci sono due tipi tipologie di normal map. La differenza tra loro è la direzione del componente Y del vettore della normale. Visivamente, quando viene scambiato il componente Y, il colore verde presente nella texture viene invertito.</p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>standard</p></td><td><p>Invertito</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/normal_map_texture.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/normal_map_texture_g_inv.jpg"/></p></td></tr></table><p>Per riconoscere la tipologia, controllare come sono disposti i colori nelle parti convesse della texture.</p><p>Standard: angolo in alto a sinistra - verde, inferiore destro - rosso</p><p>Invertito: angolo inferiore sinistro - verde, in alto a destra - rosso</p><p>Se si usa una texture invertita, spuntare questa casella di controllo.</p></body></html> - - + + Invert green (Y+ / Y-) Inverti il verde (Y+ / Y-) - - + + <html><head/><body><p>Color of interior of transparent objects.</p><p>To apply this effect, enable ray-traced reflections in <span style=" font-style:italic;">Raytracing</span> tab</p></body></html> <html><head/><body><p>Colore interno degli oggetti trasparenti.</p><p>Per applicare questo effetto, abilitare le riflessioni ray-traced nella scheda <span style=" font-style:italic;">Raytracing</span></p></body></html> @@ -13676,8 +14777,8 @@ linea orbit trap: <html><head/><body><p>Usa immagine come texture per l'effetto luminosità.</p><p>Esempio:</p><p><img src=":/tooltips/tooltips_images/material - luminosity texture.jpg"/></p></body></html> - - + + Use luminosity te&xture Usea te&xture luminosità @@ -13686,169 +14787,205 @@ linea orbit trap: <html><head/><body><p>Percorso immagini texture luminosità</p></body></html> - - + + <html><head/><body><p>Brightness of luminosity texture.</p></body></html> <html><head/><body><p>Lucentezza texture luminosità.</p></body></html> - - + + <html><head/><body><p>Intensity of specular highlights</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>brightness 0</p></td><td><p>brightness 5 </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - specularity 0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - specularity 5.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>IIntensità alteluci speculari</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>luminosità 0</p></td><td><p>luminosità 5 </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - specularity 0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - specularity 5.jpg"/></p></td></tr></table></body></html> - - + + Color of reflections: - - + + Use reflectance map texture - - + + <html><head/><body><p>Transparency of the fractal interior. Thicker parts of the object will appear less transparent than thinner parts.</p><p>To apply this effect, enable ray-traced reflections in <span style=" font-style:italic;">Raytracing</span> tab</p><p>Examples for yellow color of volume</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>transparency 0.5</p></td><td><p>transparency 0.8</p></td><td><p>transparency 1.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - transparency of volume 0.5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency of volume 0.8.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency of surface 1.0.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Transparency of fractal surface. </p><p>This effect simulates glass or other refractive materials. For fast rendering, it is recommended to decrease the 'maximum number of iterations' to as low a value as will still produce acceptable image quality ( e.g. maybe about 20 iterations).</p><p>To apply this effect, enable ray-traced reflections in <span style=" font-style:italic;">Raytracing</span> tab </p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>transparency 0.5</p></td><td><p>transparency 0.8</p></td><td><p>transparency 1.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - transparency of surface 0.5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency of surface 0.8.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency of surface 1.0.jpg"/></p></td></tr></table></body></html> - - + + Color of transparency: - - + + + <html><head/><body><p>For backwards compatibity. If enabled, OpenCL and Non-OpenCL modes will sometimes render different coloring.</p></body></html> + + + + + + <html><head/><body><p>Apply color gradient to the volume of the object (if transparency of volume is lower than 1)</p></body></html> + + + + + + Use color gradient for interior + + + + + + <html><head/><body><p>Scatters the light inside the object. It involves calculation of shadows through the volume of the object.</p><p>Because the effect is slow for calculation, it is recomended to decrease Maximum number of fractal iterations to a level which does not change the appearance of the objects.</p></body></html> + + + + + + Subsurface scattering + + + + + Use transparency map texture - - + + + Note: reduce Maximum number of fractal iterations to the level which will not cause changes to the objects shape. It will significantly speed up calculations. + + + + + <html><head/><body><p>Diffusion texture controls the amount and color of the reflected light. It also controls the intensity and width of the specular reflections.</p><p>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.)</p><p>Dark areas will not reflect light, and the specular reflections will be dark and wide (i.e. simulates a rough surface). </p><p>Example:</p><p><img src=":/tooltips/tooltips_images/material - diffusion texture.jpg"/></p></body></html> - - + + Use diffusion &texture - - + + <html><head/><body><p>Path to the image to be used for diffusion texture</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - + + Use normal &map texture - - + + <html><head/><body><p>Path to the image to be used as the normal map texture</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - + + <html><head/><body><p>Enables the use of greyscale heightmaps as bump maps, like on the image below. The bump map is internally converted to a normal map. </p><p><img src=":/tooltips/tooltips_images/displacement_texture.jpg"/></p><p>This texture can give the following result:</p><p><img src=":/tooltips/tooltips_images/material - normal map texture from bumpmap.jpg"/></p></body></html> - - + + <html><head/><body><p>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.</p><p>Example displacement map texture (in most cases it can be the same as for bump maps). Brighter pixels will give bigger embossing of surface.</p><p><img src=":/tooltips/tooltips_images/displacement_texture.jpg"/></p><p>Example result:</p><p><img src=":/tooltips/tooltips_images/material - displacement map.jpg"/></p><p>Note: displacement map does not work with cubic mapping of texture.</p></body></html> - - + + <html><head/><body><p>Path to image with displacement map texture</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - + + Texture mapping - - + + Fractalize texture - - + + Map texture to fractal shape using algorithm basing on orbit traps - - + + start orbit trap at iteration: - - + + Orbit trap cube size - - + + <html><head/><body><p>Geometry of texture mapping<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Planar - texture is mapped as a 2D plane</p></td><td><p>Spherical - texture is mapped as a sphere around the object center</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - planar mapping.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - spherical mapping.jpg"/></p></td></tr></table><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Cylindrical - texture is mapped as a cylinder around the object axis</p></td><td><p>Cubic - texture is mapped in accordance with the surface direction of a cube.<br/>Note: this mapping cannot be used with a displacement map </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - cylindrical mapping.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - cubic mapping.jpg"/></p></td></tr></table></body></html> - - + + Texture rotation: - - + + <html><head/><body><p>Position of the center of the texture. Position is relative to the texture size.</p><p>Note: size of texture is always 1 x 1 x 1.</p><p>Example of changed texture center [0.3, 0.3, 0.0] </p><p><img src=":/tooltips/tooltips_images/material - cubic mapping - center 0.3 0.3 0.0.jpg"/></p></body></html> - - - - - - + + + + + + <html><head/><body><p>Rotation of the texture relative to the object orientation.</p><p>Example of rotated texture</p><p><img src=":/tooltips/tooltips_images/material - planar mapping - rotated.jpg"/></p></body></html> <html><head/><body><p>Rotazione texture relativa alla rotazione dell'oggetto.</p><p>Esempio di texture ruotata</p><p><img src=":/tooltips/tooltips_images/material - planar mapping - rotated.jpg"/></p></body></html> - - + + Mapping type: Tipo mapping: - - + + Texture center: (relative to object size) @@ -13861,16 +14998,16 @@ grandezza oggetto) <html><head/><body><p>Posizione del centro della texture. La posizione è relativa alle dimensioni della texture.</p><p>Nota: le dimensioni della texture sono sempre 1 x 1 x 1.</p><p>Esempio di cambiamento del centro della texture [0.3, 0.3, 0.0] </p><p><img src=":/tooltips/tooltips_images/material - cubic mapping - center 0.3 0.3 0.0.jpg"/></p></body></html> - - - - + + + + <html><head/><body><p>Position of center of the texture. Position is relative to object size.</p><p>Note: object size of fractal object is always 1 x 1 x 1.</p><p>Example of changed texture center [0.3, 0.3, 0.0] </p><p><img src=":/tooltips/tooltips_images/material - cubic mapping - center 0.3 0.3 0.0.jpg"/></p></body></html> <html><head/><body><p>Posizione del centro della texture. La posizione è relativa alle dimensioni dell'oggetto.</p><p>Nota: le dimensioni dell'oggetto sono sempre 1 x 1 x 1.</p><p>Esempio di cambiamento del centro della texture [0.3, 0.3, 0.0] </p><p><img src=":/tooltips/tooltips_images/material - cubic mapping - center 0.3 0.3 0.0.jpg"/></p></body></html> - - + + Texture scale: (relative to object size) @@ -13879,8 +15016,8 @@ object size) dimensioni oggetto) - - + + alpha: alfa: @@ -13889,26 +15026,26 @@ dimensioni oggetto) <html><head/><body><p>Geometria texture mapping<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Planare - la texture viene mappata su un piano 2D</p></td><td><p>Sferica - la texture viene mappata su di una sfera attorno al centro dell'oggetto</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - planar mapping.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - spherical mapping.jpg"/></p></td></tr></table><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Cilindrica - la texture viene mappata su di un cilindro attorno al centro dell'oggetto</p></td><td><p>Cubica - la texture viene mappata sulla superficie di un cubo.<br/>Nota: questo tipo di mapping non può venir usato assieme alle displacement map </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - cylindrical mapping.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - cubic mapping.jpg"/></p></td></tr></table></body></html> - - + + Spherical Sferica - - + + Cubic Cubica - - + + Cylindrical Cilindrica - - + + Planar Piana @@ -13917,24 +15054,24 @@ dimensioni oggetto) Rotazione texture: - - + + beta: beta: - - + + gamma: gamma: - - - - - - + + + + + + <html><head/><body><p>Size of the texture. Size is relative to object size.</p><p>Note: object size of fractal object is always 1 x 1 x 1.</p><p>Example of changed texture scale [0.3, 0.3, 0.3] </p><p><img src=":/tooltips/tooltips_images/material - cubic mapping - scaled down.jpg"/></p></body></html> <html><head/><body><p>Grandezza texture. La grandezza è relativa alla grandezza dell'oggetto.</p><p>Nota: la grandezza dell'oggetto è sempre 1 x 1 x 1.</p><p>Esempio di cambiamento della scala della texture [0.3, 0.3, 0.3] </p><p><img src=":/tooltips/tooltips_images/material - cubic mapping - scaled down.jpg"/></p></body></html> @@ -14013,23 +15150,27 @@ dimensioni oggetto) cMeshExport - Processing layer %1 of %2 - Sto processando strato %1 di %2 + Sto processando strato %1 di %2 + + + + Processing layer %1 of %2. Got %3 polygons + - + Mesh Export - + Mesh Export finished - Cancelled export - - Mesh Export finished - Processed %1 layers + + Mesh Export finished - Processed %1 layers and got %2 polygons @@ -14206,11 +15347,205 @@ dimensioni oggetto) - + Select path for mesh output + + cNavigatorWindow + + + + Dialog + Dialogo + + + + + Edited parameter set + + + + + + Preview quality options + + + + + + Size + + + + + + Small + + + + + + Medium + + + + + + Big + + + + + + Quality + Qualità + + + + + Auto + + + + + + 1 + + + + + + 1/2 + + + + + + 1/4 + + + + + + 1/8 + + + + + + 1/16 + + + + + + 1/32 + + + + + + Enable shadow calculation in the preview + + + + + + Shadows + + + + + + Enable reflections and transparency calculation in the preview + + + + + + Reflectons + + + + + + Enable volumetric effects calculation in the preview + + + + + + Volumetrics + + + + + + <html><head/><body><p>Disable shadows, reflections and volumetric effects, and enable fast dark glow effect which improves perception of depth.</p></body></html> + + + + + + Dark glow + + + + + + Mouse click function: + Funzione click del mouse: + + + + + <html><head/><body><p>Selection for action which will be executed after clicking on the image</p><ul style="margin-top: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; -qt-list-indent: 1;"><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">No action - blocks functionality of mouse pointer</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Move the camera - moves the camera or target (depends on movement and rotation mode)</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Set fog visibility - sets visibility distance for basic fog effect</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Set DOF focus - sets object which will appear in focus</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Get Julia constant - gets value of constant for Julia fractal</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Place light #n - places light in selected place (mouse wheel controls distance from fractal) </li></ul></body></html> + <html><head/><body><p>Seleziona l'azione che sarà eseguita dopo aver cliccato sull'immagine</p><ul style="margin-top: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; -qt-list-indent: 1;"><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Nessun'azione - blocca funzionalità del puntatore del mouse</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Muove la camera - muove la camera o il bersaglio (dipende dalla modalità movimento e rotazione)</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Imposta visibilità nebbia - imposta la distanza di visibilità dell'effetto nebbia base</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Imposta messa a fuoco della profondità di campo (DOF) - imposta oggetto messo a fuoco</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Ottieni costante di Julia - ottieni il valore della costante del frattale di Julia</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Posiziona luce #n - posiziona la luce nel luogo selezionato (lo scrolling del mouse controlla la distanza dal frattale) </li></ul></body></html> + + + + + No action + Nessuna azione + + + + + Closes the Navigator and copies actual parameters to the main window + + + + + + Use in main window + + + + + + Closes the Navigator and copies actual parameters to the main window. It does not copy camera position and rotation. + + + + + + Use in main window (without camera) + + + + + + Cancel + + + + + Navigator + + + cNetRender @@ -14252,7 +15587,7 @@ dimensioni oggetto) cOpenClEngineRenderDOF - + OpenCL DOF finished @@ -14270,17 +15605,17 @@ dimensioni oggetto) - + OpenCL - rendering DOF - phase 1 - + OpenCL - rendering DOF phase 1 - + OpenCL - rendering DOF phase 1 finished @@ -14298,17 +15633,17 @@ dimensioni oggetto) - + OpenCL - rendering DOF - phase 1 - + OpenCL - rendering DOF - phase 2 - + OpenCL - rendering DOF phase 2 finished @@ -14316,31 +15651,55 @@ dimensioni oggetto) cOpenClEngineRenderFractal - + OpenCl - initializing - + Compiling OpenCL programs - + OpenCl - rendering image (workgroup %1 pixels) - + OpenCl - rendering image - + OpenCL - rendering image finished + + cOpenClEngineRenderPostFilter + + + OpenCl %1 - initializing + + + + + Compiling sources for %1 + + + + + + OpenCl - rendering %1 + + + + + OpenCl - rendering %1 finished + + + cOpenClEngineRenderSSAO @@ -14354,36 +15713,66 @@ dimensioni oggetto) - - + + OpenCl - rendering SSAO - + OpenCl - rendering SSAO finished + + cOpenClHardware + + + Timeout detection in graphics driver is not disabled +Run TDR__disable script from %1 +as administrator +Timeout detection can cause graphics driver restarts +during rendering of difficult fractals or effects. + + + cOpenClWorkerThread - + + + + Cannot set OpenCL argument for %1 - + antiAliasingDepth + + + sequenceSize + + + + + jobWidth + + + + + inClPixelSequenceBuffer + + cPostRenderingDOF - - - + + + DOF terminated DOF terminato @@ -14395,26 +15784,26 @@ dimensioni oggetto) Dialogo - - + + Default file paths Percorsi file predefinito - - + + Settings: Impostazioni: - - + + Images: Immagini: - - + + Textures: Texture: @@ -14423,14 +15812,14 @@ dimensioni oggetto) Dimensioni font UI (in pixel) - - + + Language Lingue - - + + <html><head/><body><p>Language of application texts.</p><p>You need to restart application to apply changes.</p></body></html> <html><head/><body><p>Modificare la lingua predefinita per l'applicazione.</p><p>È necessario riavviare l'applicazione per applicare le modifiche.</p></body></html> @@ -14439,8 +15828,8 @@ dimensioni oggetto) <html><head/><body><p><span style=" font-weight:600;">JPG</span></p><p>Il parametro relativo alla qualità verrà ignorato, in quanto il formato JPG supporta solo 8 bit di precisione.</p><p>ofni canale immagine verrà salvato in un file separato</p><p><span style=" font-weight:600;">PNG</span></p><p>Profondità colore, a 8 o a 16 bit (la modalità 32 bit si tradurrà in 16 bit di precisione).</p><p>Ogni canale verrà salvato in un file differente. </p><p>L'unica eccezione è costituita dal canale alpha:</p><p>Se vengono selezionati entrambi Alpha e Colore &quot;Aggiunge alfa all'immagine (solo PNG) &quot;, un immagine RGBA verrà salvata, contenente canali Colore + Alpha.</p><p><span style=" font-weight:600;">EXR</span></p><p> Profondità colore, a 8 o a 16 bit (la modalità 32 bit si tradurrà in 16 bit di precisione).</p><p>Tutti i canali verranno salvati i un unico file.</p></body></html> - - + + Image Settings Impostazioni immagini @@ -14451,174 +15840,180 @@ dimensioni oggetto) e sul salvataggio dei fotogrammi dell'animazione . - - + + Z Buffer - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + 8 bit - + Program Preferences - - + + To apply changes of these settings you need to restart the application - - + + space light - - + + space dark - - + + space dark green - - + + space dark blue - - + + space dark red - - + + UI font size (points) - - + + Toolbar icon size (pixels) Dimensioni icone barra strumenti (in pixel) - - + + Colorize group&Boxes - - + + Seed for random colors - - + + Display tooltips - - + + Randomizer - - + + Small - - - - + + + + Medium - - + + Big - - + + Preview size - - + + Preview quality - - + + Low - - + + High - - + + Advanced Avanzato - - + + Max. number of CPU cores to use Numero massimo di CPU da usare - - + + Logging verbosity level Verbosità registrazione eventi (log) - - + + Lowest priority Priorità più bassa @@ -14627,76 +16022,76 @@ dimensioni oggetto) Priorità bassa - - + + Normal priority Priorità normale - - + + High priority Priorità alta - - + + Rendering threads priority Priorità thread di rendering - - + + Image auto-refresh period [seconds] - - + + <html><head/><body><p>Multiplies fractal c constant by this value.</p></body></html> <html><head/><body><p>Moltiplica la costante c per questo valore.</p></body></html> - - + + Path to log file: - - + + Do not show description on settings load settings=impostazioni o settaggi Non mostrare descizione al caricamento delle impostazioni - - + + Retrieve default toolbar presets Recupera valori di default della barra strumenti - - + + Retrieve default materials in material folder Recupera materiali di default nella directory materiali - - + + Image Immagine - - + + <html><head/><body><p><span style=" font-weight:600;">JPG</span></p><p>The quality value will be ignored, since JPG only supports 8 bit precision.</p><p>Every image channel will be saved as a separate file with appended postfix.</p><p><span style=" font-weight:600;">PNG</span></p><p>The quality value can be 8 bit or 16 bit (32 bit will result in 16 bit precision).</p><p>Every image channel will be saved as a separate file. </p><p>Only exception can be alpha channel:</p><p>If both Color and Alpha channel are selected and &quot;Append alpha to image (only PNG and TIFF)&quot;, then color + alpha will be saved to a RGBA image with quality and postfix of color row.</p><p><span style=" font-weight:600;">TIFF</span></p><p>The quality value can be 8 bit, 16 bit or 32 bit.</p><p>Every image channel will be saved as a separate file. </p><p>Only exception can be alpha channel:</p><p>If both Color and Alpha channel are selected and &quot;Append alpha to image (only PNG and TIFF)&quot;, then color + alpha will be saved to a RGBA image with quality and postfix of color row.</p><p><span style=" font-weight:600;">EXR</span></p><p>The quality value can be 16 bit or 32 bit (8 bit will result in 16 bit precision).</p><p>The postfix will be ignored since all image channels will be saved to one file.</p></body></html> I have doubt over "postfix of color row" <html><head/><body><p><span style=" font-weight:600;">JPG</span></p><p>Il valore relativo alla qualità dell'immagine verrà ignorato, perché il formato JPG supporta solo la precisione a 8 bit.</p><p>Ogni canale supplementare dell'immagine verrà salvato in un file separato, con l'aggiunta del suffisso al nome del file.</p><p><span style=" font-weight:600;">PNG</span></p><p>Il valore di qualità immagine può essere 8 oppure 16 bit (32 bit verrà convertito automaticamente a 16 bit).</p><p>Ogni canale dell'immagine verrà salvato in un file separato, con l'aggiunta del suffisso al nome del file. </p><p>Unica eccezione può essere il canale alfa:</p><p>Se vengono selezionati entrambi i canali, canale colore e canale alfa, tramite la voce &quot;Aggiungi alfa a immagine (solo PNG e TIFF)&quot;, allora colore + alfa verranno salvati in un'immagine RGBA, con l'aggiunta del suffisso al nome del file.</p><p><span style=" font-weight:600;">TIFF</span></p><p>Il valore di qualità immagine può essere 8 ,16 o 32 bit.</p><p>Ogni singolo canale verrà salvato in un file separato, con l'aggiunta del suffisso al nome del file. </p><p>Unica eccezione può essere il canale alfa:</p><p>Se vengono selezionati entrambi i canali, canale colore e canale alfa, tramite la voce &quot;Aggiungi alfa a immagine (solo PNG e TIFF)&quot;, allora colore + alfa verranno salvati in un'immagine RGBA.</p><p><span style=" font-weight:600;">EXR</span></p><p>Il valore di qualità immagine può essere 8 oppure 16 bit (32 bit verrà convertito automaticamente a 16 bit).</p><p>Il suffisso verrà ignorato perché tutti i canali dell'immagine verranno salvati in un unico file.</p></body></html> - - + + These settings affect "Save as JPG/PNG/EXR/TIFF" actions and saving animation frames. Queste impostazioni hanno effetto sulle azioni @@ -14704,367 +16099,541 @@ dimensioni oggetto) e sul salvataggio dei fotogrammi dell'animazione. - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + 16 bit - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + 32 bit - - + + Alpha - - + + Z-buffer options - - + + Invert z-buffer - - + + Logarithmic scale - - + + maximum z-depth - - + + minimum z-depth - - + + Op&tional Image Channels - - + + Specular - - + + World - - + + Diffuse - - + + World Normal - - + + Save each channel in separate folder - - + + Use linear colorspace (only EXR) - - + + + Toolbar + + + + + + Custom formula editor font size (points) + + + + + + Max. RAM for texture cache (GB) + + + + + + Console debug output + + + + + + Not denoised + + + + + + Global illumination + + + + + + Shadows + + + + + Save stereoscopic left and right images in separate files (stereoscopic mode has to be "left-right") - - - Append alpha to image (only PNG and TIFF) - Aggiungi alfa a immagine (solo per PNG e TIFF) + + + Append alpha to image (only PNG and TIFF) + Aggiungi alfa a immagine (solo per PNG e TIFF) + + + + + Save fractal settings together with the image + + + + + + Thumbnail options + Opzioni miniature + + + + + Clear + Cancella + + + + + Load + Carica + + + + + <html><head/><body><p>Memory limit for single memory buffer used by OpenCL programs.</p><p>It should be set not higher than suggested memory limit showed below.</p><p>If SSAO or DOF effects need more memory than limit, they will be rendered using CPU.</p><p>Higher memory limit can allow rendering SSAO and DOF effects using GPU at higher resolution, but program can produce errors or be unstable.</p></body></html> + + + + + + Device + + + + + + All GPU devices + + + + + + Default device + + + + + + All devices + + + + + + All CPU devices + + + + + + All accelerators + + + + + + Platforms + + + + + + <html><head/><body><p>It disables 'compute cache' used by NVidia driver. It is sometimes needed to use this option to refresh precompiled OpenCL programs after changing OpenCL source files (e.g. after upgrade of the program).</p></body></html> + + + + + + Disable cache for OpenCL programs + + + + + + <html><head/><body><p>It enables -cl-fast-relaxed-math OpenCL flag. It provides additional speed by removing some checks to the math operations like division by zero or Not-a-Number. In some cases it can lead to unpredictable results.</p><p>It is needed to restart the program to apply this option.</p></body></html> + + + + + + Use fast relaxed math + + + + + + Suggested memory limit: + + + + + + <html><head/><body><p>Job size multiplier increases size of OpenCL jobs (size of tiles).</p><p>Higher value can increase rendering speed, but too high can slow down rendering.</p><p>Too high value can cause higher GPU memory usage makeing the program unstable. It also increases the time of rendering a single tile, which can cause GPU driver timeouts.</p></body></html> + + + + + + Job size multiplier: + - - - Thumbnail options - Opzioni miniature + + + Percentage of reserved GPU time for a system + - - - Clear - Cancella + + + <html><head/><body><p>Percentage of GPU time which will be reserved for another processes like a system.</p><p>Higher value will generate longer waits between launching next OpenCL jobs. During this time the system will have opportunity to update UI. It will cause reduction of rendering speed.</p></body></html> + - - - Load - Carica + + + clang-format path: + - - - <html><head/><body><p>Memory limit for single memory buffer used by OpenCL programs.</p><p>It should be set not higher than suggested memory limit showed below.</p><p>If SSAO or DOF effects need more memory than limit, they will be rendered using CPU.</p><p>Higher memory limit can allow rendering SSAO and DOF effects using GPU at higher resolution, but program can produce errors or be unstable.</p></body></html> + + + <html><head/><body><p>Mandelbulber can use OpenCL to accelerate rendering.<br/>For more information about setup and workflow see the User Manual<br/>under Menu &gt; Help &gt; User Manual.<br/></p></body></html> - - - Device + + + Shortcuts - - - All GPU devices + + + Default layout - - - Default device + + + MB3D layout - - - All devices + + + Render - - - All CPU devices + + + Stop - - - All accelerators + + + Move forward - - - Platforms + + + Move backward - - - <html><head/><body><p>It disables 'compute cache' used by NVidia driver. It is sometimes needed to use this option to refresh precompiled OpenCL programs after changing OpenCL source files (e.g. after upgrade of the program).</p></body></html> + + + Move left - - - Disable cache for OpenCL programs + + + Move right - - - <html><head/><body><p>It enables -cl-fast-relaxed-math OpenCL flag. It provides additional speed by removing some checks to the math operations like division by zero or Not-a-Number. In some cases it can lead to unpredictable results.</p><p>It is needed to restart the program to apply this option.</p></body></html> + + + Move up - - - Use fast relaxed math + + + Move down - - - Suggested memory limit: + + + Rotate left - - - <html><head/><body><p>Job size multiplier increases size of OpenCL jobs (size of tiles).</p><p>Higher value can increase rendering speed, but too high can slow down rendering.</p><p>Too high value can cause higher GPU memory usage makeing the program unstable. It also increases the time of rendering a single tile, which can cause GPU driver timeouts.</p></body></html> + + + Rotate right - - - Job size multiplier: + + + Rotate up - - - Percentage of reserved GPU time for a system - + + + Add keyframe + Aggiungi fotogramma chiave - - - <html><head/><body><p>Percentage of GPU time which will be reserved for another processes like a system.</p><p>Higher value will generate longer waits between launching next OpenCL jobs. During this time the system will have opportunity to update UI. It will cause reduction of rendering speed.</p></body></html> + + + Modify keyframe + Modifica fotogramma chiave + + + + + Rotate down - - - clang-format path: + + + Roll left - - - <html><head/><body><p>Mandelbulber can use OpenCL to accelerate rendering.<br/>For more information about setup and workflow see the User Manual<br/>under Menu &gt; Help &gt; User Manual.</p><p>OpenCL support is still alpha and lacks the following features<br/>present in the non-OpenCL mode:</p><ul style="margin-top: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; -qt-list-indent: 1;"><li style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">HDR blur</li></ul><p><br/></p></body></html> + + + Roll right - - + + Generate Genera - - + + Precision - - + + single - - + + Use constant depth range - - + + Render thumbnails with OpenCL (if OpenCL enabled) - - + + OpenCL (GPU) - - + + OpenCL ena&ble - - + + This will offload the rendering to an OpenCL device (GPU, CPU, Accelerator Card). - - + + double - - + + Memory Limit: - - - - + + + + Quality Qualità - - - - + + + + Postfix Suffisso - - - - + + + + Image Channel Canale immagine - - + + Low priority - - + + Color Colore - - + + Following channels are only rendered on demand and will only be present after enabling and re-render. I seguenti canali vengono renderizzati in base alla richiesta @@ -15072,15 +16641,15 @@ e saranno presenti solo se prima verranno abilitati e successivamente rirenderizzati. - - + + Surface Normal Normale superficie - - + + Misc Image Settings Impostazioni varie immagini @@ -15089,14 +16658,14 @@ superficie Aggiunge canale alfa per l'immagine (solo PNG ) - - + + Do not ask for quit confirmation Non chiedere conferma alla chiusura - - + + JPEG quality: Qualità JPEG: @@ -15105,97 +16674,204 @@ superficie Impostazioni Programma - - + + General Generale - - + + System Look and Feel Look and Feel del sistema - - + + UI Style type Tipo stile interfaccia utente - - + + UI Skin Stile interfaccia utente - - + + normal normale - - + + dark scura - - + + light chiara - + Path to log file: %1 - + Select default directory for images Selezionare la directory predefinita per le immagini - + Select default directory for settings files Selezionare la directory predefinita per i file impostazioni - + Select default directory for textures Selezionare la directory predefinita per le texture - + + Select default directory for toolbar presets + + + + rendering %1, %2 of %3 rendering %1, %2 di %3 - + Suggested memory limit (based on CL_DEVICE_MAX_MEM_ALLOC_SIZE): %1 MB - + clang-format executable (clang-format.exe clang-format-*.exe clang-format-* clang-format) - + Select clang-format executable (exe on windows, program name on MacOS / Linux)... + + cPrimitivesManager + + + + Form + + + + + + Show wire-frame preview of primitives + + + + + + <html><head/><body><p>Delete the selected light source.</p></body></html> + + + + + + Delete +primitive + + + + + + <html><head/><body><p>Place a light source using the mouse pointer.</p><p>Light position (for selected light tab) can be manipulated in following ways:</p><p>- mouse click on the image places light in front of selected point (offset by placement distance.) Placement distance from the selected point can be adjusted using mouse wheel + alt key.</p><p>- move light by dragging the mouse pointer while holding left mouse button. Moves light while maintaining placement distance</p><p>- rotating mouse wheel while holding control key moves light forward/backward</p></body></html> + + + + + + Place/move +primitive + + + + + + + + + + + + + + <html><head/><body><p>Duplicate the selected light source. All parameters will be copied to the new one.</p></body></html> + + + + + + Align rotation +to the camera + + + + + + Duplicate +primitive + + + + + + Enable all + + + + + + Disable all + + + + + + Only selected + + + + + Rename %1 #%2 + + + + + Renaming %1 #%2 + + + + + Enter name of the primitive %1 #%2 + + + cPushButtonAnimSound - + Audio loaded - + Anim By Sound @@ -15203,49 +16879,49 @@ superficie cQueue - - + + STILL not sure POSA - + FLIGHT VOLO - + KEYFRAME FOTOGRAMMA CHIAVE - + Fractals (*.txt *.fract) Frattali (*.txt *.fract) - + Add file to queue... Aggiungi file alla coda... - + Name Nome - + Preview Anteprima - + Type Tipo - + Action Azione @@ -15254,236 +16930,264 @@ superficie cRandomizerDialog - + Dialog Dialogo - + Slight randomize - + Medium randomize - + Heavy randomize - + STOP - + Do not randomize integers and booleans - + Do not randomize camera - + Reset Reset - + Reset negligible parameters - + Use and add to keyframe animation - + Use - + Actual version - + Version 1 - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + Select - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + ... - - + + + + + + + + + + + + + + + + + + + + + + + + + Keep + + + + + Version 3 - - + + Version 2 - - + + Version 4 - - + + Version 5 - - + + Version 6 - - + + Version 7 - - + + Version 8 - - + + Version 10 - - + + Version 9 - - + + Version 11 - - + + Version 12 - + Randomizer (for parameters from %1) - + Randomizer (for parameters from keyframe animation) - + Fractals (*.txt *.fract) - + Save settings... Salva impostazioni... - + Close Confirmation - + Exit Randomizer? - + Version %1, time %2s @@ -15491,30 +17195,145 @@ superficie cRenderJob - + OpenCl - rendering - all finished - + Finished Render Rendering completato - + The image has been rendered completely. L'immagine è stata interamente renderizzata. - + + OpenCl - waiting for free GPU + + + + OpenCl - rendering finished - + OpenCl - rendering SSAO finished + + + OpenCl - rendering Post Filter finished + + + + + cSettingsBrowser + + + + Dialog + Dialogo + + + + + Don't use OpenCL + + + + + + Use OpenCL for MC + + + + + + Use OpenCL for MC, HQ + + + + + + Use OpenCL for all + + + + + + Use OpenCL for all, HQ + + + + + + Filter by Name + + + + + + Filter by Fractal + + + + + + Filter by Effect + + + + + + Filter: + + + + + + Load settings + + + + + + Cancel + + + + + Preview + Anteprima + + + + Filename + + + + + Last modifued + + + + + Formulas + Formule + + + + Effects + Effetti + + + + Select folder with fractal settings + + cSettingsCleaner @@ -15574,12 +17393,12 @@ superficie - + Initializing - + Trying parameter: %1:%2 @@ -15587,32 +17406,32 @@ superficie cSystemTray - + Render Image Renderizza Immagine - + Render Animation Renderizza Animazione - + Render Flight Renderizza Volo - + Stop - + Show Notifications Mostra Notifiche - + Quit Esci @@ -15621,241 +17440,273 @@ superficie cTabFractal - + Form - - + + <html><head/><body><p>Weight of result of fractal formula. If weight is zero then result is ignored. If result is 1 then is fully taken.</p></body></html> <html><head/><body><p>Peso del risultato della formula frattale. Se il peso è zero allora il risultato è nullo, mentre se il risultato è 1, allora è attivo al massimo .</p></body></html> - - + + Iterations: Iterazioni: - - + + + + <html><head/><body><p>Number of iterations to calculate for this formula</p></body></html> <html><head/><body><p>Numero di iterazioni per questa formula</p></body></html> - - + + <html><head/><body><p>Selection for fractal formula. Fractal formula defines shape of fractal.</p><p>Algorithm (code) for selected formula is visible in Information box.</p></body></html> <html><head/><body><p>Selezione relativa alla formula frattale. La formula frattale definisce la forma del frattale.</p><p>L'algoritmo (codice) della formula selezionata è visibile nel box Informazioni.</p></body></html> - - + + Weight: Peso: - - + + <html><head/><body><p>Enables checking of bailout condition for this fractal formula. </p><p>Bailout condition is checked at the end of each iteration. If the length of the iteration vector is longer than the value defined by 'bailout' parameter, then the iterating stops.</p></body></html> <html><head/><body><p>Abilita controllo della condizione di bailout per questa formula frattale. </p><p>La condizione di bailout viene controllata alla fine di ogni iterazione. Se la lunghezza del vettore iterato è maggiore del valore espresso dal parametro 'bailout', allora l'iterazione si interrompe.</p></body></html> - - + + Check for bailout condition Controlla condizione di bailout - - + + <html><head/><body><p>Disables adding Cpixel constant to the result of fractal iteration (e.g. z<span style=" vertical-align:sub;">n+1</span> = z<span style=" vertical-align:sub;">n</span><span style=" vertical-align:super;">2</span> + C)</p></body></html> <html><head/><body><p>Disabilita aggiunta della costante Cpixel (e.g. z<span style=" vertical-align:sub;">n+1</span> = z<span style=" vertical-align:sub;">n</span><span style=" vertical-align:super;">2</span> + C)</p></body></html> - - + + Don't add C constant Non aggiungere la costante C - - + + Reset Reset - - + + <html><head/><body><p>This fractal formula will be used when iteration number will be not higher than 'Stop at iteration'</p></body></html> <html><head/><body><p>Questa formula frattale verrà usata quando il numero iterazioni non sarà maggiore di 'Ferma all'iterazione'</p></body></html> - - + + Start at iteration : Inizia all'iterazione: - - + + Load Carica - - + + Save - - - - + + + + Randomize Randomizza - - - Reset formula parameters + + + Navi - + + Reset formula parameters + + + + + <html><head/><body><p>This fractal formula will be used when iteration number will be not less than 'Start at iteration'</p></body></html> really strange sentence <html><head/><body><p>Questa formula frattale verrà usata quando il numero delle iterazioni sarà non inferiore al parametro 'Inizia all'iterazione'</p></body></html> - - + + Stop at Iteration: Ferma all'iterazione: - - + + Formula specific parameters Parametri specifici della formula - - + + + Calculation parameters + + + + + + Maximum number of fractal iterations: + + + + + + Smooth DE combine + + + + + + Smooth distance: + + + + + C constant addition for this fractal formula Aggiunta costante C per questa formula frattale - - + + &Julia mode Modo &Julia - - - - - - - - + + + + + + + + y: - - + + Julia constant (c): Costante Julia (c): - - - - - - - - + + + + + + + + z: - - - - - - - - + + + + + + + + x: - - + + Constant multiplier: Moltiplicatore della costante: - - + + Initial w-axis value for 4D fractals Valore iniziale w per frattali 4D - - + + Material for fractal Materiale per il frattale - - + + Transform (fractal positioning) Trasformazione (posizionamento frattale) - - + + shift: spostamento: - - + + Y-axis rotation: Rotazione asse Y: - - + + X-axis rotation: Rotazione asse X: - - + + Z-axis rotation: Rotazione asse Z: - - + + Repeat Ripeti - - + + scale: scala: @@ -16040,7 +17891,7 @@ per frattali 4D <html><head/><body><p>Le immagini generate che rappresentano gli strati (o livelli) possono venir usate per creare un </p><p>a <span style=" font-weight:600;">modello 3d</span> che può avere diverse applicazioni.</p><p>Un possibile flusso di lavoro per lavorare con queste immagini:</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p align="center"><span style=" font-weight:600;">Programma</span></p></td><td><p align="center"><span style=" font-weight:600;">Input</span></p></td><td><p align="center"><span style=" font-weight:600;">Output</span></p></td></tr><tr><td><p><span style=" font-weight:600;">Mandelbulber</span></p></td><td><p align="center">---</p></td><td><p align="center">immagini (strati)</p></td></tr><tr><td><p><a href="http://fiji.sc/"><span style=" font-weight:600; text-decoration: underline; color:#0000ff;">FIJI</span></a></p></td><td><p align="center">immagini (strati)</p></td><td><p align="center">modello 3D</p></td></tr><tr><td><p><a href="http://meshlab.sourceforge.net/"><span style=" font-weight:600; text-decoration: underline; color:#0000ff;">Meshlab</span></a></p></td><td><p align="center">modello 3D </p></td><td><p align="center">modello 3D ottimizzato</p></td></tr><tr><td><p><span style=" font-weight:600;">Servizi online di stampa 3d </span></p></td><td><p align="center">modelli 3D ottimizzati</p></td><td><p align="center">modello stampato</p></td></tr></table><p>Qui si possono trovare informazioni utili sull'argomento:</p><p><a href="http://henri-hebeisen.com/tag/mandelbulb"><span style=" text-decoration: underline; color:#0000ff;">http://henri-hebeisen.com/tag/mandelbulb</span></a></p><p><a href="http://www.instructables.com/id/Create-a-3D-printed-3D-fractal/"><span style=" text-decoration: underline; color:#0000ff;">http://www.instructables.com/id/Create-a-3D-printed-3D-fractal/</span></a></p></body></html> - + Select path for slice images Seleziona percorso per le immagini degli strati @@ -16072,47 +17923,47 @@ per frattali 4D Inizia il rendering dal fotogramma numero <N>. - + Starts the program without a GUI. Esegui programma senza interfaccia grafica (GUI). - + Renders keyframe animation. Renderizza animazione fotogrammi chiave. - + Renders flight animation. Renderizza animazione volo. - + Never delete data, instead Exit CLI application. Non cancellare dati, invece Esci dal programma in modalità riga di comando (CLI command line interface). - + Starts rendering from frame number <N>. Inizia rendering dal fotogramma numero <N>. - - - - - - + + + + + + N - + Stops rendering on frame number <N>. Interrompi rendering al fotogramma numero <N>. - + <KEY=VALUE> overrides item '<KEY>' from settings file with new value '<VALUE>'. Specify multiple KEY=VALUE pairs by separating with a '#': <KEY1=VALUE1#KEY2=VALUE2>. Quote whole expression to avoid whitespace parsing issues Override fractal parameter in the form 'fractal<N>_KEY=VALUE' with <N> being index of fractal @@ -16121,17 +17972,17 @@ Si possono specificare più coppie del tipo CHIAVE=VALORE separandole tramite il Sovrascrivere i parametri del frattale nella forma 'frattale<N>_CHIAVE=VALORE' con <N> che funge da indice del frattale - + ... - + Lists all possible parameters '<KEY>' with corresponding default value '<VALUE>'. Elenca tutti i possibili parametri '<KEY>' con i relativi valori di default corrispondenti '<VALUE>'. - + Image output format: jpg - JPEG format (default) png - PNG format @@ -16143,22 +17994,22 @@ Sovrascrivere i parametri del frattale nella forma 'frattale<N>_CHIAV - + Runs benchmarks on the mandelbulber instance, specify optional parameter difficulty (1 -> very easy, > 20 -> very hard, 10 -> default). When [output] option is set to a folder, the example-test images will be stored there. - + Runs the program in opencl mode and selects first available gpu device. - + Runs the program in opencl mode and selects all available gpu devices. - + Renders the voxel volume. Output formats are: slice - stack of PNG images into one folder (default) ply - Polygon File Format (single 3d file) @@ -16166,7 +18017,7 @@ Sovrascrivere i parametri del frattale nella forma 'frattale<N>_CHIAV - + Shows commands regarding OpenCL. @@ -16187,63 +18038,63 @@ Sovrascrivere i parametri del frattale nella forma 'frattale<N>_CHIAV tiff - TIFF - + Overrides image resolution. Specify as width and height separated by 'x' Sovrascrive risoluzione immagine. Specificare larghezza ed altezza separatamente usando il carattere 'x' - + WxH LxA - + Overrides frames per key parameter. Sovrascrive parametro fotogrammi per fotogrammi chiave. - + Sets application as a server listening for clients. Setta l'applicazione come server in attesa dei client. - + Sets application as a client connected to server of given host address (Host can be of type IPv4, IPv6 and Domain name address). Setta l'applicazione come client connesso al server con indirizzo specificato (l'host del server può essere di tipo IPv4, IPv6 o indicato con nome di dominio). - + Sets network port number for netrender (default 5555). Setta il numero di porta per il rendering in rete (di default è 5555). - + Starts program without ANSI colors, when execution on CLI. segue programma senza colori ANSI, quando in esecuzione via CLI. - + Saves rendered image(s) to this file / folder. Can't understand "file / folder" Salva immagine/i renderizzata/e nel file nella directory /. - + Specify custom system log filepath (default is: ~/.mandelbulber_log.txt). - + Renders all images from common queue. Renderizza tutte le immagini da coda comune. - + Runs testcases on the mandelbulber instance Esegui test sull'istanza del programma - + Resaves a settings file (can be used to update a settings file) Salva nuovamente file impostazioni (può essere usato per aggiornare un file impostazioni) @@ -16256,17 +18107,17 @@ Sovrascrivere i parametri del frattale nella forma 'frattale<N>_CHIAV Renderizza volume voxel in uno stack di immagini (le immagini vengono impilate una sull'altra). - + Shows statistics while rendering in CLI mode. Mostra statistiche mentre il rendering via CLI è attivo. - + Shows help about input. Mostra aiuto relativo all'input. - + Shows example commands. Mostra esempi di comandi. @@ -16296,7 +18147,7 @@ png16 - formato PNG a 16 bit png16alpha - formato PNG a 16 bit con canale alfa - + 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 Mandelbulber è un'applicazione semplice da usare, utile per aiutarti a progettare rendering che utilizzano particolari frattali 3D di Mandelbrot chiamati Mandelbulb, così come altri tipi di frattali 3D, Mandelbox, Bulbbox, Juliabulb e spugna di Menger @@ -16305,8 +18156,8 @@ png16alpha - formato PNG a 16 bit con canale alfa Renderizza animazione volo - - + + FORMAT FORMATO @@ -16323,7 +18174,7 @@ png16alpha - formato PNG a 16 bit con canale alfa Sovrascrivi fotogrammi per parametri chiave. - + 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<settings_file> can also be specified as a list, see all options with --help-input @@ -16334,7 +18185,7 @@ When settings_file is put as a command line argument then program will start in Imposta applicazione come client connesso al server di un determinato Host ( Host può essere di tipo IPv4 , IPv6 o come indirizzo nome Dominio) . - + N.N.N.N diff --git a/mandelbulber2/language/nl.ts b/mandelbulber2/language/nl.ts index 78d0e05e9..42300dd4c 100644 --- a/mandelbulber2/language/nl.ts +++ b/mandelbulber2/language/nl.ts @@ -51,21 +51,21 @@ CNetRenderClient - + NetRender - version mismatch! NetRender - Versie komt niet overeen! - + Client version: %1 Client-versie: %1 - + Server version: %1 Server-versie: %1 @@ -73,37 +73,37 @@ CommonMyWidgetWrapper - + Reset to default Terug naar standaardinstellingen - + Add to flight animation Toevoegen aan vluchtanimatie - + Remove from flight animation Verwijderen uit vluchtanimatie - + Add to keyframe animation Toevoegen aan keyframe-animatie - + Remove from keyframe animation Verwijderen uit keyframe-animatie - + Parameter&nbsp;name:&nbsp; - + Default&nbsp;value:&nbsp; @@ -119,12 +119,16 @@ FileSelectWidget - Images (*.jpg *.jpeg *.png *.bmp) - Afbeeldingen (*.jpg *.jpeg *.png *.bmp) + Afbeeldingen (*.jpg *.jpeg *.png *.bmp) + + + + Images (*.jpg *.jpeg *.png *.bmp *.hdr) + - + Select file for %1 Kies bestand voor %1 @@ -132,7 +136,7 @@ ImageFileSaveEXR - + Saving %1 Opslaan van %1 @@ -140,7 +144,7 @@ ImageFileSaveJPG - + Saving %1 Opslaan van %1 @@ -148,7 +152,7 @@ ImageFileSavePNG - + Saving %1 Opslaan van %1 @@ -156,7 +160,7 @@ ImageFileSaveTIFF - + Saving %1 Opslaan van %1 @@ -164,12 +168,12 @@ MeshFileSavePLY - + Mesh Export - Failed to open output file! Mesh Export - Openen output-bestand niet gelukt! - + Saving %1 Opslaan van %1 @@ -177,7 +181,7 @@ MyColorButton - + Edit color: %1 Kleur bewerken: %1 @@ -208,17 +212,17 @@ MyLineEdit - + Copy vector Vector kopiëren - + Paste vector Vector plakken - + Reset vector to default Vector terugzetten naar standaard @@ -226,33 +230,33 @@ MyTableWidgetAnim - - + + Render this frame Render dit frame - + Interpolate next frames Volgende frames interpoleren - + Delete all frames to here Alle frames verwijderen tot hier - + Delete all frames from here Alle frames verwijderen vanaf hier - + Remove '%1' from animation '%1' uit animatie verwijderen - + Refresh all thumbnails Alle miniaturen verversen @@ -260,78 +264,123 @@ MyTableWidgetKeyframes - - + + Multipy values by... + + + + + Increase values by... + + + + + Render this keyframe Keyframe renderen - + Interpolate next keyframes Volgende keyframes interpoleren - + + Copy value to all keyframes + + + + Delete this keyframe Keyframe verwijderen - + Delete all keyframes to here Alle keyframes verwijderen tot hier - + Delete all keyframes from here Alle keyframes verwijderen vanaf hier - + + Insert keyframe in between + + + + + Delete rendered frames for this keyframe + + + + Remove '%1' from animation '%1' uit animatie verwijderen - + Interpolation type Interpolatietype - + None Geen - + Linear Lineair - + Linear angle Lineair-hoek - + CatMulRom CatMulRom - + CatMulRom angle CatMulRom-hoek - + Akima Akima - + Akima angle Akima-hoek - + + Cubic + Kubisch + + + + Cubic angle + + + + + Steffen + + + + + Steffen angle + + + + Refresh all thumbnails Alle miniaturen verversen @@ -339,17 +388,17 @@ PreviewFileDialog - + Preview Voorbeeld - + Add to presets Voeg toe aan voorinstellingen - + Add to queue Voeg toe aan wachtrij @@ -376,13 +425,13 @@ U kunt het laatste materiaal niet verwijderen! - - + + Voxel Export is busy. Stop unfinished rendering before starting new voxel export job. Voxel-export is bezig. Stop het renderen van renders die nog niet klaar zijn voor het starten van een nieuwe voxel-exportjob. - + Mesh Export is busy. Stop unfinished rendering before closing the mesh export dialog. Mesh-export is bezig. Stop het renderen van renders die nog niet klaar zijn voor het sluiten van de mesh-exportdialoog. @@ -392,18 +441,18 @@ Geen frames om af te spelen - - + + Frame %1 of %2 Frame %1 van %2 - + Are you sure to clear the thumbnail cache? Weet u zeker dat u de miniaturencache wilt legen? - + Are you sure to clear the thumbnail cache? There are currently %1 thumbnails cached. These will be deleted and rerendered when necessary. Clear now? @@ -412,29 +461,29 @@ De cache bevat op dit moment %1 miniaturen. Deze worden verwijderd en zo nodig o Nu leegmaken? - + Are you sure to load the thumbnail cache from the server? Weet u zeker dat u de miniaturencache van de server wilt laden? - + This will try to load missing common thumbnails from the server. Proceed? Er wordt geprobeerd alle ontbrekende miniaturen van de server te laden. Doorgaan? - + Are you sure to generate all example thumbnail cache files? Weet u zeker dat u alle voorbeeld-miniaturencachebestanden wilt aanmaken? - + Retrieve toolbar Werkbalk terughalen - + Are you sure to retrieve default presets into toolbar? It could overwrite some of existing presets. Proceed? @@ -443,12 +492,12 @@ U zou ermee bestaande voorinstellingen kunnen overschrijven. Doorgaan? - + Retrieve materials Materialen terughalen - + Are you sure to retrieve default materials into materials folder? It could overwrite some of existing materials. Proceed? @@ -465,136 +514,136 @@ Doorgaan? Transforms - + *** Formulas with analytic DE *** - + Logarithmic DE - + Linear DE - + JosLeys-Kleinian DE - + Pseudo Kleinian DE - + Custom DE - dIFS Formulas - + Custom DE - dIFS Transforms - + Custom DE - non-dIFS formulas - + *** Formulas with delta-DE *** - + Logarithmic delta-DE - + Linear delta-DE - + *** Transforms *** - + *** Hybrid coloring *** - - *** Experimental *** + + *** Experimental Do Not Use*** - - - - + + + + Don't add global C constant Geen globale C-constante toevoegen - + Add global C constant Globale C-constante toevoegen - - + + Cannot start voxel export. Specified folder (%1) does not exist. Kan voxel-export niet starten. De opgegeven map (%1) bestaat niet. - + Voxel Export is busy. Stop unfinished rendering before closing the voxel export dialog. Voxel-export is bezig. Stop het renderen van renders die nog niet klaar zijn voor het sluiten van de voxel-exportdialoog. - - + + No frames to render Geen frames om te renderen - - + + The folder %1 does not exist. Please specify a valid location. De map %1 bestaat niet. Geef a.u.b. een geldige locatie op. - + Are you sure to start recording of new animation? Weet u zeker dat u een nieuwe animatie wilt opnemen? - - - - - + + + + + This will delete all images in the image folder. Proceed? Alle afbeeldingen in de afbeeldingsmap worden verwijderd. Doorgaan? - + No frames recorded before. Unable to continue. Geen eerder opgenomen frames. Afgebroken. - - - + + + Rendering engine is busy. Stop unfinished rendering before starting new one Render-machine is bezig. Stop renders die nog niet klaar zijn voordat u een nieuwe start @@ -603,27 +652,27 @@ Doorgaan? Vluchtpad wordt opgenomen - + Recording flight path - - + + Recording flight animation Vluchtanimatie wordt opgenomen - - - - + + + + Truncate Image Folder Afbeeldingsmap leeg maken - - + + The animation has already been rendered completely. Do you want to purge the output folder? @@ -632,123 +681,136 @@ Wilt u de uitvoermap opschonen? - + Animation start Animatie start - - - - + + + + Animation finished Animatie beëindigd - - + + Rendering terminated Renderen afgebroken - - + + Error occured, see log output - - + + Refreshing animation Animatie verversen - - + + Animation Image Folder Animatie-afbeeldingsmap - - + + Choose Animation Image Folder Kies animatie-afbeeldingsmap - + Export flight to keyframes Vlucht exporteren naar keyframes - + There are already captured keyframes present. Discard current keyframes? Er zijn al keyframes opgenomen. Huidige keyframes verwijderen? - - + + No keyframe selected Geen keyframe geselecteerd - - + + There is no frame to render: first frame to render and last frame to render are equals. - - + + Camera collides with fractal at following frames: Camera botst met fractal in de volgende frames: - + Rendering animation Animatie wordt gerenderd - + Frame %1 of %2 (key %3) - + Rendering engine is busy. Stop unfinished rendering before starting rendering animation - + Export keyframes to flight Keyframes naar vlucht exporteren - + There are already captured flight frames present. Discard current flight frames ? Er zijn al vluchtframes opgenomen. Huidige vluchtframes verwijderen? - + Exporting Exporteert - - + + Checking for collisions - + Checking for collisions on keyframe # %1 + + + Deleting rendered frames + + + + + This will delete rendered frames from %1 to %2 +in the image folder. +%3 +Proceed? + + Checking for collissions Check op botsingen @@ -758,58 +820,58 @@ Huidige vluchtframes verwijderen? Check op botsingen op keyframe # %1 - + Checking for collisions finished Bots-check beëindigd - + No collisions detected Geen botsingen gedetecteerd - + Cannot change target distance. Missing camera parameters in keyframes Kan doelafstand niet veranderen. Ontbrekende cameraparameters in keyframes - + You have to specify a settings file, for this configuration! U moet een bestand met voorinstellingen opgeven voor deze configuratie! - + Some useful example commands: Nuttige voorbeeldcommando's: - + Simple render Eenvoudige render - + Renders the file on the cli (no window required). Rendert het bestand op de client (geen venster nodig). - + Animation render Animatie-render - + Renders the keyframe animation of the file keyframe_fractal.fract within frames 200 till 300. Rendert de keyframe-animatie van bestand keyframe_fractal.fract binnen frames 200 tot 300. - + Network render Netwerkrender - + 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 '--server'. @@ -820,7 +882,7 @@ Voor de server-run (2) door de instellingen voor de render en additioneel ' De server start en wacht een korte tijd zodat de clients verbinding maken kunnen. Daarna start het hele systeem met renderen. - + Voxel volume render Voxelvolumen-render @@ -832,17 +894,17 @@ This Dit produceert 10 lagen (z) met een resolutie van 10(x) * 10(y) en slaat ze op als zwartwit-afbeeldingen naar werkmap/slices. - + Renders the voxel volume in the bounding box of [x(-1 - 1); y(-1 - 1); z(-1 - 1)] with a resolution of 200x200x200 in the ply format and saves as working folder/slices/output.ply. - + Queue render Wachtrij-render - + 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. @@ -853,7 +915,7 @@ Uitvoer wordt geschreven naar /tmp/queue.log. (Werkt niet onder Windows) - + Mandelbulber also accepts an arbitrary number of input files These files can be of type: .fract File - An ordinary fractal file @@ -870,7 +932,7 @@ U kunt ook "-" gebruiken om aan te geven dat de bestandsnaam of de bes - + Mandelbulber can utilize OpenCL to accelerate rendering. When Mandelbulber is already configured to use OpenCL, it will also run OpenCL from commandline by default. The configuration can also be done directly from this commandline by setting the optional settings directly. @@ -878,64 +940,64 @@ These can be given by the default --override option, available opencl specific o - + boolean to enable OpenCL - + platform index to use, see available platforms below - + Possible device types of the platform to use - - - + + + possible values: [%1] - + right now only one device at a time is supported. - + Mode of the render engine, 'fast' has no effects, 'limited' has basic effects, 'full' contains all shaders. - + Floating point precision of Render (single is faster, but less accurate) - + Memory limit in MB - + Available platforms are: - + Available devices for the selected platform (%1) are: - + Example invocation: - + List of fractal parameters: @@ -944,249 +1006,250 @@ Lijst van fractal-parameters: - + Example output path invalid - + Specified server port is invalid Opgegeven server-port is ongeldig - + NetRender - Waiting for clients NetRender - Wacht op clients - + Specified client port is invalid Opgegeven client-port is ongeldig - - - + + + Cannot init queue: Kan wachtrij niet initieren: - + Cannot load file! Kan bestand niet laden! - + Specified resolution not valid both dimensions need to be > 0 Opgegeven resolutie is ongeldig beide dimensies moeten >0 zijn - + Specified resolution not valid resolution has to be in the form WIDTHxHEIGHT Opgegeven resolutie is ongeldig, resolutie moet in het format WIJDTExHOOGTE zijn - + Specified frames per key not valid need to be > 0 Opgegeven frames per key ongeldig Moet >0 zijn - + Specified imageFileFormat is not valid allowed formats are: Opgegeven afbeeldings-bestandstype is ongeldig Toegestane types zijn: - + There are no flight animation frames in specified settings file Geen vluchtanimatie-frames gevonden in opgegeven instellingsbestand - + You cannot render keyframe animation at the same time as flight animation U kunt niet tegelijkertijd een keyframe-animatie en een vlucht-animatie renderen - + There are no keyframes in specified settings file Geen keyframes gevonden in opgegeven instellingenbestand - - - - + + + + Animation has only %1 frames Animatie heeft maar %1 frames - - + + End frame has to be greater than start frame which is %1 Endframe moet groter zijn dan startframe (%1) - + Specified voxel format is not valid allowed formats are: - - + + No opencl platforms found - - + + No opencl devices found - - + + Not compiled for opencl - + Rendering Depth Of Field effect - phase I Scherptediepte renderen - fase I - + Rendering Depth Of Field effect - phase II Scherptediepte renderen - fase II - + Sorting zBuffer zBuffer sorteren - + Randomizing zBuffer zBuffer randomiseren - + Warning Waarschuwing - + Error Fout - + Note Aantekening - + Mandelbulber warning Mandelbulber-waarschuwing - + Mandelbulber error Mandelbulber-fout - + Mandelbulber information Mandelbulber-informatie - + Warning: Waarschuwing: - + Error: Fout: - + Note: Aantekening: - - - - + + + + Saving channel: %1 - + Started - + Finished - + Cannot create directory for image! - + Directory for new image is not accessible! - - + + Can't save image to PNG file! Kan niet als PNG-bestand opslaan! - - - - + + + + Can't save image to JPEG file! Kan niet als JPG-bestand opslaan! - + + Cannot init renderJob, see log output for more information. Kan renderjob niet initieren, zie uitvoer-log voor meer informatie. @@ -1195,54 +1258,54 @@ Aantekening: Standaardweergave - + Fractal size calculation Berekening van de Fractalgrootte - - + + Done Klaar - - - - - - - + + + + + + + bounding box as limit Begrenzende rechthoek als limiet - + Negative X Limit Negatieve X-limiet - + Negative Y Limit Negatieve Y-limiet - + Negative Z Limit Negatieve Z-limiet - + Positive X Limit Positieve X-limiet - + Positive Y Limit Positieve Y-limiet - + Positive Z Limit Positieve Z-limiet @@ -1255,144 +1318,138 @@ Aantekening: Verwijderen - - + + You cannot apply changes during rendering. You will do this after rendering. - + + Not enough free memory in OpenCL device to render SSAO effect! - - + + Resetting view - - Set position of -%1 # %2 -by mouse pointer - - - - - Delete - - - - - - Align rotation to camera - - - - + Can't open file Kan bestand niet openen - + Primitive object ui file can't be loaded Primitieve object-gebruikersinterfacebestand kan niet worden geladen - + No action Geen actie - + Move the camera Beweeg de camera - + Set fog visibility Mist-zichtbarheid instellen - + Set DOF focus Scherptediepte-focus instellen - + Get Julia constant Julia-constante ophalen - Place light #1 - Licht #1 plaatsen + Licht #1 plaatsen - Place light #2 - Licht #2 plaatsen + Licht #2 plaatsen - Place light #3 - Licht #3 plaatsen + Licht #3 plaatsen - Place light #4 - Licht #4 plaatsen + Licht #4 plaatsen + + + + Are you sure to stop this long render? + + + + + Abort? + - + + Place light #%1 + + + + Place random light center Plaats random licht-centrum - + Get point coordinates Punt-coördinaten ophalen - + Wrap Limits around object - + Place Plaats - + Are you sure to close the application? Weet u zeker dat u de applicatie wilt afsluiten? - + Quit? Afsluiten? - + Yes, don't ask again Ja, niet opnieuw vragen - + Auto recovery Automatisch herstel - + Application has not been closed properly Do you want to recover your latest work? De applicatie is niet correct afgesloten Wilt u uw laatste werk herstellen? - + 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<ul><li><b>.mandelbulber</b> for program internal folders/files:<br>undo, toolbar, queue, thumbnails, mandelbulber.ini, miscellaneous meta files</li><li><b>mandelbulber</b> for user defined folders/files:<br>settings, images, materials, slices, animation, textures</li></ul> Do you want to upgrade now to this new structure? Program will restart after upgrade. @@ -1411,45 +1468,45 @@ en .mandelbulber voor gebruiker-gedefinieerde mappen/bestanden (settings (instel Wilt u nu upgraden naar deze nieuwe structuur? - + Data folder upgrade Upgrade van de data-map - + No, don't ask again Nee, niet opnieuw vragen - - + + Looking for optimal DE factor Optimale DE-factor zoeken - + Percentage of wrong distance estimations: %1 Percentage foute Distance Estimations: %1 - - - + + + Idle Inactief - + Optimal DE factor is: %1 which gives %2% of bad distance estimations De optimale DE-factor is: %1, geeft %2% foute Distance Estimations - + Positioning random lights Plaatsing van random lichten - + Positioned light %1 of %2 Licht %1 van %2 geplaatst @@ -1479,21 +1536,21 @@ Draait er al een mandelbulber-server op deze poort? Client-adres: - + Can't import old settings Kan geen oude instellingen laden - + File with default values doesn't exist Bestand met standaardwaarden bestaat niet - + Hybrid fractal can't be converted Hybride-fractal kan niet worden geconverteerd @@ -1508,208 +1565,224 @@ Client-adres: 100% gereed, totale duur: %3 - + No queue items to render Geen items om te renderen in de wachtrij - - + + Rendering image Afbeelding wordt gerenderd - - + + Initialization Initialisatie - + Setting up image buffers Afbeeldingsbuffer wordt ingesteld - + Loading textures Texturen worden geladen - + Starting rendering of image Afbeeldingsrender wordt gestart - + Queue Item %1 of %2 Wachtrij-item %1 van %2 - + Queue Render Wachtrij-render - + Queue Done Wachtrij gereed - + Rendering SSAO effect in progress SSAO-effect wordt gerenderd - + News - + HotKeys Cheatsheet - + Description Omschrijving - + Ok, don't show again Ok, niet opnieuw tonen - + Cannot load settings from clipboard! Kan geen instellingen van het klembord laden! - + Settings saved to clipboard Instellingen opgeslagen op het klembord - + Toolbar settings: Instellingen werkbalk: - + It's not valid Mandelbulber settings file. No header Dit is geen geldig Mandelbulber-instellingenbestand. Geen header - + It's not valid Mandelbulber settings file. Wrong header Dit is geen geldig Mandelbulber-instellingenbestand. Verkeerde header - + It's not valid Mandelbulber settings file. No information about version of file Dit is geen geldig Mandelbulber-instellingenbestand. Geen informatie over de bestandsversie - + It's not valid Mandelbulber settings file. Wrong file version number Dit is geen geldig Mandelbulber-instellingenbestand. Verkeerd bestandsversie-nummer - + File was saved in newer version of Mandelbulber File version: Bestand was opgeslagen in een nieuwere versie van Mandelbulber Bestands-versie: - + It's not valid Mandelbulber settings file. Format not specified in the header Dit is geen geldig Mandelbulber-instellingenbestand. Indeling niet opgegeven in de header - - + + Error in settings file. Line: Fout in instellingenbestand. Regel: - - + + Too many errors in settings file Teveel fouten in instellingenbestand - - + + + Unknown parameter: Onbekende parameter: - + Missing value for parameter %1 Geen waarde voor parameter %1 - + + Missing column 'frame' in the list of animation frames + + + + + Missing column 'framesPerKeyframe' in the list of animation frames + + + Missing column 'frame' in list of animation frames - Ontbrekende kolom-'frame' in de lijst met animatieframes + Ontbrekende kolom-'frame' in de lijst met animatieframes - + Unknown parameter in animation frames: Onbekende parameter in animatieframes: - + No valid list of parameters for animation frames Geen geldige parameterlijst voor animatieframes - + Wrong number of interpolation columns Verkeerd aantal interpolatiekolommen - + Missing frame no Ontbrekend frame nr - + Wrong number of columns Verkeerd aantal kolommen - + Can't load texture! Kan textuur niet laden! - + Can't load texture from QByteArray! Kan textuur niet laden van QByteArray! - + + Missing undo data in disk cache + + + + No more undo Verder ongedaan maken niet mogelijk - + No more redo Verder opnieuw doen niet mogelijk - + + %1 / %2 - + clang-format is required for autoformat but was not detected To install clang-format: @@ -1725,7 +1798,7 @@ Current clang-format path is: %1 - + file path invalid @@ -1735,562 +1808,692 @@ Current clang-format path is: %1 - + Clipboard doesn't contain valid gradient of colors - + Error during compilation of OpenCL program - - - - - - - - - - - + + + + + + + + + + + + OpenCL %1 cannot be created! - + program - + No devices to use for OpenCL! Check program preferences. - + kernel - + command queue - - + + OpenCL context is not ready - - - - - - + + + + + + + Cannot enqueue writing OpenCL %1 - - + + Cannot finish writing OpenCL buffers - + Cannot enqueue reading OpenCL buffers %1 - + Cannot enqueue reading OpenCL buffers %1. Calculation probably took too long and triggered timeout error in graphics driver. - + Cannot finish reading OpenCL output buffers Calculation probably took too long and triggered timeout error in graphics driver. - - - - - - - - - - - - - + + + + + + + + + + + + + + + Cannot set OpenCL argument for %1 - - - - - + + + + + OpenCL DOF - + Initializing Phase 1 - - + + Sorting Z-Buffer - + Randomizing Z-Buffer - + Initializing Phase 2 - - + + DOF params - - - - - + + + + + + Cannot enqueue OpenCL rendering jobs - + Cannot finish rendering DOF - + Custom formula %1 has missing function name CustomIteration()! - - + + buffer for constants - + buffer for variable data - + buffer for texture data - + + buffer for perlin noise seeds + + + + input data - + input texture data - + constant data - + constant mesh data - + background image - + + + + perlin noise seeds + + + + random seed - + pointToCalculateDistance - - + + input buffers - - - - + + + + + Cannot finish writing OpenCL %1 - - + + input texture buffers - - + + constant buffers - - + + constant mesh export buffers - + SSAO params - + Cannot finish rendering SSAO - + There are no valid OpenCl platforms in the system - + Missing OpenCL.dll in the system - + context - + There are no available devices for selected OpenCL platform - + Cannot list devices from selected OpenCL platform - + Rendering HDR Blur effect + + + %1 params + + + + + Cannot finish rendering %1 + + + + + OpenCL bufer for pixel mask cannot be created! + + + + + Cannot enqueue writing OpenCL pixel mask + + RenderWindow - + Mandelbulber Mandelbulber - + Zoom: Zoom: - + Fit to window Aanpassen aan venster - + 400% 400% - + 200% 200% - + 100% 100% - + 50% 50% - + 25% 25% - + 10% 10% - + Show cursor Cursor tonen - + Mouse click function: Muisklik-functie: - + <html><head/><body><p>Selection for action which will be executed after clicking on the image</p><ul style="margin-top: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; -qt-list-indent: 1;"><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">No action - blocks functionality of mouse pointer</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Move the camera - moves the camera or target (depends on movement and rotation mode)</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Set fog visibility - sets visibility distance for basic fog effect</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Set DOF focus - sets object which will appear in focus</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Get Julia constant - gets value of constant for Julia fractal</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Place light #n - places light in selected place (mouse wheel controls distance from fractal) </li></ul></body></html> <html><head/><body><p>Selectie voor een actie die uitgevoerd wordt nadat op de afbeelding geklikt wordt</p><ul style="margin-top: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; -qt-list-indent: 1;"><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Geen actie - blokkeert de functionaliteit van de muisaanwijzer</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Beweeg de camera - beweegt camera of doel (hangt af van beweging en draai-modus)</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Mist-zichtbaarheid instellen - stelt de afstand in voor de zichtbaarheid van het standaard mist-effect</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Scherptediepte-focus instellen - stelt objecten in die de focus hebben</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Julia-constante ophalen - haalt de waarde op voor een Julia fractal</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Plaats licht #n - Plaatst licht op de geselecteerde plaats (het muisrad regelt de afstand tot de fractal) </li></ul></body></html> - + No action Geen actie - + Grid: - + Crosshair - + Thirds grid - + Golden ratio - + I&mage A&fbeelding - - + + File Bestand - + &Recent settings... - - + + &View &Weergave - - + + Saved window &layouts - - + + A&bout O&ver - - + + Edit Bewerken - - + + Help - - + + + Image adjustments + + + + + + Navigation + + + + + + Objects + + + + + + Rendering engine + + + + + + Animation + + + + + + Statistics + + + + + + Queue + + + + + + Measurement + + + + + + Gamepad + + + + + + Render Image + Afbeelding renderen + + + + + Ctrl+R + + + + + + Stop rendering + + + + + + Ctrl+T + + + + + + Save as default settings + + + + + + New + + + + + + Ctrl+N + + + + + + Delete default settings + + + + + + Thumbnail browser... + + + &Image adjustments - &Beeld-aanpassingen + &Beeld-aanpassingen - - &Navigation - &Navigatie + &Navigatie - - + + toolBar Werkbalk - - + + Effects Effecten - - - Ob&jects - - - - - + + <html><head/><body><p>Queue tool allows for rendering a collection of settings files in the background.</p><p>While the list of settings files is being rendered, you can continue to work in the main window and also add more settings to the queue.</p><p>Methods to manage queue:<br/>- by adding items using <span style=" font-style:italic;">Add current settings</span> button<br/>- by editing queue.fractlist file<br/>- by putting files into queue folder and use button <span style=" font-style:italic;">Add orphaned<br/></span>- by adding single settings or lists using command line interface</p><p>Temporary settings files are stored in $HOME/.mandelbulber/queue folder and the list is in $HOME/.mandelbulber/queue.fractlist</p><p>The queue can be rendered in another instance of Mandelbulber program, as the queue is shared between applications. You can also launch another Mandelbulber from command line interface with -q option. Then this application will watch queue and render automatically all new items.</p><p>Result images are saved into $HOME/.mandelbulber/images directory (or another if it's specified in application preferences.)</p></body></html> - - - Ma&terial editor - - - - - + + &Program Preferences - - + + &Save window layout as startup - - + + &Reset window layout to default - - + + &Window layout for animation - - + + Show a&nimation dock - - + + Add c&urrent window settings - - + + Test - - + + &Remove Window settings... - - + + &User Manual - - + + &News - - + + &HotKeys - - + + Detach image &from main window - - + + Randomize all... - - + + Clean settings... @@ -2299,118 +2502,108 @@ Calculation probably took too long and triggered timeout error in graphics drive Frac&tal - - &Rendering engine - &Render-machine + &Render-machine - - + + Info Informatie - - &Animation - &Animatie + &Animatie - - &Statistics - &Statistieken + &Statistieken <html><head/><body><p>Queue tool allows for rendering a collection of settings files in the background.</p><p>While the list of settings files is being rendered, you can continue to work in the main window and also add more settings to the queue.</p><p>Methods to manage queue:<br/>- by adding items using <span style=" font-style:italic;">Add current settings</span> button<br/>- by editing queue.fractlist file<br/>- by puting files into queue folder and use button <span style=" font-style:italic;">Add orphaned<br/></span>- by adding single settings or lists using command line interface</p><p>Temporary settings files are stored in $HOME/.mandelbulber/queue folder and the list is in $HOME/.mandelbulber/queue.fractlist</p><p>The queue can be rendered in another instance of Mandelbulber program, as the queue is shared between applications. You can also launch another Mandelbulber from command line interface with -q option. Then this application will watch queue and render automatically all new items.</p><p>Result images are saved into $HOME/.mandelbulber/images directory (or another if it's specified in application preferences.)</p></body></html> <html><head/><body><p>Het wachtrij-werktuig maakt het op de achtergrond renderen van een collectie van instellingsbestanden mogelijk.</p><p>Terwijl de lijst met instellingsbestanden wordt gerenderd kunt u doorgaan met werken in het hoofdvenster en tevens meer instellingen aan de wachtrij toevoegen.</p><p>Methodes om de wachtrij aan te passen:<br/>- door items toe te voegen door de knop <span style=" font-style:italic;">Huidige instellingen toevoegen</span><br/>- door het aanpassen van het queue.fractlist bestand<br/>- door bestanden aan de wachtrij-map toe te voegen en het klikken van de knop <span style=" font-style:italic;">Wezen toevoegen<br/></span>- door het toevoegen van enkelvoudige instellingen of lijsten in de commandoregel-interface.</p><p>Tijdelijke instellingen worden opgeslagen in $HOME/.mandelbulber/queue.folder en de lijst in $HOME/.mandelbulber/queue.fractlist</p><p>De wachtrij kan in een ander Mandelbulber-proces gerenderd worden daar de wachtrij tussen de processen gedeeld wordt. U kunt ook een nieuw Mandelbulber-proces starten via de commandoregel-interface met de optie -q. Dan zal het nieuwe proces de wachtrij in de gaten houden en automatisch alle nieuwe items renderen.</p><p>Resulterende afbeeldingen zullen worden opgeslagen in $HOME/.mandelbulber/images-map (of elders wanneer dit is gespecificeerd in de programmavoorkeuren.)</p></body></html> - - &Queue - &Wachtrij + &Wachtrij - - &Measurement - A&fmetingen + A&fmetingen + + Material editor - Materiaalbewerking + Materiaalbewerking - - + + Materials Materialen - - &Gamepad - &Gamepad + &Gamepad - - + + &Save as JPG... &Opslaan als JPG... - - + + Save &as PNG... Opslaan &als PNG... - - + + Save as &PNG 16 bit... Opslaan als &PNG 16-bits... - - + + Save as PNG &16 bit with alpha channel Opslaan als PNG &16-bits met alpha-channel - - + + &Load settings... &Instellingen laden... - - + + Load settings &from clipboard... Instellingen laden &van klembord... - - + + &Save settings Instellingen &opslaan - - + + Save settings &to clipboard Instellingen opslaan op &klembord - - + + Save settings as... Instellingen opslaan als... - - + + Save settings in selected file Instellingen opslaan in opgegeven bestand @@ -2419,8 +2612,8 @@ Calculation probably took too long and triggered timeout error in graphics drive &Programma-voorkeuren - - + + &Quit &Afsluiten @@ -2433,33 +2626,33 @@ Calculation probably took too long and triggered timeout error in graphics drive Standaard &dockposities - - + + About &Qt Over &Qt - - - + + + About &User Manual - - + + About &Third Party Over &Third Party - - + + &About Mandelbulber &Over Mandelbulber - - + + &Undo &Ongedaan maken @@ -2468,8 +2661,8 @@ Calculation probably took too long and triggered timeout error in graphics drive Ctrl+Z - - + + &Redo O&pnieuw @@ -2478,26 +2671,26 @@ Calculation probably took too long and triggered timeout error in graphics drive Ctrl+Y - - + + &Import settings from old Mandelbulber (v1.21)... &Instellingen importeren uit een oudere versie van Mandelbulber (v1.21)... - - + + &Import settings from Mandelbulb3d... - - + + Export &Voxel Layers &Voxel-lagen exporteren - - + + Load &example... Voorbeeld &laden... @@ -2506,492 +2699,540 @@ Calculation probably took too long and triggered timeout error in graphics drive Toon &animatie-dock - - + + Show &gamepad dock Toon &gamepad-dock - - + + Show &queue dock Toon &wachtrij-dock - - + + Show &Info dock Toon &informatie-dock - - + + Show &toolbar Toon &werkbalk - - + + Sta&ck all docks &Alle docks stapelen - - + + S&how statistics &Toon statistieken - - + + Save as Image - - + + Save as &EXR Opslaan als &EXR - - + + Save as &TIFF Opslaan als &TIFF - - + + Add current settings to toolbar Huidige instellingen toevoegen aan werkbalk - - + + Show &measurement dock Toon a&fmetingen-dock - - + + Export &Mesh &Mesh exporteren - + Info &Qt Informatie &Qt - + &Info Mandelbulber &Informatie Mandelbulber - + Info &Third Party Informatie &Third Party - - - - + + + Fractals (*.txt *.fract) Fractals (*.txt *.fract) - + Import settings from old Mandelbulber (v1.21)... Instellingen importeren uit een oudere versie van Mandelbulber (v1.21)... - Load example settings... - Voorbeeld-instellingen laden... + Voorbeeld-instellingen laden... - - + + Load settings... Instellingen laden... - - Fractals (*.m3d *.fract) - - - - - Import settings from Mandelbulb3d settings file ... - - - - + Ctrl - + Alt - + Shift - + Main Program Hotkeys - + Load settings from clipboard... - + Load example... - + Save settings to clipboard... - + Import legacy settings... - + Export Mesh Exporteer Mesh - + Save as Image... - + Program Preferences - + Quit Afsluiten - + Full screen - + Other - + Undo - + Redo - + Show User Manual - + Show (these) Hotkeys - + Terminate all calculations - + Render Window Hotkeys - + Movement - - + + Mouse left button click + + + + + jump forward + + + + + Mouse right button click + + + + + jump backward + + + + + Mouse left+right buttons drag + + + + + Move camera + + + + + up - - + + down - - - + + + left - - - + + + Arrow left - - - + + + right - - - + + + Arrow right - - - + + + forward - - - + + + Arrow up - - - + + + backward - - - + + + Arrow down - + Mouse Wheel - + forward / backward - + Rotation - + + Mouse left button drag + + + + + Rotate camera + Roteer camera + + + + Mouse right button drag + + + + + Rotate camera around point + + + + + Mouse middle button drag + + + + + Roll camera + + + + Roll left - + Roll right - + Render Window Keyframe / Flight - + Flight - + Left mouse click - + Increase speed - + Right mouse click - + Decrease speed - - + + Arrow keys - + Move forward and sideward - + Move sideward only - + Spacebar - + Pause / Unpause - + Roll rotation - + Keyframe - + Add Keyframe - + Modify current Keyframe - + Move to next Keyframe - + Move to previous Keyframe - + images (*.jpg *.jpeg *.png *.exr *.tiff) - + Save image to file... - + JPEG images (*.jpg *.jpeg) JPEG afbeeldingen (*.jpg *.jpeg) - - - + + + Save image to %1 file... Afbeelding opslaan in %1-bestand... - - - - + + + + Saving %1 image %1 Afbeelding wordt opgeslagen - - + + Saving image started Opslaan afbeelding gestart - - + + Saving image finished Opslaan afbeelding beëindigd - - - + + + PNG images (*.png) PNG afbeeldingen (*.png) - + EXR images (*.exr) EXR afbeeldingen (*.exr) - + TIFF images (*.tiff) TIFF afbeeldingen (*.tiff) - - + + Save settings... Instellingen opslaan... - + Add window settings - + Enter a name for the new window settings - + Remove window settings - + Select window setting to remove @@ -2999,22 +3240,22 @@ Calculation probably took too long and triggered timeout error in graphics drive RenderedImage - + Move camera Camera bewegen - + Change fog visibility Mist-zichtbarheid aanpassen - + Change DOF focus Scherptediepte-focus aanpassen - + Place light # Plaats licht # @@ -3025,22 +3266,22 @@ Mouse wheel - light fov / bkw Muisrad - licht voorw./achterw. - + Place Plaats - + Get Julia constant Julia-constante ophalen - + LMB - increase speed Linker muisknop - snelheid opvoeren - + RMB - decrease speed @@ -3053,14 +3294,14 @@ arrow keys - strafe Pijltjestoetsen - verplaats zijwaards - + z, x keys - roll z-,x-toetsen - rollen - + spacebar - pause @@ -3073,80 +3314,86 @@ hold shift key - orthogonal strafe ingedrukte shift-toets - orthogonaal zijwards - + Move camera and target Beweeg camera en doel - + Move target Beweeg doel - + + +Ctrl + Mouse wheel - light fwd/bkwd + + + + -Ctrl + Mouse wheel - light fov / bkw +Alt + Mouse wheel - placement fwd/bkwd - + arrow keys - sidewards - + hold shift key - orthogonal move - + Place center of random light Plaats random licht-centrum - + also calculates Berekent ook - + distribution radius of lights to 50%, distributie-radius van lichten tot 50%, - + max distance from fractal to 10% maximale afstand van fractal tot 10% - + of distance [center to camera position] van de afstand [centrum tot camera-positie] - + Get coordinates Ophalen van coördinaten - + and distance en afstand - + Wrap limits around object @@ -3156,267 +3403,279 @@ around object cAudioSelector - + Form Formulier - + <html><head/><body><p>Load audio from file.</p><p>Parameter values can be animated in response to the input from audio files.</p><p>The following formats are supported:</p><p>- *.wav (wave form audio format)</p><p>- *.ogg (Ogg Vorbis)</p><p>- *.flac (Free Lossless Audio Format)</p><p>- *.mp3 (MPEG II Audio Layer 3) - supported only under Linux</p></body></html> - + Select audio file - + <html><head/><body><p>path to audio file</p></body></html> - + <html><head/><body><p>Play loaded audio track</p></body></html> - + Play sound - + <html><head/><body><p>Stop playing audio track</p></body></html> - + Stop - + <html><head/><body><p>Remove audio track from animation</p></body></html> - + Delete audio track - + <html><head/><body><p>Enables Animation by Sound, which uses digital data from audio files to adjust parameter values obtained from the keyframe animation table.</p><p>The change in a parameter value can be in response to either the amplitude or the pitch of the sound sampled at each frame (independent from keyframes.)</p><p>There are two types of parameters in this program.   The first type can have negative values entered, the second type  cannot. <span style=" text-decoration: underline;">It is important</span> when animating a parameter of the second type, that the functions and settings used do not result in a negative number.</p><p>Animation by Sound can be used in combination with animation from the Keyframe table. </p><p>Example:</p><p>An object can be moving in a linear direction in respect to the keyframe animation table calculation, and at the same time have this movement responding to the audio.</p></body></html> - + Enable animation by so&und - + <html><head/><body><p>The value of animation of a parameter, is the sum of the <span style=" text-decoration: underline;">sound value</span> added to the <span style=" text-decoration: underline;">parameter value</span> (from the keyframe animation table): </p><p><span style=" font-weight:600; font-style:italic;">animation = parameter_value + sound * addition factor </span><span style=" font-weight:400; font-style:italic;">+ parameter_value * </span><span style=" font-weight:400; font-style:italic;">multiplication_factor * sound</span><span style=" font-weight:400; font-style:italic;">;</span></p><p>where:</p><p><span style=" font-style:italic;">sound</span> - effect of average amplitude or pitch of the selected range of sound frequencies. It is calculated as a value from 0 to 1, ( 0 = silent , 1 = maximum.) </p><p><span style=" font-style:italic;">parameter value </span>- from keyframe animation calculations.</p><p><span style=" font-style:italic;">animation</span> - value of the parameter value after the sound has been applied.</p><p>To get subtraction of the sound value from parameter value, use <span style=" font-style:italic;">Negative influence</span> option.</p></body></html> - - + + <html><head/><body><p>Frequency of sound which will be used to calculate animation.</p><p>This frequency is shown on the &quot;Frequency spectrum&quot; chart.</p></body></html> - - + + <html><head/><body><p>Changes direction of influence of the sound value.</p><p><span style=" font-weight:600; font-style:italic;">animation = parameter_value / (1 + multiplication_factor * sound) - (addition_factor * sound);</span></p><p>Note: multiplication_factor scales the denominator in this function.</p></body></html> - - + + Frequency of interest: - - + + <html><head/><body><p>Changes the way the sound is calculated.</p><p>If the mode is disabled, then the sound is calculated from the average amplitude of the selected sound frequencies.</p><p>When it is enabled, then the sound is calculated from the average pitch of the selected sound frequencies.</p></body></html> - - + + <html><head/><body><p>Width of the band of frequencies used to calculate the sound value effect on an animation.</p><p>Selected bandwidth is shown on the &quot;Frequency spectrum&quot; chart.</p><p>If the bandwidth is wide, then the sound value will be calculated from the average amplitude of the selected frequencies.</p><p>If the bandwidth is set to the maximum value, then the sound value will be calculated from the amplitude of the sound.</p></body></html> - - + + <html><head/><body><p>The value of animation of a parameter, is the sum of the <span style=" text-decoration: underline;">sound value</span> added to the <span style=" text-decoration: underline;">parameter value</span> (from the keyframe animation table): </p><p><span style=" font-weight:600; font-style:italic;">animation =</span><span style=" font-weight:600;"> parameter_value + parameter_value * multiplication_factor * sound</span><span style=" font-style:italic;"> + </span><span style=" font-style:italic;">sound * addition factor</span><span style=" font-style:italic;">;</span></p><p>where:</p><p><span style=" font-style:italic;">sound</span> - average amplitude or pitch of the selected range of sound frequencies. It is calculated as a value from 0 to 1, ( 0 = silent , 1 = maximum.) </p><p><span style=" font-style:italic;">parameter value </span>- from keyframe animation calculations.</p><p><span style=" font-style:italic;">animation</span> - value of the parameter value after the sound_value has been added.</p><p>Note: when only multiplication factor is used (i.e. addition_factor is close to zero), it is guaranteed that <span style=" font-style:italic;">sound</span> will not modify the sign of animated parameter value. </p><p>Note: multiplication_factor operates differently in Negative Influence mode function. There it is used as division instead of multiplication. Negative Influence mode function:</p><p><span style=" font-weight:600; font-style:italic;">animation =</span><span style=" font-weight:600;"> parameter_value / (1.0 + multiplication_factor * sound)</span><span style=" font-style:italic;"> + sound * addition factor;</span></p></body></html> - - + + Bandwidth: - - + + <html><head/><body><p>A higher value extends the decay of the sound value.</p></body></html> - - + + <html><head/><body><p>This option enables the smooth filter.</p><p>The sound value will change in a smooth way.</p></body></html> - - + + Smooth fi&lter - - + + <html><head/><body><p>A higher value will result in a reduced audio influence on the animated parameter.</p></body></html> - - + + <html><head/><body><p>Displays frequency spectrum of loaded audio file.</p><p>The chart displays low frequencies of the sound (bass) at the bottom, and high frequencies (high tones) at the top.</p><p>Brighter pixels indicates louder tones.</p></body></html> - - + + Sound Animation chart - - + + <html><head/><body><p>Animation chart shows <span style=" font-weight:600;">sound</span> that is used in the calculation of sound value. It ranges from silent at the bottom up to maximum of 1.</p><p><br/></p></body></html> - - + + -- / -- - - + + Addition factor - - + + Multiplication factor - - + + Negative influence - - + + Sound pitch mode - - + + + Sound delay (frames) + + + + + <html><head/><body><p>This option enables the binary filter.</p><p>The addition of the sound value to the parameter value is triggered when the sound rises above the threshold and ceases when the sound drops below the threshold, (unless the minimum duration is extended past that frame point.)</p></body></html> - - + + &Binary filter - - + + <html><head/><body><p>Minimum duration for which the sound value will be calculated and added to the parameter value, from the frame where the sound first exceeded the threshold, ( measured in frames.)</p></body></html> - - + + <html><head/><body><p>Threshold for binary filter. </p><p>When sound is above the threshold, the sound value is calculated and added to the parameter value. Calculation continues until the sound falls below the threshold or the minimum duration is exceeded.</p></body></html> - - + + Minimum duration: - - + + Threshold: - - + + <html><head/><body><p>This option enables the decay filter.</p><p>The sound value will rise fast, but decay slowly.</p></body></html> - - + + Decay fil&ter - - - - + + + + Strength: - - + + + Note: you can drag keyframes on the ruler to align them with audio + + + + + Waveform - - + + <html><head/><body><p>Displays waveform of loaded audio file.</p></body></html> - - + + Frequency spectrum @@ -3429,27 +3688,27 @@ around object Fractals (*.wav *.mp3) - + Audio files (*.wav *.mp3 *.flac *.ogg) - + Select audio file... Selecteer audio-bestand... - + Set animation controlled by audio file for parameter %1 - + Pause Audio - + Play Audio @@ -3457,17 +3716,17 @@ around object cAudioTrack - + Loading sound file - + Decompressing audio file - + Calculating FFT @@ -3620,34 +3879,34 @@ around object - - - + + + OpenCL code (*.cl) - + Load existing fractal formula code... - + Inserting parameter - + Saving custom formula code... - + Load custom fractal formula code... - + line %1, column %2 @@ -3683,13 +3942,13 @@ around object cDockAnimation - + Form Formulier - + <html><head/><body><p>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. </p><p>Render animation button starts rendering of the recorded flight path. For final rendering you can select higher image resolution.</p><p>To add a parameter, right click on the selected parameter's edit field and select from context menu <span style=" font-style:italic;">Add to flight animation</span></p><p>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 <span style=" font-style:italic;">Render this keyframe</span> , this updates parameters in window, then modify parameters and click <span style=" font-style:italic;">Modify keyframe</span> to get modified parameters into table)</p><p>You can click on <span style=" font-style:italic;">Export to keyframes</span> to continue editing animation in <span style=" font-style:italic;">Keyframe animation</span> editor</p><p>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).</p></body></html> <html><head/><body><p>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. </p><p>De 'Render animatie'-knop start het renderen van het opgenomen vluchtpad. Voor de uiteindelijke render kunt u een hogere resolutie kiezen.</p><p>Om een parameter toe te voegen, klik met de rechter muisknop op het bewerkingsveld van de geselecteerde parameter en kies uit het contextmenu. <span style=" font-style:italic;">Toevoegen aan de vlucht-animatie</span></p><p>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 <span style=" font-style:italic;">Render dit keyframe</span>, dit ververst de parameters in het venster, verander daarna de gewenste parameters en klik <span style=" font-style:italic;">Bewerk keyframe</span> om de aangepaste paremeters in de tabel te verwerken)</p><p>U kunt klikken op <span style=" font-style:italic;">Exporteren naar keyframes</span> om de animatie verder te bewerken in <span style=" font-style:italic;">Keyframe-animatie</span> editor</p><p>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).</p></body></html> @@ -3699,13 +3958,13 @@ around object - + <html><head/><body><p>Starts rendering of previously recorded flight path</p></body></html> <html><head/><body><p>Start het renderen van het eerder opgenomen vluchtpad</p></body></html> - + Render flight animation Render vlucht-animatie @@ -3715,259 +3974,277 @@ around object - + Record flight path Vluchtpad opnemen - + <html><head/><body><p>Deletes all already rendered image frames in selected folder (<span style=" font-style:italic;">Path for images</span>). </p></body></html> <html><head/><body><p>Verwijdert alle al gerenderde afbeeldingen in de geselecteerde map (<span style=" font-style:italic;">Pad voor afbeeldingen</span>). </p></body></html> - - + + Delete all images Alle afbeeldiingen verwijderen - + <html><head/><body><p>Plays rendered animation.</p></body></html> <html><head/><body><p>Speelt de gerenderde animatie af.</p></body></html> - - + + Show Animation Toon animatie - + <html><head/><body><p>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.</p></body></html> <html><head/><body><p>Zet een gestopte opname voort. De vlucht start vanaf de laatste positie in de tabel en wordt voortgezet met de laatste richting en snelheid.</p></body></html> - + Continue recording Opname voortzetten - - + + <html><head/><body><p>Refreshes animation table and keyframe previews.</p></body></html> <html><head/><body><p>Ververst de animatie-tabel en keyframe-voorvertoningen.</p></body></html> - - + + Refresh table Tabel verversen - + <html><head/><body><p>Exports flight path to keyframe animation. <span style=" font-style:italic;">Keyframe animation/frames per keyframe</span> parameter is used to determine how many frames will be exported as new keyframes. </p></body></html> <html><head/><body><p>Exporteert het vluchtpad naar een keyframe-animatie. <span style=" font-style:italic;">De Keyframe-animatie/frames per keyframe</span>-parameter wordt gebruikt om te achterhalen hoeveel frames geëxporteerd zullen worden als nieuwe keyframes. </p></body></html> - + Export to Keyframes Exporteren naar keyframes - - - + + + path for images: Pad voor afbeeldingen: - - - + + + image type: Afbeeldingstype: - + inertia: Traagheid: - + speed: Snelheid: - - - + + + <html><head/><body><p>Path to stored rendered animation frames.</p></body></html> <html><head/><body><p>Pad naar opgeslagen gerenderde animatieframes.</p></body></html> - + <html><head/><body><p>Determines how camera speed will be calculated.</p><p>In <span style=" font-style:italic;">Relative to distance</span> 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 <span style=" font-style:italic;">speed</span> parameter and by mouse buttons.</p><p>In Constant mode, the camera speed is only controlled by <span style=" font-style:italic;">speed</span> parameter and mouse buttons</p></body></html> <html><head/><body><p>Bepaalt hoe de camerasnelheid wordt berekend.</p><p>In <span style=" font-style:italic;">Relatief tot afstand</span>-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 <span style=" font-style:italic;">snelheid</span>-parameter en de muisknoppen.</p><p>In Constant-modus wordt de camerasnelheid alleen geregeld door de <span style=" font-style:italic;">snelheid</span>-parameter en muisknoppen</p></body></html> - + Relative to distance Relatief tot afstand - + Constant Constant - + speed control: Snelheidscontrole: - - - + + + <html><head/><body><p>Selection for image format for animation frames.</p><p>For more image format settings go to to <span style=" font-style:italic;">File/Program Preferences</span></p></body></html> - + <html><head/><body><p>Controls flight speed. </p><p>If you click left mouse button, speed will be increased</p><p>If you click right mouse button, speed will be decreased</p></body></html> <html><head/><body><p>Regelt de vluchtsnelheid. </p><p>Bij een klik met de linker-muisknop wordt de snelheid verhoogd</p><p>Bij een klik met de rechter-muisknop wordt de snelheid verlaagd</p></body></html> - - + + + <html><head/><body><p>Add all parameters with non-default value to the animation</p></body></html> + + + + + + Add all parameters + + + + + + Set in all + + + + + Show camera path - - + + Show target path - - + + Show light #1 path - - + + Show light #2 path - - + + Show light #3 path - - + + Show light #4 path - - - + + + Select folder Selecteer map - + seconds per frame: seconden per frame: - + <html><head/><body><p>Inertia of camera. </p><p>Higher inertia makes flight more smooth but more difficult to change speed or direction.</p></body></html> <html><head/><body><p>Cameratraagheid. </p><p>Hogere traagheid maakt een vlucht gelijkmatiger maar het veranderen van snelheid of richting wordt moeilijker.</p></body></html> - + <html><head/><body><p>This parameters controls frame rate during flight path recording. Higher values give slower rendering but are more detailed.</p></body></html> <html><head/><body><p>Deze parameter regelt de framerate tijdens de vluchtpad-opname. Hogere waardes zorgen voor een langzamer renderen maar geven een gedetailleerder resultaat.</p></body></html> - + roll speed: rolsnelheid: - + <html><head/><body><p>Rotation speed of camera</p></body></html> <html><head/><body><p>Rotatie-snelheid van de camera</p></body></html> - + <html><head/><body><p>Enables rendering of keyframe previews in animation table.</p></body></html> <html><head/><body><p>Activeert het renderen van keyframevoorvertoningen in de animatie-tabel.</p></body></html> - + Show thumbnails Toon miniaturen - + rotation speed: rotatie-snelheid: - + <html><head/><body><p>Roll speed of camera</p></body></html> <html><head/><body><p>Rol-snelheid van de camera</p></body></html> - + <html><head/><body><p>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.</p></body></html> <html><head/><body><p>Activeer deze parameter wanneer u en vluchtpad in gedeeltes wilt opnemen. Op deze manier kunt u de opname voortzetten met dezelfde snelheid.</p></body></html> - + Add flight and rotation speed to parameters (needed to continue recording animation) Vlucht en rotatie-snelheid toevoegen aan parameters @@ -3976,28 +4253,28 @@ around object - - - - + + + + - + <html><head/><body><p>Limits range of frames to render</p></body></html> <html><head/><body><p>Beperkt het bereik van te renderen frames</p></body></html> - - - + + + first frame to render: eerste frame om te renderen: - - - + + + last frame to render: laatste frame om te renderen: @@ -4007,33 +4284,33 @@ around object - - - + + + PNG PNG - - - + + + JPG JPG - - - + + + EXR EXR - - - + + + TIFF TIFF @@ -4047,221 +4324,221 @@ around object - + <html><head/><body><p>Insert keyframe before selected keyframe</p></body></html> <html><head/><body><p>Keyframe vóór geselecteerd keyframe invoegen</p></body></html> - + Insert keyframe Keyframe invoegen - + Delete selected keyframe Geselecteerd keyframe verwijderen - + Delete keyframe Keyframe verwijderen - + <html><head/><body><p>Add keyframe at the end</p></body></html> <html><head/><body><p>Keyframe aan het einde invoegen</p></body></html> - + Add keyframe Keyframe toevoegen - + <html><head/><body><p>Play rendered animation</p></body></html> <html><head/><body><p>Speel de gerenderde animatie af</p></body></html> - + <html><head/><body><p>Starts rendering of animation</p></body></html> <html><head/><body><p>Start de animatie-render</p></body></html> - + Render animation Animatie renderen - - + + Modify selected keyframe Geselecteerd keyframe aanpassen - + Modify keyframe Keyframe aanpassen - + <html><head/><body><p>Export all keyframes to <span style=" font-style:italic;">Flight animation</span>. All keyframes will be interpolated. </p><p>This feature will allow editing of each animation frame separately in Flight animation editor (or external CSV editor) </p></body></html> <html><head/><body><p>Exporteer alle keyframes naar <span style=" font-style:italic;">Vlucht-animatie</span>. Alle keyframes worden geïnterpoleerd. </p><p>Deze feature maakt het mogelijk elk animatieframe afzonderlijk te bewerken in de Vlucht-animatie-editor (of in een externe CSV-editor) </p></body></html> - + Export to Flight Exporteren naar vlucht - + <html><head/><body><p>Delete all rendered frames in animation folder ( selected by <span style=" font-style:italic;">path for images)</span></p></body></html> <html><head/><body><p>Verwijder alle al gerenderde frames in de animatie-map (ingesteld in<span style=" font-style:italic;">Pad voor afbeeldingen)</span></p></body></html> - + <html><head/><body><p>Checks if there is no collision between camera and fractal at all interpolated frames.</p><p>Collision is defined as event where distance of camera to fractal object is lower than <span style=" font-style:italic;">collision distance</span> parameter</p></body></html> <html><head/><body><p>Checkt alle geïnterpoleerde frames op botsingen tussen camera en fractal.</p><p>"Botsing'is gedefiniëerd als gebeurtenis waarbij de afstand tussen camera en fractal die kleiner is dan de <span style=" font-style:italic;">Bots-afstand</span>-parameter</p></body></html> - + Validate Valideren - + Randomize Randomiseer - - + + Information - - + + Camera distance from selected keyframe: - - + + Animation parameters - - + + Validation and cleaning up - - + + collision distance: Bots-afstand: - - + + frames per keyframe: Frames pro keyframe: - - + + <html><head/><body><p>It sets how many frames will be interpolated for each keyframe. </p><p>Total number of animation frames is 'number of keyframes' multiplied by 'frames per keyframe' </p></body></html> <html><head/><body><p>Bepaalt hoeveel frames voor elk keyframe worden geïnterpoleerd.</p><p>Total aantal frames is 'aantal keyframes' vermenigvuldigd met 'frames per keyframe' </p></body></html> - - + + Display settings - - + + <html><head/><body><p>Enables rendering of keyframe previews in the animation table.</p></body></html> <html><head/><body><p>Activeert het renderen van keyframevoorvertoningen in de animatie-tabel.</p></body></html> - - + + Show keyframe preview thumbnails Toon keyframevoorvertonings-miniaturen - - + + <html><head/><body><p>Minimum distance between camera and fractal which is allowed during <span style=" font-style:italic;">Validate</span> function (collision detection)</p></body></html> <html><head/><body><p>Minimum afstand tussen camera en fractal tijdens de <span style=" font-style:italic;">Validatie</span>-functie (botsdetectie)</p></body></html> - + Flight animation (every frame) - + <html><head/><body><p>Starts recording flight path. </p><p>It is recommended to decrease image resolution for better rendering performance.</p><p>The mouse pointer is used as the controller. <br/>Move the mouse pointer to change flight direction.<br/>Left mouse button increases flight speed. Right mouse button decreases speed.<br/>Arrow keys moves camera up, down, left and right (move sidewards)<br/>Z and X keys rotate the camera (roll)<br/>Spacebar pauses flight path recording . </p></body></html> - + <html><head/><body><p>This feature is for rendering animations by interpolating between keyframes.</p><p>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. </p><p>To add a keyframe to the animation table, click <span style=" font-style:italic;">Add keyframe</span>. </p><p>To add a parameter, right click on the selected parameter's edit field and select from context menu <span style=" font-style:italic;">Add to keyframe animation</span></p><p>Build an animation by adding, inserting and deleting keyframes. Modify parameters directly in the animation table, or in fractal or effects edit fields (double click keyframe preview or right click on a keyframe, and choose <span style=" font-style:italic;">Render this keyframe</span> , this updates parameters in window, then modify parameters and click <span style=" font-style:italic;">Modify keyframe</span> to refresh animation table.)</p><p>Each parameter can have assigned different type of interpolation (right click on animation parameter name.)</p><p>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).</p><p>Animation can be exported to Flight Animation, where it is possible to edit each frame.</p><p><br/></p></body></html> - + Keyframe animation (only keyframes) - - + + <html><head/><body><p>Enable checking for collisions before starting rendering of animation.</p></body></html> <html><head/><body><p>Activeer het checken op botsingen voor het starten van de animatie-render.</p></body></html> - - + + Validate before render Voor render valideren - - - - + + + + <html><head/><body><p>Sets the same distance between camera target and camera for all keyframes. It doesn't modify camera position and rotation, so it doesn't modify camera movement path. It makes camera rotation smooth through entire animation.</p></body></html> <html><head/><body><p>Stelt dezelfde afstand in tussen cameradoel en camera voor alle keyframes. Dit beïnvloedt niet de camera-positie en -rotatie, dus verandert het camerapad niet. Het maakt de camera-rotaties soepel in de hele animatie.</p></body></html> - - + + Set the same camera target distance for all @@ -4272,8 +4549,8 @@ afstand voor alle keyframes - - + + frames per second: @@ -4286,25 +4563,23 @@ alle keyframes cDockEffects - + Form Formulier - - + + Ray-tracing Ray-tracing - - <html><head/><body><p>Activate calculation of ray-traced reflections and transparency. Reflectance can be set by <span style=" font-style:italic;">Material/Reflection. </span>Transparency settings are in the same tab as reflection.</p><p><br/></p></body></html> - <html><head/><body><p>Activeert de berekening van ray-tracer- reflecties en -transparantie. Reflectie is in te stellen in <span style=" font-style:italic;">Materiaal/Reflectie. </span>Instellingen voor de transparantie zijn te vinden op dezelfde tab als de reflecties.</p><p><br/></p></body></html> + <html><head/><body><p>Activeert de berekening van ray-tracer- reflecties en -transparantie. Reflectie is in te stellen in <span style=" font-style:italic;">Materiaal/Reflectie. </span>Instellingen voor de transparantie zijn te vinden op dezelfde tab als de reflecties.</p><p><br/></p></body></html> - - + + Ray-&traced reflections and transparency Ray-&tracer- reflecties en transparantie @@ -4313,8 +4588,8 @@ alle keyframes <html><head/><body><p>Maximum aantal ray-weerkaatsingen per pixel.</p></body></html> - - + + Reflections depth: Reflectie-diepte: @@ -4323,32 +4598,32 @@ alle keyframes <html><head/><body><p>Scherptediepte is het effect waarin objecten binnen een bepaald afstandsbereik scherp en objecten buiten dat bereik onscherp worden weergegeven.</p></body></html> - - + + Depth of field Scherptediepte - - + + Focus distance: Focus-afstand: - - + + Radius: Radius: - - + + <html><head/><body><p>It's the distance where objects appear in focus.</p><p>Distance can be set bu using button <span style=" font-style:italic;">Set focus distance by mouse</span></p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>low focus distance</p></td><td><p>high focus distance</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - DOF - focus close.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - DOF - focus far.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>Dit is de afstand waarop objecten scherpgesteld zijn.</p><p>Deze afstand kan worden ingesteld door de knop <span style=" font-style:italic;">Focus-afstand per muis instellen</span></p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>korte focus-afstand</p></td><td><p>lange focus-afstand</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - DOF - focus close.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - DOF - focus far.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Intensity of DOF effect (average radius of blur)</p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>radius = 10</p></td><td><p>radius = 50</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - DOF - radius 10.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - DOF - radius 50.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>Intensiteit van het scherptediepte-effect (gemiddelde onscherpte-radius)</p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>radius = 10</p></td><td><p>radius = 50</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - DOF - radius 10.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - DOF - radius 50.jpg"/></p></td></tr></table></body></html> @@ -4365,14 +4640,14 @@ Disables 'Update image' options) Schakelt 'Afbeelding verversen' uit) - - + + Number of passes: Aantal stappen: - - + + Blur opacity: Onscherpte-opaciteit: @@ -4393,30 +4668,30 @@ Schakelt 'Afbeelding verversen' uit) Aantal rays per pixel: - - - - + + + + <html><head/><body><p>Update image after changes of DOF settings. Can be updated even after image rendering.</p></body></html> <html><head/><body><p>Ververst het beeld na aanpassingen van de scherptediepte-instellingen. Kan ook ná het renderen worden toegepast.</p></body></html> - - - - + + + + Update image Beeld verversen - - + + <html><head/><body><p>Setting of focus distance by mouse pointer. </p><p>Click on this button and then point the object on image which you want to appear in focus.</p><p>After using it don't forget to change <span style=" font-style:italic;">Navigation</span> / <span style=" font-style:italic;">Mouse click function</span> to continue work with the camera.</p></body></html> <html><head/><body><p>Scherptediepte instellen met de muisaanwijzer. </p><p>Klik op deze knop en wijs vervolgens het object aan dat u scherp wilt zien.</p><p>Vergeet na afloop niet om via <span style=" font-style:italic;">Navigatie</span> / <span style=" font-style:italic;">Muisklik-functie</span>ervoor te zorgen dat u verder met de camera kunt werken</p></body></html> - - + + Set focus distance by mouse Focus-afstand per muis instellen @@ -4426,108 +4701,96 @@ Schakelt 'Afbeelding verversen' uit) <html><head/><body><p>Instellingen voor het strooilicht-effect</p><p>Types ambient occlusion-effecten:</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Schermruimte Ambient Occlusion (SSAO)</p></td><td><p>Meervoudige rays</p></td><td><p>Snel</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion high quality.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion fast mode.jpg"/></p></td></tr></table><p><br/></p><p>SSAO - relatief snel post-effect gebaseerd op de zbuffer</p><p>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.</p><p>Snel - simpele en snelle methode om het strooilicht-effect te berekenen. Dit is het minst accurate effect.</p></body></html> - - + + Ambient occl&usion - - + + Quality: Kwaliteit: - - + + Type: - - + + <html><head/><body><p>Quality of ambient occlusion effect. Higher quality increases rendering time.</p></body></html> <html><head/><body><p>Kwaliteit van het strooilicht-effect. Hoe hoger de waarde hoe hoger de rendertijd.</p></body></html> - - + + <html><head/><body><p>This parameter controls brightness of fast ambient occlusion effect.</p></body></html> <html><head/><body><p>Deze parameter regelt de helderheid van het snelle strooilicht-effect.</p></body></html> - - <html><head/><body><p>Selection of method to calculate ambient occlusion effect</p></body></html> - <html><head/><body><p>Selectie van de methode van berekenen voor het strooilicht-effect</p></body></html> + <html><head/><body><p>Selectie van de methode van berekenen voor het strooilicht-effect</p></body></html> - - + + Fast Snel - - + + Multiple rays with light map Meervoudige rays met lightmap - - + + Screen space Schermruimte - - + + Fast AO tune: Afstellen van de Snel-AO: - - - - - - - - - - - - - - - - - - + + + + + + + + Intensity: Intensiteit: - - + + <html><head/><body><p>Intensity of scattered light</p><p>example of effect:</p><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg"/><br/></p></body></html> <html><head/><body><p>Strooilicht-intensiteit</p><p>voorbeeld van het effect:</p><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg"/><br/></p></body></html> - - + + <html><head/><body><p>Enables random directions of ray vectors</p></body></html> <html><head/><body><p>Schakelt random richtingen in voor ray-vectoren</p></body></html> - - + + SSAO random mode SSAO random-modus - - + + Light map texture: Textuur voor de kleur-lightmap: @@ -4536,8 +4799,8 @@ Schakelt 'Afbeelding verversen' uit) <html><head/><body><p>Pad naar de afbeelding voor de kleur-lightmap. Voor het strooilicht-effect gebaseerd op meervoudige rays</p></body></html> - - + + <html><head/><body><p>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.</p><p>To adjust effect intensity use <span style=" font-style:italic;">reflection</span> slider</p><p><br/></p></body></html> <html><head/><body><p>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.</p><p>Om de intensitit van dit effect aan te passen, gebruik de <span style=" font-style:italic;">reflectie</span>-schruifbalk</p><p><br/></p></body></html> @@ -4546,10 +4809,10 @@ Schakelt 'Afbeelding verversen' uit) Omgevings-mapping - - - - + + + + Texture path: Textuurpad: @@ -4558,20 +4821,20 @@ Schakelt 'Afbeelding verversen' uit) <html><head/><body><p>Pad naar de afbeelding voor de reflectie-map.</p></body></html> - - + + Volumetric - - + + <html><head/><body><p>Enables fog effect. Density of fog is constant over entire space.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/image - shader - fog.jpeg"/></p></body></html> <html><head/><body><p>Schakelt het mist-effect in. Mistdichtheid is gelijk in de hele ruimte.</p><p>Voorbeeld:</p><p><img src=":/tooltips/tooltips_images/image - shader - fog.jpeg"/></p></body></html> - - + + Basic fog Basis-mist @@ -4580,80 +4843,64 @@ Schakelt 'Afbeelding verversen' uit) <html><head/><body><p>Zichtbaarheidsafstand voor mist. Zichtbaarheid kan in worden gesteld door de '<span style=" font-style:italic;">Stel zichtbaarheidsafstand in met muis</span>-knop</p><p>Lagere waarden geven dichtere mist.</p></body></html> - - - - - - - - - - - - - - - - + + + + + + Color: Kleur: - - + + <html><head/><body><p>Color of fog effect</p></body></html> <html><head/><body><p>Kleur van het mist-effect</p></body></html> - - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + - - - - - - - - - - - - - - - + + + + + + + + + + + + PushButton Drukknop - - + + Visibility distance: Zichtbaarheidsafstand: @@ -4662,14 +4909,14 @@ Schakelt 'Afbeelding verversen' uit) <html><head/><body><p>Zichtbaarheidsafstand instellen met de muisaanwijzer. Wijs het object aan dat nog net zichtbaar moet zijn in de verte.</p><p>Vergeet na afloop niet om via <span style=" font-style:italic;">Navigatie</span> / <span style=" font-style:italic;">Muisklik-functie</span>ervoor te zorgen dat u verder met de camera kunt werken</p></body></html> - - + + Set visibility distance by mouse Stel zichtbaarheidsafstand in met muis - - + + <html><head/><body><p>Glow effect based on ray-marching step count</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/image - shader - glow.jpeg"/></p></body></html> <html><head/><body><p>Gloed-effect gebaseerd op ray-marching step count</p><p>Voorbeeld:</p><p><img src=":/tooltips/tooltips_images/image - shader - glow.jpeg"/></p></body></html> @@ -4678,44 +4925,44 @@ Schakelt 'Afbeelding verversen' uit) Gloed - - - - - - - - + + + + + + + + Color #1: Kleur #1: - - - - - - - - + + + + + + + + Color #2: Kleur #2: - - + + <html><head/><body><p>Color of bright areas</p></body></html> <html><head/><body><p>Kleur van lichte gebieden</p></body></html> - - + + <html><head/><body><p>Color of dark areas</p></body></html> <html><head/><body><p>Kleur van donkere gebieden</p></body></html> - - + + <html><head/><body><p>Intensity of effect</p></body></html> <html><head/><body><p>Intensiteit van het effect</p></body></html> @@ -4728,32 +4975,32 @@ Schakelt 'Afbeelding verversen' uit) Mist gebaseerd op afstand - - + + <html><head/><body><p>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.</p><p>note: using DOF prevents one-pass anaglyph rendering, unless Monte carlo algorithm mode is selected.</p></body></html> - - + + <html><head/><body><p>Settings for scattered light effect</p><p>Types of ambient occlusion effect:</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Screen Space Ambient Occlusion (SSAO)</p></td><td><p>Multiple rays</p></td><td><p>Fast</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion high quality.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion fast mode.jpg"/></p></td></tr></table><p><br/></p><p><span style=" font-weight:600;">SSAO</span> - relatively fast post-effect based on z-Buffer<br/>note: using SSAO prevents one-pass anaglyph rendering</p><p><span style=" font-weight:600;">Multiple rays</span> - based on calculation of rays in different directions. It uses texture to create colored light map. This effect slows down rendering.</p><p><span style=" font-weight:600;">Fast</span> - simple and fast method to calculate scattered light effect. This the least accurate effect.</p></body></html> - - + + Environment mappin&g - - + + &Glow - - + + Fog based on dis&tance @@ -4762,20 +5009,20 @@ Schakelt 'Afbeelding verversen' uit) <html><head/><body><p>Mistdichtheid. Hogere warden geven dichtere mist.</p></body></html> - - + + Fog distance factor: Mistafstandsfactor: - - + + Distance of color #2: Afstand van kleur #2: - - + + Distance of color #1: Afstand van kleur #1: @@ -4784,8 +5031,8 @@ Schakelt 'Afbeelding verversen' uit) <html><head/><body><p>Maximale afstand tot het fractal-oppervlak waar kleur #2 is gebruikt en de minimale tot waar kleur #3 is gebruikt.</p></body></html> - - + + <html><head/><body><p>Color of fog which is used from fractal surface to distance #1</p></body></html> <html><head/><body><p>Mistkleur welke gebruikt is tussen het fractal-oppervlak en afstand #1</p></body></html> @@ -4794,29 +5041,31 @@ Schakelt 'Afbeelding verversen' uit) <html><head/><body><p>Maximale afstand tot het fractal-oppervlak waar kleur #1 is gebruikt.</p></body></html> - - + + + + Density: Dichtheid: - - + + <html><head/><body><p>Color of fog which is used between distance #1 and distance #2</p></body></html> <html><head/><body><p>Mistkleur welke gebruikt is tussen afstand #1 en afstand #2</p></body></html> - - - - - - + + + + + + Color #3: Kleur #3: - + <html><head/><body><p>Color of fog which is used farther than distance #2</p></body></html> <html><head/><body><p>Mistkleur welke gebruikt is voor afstanden verder dan afstand #2</p></body></html> @@ -4826,14 +5075,14 @@ Schakelt 'Afbeelding verversen' uit) <html><head/><body><p>Past de mistdichtheid aan tot afstand van het fractal-oppervlak. Hogere waarden geven mist die verder reikt vanaf het fractal-oppervlak.</p></body></html> - - + + <html><head/><body><p>Calculates optimal settings for fog effect.</p></body></html> <html><head/><body><p>Berekent optimale instellingen voor het mist-effect.</p></body></html> - - + + Optimal distances calculation Berekening optimale afstanden @@ -4842,113 +5091,289 @@ Schakelt 'Afbeelding verversen' uit) <html><head/><body><p>Mist-effect waarbij de dichtheid van de mist afhankelijk is van het aantal iteraties van de fractal-formule. Hoe hoger het aantal iteraties hoe dichter de mist.</p><p>Mist ontvangt en werpt schaduw van en op fractal-oppervlakken en zichzelf.</p><p>Voorbeeld van mist met additionele lichtbronnen:<br/><img src=":/tooltips/tooltips_images/image - shader - iterfog - lights.jpeg"/></p></body></html> - - + + Fog based on iteration co&unt Mist gebaseerd op &iteraties - - + + <html><head/><body><p>Color #1 of fog effect</p></body></html> <html><head/><body><p>Kleur #1 van het mist-effect</p></body></html> - - - - + + + + <html><head/><body><p>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.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>trim = 4</p></td><td><p>trim = 6</p></td><td><p>trim = 8</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 6 - 30000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 8 - 40000.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>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.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>trim = 4</p></td><td><p>trim = 6</p></td><td><p>trim = 8</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 6 - 30000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 8 - 40000.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Color #1 is used for iteration count lower than this value</p></body></html> <html><head/><body><p>Kleur #1 is gebruikt voor minder iteraties dan deze waarde</p></body></html> - - + + <html><head/><body><p>Opacity of fog. Higher value gives denser fog.<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>opacity = 1000</p></td><td><p>opacity = 4000</p></td><td><p>opacity = 16000</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 1000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 4000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>Mist-opaciteit. Hogere waarden geven dichtere mist.<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>opaciteit = 1000</p></td><td><p>opaciteit = 4000</p></td><td><p>opaciteit = 16000</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 1000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 4000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Color #3 of fog effect</p></body></html> <html><head/><body><p>Kleur #3 van het mist-effect</p></body></html> - - + + <html><head/><body><p>Color #2 of fog effect</p></body></html> <html><head/><body><p>Kleur #2 van het mist-effect</p></body></html> - - + + <html><head/><body><p>Color #2 is used for iteration count lower than this value. </p><p>Color #3 is used for iteration count greater than this value.</p></body></html> <html><head/><body><p>Kleur #2 is gebruikt voor minder iteraties dan deze waarde. </p><p>Kleur #3 is gebruikt voor meer iteraties dan deze waarde.</p></body></html> - - + + + + Opacity: Opaciteit: - - + + Low iterations trim: Trim voor lage iteraties: - - + + Max iter. for color#2: Max iter. voor kleur #2: - - + + Max iter. for color#1: Max iter. voor kleur #1: - - - Background + + + Clouds + + + + + + Color + Kleur + + + + + Noise iterations: + + + + + + Period: + + + + + + Visible light and trap light boost: + + + + + + Random seed: + + + + + + Ambient light: + + + + + + Receive shadows + + + + + + Sharp edges + + + + + + Sharpness: + + + + + + + + y + + + + + + + + z + + + + + + + + x + + + + + + Clouds movement speed: + + + + + + Plane shape + + + + + + alpha + + + + + + Clouds center: + + + + + + Geometry rotation: + + + + + + beta + + + + + + Clouds layer height: + + + + + + gamma + + + + + + Clouds at distance from fractal + + + + + + Distance from fractal + + + + + + Clouds layer height + + + + + + Accuracy control + + + + + + Details accuracy + + + + + + Approaching DE multiplier + + + + + + Clouds DE multiplier + + + + + + Background Achtergrond - - + + Colored background Gekleurde achtergrond - - + + <html><head/><body><p>Color of background at horizon</p></body></html> <html><head/><body><p>Achtergrondkleur aan de horizon</p></body></html> - - + + <html><head/><body><p>Color of background at zenith</p></body></html> <html><head/><body><p>Achtergrondkleur aan de zenit</p></body></html> - - + + <html><head/><body><p>Color of background at nadir</p></body></html> <html><head/><body><p>Achtergrondkleur aan de nadir</p></body></html> - - + + <html><head/><body><p>Enables covering of background sphere with selected image.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/image - shader - backhround texture.jpg"/></p></body></html> <html><head/><body><p>Schakelt het invullen van de achtergrondbol met een geselecteerde afbeelding in.</p><p>Voorbeeld:</p><p><img src=":/tooltips/tooltips_images/image - shader - backhround texture.jpg"/></p></body></html> @@ -4961,32 +5386,32 @@ Schakelt 'Afbeelding verversen' uit) <html><head/><body><p>Pad naar de achtergrond-afbeelding. Mogelijke types zijn BMP, GIF, JPG, PNG</p></body></html> - - + + Map type: Mapping-type: - - + + <html><head/><body><p>It determines, how texture will be mapped on background sphere</p><p><span style=" font-weight:600;">Equirectangular: <br/></span><span style=" font-weight:400;">Texture has to be created used equirectangular projection. It's the most popular format for textures dedicated for sphere mapping.<br/>Example:<br/></span><img src=":/tooltips/tooltips_images/equirectangular_bkg.jpg"/></p><p><span style=" font-weight:600;">Double hemisphere:</span></p><p>Texture has to be created as a pair of images of hemispheres. Mapping has to be the same as <span style=" font-style:italic;">Full dome projection</span> (or <span style=" font-style:italic;">Fish eye</span>)<br/>Example texture with indicated axes and directions:<br/><img src=":/tooltips/tooltips_images/full_dome_bkg_axes.png"/></p></body></html> <html><head/><body><p>Bepaalt hoe de textuur gemapt wordt op de achtergrondbol</p><p><span style=" font-weight:600;">Equirectangulair: <br/></span><span style=" font-weight:400;">Textuur moet equirectangulair zijn aangemaakt. Dit is het meest populaire type voor sphere-mapping.<br/>Voorbeeld:<br/></span><img src=":/tooltips/tooltips_images/equirectangular_bkg.jpg"/></p><p><span style=" font-weight:600;">Dubbele hemisfeer:</span></p><p>De textuur moet zijn aangemaakt als twee afbeeldingen van hemisferen. Mapping moet hetzelfde zijn als<span style=" font-style:italic;">Full dome-projecties</span> (of <span style=" font-style:italic;">Fish eye</span>)<br/>Voorbeeldtextuur met assen en richtingen:<br/><img src=":/tooltips/tooltips_images/full_dome_bkg_axes.png"/></p></body></html> - - + + Equirectangular Equirectangulair - - + + Double hemisphere Dubbele hemisfeer - - + + Flat Plat @@ -4995,878 +5420,957 @@ Schakelt 'Afbeelding verversen' uit) <html><head/><body><p>Helderheid van de achtergrondafbeelding</p></body></html> - - + + Brightness: Helderheid: - - + + Lights Lichten - - + + Common light options Algemene licht-opties - - <html><head/><body><p>Enables casting shadows from all light sources</p></body></html> - <html><head/><body><p>Schakelt het werpen van schaduwen van alle lichtbronnen in</p></body></html> + <html><head/><body><p>Schakelt het werpen van schaduwen van alle lichtbronnen in</p></body></html> - - + + Cast shadows Werp schaduw - - <html><head/><body><p>Makes light rays penetrate all the objects. When it's enabled, then even inside the fractal it will not be completely dark. </p></body></html> - <html><head/><body><p>Laat licht in alle objecten doordringen. Wanneer dit is ingeschakeld is het binnen in de fractal niet helemaal donker.</p></body></html> + <html><head/><body><p>Laat licht in alle objecten doordringen. Wanneer dit is ingeschakeld is het binnen in de fractal niet helemaal donker.</p></body></html> - - Penetrating lights - Doordringende lichten + Doordringende lichten - - &Main light source - &Hoofdlicht + &Hoofdlicht - - Horizontal angle: - Horizontale hoek: + Horizontale hoek: - - <html><head/><body><p>This parameter moves the light source to the left / right. </p><p>When <span style=" font-style:italic;">Position relative to camera</span> is off and angle is zero then light is set on Y axis.</p><p>When <span style=" font-style:italic;">Position relative to camera</span> is on and angle is zero then light is set behind the camera. When it's +90, then is on the right side of the camera. When it's -90, then is on the left side of the camera. </p></body></html> - <html><head/><body><p>Deze parameter beweegt het licht naar links/rechts. </p><p>Wanneer <span style=" font-style:italic;">Positie relatief tot camera</span> is uitgeschakeld en de hoek 0 is dan wordt het licht op y-as geplaatst.</p><p>Wanneer <span style=" font-style:italic;">Positie relatief tot camera</span> 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. </p></body></html> + <html><head/><body><p>Deze parameter beweegt het licht naar links/rechts. </p><p>Wanneer <span style=" font-style:italic;">Positie relatief tot camera</span> is uitgeschakeld en de hoek 0 is dan wordt het licht op y-as geplaatst.</p><p>Wanneer <span style=" font-style:italic;">Positie relatief tot camera</span> 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. </p></body></html> - - <html><head/><body><p>This parameter sets size of main light which is visible on a &quot;sky&quot;</p></body></html> - <html><head/><body><p>Deze parameter stelt de grootte in van een aan de &quot;hemel&quot; zichtbaar licht.</p></body></html> + <html><head/><body><p>Deze parameter stelt de grootte in van een aan de &quot;hemel&quot; zichtbaar licht.</p></body></html> - - <html><head/><body><p>Intensity of main light source. When it's higher then objects illuminated by main light source will be brighter.</p></body></html> - <html><head/><body><p>Intensiteit van het hoofdlicht. Hoe hoger hoe lichter de verlichte objecten zijn.</p></body></html> + <html><head/><body><p>Intensiteit van het hoofdlicht. Hoe hoger hoe lichter de verlichte objecten zijn.</p></body></html> - - <html><head/><body><p>This parameter sets brightness of the light which is visible on a &quot;sky&quot;</p></body></html> - <html><head/><body><p>Deze parameter stelt de helderheid in van een aan de &quot;hemel&quot; zichtbaar licht.</p></body></html> + <html><head/><body><p>Deze parameter stelt de helderheid in van een aan de &quot;hemel&quot; zichtbaar licht.</p></body></html> - - - - + + Size: Grootte: - - <html><head/><body><p>This parameter controls angle of shadows cone. It simulates &quot;soft shadow&quot; effect. When it's zero, then shadows are very sharp.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>shadow cone 0 degrees</p></td><td><p>shadow cone 5 degrees </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - shadow cone 0.jpeg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - shadow cone 5.jpg"/></p></td></tr></table></body></html> - <html><head/><body><p>Deze parameter regelt de hoek van de soft shadow-kegel. Het simuleert een &quot;soft shadow&quot;-effect. Wanneer het nul is zijn de schaduwen zeer scherp.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>schaduwkegel 0 graden</p></td><td><p>schaduwkegel 5 graden </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - shadow cone 0.jpeg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - shadow cone 5.jpg"/></p></td></tr></table></body></html> + <html><head/><body><p>Deze parameter regelt de hoek van de soft shadow-kegel. Het simuleert een &quot;soft shadow&quot;-effect. Wanneer het nul is zijn de schaduwen zeer scherp.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>schaduwkegel 0 graden</p></td><td><p>schaduwkegel 5 graden </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - shadow cone 0.jpeg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - shadow cone 5.jpg"/></p></td></tr></table></body></html> - - Vertical angle: - Verticale hoek: + Verticale hoek: - - <html><head/><body><p>This parameter moves main light source higher / lower. </p><p>When <span style=" font-style:italic;">Position relative to camera</span> is off and angle is zero then light is set on X-Y plane (horizon).</p><p>When <span style=" font-style:italic;">Position relative to camera</span> is on and angle is zero then light is on local horizon. When it's +90, then is over the camera. When it's -90, then is under the camera. </p></body></html> - <html><head/><body><p>Deze parameter beweegt het hoofdlicht naar boven/onder. </p><p>Wanneer <span style=" font-style:italic;">Positie relatief tot camera</span> is uitgeschakeld en de hoek 0 is dan wordt het licht op het x,y-vlak geplaatst.</p><p>Wanneer <span style=" font-style:italic;">Positie relatief tot camera</span> 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. </p></body></html> + <html><head/><body><p>Deze parameter beweegt het hoofdlicht naar boven/onder. </p><p>Wanneer <span style=" font-style:italic;">Positie relatief tot camera</span> is uitgeschakeld en de hoek 0 is dan wordt het licht op het x,y-vlak geplaatst.</p><p>Wanneer <span style=" font-style:italic;">Positie relatief tot camera</span> 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. </p></body></html> - - Soft shadow cone angle: - Soft shadow-kegelhoek: + Soft shadow-kegelhoek: - - - - - - - - - - - + + + + + + + + + + + Load Laden - - - - - - - - - - - + + + + + + + + + + + Save - - - - - - - - - - - + + + + + + + + + + + Reset Herstel - - - - - - - - - - - + + + + + + + + + + + + + Randomize Randomiseer - - + + <html><head/><body><p>Maximum number of ray bounces which are calculated for a given pixel.</p><p>This value affects reflections, refraction and MC Global Illumination </p></body></html> - - + + <html><head/><body><p>Number of passes of rendering DOF effect. One pass is enough for most of cases. But for more realistic blur it can be increased (e.g to 4) and blur opacity should be accordingly decreased (e.g. to 1.0)</p></body></html> - - + + <html><head/><body><p>Opacity of blur effect used during second phase of rendering the DOF effect. 4.0 is correct for most of cases. But for more realistic blur the number of passes can be increased (e.g to 4) and blur opacity should be accordingly decreased (e.g. to 1.0)</p></body></html> - - + + Maximum blur radius: - - + + <html><head/><body><p>Maximum radius of generated blur. Lower value can speed up rendering but effect will be less realistic.</p></body></html> - - + + <html><head/><body><p>Enables Monte Carlo algorithms for rendering the depth of field (DOF), global illumination, ambient occlusion (with multiple rays) and soft shadows effects. This mode is extremely slow for rendering, but gives a very realistic appearance of effects.</p><p>In addition Monte Carlo algorithm provides high quality adaptive anti-aliasing.</p><p>Every pixed (or tile) of the image is rendered multiple times with randomly changed parameters. Every repeat reduces noise. Sampling of each pixel (or tile) is stopped when noise is reduced to defined level (defined by &quot;Max noise level&quot; parameter&quot;) or when maximum number of repeats is reached (defined by &quot;Max number of samples&quot;). </p><p>Remark: This effect cannot work properly when screen space ambient occlusion is enabled. </p></body></html> - - + + &Monte Carlo algorithm - - + + <html><head/><body><p>Minimum number of MC samples calculated for each image pixel. Increasing this parameter can reduce visible noise, ( by improving calculation of noise level estimation).</p></body></html> - - + + <html><head/><body><p>Number of MC samples calculated for each image pixel. Higher values reduce the noise on the image but increase the rendering time. </p><p>For instance if the number of samples is 100, then the rendering will take 100 times longer compared to the effect disabled.</p></body></html> - - + + Max number of samples per pixel: - - + + Min number of samples per pixel: - - + + <html><head/><body><p>Limit of noise level for each image pixel. Every pixel is calculated multiple times until estimated noise reaches maximum noise level percentage.</p><p>A lower value reduces visible noise on the final image, but increases rendering time. Decreasing the maximum noise level by half, increases the rendering time by 4.</p></body></html> - - + + Max noise level (percentage) - - + + <html><head/><body><p>Average number of MC samples that have been calculated for each image pixel.</p></body></html> - - + + + Navi + + + + + + <html><head/><body><p>Activate calculation of ray-traced reflections and transparency. Reflectance can be set by <span style=" font-style:italic;">Material/Reflection. </span>Transparency settings are in the same tab as reflection.<br/>Also enable with Monte Carlo global illumination.</p><p><br/></p></body></html> + + + + + Average number of MC samples: - - + + + + + + <html><head/><body><p>Estimated average noise caused by Monte Carlo effects.</p></body></html> - - + + Average noise: - - - - - <html><head/><body><p>Enables calculation of realistic global illumination using Monte Carlo algorithm. </p><p>Number of light bounces is defined by the &quot;reflections depth&quot; parameter at the top of tab.</p></body></html> + + + Masked pixels: - - - Calculate MC global illumination + + + Tiles done: - - - Global illumination by volumetric effects + + + <html><head/><body><p>Enables additonal optimization of MC rendering. The noise level is calculated separatelly for each pixel. If noise level is enough low, then the pixel is no longer calculated.</p><p>If the image is very noisy and there is low value of <span style=" font-style:italic;">Min number of samples</span>, then enabling this option can cause dark random pixels left on the image.</p></body></html> - - - <html><head/><body><p>Enables calculation of realistic soft shadows using Monte Carlo algorithm.</p><p>Soft shadow cone for main light source is defined by <span style=" font-style:italic;">Soft shadow code angle</span> (<span style=" font-style:italic;">Lights</span> tab)</p><p>Soft shadow cone for auxiliary lights is defined by C<span style=" font-style:italic;">ustom lights options</span> / <span style=" font-style:italic;">Size.</span></p></body></html> + + + Enable pixel level optimization - - - Calculate MC soft shadows + + + Denoiser - - - <html><head/><body><p>Enables rendering of chromatic aberration. This effect simulates the way an actual lens refracts light slightly differently based on wavelength.</p><p>It will give a "rainbow" type effect that gets stronger closer to the edges of the image. </p></body></html> + + + Light - - - Calculate chromatic aberration + + + Medium - - - <html><head/><body><p>Higher value makes dispersion of refracted light more vsible on transparent objects.</p></body></html> + + + Strong - - - Dispersion gain of light refraction: + + + Extreme - - Camera lenses dispersion: + + Strength - - - <html><head/><body><p>Higher value makes simulated dispersion of camera lenses more visible.</p></body></html> + + + <html><head/><body><p>Keeps sharp edges and object details.</p><p>This option can give wrong appearance when strong DOF is used.</p></body></html> - - - <html><head/><body><p>File-path to light map image. For ambient occlusion effect based on multiple rays</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> + + + Preserve geometry - - - <html><head/><body><p>File-path to reflection map image .</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> + + + + + <html><head/><body><p>Enables calculation of realistic global illumination using Monte Carlo algorithm. </p><p>Number of light bounces is defined by the &quot;reflections depth&quot; parameter at the top of tab.</p></body></html> - - - <html><head/><body><p>This value controls the quality of the volumetric light effect. The step for volumetric light is calculated in each iteration as: </p><p>step = DE * DE_FACTOR[global] * DE_FACTOR[volumetric].</p><p>A higher value gives a faster render but of poorer quality.</p></body></html> + + + Calculate MC global illumination - - - Custom DE Step multiplier -for volumetric effects: + + + Radiance limit for GI - - - <html><head/><body><p>Visibility distance of fog. Visibility can be set by using '<span style=" font-style:italic;">Set visibility distance by mouse'</span> button</p><p>Lower values produce denser fog,</p></body></html> + + + <html><head/><body><p>Limit for intensity of bounced light. Lower value reduces noise caused by very bright spots on HDR background textures.</p></body></html> - - - <html><head/><body><p>Sets visibility distance using mouse pointer. Point the object which should be the farthest visible.</p><p>After using it don't forget to change <span style=" font-style:italic;">Navigation</span> / <span style=" font-style:italic;">Mouse click function</span> to continue work with the camera.</p></body></html> + + + Global illumination by volumetric effects - - - <html><head/><body><p>Fog where density depends on the distance from the fractal surface.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Example of high values of distance</p></td><td><p>Examples of low values of distance </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - distance glow.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - distance glow 2.jpeg"/></p></td></tr></table></body></html> + + + <html><head/><body><p>Enables calculation of realistic soft shadows using Monte Carlo algorithm.</p><p>Soft shadow cone for main light source is defined by <span style=" font-style:italic;">Soft shadow code angle</span> (<span style=" font-style:italic;">Lights</span> tab)</p><p>Soft shadow cone for auxiliary lights is defined by C<span style=" font-style:italic;">ustom lights options</span> / <span style=" font-style:italic;">Size.</span></p></body></html> - - - - - <html><head/><body><p>Adjusts the density of fog based on the distance from the fractal surface. Higher values produces fog which reaches further from the fractal surface.</p></body></html> + + + Calculate MC soft shadows - - - <html><head/><body><p>Density of fog. Higher values produce denser fog. </p></body></html> + + + <html><head/><body><p>Enables rendering of chromatic aberration. This effect simulates the way an actual lens refracts light slightly differently based on wavelength.</p><p>It will give a "rainbow" type effect that gets stronger closer to the edges of the image. </p></body></html> - - - <html><head/><body><p>Maximum fog distance of color #2 from the fractal surface, and minimum fog distance for color #3.</p></body></html> + + + Calculate chromatic aberration - - - <html><head/><body><p>Maximum fog distance of color #1 from the fractal surface, and minimum fog distance for color #2.</p></body></html> + + + <html><head/><body><p>Higher value makes dispersion of refracted light more vsible on transparent objects.</p></body></html> - - - Distance from fractal surface: + + + Dispersion gain of light refraction: - - - <html><head/><body><p>Fog effect, where the density of the fog is dependent on the iteration count of the fractal formula. Fog is denser in areas of higher iteration count.</p><p>Fog receives shadows, and casts shadows on fractal surface and on itself.</p><p>Example of fog with additional light sources:<br/><img src=":/tooltips/tooltips_images/image - shader - iterfog - lights.jpeg"/></p></body></html> + + + Camera lenses dispersion: - - - <html><head/><body><p>This parameter can be used to increase brightness of fog illuminated by auxiliary light sources.</p><p>In Mandelbulber version &lt;= 2.12 this value was hardcoded and default value was 100. </p><p>When brightness boost is 1.0 then there is correct proportion of illuminating fractal surface and fog.</p></body></html> + + + <html><head/><body><p>Higher value makes simulated dispersion of camera lenses more visible.</p></body></html> - - - Brightness boost. -Set 100 to keep compatibility with version <=2.12 + + + <html><head/><body><p>Selection of method to calculate ambient occlusion effect.<br/>Do not use SSAO method with Monte Carlo option.</p></body></html> - - - <html><head/><body><p>When enabled, the fog will cast and receive shadows, producing a more realistic effect, (but rendering will be much slower.)</p></body></html> + + + <html><head/><body><p>File-path to light map image. For ambient occlusion effect based on multiple rays</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - - Cast/receive shadows + + + Remark: It is simple reflections mapping. +To do mapping of radiance use HDRI texture as a background texture. - - - High iterations trim: + + + <html><head/><body><p>File-path to reflection map image .</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - - <html><head/><body><p>Enables effect for main light source. It's good to place the light source almost in front of the camera (horizontal angle about 180, vertical angle about 0)</p></body></html> + + + <html><head/><body><p>This value controls the quality of the volumetric light effect. The step for volumetric light is calculated in each iteration as: </p><p>step = DE * DE_FACTOR[global] * DE_FACTOR[volumetric].</p><p>A higher value gives a faster render but of poorer quality.</p></body></html> - - + + + Custom DE Step multiplier +for volumetric effects: + + + + + + <html><head/><body><p>Visibility distance of fog. Visibility can be set by using '<span style=" font-style:italic;">Set visibility distance by mouse'</span> button</p><p>Lower values produce denser fog,</p></body></html> + + + + + + <html><head/><body><p>Sets visibility distance using mouse pointer. Point the object which should be the farthest visible.</p><p>After using it don't forget to change <span style=" font-style:italic;">Navigation</span> / <span style=" font-style:italic;">Mouse click function</span> to continue work with the camera.</p></body></html> + + + + + + <html><head/><body><p>Fog where density depends on the distance from the fractal surface.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Example of high values of distance</p></td><td><p>Examples of low values of distance </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - distance glow.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - distance glow 2.jpeg"/></p></td></tr></table></body></html> + + + + + + x2 + + + + + + ÷2 + + + + + + + + <html><head/><body><p>Adjusts the density of fog based on the distance from the fractal surface. Higher values produces fog which reaches further from the fractal surface.</p></body></html> + + + + + + Chromatic aberration + + + + + + Aberration intensity: + + + + + + Reverse color order + + + + + + <html><head/><body><p>Density of fog. Higher values produce denser fog. </p></body></html> + + + + + + <html><head/><body><p>Maximum fog distance of color #2 from the fractal surface, and minimum fog distance for color #3.</p></body></html> + + + + + + <html><head/><body><p>Maximum fog distance of color #1 from the fractal surface, and minimum fog distance for color #2.</p></body></html> + + + + + + Distance from fractal surface: + + + + + + <html><head/><body><p>Fog effect, where the density of the fog is dependent on the iteration count of the fractal formula. Fog is denser in areas of higher iteration count.</p><p>Fog receives shadows, and casts shadows on fractal surface and on itself.</p><p>Example of fog with additional light sources:<br/><img src=":/tooltips/tooltips_images/image - shader - iterfog - lights.jpeg"/></p></body></html> + + + + + + <html><head/><body><p>This parameter can be used to increase brightness of fog illuminated by auxiliary light sources.</p><p>In Mandelbulber version &lt;= 2.12 this value was hardcoded and default value was 100. </p><p>When brightness boost is 1.0 then there is correct proportion of illuminating fractal surface and fog.</p></body></html> + + + + + + Brightness boost. +Set 100 to keep compatibility with version <=2.12 + + + + + + + + Cast/receive shadows + + + + + + High iterations trim: + + + + + Enables colored gradient on background. When disabled only color #1 is used. - - + + &3-color gradient - - + + + + <html><head/><body><p>Brightness of background</p></body></html> - - + + + Gamma + + + + + Text&ured background - - + + Vertical scale: - - + + Beta: - - + + <html><head/><body><p>Path to the background image. Acceptable formats are BMP, GIF, JPG, PNG</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - + + Alpha: - - + + Gamma: - - + + Texture offset: - - + + Rotation: - - + + Horizontal scale: - - + + + All lights visibility + + + + + + All lights intensity + + + + + Fill light color: - - - - + + + All lights size + + + + + + Light placement options + + + + + + <html><head/><body><p>Controls distance from the fractal surface where the light will be placed with mouse pointer. When it's zero, the light will be set on fractal surface. A higher value moves the light towards the camera.</p><p>This parameter can be controlled with mouse wheel + alt key.</p></body></html> + + + + + Visibility: Zichtbaarheid: - - <html><head/><body><p>Color of main light source</p></body></html> - <html><head/><body><p>Kleur van het hoofdlicht</p></body></html> + <html><head/><body><p>Kleur van het hoofdlicht</p></body></html> - - <html><head/><body><p>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.</p></body></html> - <html><head/><body><p>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.</p></body></html> + <html><head/><body><p>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.</p></body></html> - - Position relative to the camera - Positie relatief tot camera + Positie relatief tot camera - - <html><head/><body><p>Freely configurable light sources</p></body></html> - <html><head/><body><p>Vrij in te stellen lichtbronnen</p></body></html> + <html><head/><body><p>Vrij in te stellen lichtbronnen</p></body></html> - - Custom lights - Aangepaste lichten + Aangepaste lichten - - Light #&1 - Licht #&1 + Licht #&1 - - + + Number of random lights: - - + + Maximum distance from fractal: - - - Distribution radius -of lights: + + + Coloring type: + + + + + + First color: + + + + + + Soft shadow cone: + + + + + + Random colors + + + + + + Single color - - - <html><head/><body><p>If enabled then all random light sources have the same color.</p></body></html> + + + Two colors + + + + + + Two colors based on distance - - - Single color random lights + + + Second color: + + + + + + Distribution radius +of lights: - - Single color: - Uni: + Uni: - - + + <html><head/><body><p>Simulates a large amount of lights and is relatively fast to render.</p><p>An orbit trap is a point, a 2D, or 3D shape defined in 3D space. The brightness of the point is dependent on how close the point's orbit gets to the orbit trap shape during the chosen iterations.</p><p>This effect is difficult to setup and often you need to try many different orbit trap settings.</p><p>These light sources illuminate the fractal surface, but do not cast shadows.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/image - shader - orbit trap lights.jpg"/></p></body></html> - - + + Orbit &trap lights - - + + Orbit trap center: - - + + <html><head/><body><p>Intensity of illumination of fractal surface</p></body></html> - - + + Post effects - - + + HDR Bl&ur - - + + + + Blur radius: - - - - - - - - - - - - - - - - + + + + + + + + x: - - - - - - - - - - - - - - - - - - - - - - - - <html><head/><body><p>coordinates of light source</p></body></html> - <html><head/><body><p>Coördinaten van de lichtbron</p></body></html> + <html><head/><body><p>Coördinaten van de lichtbron</p></body></html> - - - - - - - - - - - - - - - - + + + + + + + + y: - - - - - - - - - - - - - - + + + + + + z: - - - - - - - - + + + + + + <html><head/><body><p>brightness of light source</p></body></html> <html><head/><body><p>Helderheid van de lichtbron</p></body></html> - - - - - - - - - - - - - - + + + + + + <html><head/><body><p>Color of light source</p></body></html> <html><head/><body><p>Kleur van de lichtbron</p></body></html> - - - - - - - - <html><head/><body><p>Enables placing of the light source by mouse pointer. Light source is placed in front of fractal surface by distance defined by <span style=" font-style:italic;">Placement distance </span>parameter. </p><p>Placement distance can be changed using mouse scroll. </p><p>When the light is already placed, don't forget to change <span style=" font-style:italic;">Mouse click function</span> to e.g. &quot;Move the camera&quot;</p></body></html> - <html><head/><body><p>Schakelt plaatsing van de lichtbron door de muisaanzijzer in. De lichtbron wordt voor het fractal-oppervlak op een door de <span style=" font-style:italic;">Plaatsingsafstand</span>-parameter bepaalde afstand geplaatst. </p><p>De plaatsingsafstand kan worden veranderd door het muiswiel. </p><p>Wanneer het licht geplaatst is, vergeet niet om de </span> / <span style=" font-style:italic;">Muisklik-functie</span>terug te zetten naar b.v. &quot;Beweeg de camera&quot;</p></body></html> + <html><head/><body><p>Schakelt plaatsing van de lichtbron door de muisaanzijzer in. De lichtbron wordt voor het fractal-oppervlak op een door de <span style=" font-style:italic;">Plaatsingsafstand</span>-parameter bepaalde afstand geplaatst. </p><p>De plaatsingsafstand kan worden veranderd door het muiswiel. </p><p>Wanneer het licht geplaatst is, vergeet niet om de </span> / <span style=" font-style:italic;">Muisklik-functie</span>terug te zetten naar b.v. &quot;Beweeg de camera&quot;</p></body></html> - - - - - - - - Place by mouse - Plaats met muis + Plaats met muis - - Light #&2 - Licht #&2 + Licht #&2 - - Light #&3 - Licht #&3 + Licht #&3 - - Light #&4 - Licht #&4 + Licht #&4 - - Custom lights options - Opties voor aangepaste lichten + Opties voor aangepaste lichten - - <html><head/><body><p>Defines visibility of additional light sources. Higher value gives brighter appearance of light sources. It doesn't control luminosity of light sources.</p><p>This parameter also affects random lights.</p></body></html> - <html><head/><body><p>Definiëert de zichtbaarheid van andere lichtbronnen. Hogere waarden geven lichtbronnen met grotere lichtsterkte. Regelt niet de luminositeit van lichtbronnen</p><p>Deze parameter werkt ook voor random lichten.</p></body></html> + <html><head/><body><p>Definiëert de zichtbaarheid van andere lichtbronnen. Hogere waarden geven lichtbronnen met grotere lichtsterkte. Regelt niet de luminositeit van lichtbronnen</p><p>Deze parameter werkt ook voor random lichten.</p></body></html> - - <html><head/><body><p>Defines size of visible light sources. When it's higher then lights appear bigger.</p><p>This parameter also affects random lights.</p></body></html> - <html><head/><body><p>Definiëert de grootte van zichtbare lichtbronnen. Hoe hoger hoe groter de lichten.</p><p>Deze parameter werkt ook voor random lichten.</p></body></html> + <html><head/><body><p>Definiëert de grootte van zichtbare lichtbronnen. Hoe hoger hoe groter de lichten.</p><p>Deze parameter werkt ook voor random lichten.</p></body></html> - - + + Placement distance (by mouse): Plaatsingsafstand (met muis): - - <html><head/><body><p>Controls distance from fractal surface where light will be placed with mouse pointer. When it's zero, the light will be set on fractal surface. Higher value moves the light towards the camera.</p><p>This parameter can be controlled with mouse scroll.</p></body></html> - <html><head/><body><p>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.</p><p>Deze parameter kan worden ingesteld met het muiswiel.</p></body></html> + <html><head/><body><p>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.</p><p>Deze parameter kan worden ingesteld met het muiswiel.</p></body></html> - - + + Place light behind the object - - + + <html><head/><body><p><img src=":/tooltips/tooltips_images/random lights placement.png"/></p><p><span style=" font-weight:600;">Random seed: </span>random seed for lights distribution </p><p><span style=" font-weight:600;">Maximum distance from the fractal: </span>random lights are placed within this distance from the fractal surface </p><p><span style=" font-weight:600;">Centre of distribution X, Y, Z: </span>the centre point for random light distribution. To set this point by mouse pointer, select &quot;Set position of centre for random lights&quot; in Mouse click function combo box in Mandelbulber Render Window </p><p><span style=" font-weight:600;">Distribution radius of lights: </span>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.</p><p>If this radius is too small to generate random lights, then the program will automatically increase this radius. </p></body></html> - - + + Random li&ghts options @@ -5884,8 +6388,8 @@ of lights: Aantal random lichten: - - + + Random Seed: @@ -5898,106 +6402,72 @@ of lights: Distributieradius van de lichten: - - + + Center of distribution: Distributie-centrum: - - + + Place random light center by mouse Plaats random licht-centrum met muis - - <html><head/><body><p>Parameters of visible light rays, often named quot;God Raysquot; effect.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/god rays.jpg"/></p></body></html> - <html><head/><body><p>Parameters voor zichtbare lichtstralen, in het Engels vaak &quot;God Rays&quot;-effect genoemd.</p><p>Voorbeeld:</p><p><img src=":/tooltips/tooltips_images/god rays.jpg"/></p></body></html> + <html><head/><body><p>Parameters voor zichtbare lichtstralen, in het Engels vaak &quot;God Rays&quot;-effect genoemd.</p><p>Voorbeeld:</p><p><img src=":/tooltips/tooltips_images/god rays.jpg"/></p></body></html> - - Volumetric lights - Volumetrische lichten + Volumetrische lichten - - Visibility of light #2: - Zichtbaarheid van licht #2: + Zichtbaarheid van licht #2: - - Visibility of light #1: - Zichtbaarheid van licht #1: + Zichtbaarheid van licht #1: - - Visibility of main light: - Zichtbaarheid van het hoofdlicht: + Zichtbaarheid van het hoofdlicht: - - - - - - - - - - <html><head/><body><p>Intensity of effect. When effect is not visible try to increase intensity. If whole image is white, then decrease intensity.</p><p>Intensity of effect doesn't depend on light source brightness</p><p>To control quality of this effect change <span style=" font-style:italic;">Rendering Engine / Raymarching step</span> multiplier parameter.</p></body></html> - <html><head/><body><p>Intensiteit van het effect. Wanneer het effect niet zichtbaar is probeer dan de intensiteit te verhogen. Als het hele beeld wit is, verlaag dan de intensiteit.</p><p>De intensiteit is niet afhankelijk van de lichtsterkte</p><p>Om de kwaliteit van dit effect te regelen, ga naar <span style=" font-style:italic;">Render-machine/ Raymarching step</span>-vermenigvuldiger en pas deze aan.</p></body></html> + <html><head/><body><p>Intensiteit van het effect. Wanneer het effect niet zichtbaar is probeer dan de intensiteit te verhogen. Als het hele beeld wit is, verlaag dan de intensiteit.</p><p>De intensiteit is niet afhankelijk van de lichtsterkte</p><p>Om de kwaliteit van dit effect te regelen, ga naar <span style=" font-style:italic;">Render-machine/ Raymarching step</span>-vermenigvuldiger en pas deze aan.</p></body></html> - - Visibility of light #3: - Zichtbaarheid van licht #3: + Zichtbaarheid van licht #3: - - Visibility of light #4: - Zichtbaarheid van licht #4: + Zichtbaarheid van licht #4: <html><head/><body><p>Enables effect for main light source. It's good to place light source almost in front of the camera (horizontal angle about 180, vertcal angle about 0)</p></body></html> <html><head/><body><p>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)</p></body></html> - - Main light as volumetric - Hoofdlicht als volumetric + Hoofdlicht als volumetric - - Light #1 as volumetric - Licht #1 als volumetric + Licht #1 als volumetric - - Light #2 as volumetric - Licht #2 als volumetric + Licht #2 als volumetric - - Light #3 as volumetric - Licht #3 als volumetric + Licht #3 als volumetric - - Light #4 as volumetric - Licht #4 als volumetric + Licht #4 als volumetric <html><head/><body><p>Simulates big amount of lights. These light sources are fast for rendering because they don't need to be calculated separately. They came from fractal equation.</p><p>Positions of lights are set by coordinates of orbit trap point. Where iterated function goes near selected point then this point is brighter.</p><p>This effect is difficult to setup and often you need to try many different orbit trap coordinates.</p><p>These light sources illuminate the fractal surface, but do not cast shadows.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/image - shader - orbit trap lights.jpg"/></p></body></html> @@ -6008,20 +6478,20 @@ of lights: Neplichten gebaseerd op orbit traps - - + + <html><head/><body><p>First iteration taken for orbit trap calculation</p></body></html> <html><head/><body><p>Eerste iteratie genomen voor orbit trap-calculatie</p></body></html> - - + + Softness: - - + + <html><head/><body><p>Last iteration taken for orbit trap calculation</p></body></html> <html><head/><body><p>Laatste iteratie genomen voor orbit trap-calculatie</p></body></html> @@ -6030,114 +6500,120 @@ of lights: <html><head/><body><p>Verlichtingsintensiteit van het fractal-oppervlak</p></body></html> - - + + Minimum iteration: Minimum iteratie: - - + + Intensity on surface: - - + + <html><head/><body><p>Size of visible lights (scale is logarithmic)</p></body></html> <html><head/><body><p>Grootte van zichtbare lichten (schaal is logarithmisch)</p></body></html> - - + + <html><head/><body><p>Brightness of visible lights. It is volumetric effect.</p><p>Quality of this effect can by controled by <span style=" font-style:italic;">Effects / Volumetric / Custom DE step multiplier for volumetric effects</span></p></body></html> - - + + Visibility of glow (volumetric effect): - - + + Shape: - - + + Shape size: - - + + Point - - + + Line - - + + Circle - - + + Square - - + + Sphere - - + + Cube - - + + Shape rotation: - - + + Relative thickness: - - + + <html><head/><body><p>Brightness of visible lights</p></body></html> <html><head/><body><p>Lichtsterkte van zichtbare lichten</p></body></html> - - + + Maximum iteration: Maximum iteratie: - - - - - - + + + Penetrating + + + + + + + + + <html><head/><body><p>Position of orbit trap point</p></body></html> <html><head/><body><p>Positie van het orbit trap-punt</p></body></html> @@ -6146,7 +6622,7 @@ of lights: cDockFractal - + Form Formulier @@ -6156,157 +6632,163 @@ of lights: - + Remark: Julia mode is enabled Opmerking: Julia-modus is ingeschakeld - + <html><head/><body><p>Selection for fractal formula. Fractal formula defines shape of fractal.</p><p>Algorithm (code) for selected formula is visible in Information box.</p></body></html> <html><head/><body><p>Selecteert de fractal-formule. Deze formule bepaalt de vorm van de fractal.</p><p>Het algoritme (code) voor de gekozen formule is zichtbaar in de Informatie-box.</p></body></html> - + Formula #1 Formule #1 - + Remark: to unlock more fractal tabs, enable "hybrid fractals" or "boolean operators" Opmerking: Om meer fractal-tabs te openen schakel "hybrid fractals" of "boolean operators" in - + Formula #2 Formule #2 - + Formula #3 Formule #3 - + Formula #4 Formule #4 - + Formula #5 Formule #5 - + Formula #6 Formule #6 - + Formula #7 Formule #7 - + Formula #8 Formule #8 - + Formula #9 Formule #9 - + Global parameters Globale parameters - + <html><head/><body><p>Enables calculation of fractal in the same way as Julia Set.</p><p>When it's enabled then:<br/>z<span style=" vertical-align:sub;">0</span> = p<br/>z<span style=" vertical-align:sub;">n+1</span> = f(z<span style=" vertical-align:sub;">n</span>) + c</p><p>where:<br/>p - coordinates of point<br/>c - Julia constant</p><p>to compare, regular fractals are calculated in following way:<br/>z<span style=" vertical-align:sub;">0</span> = p<br/>z<span style=" vertical-align:sub;">n+1</span> = f(z<span style=" vertical-align:sub;">n</span>) + p</p></body></html> <html><head/><body><p>Schakelt de berekening van de fractal op de manier van de Julia Set in.</p><p>Wanneer deze actief is geldt:<br/>z<span style=" vertical-align:sub;">0</span> = p<br/>z<span style=" vertical-align:sub;">n+1</span> = f(z<span style=" vertical-align:sub;">n</span>) + c</p><p>waarbij:<br/>p - punt-coördinaten<br/>c - Julia-constante</p><p>ter vergelijking: regulaire fractals worden op de volgende manier berekend:<br/>z<span style=" vertical-align:sub;">0</span> = p<br/>z<span style=" vertical-align:sub;">n+1</span> = f(z<span style=" vertical-align:sub;">n</span>) + p</p></body></html> - + J&ulia mode J&ulia-modus - - - - - - - - - + + + + + + + + + y: - + Julia constant (c): Julia-constante (c): - - - - - - - - - + + + + + + + + + z: - - - - - - - - - + + + + + + + + + x: - + <html><head/><body><p>Julia constant can be grabbed from image.</p><p>When Julia mode is disabled, select part of fractal which has interesting features. After enabling Julia mode, entire fractal will have shapes similar to previously selected place.</p></body></html> <html><head/><body><p>De Julia-constante kan worden opgehaald uit het beeld.</p><p>Kies, terwijl de Julia-modus is uitgeschakeld, een interessant gebied in de fractal. Nadat de Julia-modus wordt ingeschakeld zal de hele fractal vormen vertonen lijkend op die van het eerder geselecteerde gebied.</p></body></html> - + Get Julia constant by mouse pointer Julia-constante met muis ophalen - - + + + Preview + + + + + Julia mode preview distance: Julia-modus @@ -6314,143 +6796,143 @@ voorvertonings-afstand: - + Material for fractal Materiaal voor de fractal - - + + Initial w-axis value for 4D fractals Initiële w-as-waarde voor 4D-fractals - - - - - - - - + + + + + + + + <html><head/><body><p>Multiplies fractal c constant by this value.</p></body></html> <html><head/><body><p>Vermenigvuldigt de fractal-c-constante met deze waarde.</p></body></html> - + Fractals - - - - + + + + Load Laden - - - - + + + + Save - - - - + + + + Reset Herstel - - - - - - + + + + + + Randomize Randomiseer - - + + C constant - - + + Constant multiplier: Vermenigvuldiger voor constante: - - + + Fractal positioning - - - - + + + + X-axis rotation: X-as-rotatie: - - + + Fractal position: Fractal positie: - - - - + + + + Z-axis rotation: Z-as-rotatie: - - - - + + + + Y-axis rotation: Y-as-rotatie: - - + + Repeat Herhalen - - - - + + + + Hybrid Hybride - - + + Repeat sequence from fractal #: Sequentie herhalen @@ -6461,213 +6943,217 @@ vanaf fractal #: <html><head/><body><p>Fractal-sequentie wordt herhaald vanaf de fractal-tab die is gedefiniëerd door deze parameter.</p></body></html> - - + + <html><head/><body><p>Controls from which fractal component will be repeated hybrid formula sequence</p></body></html> <html><head/><body><p>Regelt vanaf welke fractal-component de hybride-formula-sequentie wordt herhaald</p></body></html> - - + + Linear DE offset (fine tuning of IFS distance estimation) - - + + <html><head/><body><p>Enables hybrid fractals.</p><p>Hybrid fractals are calculated by multiplexing between different fractal formulas. In 9 fractal tabs (slots) you can define a set of fractal formulas each with their own parameters.</p></body></html> <html><head/><body><p>Schakelt hybride-fractals in.</p><p>Hybride-fractals worden berekend door multiplexen tussen verschillende fractal-formules. In de 9 fractal-tabs kunt u een formule-set samenstellen met alle bij de fractals behorende parameters.</p></body></html> - - - + + + Enable hybrid fractals Hybride-fractals activeren - - <html><head/><body><p>Boolean operators between fractal shapes.</p></body></html> - <html><head/><body><p>Boolean operators tussen fractal-vormen.</p></body></html> + <html><head/><body><p>Boolean operators tussen fractal-vormen.</p></body></html> - - + + Boo&lean operators - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + Intersection (AND) Intersectie (AND) - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + Union (OR) Samengevoegd (OR) - - + + Complement (1st minus 2nd) Complement (1e min 2de) - - + + 1st <-> 2nd formula: 1e <-> 2de formule: - - + + Complement (2nd minus 3rd) Complement (2de min 3de) - - + + Complement (3rd minus 4th) Complement (3de min 4de) - - + + 2st <-> 3rd formula: 2de <-> 3de formule: - - + + 3rd <-> 4th formula: 3de <-> 4de formule: - - + + 5rd <-> 6th formula: 5de <-> 6de formule: - - + + 6rd <-> 7th formula: 6de <-> 7de formule: - - + + 7rd <-> 8th formula: 7de <-> 8de formule: - - + + 4rd <-> 5th formula: 4de <-> 5de formule: - - + + 8rd <-> 9th formula: 8de <-> 9de formule: - - + + Complement (4th minus 5th) Complement (4de min 5de) - - + + Complement (5th minus 6th) Complement (5de min 6de) - - + + Complement (6th minus 7th) Complement (6de min 7de) - - + + Complement (7th minus 8th) Complement (7de min 8de) - - + + Complement (8th minus 9th) Complement (8de min 9de) - - + + <html><head/><body><p>Enables box folding like is used in Mandelbox formula.</p><p>(It's to keep compatibility with Mandelbulber 1.21)</p></body></html> <html><head/><body><p>Activeert box folding zoals die is gebruikt in de Mandelbox-formule.</p><p>(Om compatibiliteit te behouden met Mandelbulber 1.21)</p></body></html> - - + + Bo&x Folding - - + + Folding limit: Folding limiet: - - + + Folding value: Folding-waarde: - - + + + <html><head/><body><p>Boolean operators between fractal shapes.<br/>Additional controls will appear at the bottom of each formula UI.</p></body></html> + + + + + <html><head/><body><p>Enables spherical folding like is used in Mandelbox formula.</p><p>(It's to keep compatibility with Mandelbulber 1.21)</p></body></html> <html><head/><body><p>Activeert spherical folding zoals die is gebruikt in de Mandelbox-formule.</p><p>(Om compatibiliteit te behouden met Mandelbulber 1.21)</p></body></html> - - + + Spherical Folding @@ -6676,32 +7162,32 @@ distance estimation) Buitenradius: - - + + Inner radius: Binnenradius: - - + + Outer radius: - - + + Primitives Primitieven - - + + Global positioning of all primitives - - + + all primitives position (except plane @@ -6712,36 +7198,43 @@ primitieven en water): - - + + + Invisible primitives in alpha channel +with visible shadows of fractal objects + + + + + Description Omschrijving - - + + <html><head/><body><p>An explanation of the setting</p></body></html> <html><head/><body><p>Een omschrijving van de instelling</p></body></html> - - + + An explanation of the setting Een omschrijving van de instelling - + Enable boolean mode - + You have selected next fractal formula. Do you want to enable hybrid fractals or boolean mode? - + More fractals... @@ -6839,211 +7332,211 @@ Do you want to enable hybrid fractals or boolean mode? cDockImageAdjustments - + Form Formulier - + Image resolution Beeldresolutie - + <html><head/><body><p>Height of rendered image in pixel</p><p><br/></p></body></html> <html><head/><body><p>Beeldhoogte render in pixels</p><p><br/></p></body></html> - + Image width: Beeldbreedte: - + Image height: Beeldhoogte: - + <html><head/><body><p>Width of rendered image in pixel</p><p><br/></p></body></html> <html><head/><body><p>Beeldbreedte render in pixels</p><p><br/></p></body></html> - + Image proportion: Beeldverhouding: - + ×2 - + Load Laden - + Save - + Reset Herstel - + ÷2 - + <html><head/><body><p>Force image proportion</p><p><br/></p></body></html> <html><head/><body><p>Beeldverhouding forceren</p><p><br/></p></body></html> - + Free Vrij - + 1:1 - + 4:3 - + 3:2 - + 16:9 - + 16:10 - + 2:1 - + Anti-aliasin&g - + Number of samples (n x n): - + 5 10% {5?} - + 9 10% {9?} - + 45 10% {45?} - + 81 10% {81?} - + 405 10% {405?} - + 729 10% {729?} - + Number of samples (OpenCL mode): - + Adaptive (faster) - + <html><head/><body><p>When this option is enabled, the fractal appearance is maintained at all resolutions. </p><p>The fractal detail level will be automatically adjusted to match any change of image resolution. </p><p>For instance, if the resolution is doubled then the detail level will be reduced by half.</p></body></html> <html><head/><body><p>Wanneer deze optie is ingeschakeld wordt het fractal-uiterlijk gehandhaafd in alle resoluties. </p><p>Het detailniveau van de fractal wordt automatisch aangepast aan de veranderde resolutie. </p><p>Bij voorbeeld: wanneer de resolutie wordt verdubbeld wordt het detailnivo gehalveerd.</p></body></html> - + Connect fractal detail level with image resolution Detailniveau fractal verbinden aan resolutie - + <html><head/><body><p>Presets for rendered image size</p><p><br/></p></body></html> <html><head/><body><p>Voorinstellingen voor gerenderde beeldgroottes</p><p><br/></p></body></html> - + Presets Voorinstellingen - + <html><head/><body><p>Enables rendering of stereoscopic images and animations for viewing with 3D glasses.</p></body></html> <html><head/><body><p>Activeert het renderen van stereoscopische afbeeldingen en animaties die met 3D-brillen bekeken kunnen worden.</p></body></html> @@ -7053,7 +7546,7 @@ Do you want to enable hybrid fractals or boolean mode? - + Distance between eyes Oogafstand @@ -7063,62 +7556,62 @@ Do you want to enable hybrid fractals or boolean mode? - + Left - right Links - rechts - + Top - bottom Boven - onder - + Anaglyph - red/cyan Anaglyph - rood/cyaan - + <html><head/><body><p>The distance between two virtual eyes. Higher values make the 3D effect more intense. </p><p>The optimal distance between eyes is about 1%-5% of the distance to the viewed object. </p></body></html> <html><head/><body><p>De afstand tussen twee virtuele ogen. Hogere waarden maken het 3D-effect intenser. </p><p>De optimale afstand tussen ogen is ongeveer 1%-5% van de afstand tot het bekeken object. </p></body></html> - + Mode: Modus: - + <html><head/><body><p>Swaps left and right eye on rendered image.</p></body></html> <html><head/><body><p>Verwisselt linker- en rechter-oog op het gerenderde beeld.</p></body></html> - + Swap eyes Ogen wisselen - + Infinite distance correction Oneindigheids-correctie - + <html><head/><body><p>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. </p><p>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. </p></body></html> <html><head/><body><p>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. </p><p>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. </p></body></html> - + Image quality presets Beeldkwaliteits-voorinstellingen @@ -7128,19 +7621,19 @@ Do you want to enable hybrid fractals or boolean mode? - + Normal Normaal - + <html><head/><body><p>A fast preset but with low quality.</p><p>Ambient occlusion is turned off.</p></body></html> <html><head/><body><p>Een snelle voorinstelling maar met lage beeldkwaliteit. </p><p>Ambient occlusion is uitgeschakeld.</p></body></html> - + Low (no ambient occlusion) Laag @@ -7148,13 +7641,13 @@ Do you want to enable hybrid fractals or boolean mode? - + <html><head/><body><p>The highest quality preset and the slowest.</p><p>Ambient occlusion is turned on in Multiple Rays mode. Raymarching step is decreased to 0.2 to reduce fractal calculation errors.</p></body></html> <html><head/><body><p>Instelling voor de hoogste kwaliteit en ook de langzaamste.</p><p>Ambient occlusion is ingeschakeld als Meervoudige Rays-modus. Raymarching step is verlaagd tot 0.2 om berekeningsfouten voor de fractal te reduceren.</p></body></html> - + High (HQ ambient occlusion accurate raymarching) @@ -7164,13 +7657,13 @@ accurate raymarching) - + <html><head/><body><p>This is the fastest preset but with the lowest quality.</p><p>Shadows, ambient occlusion and raytraced reflections are turned off. Detail level is decreased to 0.5.</p></body></html> <html><head/><body><p>Dit is de snelste instellinge maar met de laagste beeldkwaliteit.</p><p>Schaduwen, ambient occlusion en raytraced reflecties zijn gedeactiveerd. Detailniveau is verlaagd tot 0,5.</p></body></html> - + Very low (no shadows no ambient occlusion) @@ -7180,112 +7673,112 @@ geen ambient occlusion) - + <html><head/><body><p>Adjustments for image colors. Can be changed after rendering</p><p><br/></p></body></html> <html><head/><body><p>Aanpassingen voor afbeeldingskleuren. Kan worden verandert na het renderen</p><p><br/></p></body></html> - + Picture Beeld - + <html><head/><body><p>Contrast of image</p><p>Use <span style=" font-style:italic;">apply changes</span> button to update image</p></body></html> <html><head/><body><p>Beeldcontrast</p><p>Gebruik de<span style=" font-style:italic;">Toepassen</span>-knop om het beeld te verversen</p></body></html> - - + + <html><head/><body><p>Gamma of image</p><p>Use <span style=" font-style:italic;">apply changes</span> button to update image</p></body></html> <html><head/><body><p>Beeldgamma</p><p>Gebruik de<span style=" font-style:italic;">Toepassen</span>-knop om het beeld te verversen</p></body></html> - + Gamma: - + <html><head/><body><p>Brightness of image</p><p>Use <span style=" font-style:italic;">apply changes</span> button to update image<br/></p></body></html> <html><head/><body><p>Beeldhelderheid</p><p>Gebruik de<span style=" font-style:italic;">Toepassen</span>-knop om het beeld te verversen</p></body></html> - + S&tereoscopic rendering - + <html><head/><body><p>Defines how stereoscopic image will be rendered.</p><p>Left-right - View for left eye will be rendered on the left side of the image. View for right eye will be on the right side.</p><p>Top-bottom - View for left eye will be rendered on the top half of the image. View for right eye will be on the bottom half of the image.</p><p>Anaglyph red/cyan - Image will be rendered as an anaglyph dedicated for red/cyan 3D glasses. Using this option it is possible to edit the fractal with 3D view directly in the application window using regular display. Cheap 3D glasses are all that is required. For fractal exploration it is recommended to not use SSAO ambient occlusion, because it is rendered in 2 passes (try to use &quot;Fast&quot; ambient occlusion).</p></body></html> - + Calculate optimal distance between eyes - + <html><head/><body><p>Normal quality preset.</p><p>Ambient occlusion is turned on in Screen Space Ambient Occlusion (SSAO) mode.</p></body></html> - + Brightness: Helderheid: - + Contrast: - + Saturation - + <html><head/><body><p>High dynamic range effect. Reduces brightness of the brightest pixels to prevent oversaturation.</p><p>Use <span style=" font-style:italic;">apply changes</span> button to update image</p></body></html> <html><head/><body><p>High dynamic range-effect. Verlaagd de helderheid van de helderste pixels om oversaturatie te voorkomen</p><p>Gebruik de<span style=" font-style:italic;">Toepassen</span>-knop om het beeld te verversen</p></body></html> - + High Dynamic Range (HDR) - + <html><head/><body><p>Apply changes of image colors</p><p><br/></p></body></html> <html><head/><body><p>Aanpassingen voor afbeeldingskleuren toepassen</p><p><br/></p></body></html> - + Apply changes Toepassen - + Camera @@ -7294,77 +7787,77 @@ between eyes Gezichtsveld: - - + + <html><head/><body><p>Field of view of camera. Higher value gives wider view.</p><p><br/></p></body></html> <html><head/><body><p>Gezichtsveld van de camera. Hogere waarden geven een breder beeld.</p><p><br/></p></body></html> - - + + <html><head/><body><p>Type of perspective projection.</p><p>- Three-point perspective projection, has two vanishing points on the horizon line and one on zenith or nadir</p><p>- Fish eye - simulates fish eye camera. <span style=" font-style:italic;">Field of view</span> = 1.0 corresponds to 180 degree</p><p>- Equirectangular - is dedicated to render 360 degree panoramas. Image proportion should be set to 2:1 and <span style=" font-style:italic;">Field of view</span> = 1.0</p><p>- Fulldome - is dedicated to render images for displaying in fulldome.</p></body></html> <html><head/><body><p>Perspectief-projectietypes</p><p>- Driepunts-perspectief - heeft twee verdwijnpunten aan de horizont en een aan zenith of nadir</p><p>- Fish eye - simuleert een fish eye-lens. <span style=" font-style:italic;">Gezichtsveld</span> = 1.0 correspondeert met 180 graden</p><p>- Equirectangulair - speciaal voor het renderen van 360 graden-panoramas. De beeldverhouding moet 2:1 zijn en <span style=" font-style:italic;">Gezichtsveld</span> = 1.0</p><p>- Full dome - wordt gebruikt voor afbeeldingen van het full dome-type.</p></body></html> - + Field of view (degrees): - - + + Three-point perspective Driepunts-perspectief - - + + Fish eye - - + + Equirectangular Equirectangulair - - + + Fulldome Full dome - - + + Perspective type: Perspectieftype: - - + + <html><head/><body><p>For compatibility of coordinate system with old Mandelbulber v. 1.21 .fract files</p></body></html> <html><head/><body><p>Voor compatibiliteit van het coördinaten-systeem met oude Mandelbulber v. 1.21 .fract-bestanden</p></body></html> - - + + Coordinate system like in Mandelbulber v1.21 Coördinatensysteem zoals in Mandelbulber v1.21 - + Change preset - + Edit resolution preset - + Type new preset in format WIDTHxHEIGHT @@ -7372,239 +7865,263 @@ between eyes cDockMeasurements - - + + Form Formulier - - + + Get point by mouse pointer Ophalen punt door muis - - + + + Last picked point + + + + + + + x: - - + + + + y: - - + + + + z: - - + + Distance from last point: Afstand tot laatste punt: - - + + Distance from camera: Afstand tot camera: + + + + Midpoint of last two picked points + + cDockNavigation - + Form Formulier - - + + <html><head/><body><p>Start rendering of image based on actual settings</p></body></html> <html><head/><body><p>Start het renderen van het beeld gebaseerd op de huidige instellingen</p></body></html> - - + + RENDER - - + + <html><head/><body><p>Discard last change of settings and start rendering of image</p></body></html> <html><head/><body><p>Laatste aanpassing voor instellingen ongedaan maken en beginnen met het renderen van de afbeelding</p></body></html> - - + + UNDO ONGEDAAN MAKEN - - + + <html><head/><body><p>Redo last revoked change of settings and start rendering of image</p></body></html> <html><head/><body><p>Herstel de laatst ongedaan gemaakte instellings-wijziging en start het renderen van de afbeelding</p></body></html> - - + + REDO OPNIEUW - - + + <html><head/><body><p>Terminate rendering</p></body></html> <html><head/><body><p>Beëindig render</p></body></html> - - + + STOP - - - OpenCL mode: + + + Open new navigator - + + OpenCL mode: + + + + + <html><head/><body><p>Modes for OpenCL computation (GPU support):</p><p><span style=" font-weight:600;">no OpenCL</span> - use only CPU</p><p><span style=" font-weight:600;">fast</span> - very fast rendering on GPU. Fractal has visible shape, but colors and effects are not calculated. It is very good mode for fast camera navigation and looking for interesting fractal shapes in auto-refresh mode.</p><p><span style=" font-weight:600;">medium</span> - medium rendering speed on GPU. There is calculated color of the fractal, light sources with shadows are used. There is used only first defined material. Reflections and volumetric effects are not calculated.</p><p><span style=" font-weight:600;">full</span> - the most accurate and the the slowest rendering. Uses more GPU resources. All effects are calculated .</p></body></html> - - + + no OpenCL - - + + fast - - + + medium - - + + full - - + + Auto-refresh Automatisch verversen - - + + Load Laden - - + + Save - - + + Reset Herstel - - + + <html><head/><body><p>These parameters and gauges controls position of camera and point where the camera is looking at (target)</p><p><br/></p><p><img src=":/tooltips/tooltips_images/Camera target.png"/></p></body></html> <html><head/><body><p>Deze parameters en meters regelen de camerapositie en het punt waarnaar de camera kijkt (doel)</p><p><br/></p><p><img src=":/tooltips/tooltips_images/Camera target.png"/></p></body></html> - - + + Coordinates: Coördinaten: - - + + <html><head/><body><p>Coordinates of camera</p></body></html> <html><head/><body><p>Camera-coördinaten</p></body></html> - - + + Camera - - - - + + + + x: - - - - + + + + y: - - - - + + + + z: - - + + <html><head/><body><p>Coordinates of target</p></body></html> <html><head/><body><p>Doelcoördinaten</p></body></html> - - + + Target Doel - - + + <html><head/><body><p>Set camera far from the fractal. It keeps actual camera angle.</p></body></html> <html><head/><body><p>Plaatst de camera ver van de fractal. Behoudt de huidige camerahoek.</p></body></html> - - + + Reset view Herstel weergave - - + + <html><head/><body><p>Sweet spot position used especially for fulldome images or animations.</p></body></html> @@ -7613,238 +8130,238 @@ between eyes <html><head/><body><p>Selectie van camera/doel-bewegingsmodus</p><p><span style=" font-style:italic;">Beweeg camera en doel</span> - beweegt camera en doel over dezelfde afstand</p><p><img src=":/tooltips/tooltips_images/move camera and target.png"/></p><p><span style=" font-style:italic;">Beweeg camera</span> - Beweegt alleen de camera. Het doel blijft op dezelfde plaats. De camera roteert om te kijken naar het stationaire doel.</p><p><img src=":/tooltips/tooltips_images/move only camera.png"/></p><p><br/>Beweeg doel - beweegt alleen het doel. De camera blijft op dezelfde plaats. De camera roteert om te kijken naar het bewegende doel.</p><p><img src=":/tooltips/tooltips_images/move only target.png"/></p><p><br/></p></body></html> - - + + Move camera and target Beweeg camera en doel - - + + Move camera Beweeg camera - - + + Move target Beweeg doel - - + + Camera distance to target: Camera-afstand tot doel: - - + + <html><head/><body><p>Controls distance between camera and target</p><p>In<span style=" font-style:italic;"> Move camera and target</span> and <span style=" font-style:italic;">Move camera</span> modes it moves camera closer/further from target.</p></body></html> <html><head/><body><p>Regelt de afstand tussen camera en doel.</p><p>In de<span style=" font-style:italic;"> Beweeg camera en doel-</span> en <span style=" font-style:italic;">Beweeg camera</span>-modi beweegt de camera naar het doel toe/van het doel af.</p></body></html> - - + + <html><head/><body><p>Moves the camera or the target to the right by distance set by <span style=" font-style:italic;">step</span> parameter</p></body></html> <html><head/><body><p>Beweegt de camera of het doel naar rechts op de afstand ingesteld door de <span style=" font-style:italic;">stap</span>-parameter</p></body></html> - - + + <html><head/><body><p>Moves the camera or the target to the left by distance set by <span style=" font-style:italic;">step</span> parameter</p></body></html> <html><head/><body><p>Beweegt de camera of het doel naar links op de afstand ingesteld door de <span style=" font-style:italic;">stap</span>-parameter</p></body></html> - - + + <html><head/><body><p>Moves the camera or the target up by distance set by <span style=" font-style:italic;">step</span> parameter</p></body></html> <html><head/><body><p>Beweegt de camera of het doel naar boven op de afstand ingesteld door de <span style=" font-style:italic;">stap</span>-parameter</p></body></html> - - + + <html><head/><body><p>Moves the camera or the target forward by distance set by <span style=" font-style:italic;">step</span> parameter</p></body></html> <html><head/><body><p>Beweegt de camera of het doel naar voren op de afstand ingesteld door de <span style=" font-style:italic;">stap</span>-parameter</p></body></html> - - + + <html><head/><body><p>Moves the camera or the target backwards by distance set by <span style=" font-style:italic;">step</span> parameter</p></body></html> <html><head/><body><p>Beweegt de camera of het doel naar achter op de afstand ingesteld door de <span style=" font-style:italic;">stap</span>-parameter</p></body></html> - - + + <html><head/><body><p>Moves the camera or the target down by distance set by <span style=" font-style:italic;">step</span> parameter</p></body></html> <html><head/><body><p>Beweegt de camera of het doel naar beneden op de afstand ingesteld door de <span style=" font-style:italic;">stap</span>-parameter</p></body></html> - - + + step: stap: - - + + <html><head/><body><p>Step for camera or target movement.</p><p>It can be relative or absolute step.</p><p>If it is set relative then movement distance equals <span style=" font-style:italic;">step</span> multiplied by actual distance to the fractal surface.</p></body></html> <html><head/><body><p>Stap voor camera- of doelbeweging.</p><p>Dit kan een relatieve of absolute stap zijn.</p><p>Wanneer relatief is ingesteld is de afstand gelijk aan <span style=" font-style:italic;">stap</span> vermenigvuldigd met de huidige afstand tot het fractal-oppervlak.</p></body></html> - - + + <html><head/><body><p>Selection for movement step calculation.</p><p>If it is set relative then movement distance equals <span style=" font-style:italic;">step</span> multiplied by actual distance to fractal surface. This is the preferred mode.</p><p>If it is set absolute then movement equals step set by <span style=" font-style:italic;">step</span> parameter. </p></body></html> <html><head/><body><p>Selectie voor de berekening van de stap-beweging.</p><p>Wanneer relatief is ingesteld is de afstand gelijk aan <span style=" font-style:italic;">stap</span> vermenigvuldigd met de huidige afstand tot het fractal-oppervlak. Dit is de voorkeurmethode..</p><p>Wanneer absoluut is gekozen is de beweging gelijk aan de afstand ingesteld bij de <span style=" font-style:italic;">stap</span>-parameter. </p></body></html> - - + + Relative step mode Relatieve stap-modus - - + + Absolute step mode Absolute stap-modus - - + + <html><head/><body><p>Controls for camera rotation in three different axes</p><p><img src=":/tooltips/tooltips_images/Yaw_Pich_Roll.png"/></p><p>image source: &quot;<a href="http://commons.wikimedia.org/wiki/File:Yaw_Axis_Corrected.svg#/media/File:Yaw_Axis_Corrected.svg"><span style=" text-decoration: underline; color:#ae6326;">Yaw Axis Corrected</span></a>&quot; by <a href="//commons.wikimedia.org/wiki/File:Yaw_Axis.svg"><span style=" text-decoration: underline; color:#ae6326;">Yaw_Axis.svg</span></a>: <a href="//commons.wikimedia.org/wiki/User:Auawise"><span style=" text-decoration: underline; color:#ae6326;">Auawise</span></a>derivative work: <a href="//commons.wikimedia.org/w/index.php?title=User:Jrvz&amp;action=edit&amp;redlink=1"><span style=" text-decoration: underline; color:#ae6326;">Jrvz</span></a> (<a href="//commons.wikimedia.org/w/index.php?title=User_talk:Jrvz&amp;action=edit&amp;redlink=1"><span style=" text-decoration: underline; color:#ae6326;">talk</span></a>) - <a href="//commons.wikimedia.org/wiki/File:Yaw_Axis.svg"><span style=" text-decoration: underline; color:#ae6326;">Yaw_Axis.svg</span></a>. Licensed under <a href="http://creativecommons.org/licenses/by-sa/3.0"><span style=" text-decoration: underline; color:#ae6326;">CC BY-SA 3.0</span></a> via <a href="//commons.wikimedia.org/wiki/"><span style=" text-decoration: underline; color:#ae6326;">Wikimedia Commons</span></a>.</p></body></html> <html><head/><body><p>Regelt de camera-rotatie op drie verschillende assen</p><p><img src=":/tooltips/tooltips_images/Yaw_Pich_Roll.png"/></p><p>bron: &quot;<a href="http://commons.wikimedia.org/wiki/File:Yaw_Axis_Corrected.svg#/media/File:Yaw_Axis_Corrected.svg"><span style=" text-decoration: underline; color:#ae6326;">Yaw Axis Corrected</span></a>&quot; by <a href="//commons.wikimedia.org/wiki/File:Yaw_Axis.svg"><span style=" text-decoration: underline; color:#ae6326;">Yaw_Axis.svg</span></a>: <a href="//commons.wikimedia.org/wiki/User:Auawise"><span style=" text-decoration: underline; color:#ae6326;">Auawise</span></a>afgeleid werk: <a href="//commons.wikimedia.org/w/index.php?title=User:Jrvz&amp;action=edit&amp;redlink=1"><span style=" text-decoration: underline; color:#ae6326;">Jrvz</span></a> (<a href="//commons.wikimedia.org/w/index.php?title=User_talk:Jrvz&amp;action=edit&amp;redlink=1"><span style=" text-decoration: underline; color:#ae6326;">talk</span></a>) - <a href="//commons.wikimedia.org/wiki/File:Yaw_Axis.svg"><span style=" text-decoration: underline; color:#ae6326;">Yaw_Axis.svg</span></a>. Licentie onder <a href="http://creativecommons.org/licenses/by-sa/3.0"><span style=" text-decoration: underline; color:#ae6326;">CC BY-SA 3.0</span></a> via <a href="//commons.wikimedia.org/wiki/"><span style=" text-decoration: underline; color:#ae6326;">Wikimedia Commons</span></a>.</p></body></html> - - + + Camera rotation: Camera-rotatie: - - + + <html><head/><body><p>Yaw left</p></body></html> <html><head/><body><p>Yaw links</p></body></html> - - + + <html><head/><body><p>Pitch up</p></body></html> <html><head/><body><p>Pitch opwaards</p></body></html> - - + + <html><head/><body><p>Yaw right</p></body></html> <html><head/><body><p>Yaw rechts</p></body></html> - - + + <html><head/><body><p>Roll right</p></body></html> <html><head/><body><p>Rol rechts</p></body></html> - - + + <html><head/><body><p>Selection of camera / target movement mode</p><p><span style=" font-style:italic;">Move camera and target</span> - moves camera and target by the same distance</p><p><img src=":/tooltips/tooltips_images/move camera and target.png"/></p><p><span style=" font-style:italic;">Move camera</span> - moves only camera. Target stays in the same place. Camera rotates to look at stationary target.</p><p><img src=":/tooltips/tooltips_images/move only camera.png"/></p><p><br/>Move target - moves only target. Camera stays in the same place. Camera rotates to look at moving target.</p><p><img src=":/tooltips/tooltips_images/move only target.png"/></p><p><br/></p></body></html> - - + + <html><head/><body><p>Roll left</p></body></html> <html><head/><body><p>Rol links</p></body></html> - - + + <html><head/><body><p>Pitch down</p></body></html> <html><head/><body><p>Pitch neerwaards</p></body></html> - - + + rotation step: rotatiestap: - - + + <html><head/><body><p>Step of rotation in degrees</p></body></html> <html><head/><body><p>Rotatiestap in graden</p></body></html> - - + + <html><head/><body><p>Modes of camera rotation</p><p><span style=" font-style:italic;">Rotate camera</span> - rotates the camera by moving the target around the camera</p><p><img src=":/tooltips/tooltips_images/rotate target around camera.png"/></p><p>Rotate around target - rotates the camera by moving camera around the target</p><p><img src=":/tooltips/tooltips_images/rotate camera around target.png"/></p><p><br/></p></body></html> <html><head/><body><p>Modi voor de camera-rotatie</p><p><span style=" font-style:italic;">Camera roteren</span> - roteert de camera door het doel om de camera te bewegen</p><p><img src=":/tooltips/tooltips_images/rotate target around camera.png"/></p><p>Roteer om doel - roteert de camera door de camera om het doel te bewegen</p><p><img src=":/tooltips/tooltips_images/rotate camera around target.png"/></p><p><br/></p></body></html> - - + + Rotate camera Roteer camera - - + + Rotate around target Roteer om doel - - + + <html><head/><body><p>Selection for rotation modes</p><p>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.</p><p>Straight rotation - rotates camera using actual camera axes. This mode rotates camera in a more intuitive way.</p></body></html> <html><head/><body><p>Keuzes voor de rotatie-modi</p><p>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.</p><p>Normale rotatie - roteert de camera op de huidige camera-assen. Deze modus roteert de camera op een meer intuïtieve manier.</p></body></html> - - + + Fixed roll angle Vaste rol-hoek - - + + Straight rotation Normale rotatie - - + + yaw: - - + + <html><head/><body><p>Rotation of camera around yaw axis (left &lt;-&gt; right)</p></body></html> <html><head/><body><p>Camera-rotatie rond yaw-as(links &lt;-&gt; rechts)</p></body></html> - - + + pitch: - - + + <html><head/><body><p>Rotation of camera around pitch axis (up &lt;-&gt; down)</p></body></html> <html><head/><body><p>Camera-rotatie rond pitch-as(opwaards &lt;-&gt; neerwaards)</p></body></html> - - + + roll: - - + + <html><head/><body><p>Rotation of camera around roll axis (rotates image left &lt;-&gt; right)</p></body></html> <html><head/><body><p>Camera-rotatie rond rol-as(roteert beeld naar links &lt;-&gt; rechts)</p></body></html> @@ -7853,20 +8370,20 @@ tot doel: <html><head/><body><p>Sweet spot-positie speciaal voor full-dome-afbeeldingen of -animaties.</p></body></html> - - + + Sweet spot angle: Sweet spot-hoek: - - + + horizontal: horizontaal: - - + + vertical: verticaal: @@ -8933,16 +9450,26 @@ with image resolution - Average noise [%]: %1 + Average noise: %1 % + + + + + Tiles done: %1 % + + + + + Masked pixels: %1 % cFileDownloader - - - + + + File downloader Bestands-downloader @@ -8951,17 +9478,17 @@ with image resolution lijst met bestanden ophalen - + retrieving file list - + finished, downloaded %1 files klaar, %1 bestanden gedownload - + file %1 downloaded, %2 of %3 bestand %1 gedownload, %2 van %3 @@ -8969,28 +9496,28 @@ with image resolution cFlightAnimation - + waiting %1 seconds wacht %1 seconden - + Recording flight animation. Frame: Vlucht-animatie opnemen. Frame: - + Paused. Frame: Gepauzeerd. Frame: - - + + preview voorvertoning - + Refreshing animation frames Animatie-frames verversen @@ -8999,135 +9526,153 @@ with image resolution cFrameSliderPopup - + Frame - - + + + Fine + + + + + + Normal + Normaal + + + + + Coarse + + + + + Hide slider - - + + X - - + + Reset value to default - - + + R - - - - + + + + Zero - - + + 0 10% {0?} - - + + Inversion of sign - - + + - - - + + Double - - + + x2 - - + + Half - - + + ÷2 - - + + - - + + 90 degrees - - + + - - + + 180 degrees - - + + - - + + -90 degrees - - + + - - + + "Magic Round" - - + + @@ -9196,7 +9741,7 @@ with image resolution - + Gradients (*.gradient *.txt) @@ -9206,52 +9751,52 @@ with image resolution - + Save gradient... - + Add color - + Remove color - + Delete all colors - + Change number of colors ... - + Grab colors from image ... - + Load colors from file ... - + Save colors to file ... - + Copy - + Paste @@ -9313,7 +9858,7 @@ with image resolution cHeadless - + Image saved to: %1 @@ -9324,327 +9869,877 @@ with image resolution Aantal iteraties - - Number of iters / pixel - Iteraties per pixel + + Number of iters / pixel + Iteraties per pixel + + + + Number of iters / second + Iteraties per seconde + + + + Percentage of wrong DE + Percentage foute DE's + + + + cImageSaveDialog + + + + Save Image + Afbeelding opslaan + + + + + <html><head/><body><p><span style=" font-weight:600;">JPG</span></p><p>The quality value will be ignored, since JPG only supports 8 bit precision.</p><p>Every image channel will be saved as a separate file with appended postfix.</p><p><span style=" font-weight:600;">PNG</span></p><p>The quality value can be 8 bit or 16 bit (32 bit will result in 16 bit precision).</p><p>Every image channel will be saved as a separate file. </p><p>Only exception can be alpha channel:</p><p>If both Color and Alpha channel are selected and &quot;Append alpha to image (only PNG and TIFF)&quot;, then color + alpha will be saved to a RGBA image with quality and postfix of color row.</p><p><span style=" font-weight:600;">TIFF</span></p><p>The quality value can be 8 bit, 16 bit or 32 bit.</p><p>Every image channel will be saved as a separate file. </p><p>Only exception can be alpha channel:</p><p>If both Color and Alpha channel are selected and &quot;Append alpha to image (only PNG and TIFF)&quot;, then color + alpha will be saved to a RGBA image with quality and postfix of color row.</p><p><span style=" font-weight:600;">EXR</span></p><p>The quality value can be 16 bit or 32 bit (8 bit will result in 16 bit precision).</p><p>The postfix will be ignored since all image channels will be saved to one file.</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">JPG</span></p><p>De instelling voor de kwaliteit wordt genegeerd omdat JPG alleen 8-bits precisie ondersteunt.</p><p>Elk beeldkanaal wordt opgeslagen als een apart bestand met achtervoegsel.</p><p><span style=" font-weight:600;">PNG</span></p><p>De kwaliteit kan 8- of 16-bits zijn (32-bits wordt 16-bits precisie).</p><p>Elk beeldkanaal wordt opgeslagen als een apart bestand. </p><p>De enige uitzondering hierop vormt het alpha-kanaal:</p><p>Wanneer zowel kleur- als alphakanaal zijn geselecteerd en tevens &quot;Alpha aan beeld toevoegen (alleen PNG en TIFF)&quot;, worden kleur en alpha opgeslagen als RGBA-afbeelding met de kwailiteit en achtervoegsel van de kleurrij.</p><p><span style=" font-weight:600;">TIFF</span></p><p>De kwaliteit kan 8-, 16- of 32-bits zijn.</p><p>Elk beeldkanaal wordt opgeslagen als een apart bestand. </p><p>De enige uitzondering hierop vormt het alpha-kanaal:</p><p>Wanneer zowel kleur- als alphakanaal zijn geselecteerd en tevens &quot;Alpha aan beeld toevoegen (alleen PNG en TIFF)&quot;, worden kleur en alpha opgeslagen als RGBA-afbeelding met de kwailiteit en achtervoegsel van de kleurrij.</p><p><span style=" font-weight:600;">EXR</span></p><p>De kwaliteit kan 16- of 32 bits zijn (8-bits wordt16-bits precisie).</p><p>Het achtervoegsel wordt genegeerd daar alle beeldkanalen worden opgeslagen in één bestand.</p></body></html> + + + + + Image Settings + Instellingen voor afbeelding + + + + + These settings affect "Save as JPG/PNG/EXR/TIFF" actions + and saving animation frames. + Deze instellingen hebben invloed op "Opslaan als JPG/PNG/EXR/TIFF" acties + en op het opslaan van animatie-frames. + + + + + + + Image Channel + Beeld-kanaal + + + + + + + Quality + Kwaliteit + + + + + + + Postfix + + + + + + Color + Kleur + + + + + + + + + + + + + + + + + + + + + + + + + 8 bit + 8-bits + + + + + + + + + + + + + + + + + + + + + + + + + 16 bit + 16-bits + + + + + + + + + + + + + + + + + + + + + + + + + 32 bit + 32-bits + + + + + Alpha + + + + + + Z Buffer + + + + + + Z-buffer options + + + + + + Invert z-buffer + + + + + + Logarithmic scale + + + + + + Use contant depth range + + + + + + maximum z-depth + + + + + + minimum z-depth + + + + + + Optional Image Channels + + + + + + Global illumination + + + + + + Shadows + + + + + + Following channels are only rendered on demand +and will only be present after enabling and re-render. + De volgende kanalen worden alleen gerenderd op verzoek +en zijn alleen aanwezig na activering en her-renderen. + + + + + Save fractal settings together with the image + + + + + + Surface Normal + Oppervlakte-normal + + + + + Specular + + + + + + World + + + + + + Diffuse + + + + + + World Normal + + + + + + Not denoised + + + + + + Misc Image Settings + Diverse afbeeldings-instellingen + + + + + Use linear colorspace (only EXR) + + + + + + JPEG quality: + JPEG kwaliteit: + + + + + Save stereoscopic left and right images in separate files +(stereoscopic mode has to be "left-right") + + + + + + Save each channel in separate folder + + + + + + Append alpha to image (only PNG and TIFF) + Alpha aan beeld toevoegen (alleen PNG en TIFF) + + + + cInterface + + + + Fractals (*.txt *.fract) + Fractals (*.txt *.fract) + + + + Save settings from %1 + + + + + Load settings to %1 + + + + + Cleaning up + + + + + Do you want to clean up settings? +It will take a while + + + + + Image auto-saved to %1 + + + + + cKeyframeAnimation + + + + Keyframe +previews + Keyframe +voorvertoningen + + + + + Frames/keyframe + + + + + + Camera speed [units/frame] + + + + + Refreshing animation frames + Animatie-frames verversen + + + + Exporting keyframes to flight + Keyframes naar vlucht exporteren + + + + Audio + + + + + Camera distance from selected keyframe: %1 + + + + + cLightEditor + + + + Form + Formulier + + + + + Parameters + + + + + + <html><head/><body><p>Brightness of the light source. Strength of illumination.</p></body></html> + + + + + + <html><head/><body><p>Color of light source</p></body></html> + <html><head/><body><p>Kleur van de lichtbron</p></body></html> + + + + + PushButton + Drukknop + + + + + Intensity: + Intensiteit: + + + + + Size: + Grootte: + + + + + <html><head/><body><p>Size of illuminated fog around the light source.</p></body></html> + + + + + + <html><head/><body><p>Visibility of the light source. It simulates illuminated fog around the light source.</p></body></html> + + + + + + + + Visibility: + Zichtbaarheid: + + + + + <html><head/><body><p>Selection of light source type</p><p>- Directional light - light source emitting from infinite distance at the angle defined by user</p><p>- Point light - light source emitting evenly around user defined point</p><p>- Spot light - light source emitting conical beam</p><p>- Projection - light source emitting beam of light colorized by texture image</p><p>- Beam - linear beam of the light (requires Monte Carlo rendering mode)</p></body></html> + + + + + + Directional light + + + + + + Point light + + + + + + Spot light + + + + + + Projection + + + + + + Beam + + + + + + Decay function + + + + + + Type: + + + + + + Color: + Kleur: + + + + + <html><head/><body><p>Decay function defines how light intensity decays with distance from the light. Decay function 1/r² complies with the laws of physics. 1/r reduces the decaying of light intensity. 1/r³ increases the decaying of light intensity. </p></body></html> + + + + + + 1/r + + + + + + 1/r² + + + + + + 1/r³ + + + + + + <html><head/><body><p>Sharpness of contour of the light source.</p></body></html> + + + + + + Contour sharpness: + + + + + + Position + + + + + + + + + + + + + + + + <html><head/><body><p>Coordinates of light source</p></body></html> + + + + + + + + x: + + + + + + Position: + + + + + + + + y: + + + + + + + + z: + + + + + + + + + + <html><head/><body><p>Rotation of light source.</p><p>For directional lights it can be controlled with ball widget.</p></body></html> + + + + + + Use target point instead of angles + + + + + + roll: + - - Number of iters / second - Iteraties per seconde + + + vertical: + verticaal: - - Percentage of wrong DE - Percentage foute DE's + + + horizontal: + horizontaal: - - - cImageSaveDialog - - - Save Image - Afbeelding opslaan + + + Angle: + - - - <html><head/><body><p><span style=" font-weight:600;">JPG</span></p><p>The quality value will be ignored, since JPG only supports 8 bit precision.</p><p>Every image channel will be saved as a separate file with appended postfix.</p><p><span style=" font-weight:600;">PNG</span></p><p>The quality value can be 8 bit or 16 bit (32 bit will result in 16 bit precision).</p><p>Every image channel will be saved as a separate file. </p><p>Only exception can be alpha channel:</p><p>If both Color and Alpha channel are selected and &quot;Append alpha to image (only PNG and TIFF)&quot;, then color + alpha will be saved to a RGBA image with quality and postfix of color row.</p><p><span style=" font-weight:600;">TIFF</span></p><p>The quality value can be 8 bit, 16 bit or 32 bit.</p><p>Every image channel will be saved as a separate file. </p><p>Only exception can be alpha channel:</p><p>If both Color and Alpha channel are selected and &quot;Append alpha to image (only PNG and TIFF)&quot;, then color + alpha will be saved to a RGBA image with quality and postfix of color row.</p><p><span style=" font-weight:600;">EXR</span></p><p>The quality value can be 16 bit or 32 bit (8 bit will result in 16 bit precision).</p><p>The postfix will be ignored since all image channels will be saved to one file.</p></body></html> - <html><head/><body><p><span style=" font-weight:600;">JPG</span></p><p>De instelling voor de kwaliteit wordt genegeerd omdat JPG alleen 8-bits precisie ondersteunt.</p><p>Elk beeldkanaal wordt opgeslagen als een apart bestand met achtervoegsel.</p><p><span style=" font-weight:600;">PNG</span></p><p>De kwaliteit kan 8- of 16-bits zijn (32-bits wordt 16-bits precisie).</p><p>Elk beeldkanaal wordt opgeslagen als een apart bestand. </p><p>De enige uitzondering hierop vormt het alpha-kanaal:</p><p>Wanneer zowel kleur- als alphakanaal zijn geselecteerd en tevens &quot;Alpha aan beeld toevoegen (alleen PNG en TIFF)&quot;, worden kleur en alpha opgeslagen als RGBA-afbeelding met de kwailiteit en achtervoegsel van de kleurrij.</p><p><span style=" font-weight:600;">TIFF</span></p><p>De kwaliteit kan 8-, 16- of 32-bits zijn.</p><p>Elk beeldkanaal wordt opgeslagen als een apart bestand. </p><p>De enige uitzondering hierop vormt het alpha-kanaal:</p><p>Wanneer zowel kleur- als alphakanaal zijn geselecteerd en tevens &quot;Alpha aan beeld toevoegen (alleen PNG en TIFF)&quot;, worden kleur en alpha opgeslagen als RGBA-afbeelding met de kwailiteit en achtervoegsel van de kleurrij.</p><p><span style=" font-weight:600;">EXR</span></p><p>De kwaliteit kan 16- of 32 bits zijn (8-bits wordt16-bits precisie).</p><p>Het achtervoegsel wordt genegeerd daar alle beeldkanalen worden opgeslagen in één bestand.</p></body></html> + + + Target: + - - - Image Settings - Instellingen voor afbeelding + + + <html><head/><body><p>Enabling this option makes coordinates and rotation of the light relative to the camera. </p></body></html> + - - - These settings affect "Save as JPG/PNG/EXR/TIFF" actions - and saving animation frames. - Deze instellingen hebben invloed op "Opslaan als JPG/PNG/EXR/TIFF" acties - en op het opslaan van animatie-frames. + + + Position and rotation relative to camera + - - - - - Image Channel - Beeld-kanaal + + + Shadows + - - - - - Quality - Kwaliteit + + + <html><head/><body><p>Enables casting shadows from the light source</p></body></html> + - - - - - Postfix - + + + Cast shadows + Werp schaduw - - - Color - Kleur + + + <html><head/><body><p>Makes light rays penetrate all the objects. When it's enabled, then even inside the fractal it will not be completely dark. </p></body></html> + <html><head/><body><p>Laat licht in alle objecten doordringen. Wanneer dit is ingeschakeld is het binnen in de fractal niet helemaal donker.</p></body></html> - - - - - - - - - - - - - - - - - 8 bit - 8-bits + + + Penetrating light + - - - - - - - - - - - - - - - - - 16 bit - 16-bits + + + Soft shadow cone angle: + Soft shadow-kegelhoek: - - - - - - - - - - - - - - - - - 32 bit - 32-bits + + + <html><head/><body><p>This parameter controls angle of shadows cone. It simulates &quot;soft shadow&quot; effect. When it's zero, then shadows are very sharp.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>shadow cone 0 degrees</p></td><td><p>shadow cone 5 degrees </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - shadow cone 0.jpeg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - shadow cone 5.jpg"/></p></td></tr></table></body></html> + <html><head/><body><p>Deze parameter regelt de hoek van de soft shadow-kegel. Het simuleert een &quot;soft shadow&quot;-effect. Wanneer het nul is zijn de schaduwen zeer scherp.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>schaduwkegel 0 graden</p></td><td><p>schaduwkegel 5 graden </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - shadow cone 0.jpeg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - shadow cone 5.jpg"/></p></td></tr></table></body></html> - - - Alpha - + + + <html><head/><body><p>Enables volumetric visibility of the light source with calculation of shadows on it. It can be used to simulate &quot;god rays&quot; effect.</p></body></html> + - - - Z Buffer - + + + Volumetric + - - - Z-buffer options + + + <html><head/><body><p>Intensity of volumetric effect. </p><p>When effect is not visible try to increase intensity. If whole image is white, then decrease intensity.</p><p>To control quality of this effect change <span style=" font-style:italic;">Effects</span><span style=" font-style:italic;">/ Volumetric / Custom DE multiplier for volumetric effect</span> parameter (lower value - better quality).</p></body></html> - - - Invert z-buffer + + + Cone options - - - Logarithmic scale + + + <html><head/><body><p>Opening angle of conical shape of spot light</p></body></html> - - - Use contant depth range + + + Opening angle - - - maximum z-depth + + + Soft angle - - - minimum z-depth + + + <html><head/><body><p>Additional opening angle of conical shape of spot light with soft transition from full brightness to dark.</p></body></html> - - - Optional Image Channels + + + Projection options - - - Following channels are only rendered on demand -and will only be present after enabling and re-render. - De volgende kanalen worden alleen gerenderd op verzoek -en zijn alleen aanwezig na activering en her-renderen. + + + <html><head/><body><p>Path to the light projection texture image. Acceptable formats are BMP, GIF, JPG, PNG</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> + - - - Surface Normal - Oppervlakte-normal + + + Texture path: + Textuurpad: - - - Specular + + + <html><head/><body><p>Vertical opening angle of projected image </p></body></html> - - - World + + + <html><head/><body><p>Horizontal opening angle of projected image </p></body></html> - - - Diffuse + + + Horizontal opening angle - - - World Normal + + + Vertical opening angle - - - Misc Image Settings - Diverse afbeeldings-instellingen + + + <html><head/><body><p>Repeats projected texture. Recommended to use seamless texture.</p></body></html> + - - - Use linear colorspace (only EXR) + + + Repeat texture + + + cLightSourcesManager - - - JPEG quality: - JPEG kwaliteit: + + + Form + Formulier - - - Save stereoscopic left and right images in separate files -(stereoscopic mode has to be "left-right") + + + Show wire-frame preview of lights - - - Save each channel in separate folder + + + <html><head/><body><p>Add a new light source to the scene. This new light will appear as a new tab below. There is no limit to the number of light sources.</p></body></html> - - - Append alpha to image (only PNG and TIFF) - Alpha aan beeld toevoegen (alleen PNG en TIFF) - - - - cInterface - - - - Fractals (*.txt *.fract) - Fractals (*.txt *.fract) + + + New +light + - - Save settings from %1 + + + <html><head/><body><p>Duplicate the selected light source. All parameters will be copied to the new one.</p></body></html> - - Load settings to %1 + + + Duplicate +light - - Cleaning up + + + <html><head/><body><p>Delete the selected light source.</p></body></html> - - Do you want to clean up settings? -It will take a while + + + Delete +light - - - cKeyframeAnimation - - - Keyframe -previews - Keyframe -voorvertoningen + + + <html><head/><body><p>Place a light source using the mouse pointer.</p><p>Light position (for selected light tab) can be manipulated in following ways:</p><p>- mouse click on the image places light in front of selected point (offset by placement distance.) Placement distance from the selected point can be adjusted using mouse wheel + alt key.</p><p>- move light by dragging the mouse pointer while holding left mouse button. Moves light while maintaining placement distance</p><p>- rotating mouse wheel while holding control key moves light forward/backward</p></body></html> + - - Refreshing animation frames - Animatie-frames verversen + + + Place/move +light + - - Exporting keyframes to flight - Keyframes naar vlucht exporteren + + Rename light #%1 + - - Audio + + Renaming light #%1 - - Camera distance from selected keyframe: %1 + + Enter name of the light #%1 @@ -9652,817 +10747,835 @@ voorvertoningen cMaterialEditor - + Form Formulier - + Reset Herstel - - + + + <html><head/><body><p>Opens navigator window which allows changes to material parameters with instant preview.</p></body></html> + + + + + + Navi + + + + + Material name: Materiaalnaam: - - + + <html><head/><body><p>Material name used in Material Manager</p><p>Tip: Well named materials will be easier to find in Material Manager</p></body></html> <html><head/><body><p>Materiaalnaam gebruikt in Materiaalbeheer</p><p>Tip: Materialen met een goede naam zijn makkelijker terug te vinden in Materiaalbeheer</p></body></html> - - + + <html><head/><body><p>Enables coloring of fractal surface using mathematical algorithms and a color palette. </p><p>This option works only for fractal objects, (not for primitive objects.)</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>palette off</p></td><td><p>palette on</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - resolution 1.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - colouring enabled.jpg"/></p></td></tr></table></body></html> - - + + &Use colors from gradients - - - - + + + + Surface color - - + + <html><head/><body><p>Gradient which defines the colors of the fractal surface.</p></body></html> - - + + Specular highlights - - + + <html><head/><body><p>Gradient which defines the colors of the specular highlights.</p><p>Brighter colors increase the highlights intensity. A black color creates no highlights.</p></body></html> - - + + Diffuse (brighter -> higher glossiness) - - + + <html><head/><body><p>Gradient which defines the intensity and width of specular highlights.</p><p>A higher value produces a more glossy surface, e.g. brighter highlights of a smaller width.</p></body></html> - - - - + + + + Luminosity - - + + <html><head/><body><p>Gradient which defines the luminosity of the fractal.</p><p>Higher brighness of gradient colors provides a higher luminosity.</p><p>This effect works only when the luminosity value is greater than zero.</p><p>To illuminate other objects by this gradient, <span style=" font-style:italic;">Monte Carlo Algorithm</span> / <span style=" font-style:italic;">Calculate MC Global Illumination </span>must be enabled.</p></body></html> - - + + <html><head/><body><p><br/></p></body></html> - - + + Roughness (brighter -> higher roughness) - - + + <html><head/><body><p>Gradient which defines the roughness of the fractal surface.</p><p>A higher value provides higher roughness. A black color makes a smooth surface.</p><p>This gradient works only when &quot;Rough surface&quot; is enabled.</p></body></html> - - + + Reflectance - - + + <html><head/><body><p>Gradient which defines the reflected light colors.</p><p>Brighter colors increase reflectance. A black color creates no reflections.</p><p>This gradient works only when <span style=" font-style:italic;">reflectance</span> is greater than zero.</p></body></html> - - - - + + + + Transparency - - + + <html><head/><body><p>Gradient which defines the transparency colors of the fractal.</p><p>Brighter colors increase transparency. A black color creates no transparency.</p><p>This gradient works only if <span style=" font-style:italic;">transparency of surface</span> is greater than zero.</p></body></html> - - + + <html><head/><body><p>Direction vector of the line used in the orbit trap coloring algorithm</p></body></html> - - + + <html><head/><body><p>Color palette speed sets the frequency of color changing</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>speed 0.3</p></td><td><p>speed 1.0</p></td><td><p>speed 5.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - colour speed 0.3.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - colouring enabled.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - colour speed 5.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Radius of the sphere used in the orbit trap coloring algorithm </p></body></html> - - + + <html><head/><body><p>Selection between different coloring algorithms based on an orbit trap calculation, (distance of point from orbit trap.)</p><p>- Standard: orbit trap defined as a point at the origin. The value is the value at the <span style=" text-decoration: underline;">end</span> of orbit trap iterations</p><p>The rest of the algorithms use the minimum value recorded <span style=" text-decoration: underline;">during</span> the orbit trap iterations.</p><p>- orbit trap: z.Dot(point): orbit trap defined as the starting coordinates of the point being iterated</p><p>- orbit trap: Sphere: orbit trap defined as a sphere surface</p><p>- orbit trap: Cross: orbit trap defined as a cross</p><p>- orbit trap: Line: orbit trap defined as a line in set direction</p></body></html> - - + + <html><head/><body><p>Shift along the color palette</p></body></html> - - + + w: - - - <html><head/><body><p>For backwards compatibity. If enabled, OpenCL and Non-OpenCL modes will sometimes render differrent coloring.</p></body></html> - - - - - + + <html><head/><body><p>Can be used for controlling the relative size of the three color components in the Hybrid Mode.</p><p>These controls can also be used for pre-V2.15 backwards compatibility</p></body></html> - - + + Extra Hybrid Mode Co&lor Options - - + + Hybrid Mode Color - - + + <html><head/><body><p><span style=" font-weight:400;">radDivDe scale:</span></p></body></html> - - + + <html><head/><body><p><span style=" font-weight:400;">aux.color scale:</span></p></body></html> - - + + <html><head/><body><p><span style=" font-weight:400;">orbit trap scale:</span></p></body></html> - - + + <html><head/><body><p>At Default Color_Speed the distance between two colors is 256. With these functions this distance = 1.0, e.g. a radius of 1.0 is one color step from the color at the origin. Similarly an addition of 1.0 = 256, cos period 1 =256.</p><p><br/>At the end of these functions, the colorValue is then multiplied by * 256.</p><p>Settings vary widely depending on such factors as fractal type &amp; size, location and number of iterations.</p><p>Adjusting the color speed may be required.</p></body></html> - - + + C&olor by numbers - - + + <html><head/><body><p><span style=" font-weight:400;">initial colorValue:</span></p></body></html> - - + + <html><head/><body><p>&quot;c&quot; (aux.c) is the original coordinates of the point being iterated. These &quot;c&quot; functions, color the point domain before the fractal is iterated, e.g. assigning an Initial ColorValue (default, all = 0.0.)</p></body></html> - - + + co&lorValue Initial Conditions Components - - + + c radius * scale: - - + + c.z * scale: - - + + c.x * scale: - - + + c.y * scale: - - + + Fractal Color Components - - + + <html><head/><body><p>OrbitTrap weight scales the colorValue input from the chosen Coloring Algorithm above (orbit traps). This allows blending of this input with other functions.</p><p>Initial minimumR is a separate limit set in the code to control the size of this colorValue.</p></body></html> - - + + Orbit trap com&ponent - - + + weight of 19.5 = old default (minimumR * 5000) - - + + weight of 3.9 = old hybrid default (minimumR * 1000) - - + + <html><head/><body><p><span style=" font-weight:400;">orbit trap weight:</span></p></body></html> - - + + <html><head/><body><p>These components collect and update data with every iteration. </p><p>aux.color is what collects theXYZplane and radius components, as in the original Mandelbox UI: Coloring Parameters.</p><p>aux.colorHybrid is the input from some experimental color Transforms.</p></body></html> - - + + a&uxillary color components - - + + weight of 0.39 = old hybrid default (aux.color * 100) - - + + aux. color weight: - - + + <html><head/><body><p>Use with fractals that have aux.color components. aux.color must be enabled on the formula UI.</p><p>These functions update a running colorValue total, every iteration (may result in localized cuts in the color)</p></body></html> - - + + aux. color hybrid weight: - - + + <html><head/><body><p>For BETA transforms: trans_hybrid_color &amp; trans_hybrid_color2.</p><p>Parameter controls weight of aux.colorHybrid values.</p><p>Assume these functions may not be backwards compatible in later releases.</p></body></html> - - + + <html><head/><body><p>ColorValue is derived from the radius of the point at termination.</p><p>Radius derived changes in colorValue are often inside the fractal. Can use with pseudoKleinian type structures.</p></body></html> - - + + rad&ius components - - + + radius * scale: - - + + <html><head/><body><p>ColorValue is derived from the radius of the point divided by the DE value, at termination.</p><p>Radius derived changes in colorValue are often inside the fractal. Can use with pseudoKleinian type structures.</p></body></html> - - + + rad&ius / DE components - - + + scale of 19.5 = old hybrid default ( r * 5000) / DE ) - - + + radius / DE * scale - - + + <html><head/><body><p>ColorValue is derived from the coordinates of the point at termination</p></body></html> - - + + xyz &bias - - + + z.z * scale: - - + + <html><head/><body><p>color_y = z.y * scale_y ;</p><p><br/></p><p>colorValue = color_x + color_y + color_z;</p></body></html> - - + + <html><head/><body><p>colorValue *= (1.0 + ( i * scale));</p></body></html> - - + + iter scale : - - + + z.y * scale: - - + + <html><head/><body><p>color_x = z.x * scale_x ;</p><p><br/></p><p>colorValue = color_x + color_y + color_z;</p></body></html> - - + + sqrd - - + + <html><head/><body><p>color_z = z.z * scale_z ;</p><p><br/></p><p>colorValue = color_x + color_y + color_z;</p></body></html> - - + + z.x * scale: - - + + <html><head/><body><p>As these functions are simply iteration based, they will produce sharp changes in color based on the iteration count at termination.</p><p>Adjusting the color speed may be required, depending on the size of the fractal and location.</p></body></html> - - + + color&Value iteration components - - + + <html><head/><body><p>colorValue += addValue * ( i - startIter);</p><p>An addValue of 1.0 equals one whole color step along the palette, at default color speed of 1.0.</p></body></html> - - + + <html><head/><body><p>colorValue *= 1.0 + ( scale * ( i - startIter));</p><p>This function will not work on its own, it always needs some other component supplying a range of colorValues.</p></body></html> - - + + start function at iteration: - - + + Final ColorValue Controls - - + + <html><head/><body><p>These options deform the Final ColorValues derived from the previous functions.</p></body></html> - - + + Palette deformin&g options - - - - - - + + + + + + <html><head/><body><p>Function produces an addition to the ColorValues based on its current value.</p></body></html> - - + + addition curv&e function - - + + spread factor: - - + + maximum add: - - - - - - + + + + + + start value: - - + + paraboli&c function - - + + parab scale: - - + + t&rig function - - + + cosine add: - - + + cosine period: - - + + <html><head/><body><p>Function rounds adjacent colorValues to produces solid color bands (i.e. no transitions between colors.)</p></body></html> - - + + roun&d - - + + round scale - - + + min colorValue - - + + <html><head/><body><p>Limit of minimum colorValue (units are still 1.0 = 256 colorValue units).</p></body></html> - - + + max colorValue - - + + <html><head/><body><p>Limit of maximum colorValue (units are still 1.0 = 256 colorValue units).</p></body></html> - - + + <html><head/><body><p>Color of the object's surface . This color is used when 'Use colors from palette' is disabled or when the material is to be applied to a non-fractal object.</p></body></html> - - + + Use color texture from an &image - - + + <html><head/><body><p>Path to image with color texture</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - + + Shading - - + + (effect of angle of incidence of light) - - + + Specular highlight - - + + Specular highlight color: - - + + <html><head/><body><p>Plastic specular reflection has color defined by <span style=" font-style:italic;">Specular highlight color</span> and depends on light source color. Surface color doesn't affect specular reflection color.</p></body></html> - - + + Plastic specular reflection - - - - + + + + Specular highlight brightness: - - - - + + + + Specular highlight width: - - + + <html><head/><body><p>Metallic specular reflection has color defined by <span style=" font-style:italic;">Specular highlight color</span> and depends on light source color and surface color.</p></body></html> - - + + Metallic specular reflection - - + + <html><head/><body><p>Intensity of metallic specular highlights</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>brightness 0</p></td><td><p>brightness 5</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - specularity 0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - specular metallic 5.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Width of metallic specular highlights </p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>width 0.2</p></td><td><p>width 2</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - specular metallic width 02.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - specular metallic width 2.jpg"/></p></td></tr></table></body></html> - - + + Roughness - - + + <html><head/><body><p>Roughness of metallic specular highlights </p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>roughness 0</p></td><td><p>roughness 5</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - specular metallic 5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - specular metallic roughness 10.jpg"/></p></td></tr></table><p><br/></p></body></html> - - + + <html><head/><body><p>Makes surface rough. This effect works well with enabled Monte Carlo algorithms.</p><p><img src=":/tooltips/tooltips_images/material - roughness 0,05.jpg"/></p></body></html> - - + + Rough surface - - + + Roughness: - - + + <html><head/><body><p>Roughness of object surface</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>roughness 0</p></td><td><p>roughness 0.05</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - roughness 0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - roughness 0,05.jpg"/></p></td></tr></table></body></html> - - + + Use roughness map texture - - + + <html><head/><body><p>Iridescence makes gradual changes of surface colour as the angle of view or the angle of illumination changes. </p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Iridescence disabled</p></td><td><p>Ididescence enabled</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - iridescence off.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - iridescence on.jpg"/></p></td></tr></table></body></html> - - + + Iridescence - - - Subsurface relative thickness + + + Subsurface relative thickness + + + + + + <html><head/><body><p>Intensity of the luminosity of the selected color.</p><p>Note: luminosity effect illuminates near objects only when Global Illumination is enabled.</p><p>Example of luminosity effect:</p><p><img src=":/tooltips/tooltips_images/material - luminosity.jpg"/></p></body></html> + + + + + + <html><head/><body><p>Color of the luminosity effect.</p><p>Note: luminosity effect does not illuminate near objects.</p><p>Example of luminosity effect:</p><p><img src=":/tooltips/tooltips_images/material - luminosity.jpg"/></p></body></html> - - - <html><head/><body><p>Intensity of the luminosity of the selected color.</p><p>Note: luminosity effect illuminates near objects only when Global Illumination is enabled.</p><p>Example of luminosity effect:</p><p><img src=":/tooltips/tooltips_images/material - luminosity.jpg"/></p></body></html> + + + Emission multiplier: - - - <html><head/><body><p>Color of the luminosity effect.</p><p>Note: luminosity effect does not illuminate near objects.</p><p>Example of luminosity effect:</p><p><img src=":/tooltips/tooltips_images/material - luminosity.jpg"/></p></body></html> + + + <html><head/><body><p>Multiplier of luminosity intensity wich controls amount of emited light in global illumination effect,</p><p>Note: luminosity effect illuminates near objects only when Global Illumination is enabled.</p><p>Example of luminosity effect:</p><p><img src=":/tooltips/tooltips_images/material - luminosity.jpg"/></p></body></html> - - + + <html><head/><body><p>Use an image as a texture for luminosity effect.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/material - luminosity texture.jpg"/></p></body></html> - - + + <html><head/><body><p>Path to image with luminosity texture</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - + + Reflections and refraction - - + + <html><head/><body><p>If enabled the reflectance is calculated from Fresnel's equations. Reflectance is dependant on the angle of incidence of the ray.</p><p>To apply this effect, enable ray-traced reflections in <span style=" font-style:italic;">Raytracing</span> tab</p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Fresnel's equations off</p></td><td><p>Fresnel's equations on</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - reflectance fresnel off.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - reflectance fresnel.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Index of refraction of the material. It has influence on transparent objects and on non-transparent reflective objects. It affects the calculation in Fresnel's equations. </p><p>To apply this effect, enable ray-traced reflections in <span style=" font-style:italic;">Raytracing</span> tab</p><p>Example values: vacuum 1.0; glass.1.5; water 1.35; diamond 2.41<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>index of refraction 1.0 (gas or vacuum)</p></td><td><p>index of refraction 1.5 (glass)</p></td><td><p>index of refraction 2.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - transparency index of refraction 1.0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency index of refraction 1.5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency index of refraction 2.0.jpg"/></p></td></tr></table></body></html> - - + + Reflections - - + + Reflectance: Reflectie: @@ -10473,8 +11586,8 @@ width: breedte: - - + + Transparency of volume: Volume-transparantie: @@ -10483,34 +11596,34 @@ breedte: <html><head/><body><p>De Displacement-map-techniek gebruikt een textuur om een effect te creëren waarbij de huidige geometrische positie van punten over het getextureerde oppervlak wordt verplaatst. Als eigenschaduw aanwezig is geeft dit het oppervlak meer diepte en detail. In tegenstelling tot de normale mapping deformeert deze optie het oppervlak.</p><p>Voorbeeld van een displacement map textuur (iin de meeste gevallen kan eenzelfde worden gebruikt als voor bump-mapping). Lichte pixels geven een groter effect .</p><p><img src=":/tooltips/tooltips_images/displacement_texture.jpg"/></p><p>Resultaat van dit voorbeeld:</p><p><img src=":/tooltips/tooltips_images/material - displacement map.jpg"/></p><p>Opmerking: displacement- map werkt niet samen met kubisch mapping van een textuur.</p></body></html> - - + + Use displacement &map texture Gebruik displacement &map-textuur - - + + Displacement height: Displacement hoogte: - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + Texture path: Textuurpad: @@ -10519,8 +11632,8 @@ breedte: <html><head/><body><p>Pad naar de afbeelding voor displacement map-textuur</p></body></html> - - + + <html><head/><body><p>Height of displacement. Height is in the same units as object sizes.</p></body></html> <html><head/><body><p>Hoogte van de verplaatsing. In dezelfde eenheid als objectgroottes.</p></body></html> @@ -10531,8 +11644,8 @@ color: kleur: - - + + <html><head/><body><p>Size of specular highlights<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>width 0.1</p></td><td><p>width 1.0</p></td><td><p>width 5.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - specular highlight width 0.1.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - specular highlight width 1.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - specular highlight width 5.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>Grootte van spiegelende highlights<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>breedte 0.1</p></td><td><p>breedte 1.0</p></td><td><p>breedte 5.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - specular highlight width 0.1.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - specular highlight width 1.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - specular highlight width 5.jpg"/></p></td></tr></table></body></html> @@ -10546,18 +11659,18 @@ kleur: Gebruik d&iffusie-textuur - - - - - - - - - - - - + + + + + + + + + + + + Texture intensity: Intensiteit textuur: @@ -10566,8 +11679,8 @@ kleur: <html><head/><body><p>Pad naar de afbeelding met diffusie-textuur</p></body></html> - - + + <html><head/><body><p>Brightness of diffusion texture. Higher value will simulate more polished surface.</p></body></html> <html><head/><body><p>Helderheid van de diffusie-textuur. Hogere waarden simuleren een meer gepolijst oppervlak.</p></body></html> @@ -10576,8 +11689,8 @@ kleur: <html><head/><body><p>Transparentie van het fractal-interieur. Dikkere delen van het object schijnen minder door dan dunnere.</p><p>Om dit effect in te schakelen, activeer ray-traced reflecties op de <span style=" font-style:italic;">Raytracing</span>-tab</p><p>Voorbeelden van een gele volumekleur</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>transparantie 0.5</p></td><td><p>transparantie 0.8</p></td><td><p>transparantie 1.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - transparency of volume 0.5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency of volume 0.8.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency of surface 1.0.jpg"/></p></td></tr></table></body></html> - - + + Luminosity: Luminositeit: @@ -10586,8 +11699,8 @@ kleur: <html><head/><body><p>Transparentie van het fractal-oppervlak. </p><p>Dit effect simuleert glas of andere refractieve oppervlakken. Wanneer dit effect is toegepast op een fractal-object wordt aangeraden het 'maximum aantal fractal-iteraties' zo laag mogelijk (b.v. 20) te maken daar dit de beeldkwaliteit niet beïnvloedt. Daardoor wordt het renderen veel sneller.</p><p>Om dit effect in te schakelen, activeer ray-traced reflecties op de <span style=" font-style:italic;">Raytracing</span>-tab </p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>transparantie 0.5</p></td><td><p>transparantie 0.8</p></td><td><p>transparantie 1.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - transparency of surface 0.5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency of surface 0.8.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency of surface 1.0.jpg"/></p></td></tr></table></body></html> - - + + Shading: Schaduw-effect: @@ -10606,24 +11719,24 @@ lichtsterkte: &Gebruik paletkleuren - - + + Coloring algorithm: Kleur-algoritme: - - - - - - + + + + + + <html><head/><body><p>Direction vector of line in orbit trap algorithm for coloring</p></body></html> <html><head/><body><p>Vector-richting van de lijn in het orbit trap-algoritme voor kleuring</p></body></html> - - + + Color speed: Kleur-snelheid: @@ -10666,8 +11779,8 @@ lichtsterkte: (klik voor bewerken) - - + + Palette offset: Palet-offset: @@ -10689,7 +11802,7 @@ lichtsterkte: - + Randomize Randomiseer @@ -10698,30 +11811,30 @@ lichtsterkte: <html><head/><body><p>Verschuiving van kleurpalet</p></body></html> - - + + Orbit trap sphere radius: Orbit trap bol-radius: - - - - - - + + + + + + y: - - - - - - + + + + + + z: @@ -10730,32 +11843,32 @@ bol-radius: <html><head/><body><p>Keuze tussen verschillende kleur-algoritmes gebaseerd op orbit trap-berekening.</p><p>- Standaard: orbit trap gedefiniëerd als punt op de oorsprong van het coördinatenstelsel</p><p>- orbit trap: z.Dot(punt): orbit trap gedefiniëerd als punt op actueel berekende fractal-coördinaten</p><p>- orbit trap: Bol: orbit trap gedefiniëerd als boloppervlak</p><p>- orbit trap: Kruis: orbit trap gedefiniëerd als een kruis</p><p>- orbit trap: Lijn: orbit trap gedefiniëerd als een lijn in een gegeven richting</p></body></html> - - + + Standard Standaard - - + + orbit trap: z.Dot(point) orbit trap: z.Dot(punt) - - + + orbit trap: Sphere orbit trap: Bol - - + + orbit trap: Cross orbit trap: Kruis - - + + orbit trap: Line orbit trap: Lijn @@ -10764,42 +11877,42 @@ bol-radius: <html><head/><body><p>Bolradius in orbit trap-algoritme voor kleuring</p></body></html> - - - - - - + + + + + + x: - - + + Orbit trap line direction vector: Orbit trap-lijn richtings-vector: - - + + <html><head/><body><p>Color of specular highlights</p><p>example:</p><p><img src=":/tooltips/tooltips_images/material - specular highlight color.jpg"/></p></body></html> <html><head/><body><p>Kleur van spiegelende highlights</p><p>voorbeeld:</p><p><img src=":/tooltips/tooltips_images/material - specular highlight color.jpg"/></p></body></html> - - - - - - - - - - - + + + + + + + + + + + PushButton Drukknop @@ -10812,38 +11925,38 @@ richtings-vector: <html><head/><body><p>Intensiteit van de luminositeit van de gekozen kleur.</p><p>Opmerking: het luminositeits-effect verlicht geen objecten dichtbij.</p><p>Voorbeeld van het luminositeits-effect:</p><p><img src=":/tooltips/tooltips_images/material - luminosity.jpg"/></p></body></html> - - + + Transparency of surface: Oppervlakte-transparantie: - + Luminosity color: Luminositeits-kleur: - - + + Single color: Uni: - - + + <html><head/><body><p>Intensity of light reflection effect</p><p>To apply this effect, enable ray-traced reflections in <span style=" font-style:italic;">Raytracing</span> tab or environment mapping<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>reflectance 0.5</p></td><td><p>reflectance 0.8</p></td><td><p>reflectance 1.0 (perfect reflection)</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - reflectance 0.5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - reflectance 0.8.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - reflectance 1.0.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>Intensiteit van het lichtreflectie-effect</p><p>Om dit effect toe te passen schakelt u ray-traced reflecties in op de <span style=" font-style:italic;">Raytracing</span>-tab of omgevings-mapping<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>reflectie 0.5</p></td><td><p>reflectie 0.8</p></td><td><p>reflectie 1.0 (perfecte reflectie)</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - reflectance 0.5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - reflectance 0.8.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - reflectance 1.0.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>angle of incidence effects intensity</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>shading 0.0</p></td><td><p>shading 1.0 </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - shading 0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - shading 1.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>Intensiteit van het incidentie-hoek-effect</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>shading 0.0</p></td><td><p>shading 1.0 </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - shading 0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - shading 1.jpg"/></p></td></tr></table></body></html> - - + + Color of volume: Volume-kleur: @@ -10856,14 +11969,14 @@ richtings-vector: <html><head/><body><p>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's vergelijkingen. </p><p>Om dit effect toe te passen schakelt u ray-traced reflecties in op de <span style=" font-style:italic;">Raytracing</span>-tab</p><p>Voorbeeldwaarden: vacuum 1.0; glas.1.5; water 1.35; diamant 2.41<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>refractie-index 1.0 (gas of vacuum)</p></td><td><p>refractie-index 1.5 (glas)</p></td><td><p>refractie-index 2.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - transparency index of refraction 1.0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency index of refraction 1.5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency index of refraction 2.0.jpg"/></p></td></tr></table></body></html> - - + + Index of refraction: Refractie-index: - - + + <html><head/><body><p>Use image file as color texture.</p><p>Color texture is mixed with 'Single Color' (if palette is off) or 'Palette' (if palette is on). </p><p>example:</p><p><img src=":/tooltips/tooltips_images/material - color texture.jpg"/></p></body></html> <html><head/><body><p>Gebruik een afbeeldingsbestand als kleur-textuur.</p><p>De kleur-textuur word gemengd met 'Uni' (wanneer het palet is uitgeschakeld) of 'Palet' (wanneer het palet is ingeschakeld). </p><p>voorbeeld:</p><p><img src=":/tooltips/tooltips_images/material - color texture.jpg"/></p></body></html> @@ -10876,8 +11989,8 @@ richtings-vector: <html><head/><body><p>Pad naar de afbeelding met kleur-textuur</p></body></html> - - + + <html><head/><body><p>Contrast of color texture</p></body></html> <html><head/><body><p>Contrast van de kleur-textuur</p></body></html> @@ -10886,14 +11999,14 @@ richtings-vector: <html><head/><body><p>Wanneer dit is ingeschakeld wordt de reflectie berekend met Fresnel's vergelijkingen. In andere woorden, reflectie is afhankelijk van de hoek van de ray-incidentie.</p><p>Om dit effect toe te passen schakelt u ray-traced reflecties in op de <span style=" font-style:italic;">Raytracing</span>-tab</p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Fresnel's vergelijkingen uit</p></td><td><p>Fresnel's vergelijkingen aan</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - reflectance fresnel off.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - reflectance fresnel.jpg"/></p></td></tr></table></body></html> - - + + Fresnel's equations for reflectance Fresnel's reflectie-vergelijkingen - - + + <html><head/><body><p>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. <span style=" text-decoration: underline;">simulates</span> 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.</p><p>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. </p><p>Normal maps can be derived from height maps (bumpmaps)<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Example normal map texture:</p></td><td><p>Example height map</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/normal_map_texture.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/displacement_texture.jpg"/></p></td></tr></table><p>Example object with normal map texture:</p><p><img src=":/tooltips/tooltips_images/material - normal map texture.jpg"/></p></body></html> <html><head/><body><p>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 <span style=" text-decoration: underline;">simuleren</span> 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.</p><p>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. </p><p>Normal-maps kunnen gecreëerd worden uit heightmaps (bumpmaps)<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Voorbeeld normal map textuur:</p></td><td><p>Voorbeeld heightmap</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/normal_map_texture.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/displacement_texture.jpg"/></p></td></tr></table><p>Voorbeeld object met normal-map-textuur:</p><p><img src=":/tooltips/tooltips_images/material - normal map texture.jpg"/></p></body></html> @@ -10906,16 +12019,16 @@ richtings-vector: <html><head/><body><p>Pad naar de afbeelding met normal map-textuur</p></body></html> - - - - + + + + Intensity: Intensiteit: - - + + <html><head/><body><p>Intensity of bumps.</p></body></html> <html><head/><body><p>Intensiteit van bumps</p></body></html> @@ -10924,26 +12037,26 @@ richtings-vector: <html><head/><body><p>Activeert het gebruik van heightmaps in grijstinten als bumpmap zoals in de afbeelding hier onder. De bumpmap wordt intern geconverteerd naar een normal-map. </p><p><img src=":/tooltips/tooltips_images/displacement_texture.jpg"/></p><p>Een dergelijke textuur kan het volgende resultaat geven:</p><p><img src=":/tooltips/tooltips_images/material - normal map texture from bumpmap.jpg"/></p></body></html> - - + + Normal map derived from greyscale bump map Normal-map gegenereerd van bumpmap in grijstinten - - + + <html><head/><body><p>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.</p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>standard</p></td><td><p>inverted</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/normal_map_texture.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/normal_map_texture_g_inv.jpg"/></p></td></tr></table><p>To recognize which standard it is, check how the colors are located on the convex part of the texture.</p><p>Standard: top left corner - green, bottom right- red</p><p>Inverted: bottom left corner - green, right top - red</p><p>If you use inverted texture, then this check box should be ticked.</p></body></html> <html><head/><body><p>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.</p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>standaard</p></td><td><p>geïnverteerd</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/normal_map_texture.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/normal_map_texture_g_inv.jpg"/></p></td></tr></table><p>Voor het herkennen van het type kijk hoe de kleuren zijn geplaatst op een convex gedeelte van de textuur.</p><p>Standaard: linker bovenhoek - groen, rechter onderhoek- rood</p><p>Geïnverteerd: linker onderhoek - groen, rechter bovenhoek - rood</p><p>Als u een geïnverteerde textuur gebruikt, activeer deze optie.</p></body></html> - - + + Invert green (Y+ / Y-) Inverteer groen (Y+ / Y-) - - + + <html><head/><body><p>Color of interior of transparent objects.</p><p>To apply this effect, enable ray-traced reflections in <span style=" font-style:italic;">Raytracing</span> tab</p></body></html> <html><head/><body><p>Kleur voor het interieur van transparante objecten.</p><p>Om dit effect toe te passen schakelt u ray-traced reflecties in op de <span style=" font-style:italic;">Raytracing</span>-tab</p></body></html> @@ -10952,8 +12065,8 @@ richtings-vector: <html><head/><body><p>Gebruik afbeelding als textuur voor het luminositeits-effect.</p><p>Voorbeeld:</p><p><img src=":/tooltips/tooltips_images/material - luminosity texture.jpg"/></p></body></html> - - + + Use luminosity te&xture Gebruik luminositeits-te&xtuur @@ -10962,169 +12075,205 @@ richtings-vector: <html><head/><body><p>Pad naar de afbeelding met luminositeits-textuur</p></body></html> - - + + <html><head/><body><p>Brightness of luminosity texture.</p></body></html> <html><head/><body><p>Helderheid van de luminositeits-textuur.</p></body></html> - - + + <html><head/><body><p>Intensity of specular highlights</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>brightness 0</p></td><td><p>brightness 5 </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - specularity 0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - specularity 5.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>Intensiteit van de spiegelende highlights</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>helderheid 0</p></td><td><p>helderheid 5 </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - specularity 0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - specularity 5.jpg"/></p></td></tr></table></body></html> - - + + Color of reflections: - - + + Use reflectance map texture - - + + <html><head/><body><p>Transparency of the fractal interior. Thicker parts of the object will appear less transparent than thinner parts.</p><p>To apply this effect, enable ray-traced reflections in <span style=" font-style:italic;">Raytracing</span> tab</p><p>Examples for yellow color of volume</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>transparency 0.5</p></td><td><p>transparency 0.8</p></td><td><p>transparency 1.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - transparency of volume 0.5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency of volume 0.8.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency of surface 1.0.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Transparency of fractal surface. </p><p>This effect simulates glass or other refractive materials. For fast rendering, it is recommended to decrease the 'maximum number of iterations' to as low a value as will still produce acceptable image quality ( e.g. maybe about 20 iterations).</p><p>To apply this effect, enable ray-traced reflections in <span style=" font-style:italic;">Raytracing</span> tab </p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>transparency 0.5</p></td><td><p>transparency 0.8</p></td><td><p>transparency 1.0</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - transparency of surface 0.5.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency of surface 0.8.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - transparency of surface 1.0.jpg"/></p></td></tr></table></body></html> - - + + Color of transparency: - - + + + <html><head/><body><p>For backwards compatibity. If enabled, OpenCL and Non-OpenCL modes will sometimes render different coloring.</p></body></html> + + + + + + <html><head/><body><p>Apply color gradient to the volume of the object (if transparency of volume is lower than 1)</p></body></html> + + + + + + Use color gradient for interior + + + + + + <html><head/><body><p>Scatters the light inside the object. It involves calculation of shadows through the volume of the object.</p><p>Because the effect is slow for calculation, it is recomended to decrease Maximum number of fractal iterations to a level which does not change the appearance of the objects.</p></body></html> + + + + + + Subsurface scattering + + + + + Use transparency map texture - - + + + Note: reduce Maximum number of fractal iterations to the level which will not cause changes to the objects shape. It will significantly speed up calculations. + + + + + <html><head/><body><p>Diffusion texture controls the amount and color of the reflected light. It also controls the intensity and width of the specular reflections.</p><p>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.)</p><p>Dark areas will not reflect light, and the specular reflections will be dark and wide (i.e. simulates a rough surface). </p><p>Example:</p><p><img src=":/tooltips/tooltips_images/material - diffusion texture.jpg"/></p></body></html> - - + + Use diffusion &texture - - + + <html><head/><body><p>Path to the image to be used for diffusion texture</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - + + Use normal &map texture - - + + <html><head/><body><p>Path to the image to be used as the normal map texture</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - + + <html><head/><body><p>Enables the use of greyscale heightmaps as bump maps, like on the image below. The bump map is internally converted to a normal map. </p><p><img src=":/tooltips/tooltips_images/displacement_texture.jpg"/></p><p>This texture can give the following result:</p><p><img src=":/tooltips/tooltips_images/material - normal map texture from bumpmap.jpg"/></p></body></html> - - + + <html><head/><body><p>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.</p><p>Example displacement map texture (in most cases it can be the same as for bump maps). Brighter pixels will give bigger embossing of surface.</p><p><img src=":/tooltips/tooltips_images/displacement_texture.jpg"/></p><p>Example result:</p><p><img src=":/tooltips/tooltips_images/material - displacement map.jpg"/></p><p>Note: displacement map does not work with cubic mapping of texture.</p></body></html> - - + + <html><head/><body><p>Path to image with displacement map texture</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> - - + + Texture mapping Textuur-mapping - - + + Fractalize texture - - + + Map texture to fractal shape using algorithm basing on orbit traps - - + + start orbit trap at iteration: - - + + Orbit trap cube size - - + + <html><head/><body><p>Geometry of texture mapping<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Planar - texture is mapped as a 2D plane</p></td><td><p>Spherical - texture is mapped as a sphere around the object center</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - planar mapping.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - spherical mapping.jpg"/></p></td></tr></table><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Cylindrical - texture is mapped as a cylinder around the object axis</p></td><td><p>Cubic - texture is mapped in accordance with the surface direction of a cube.<br/>Note: this mapping cannot be used with a displacement map </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - cylindrical mapping.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - cubic mapping.jpg"/></p></td></tr></table></body></html> - - + + Texture rotation: - - + + <html><head/><body><p>Position of the center of the texture. Position is relative to the texture size.</p><p>Note: size of texture is always 1 x 1 x 1.</p><p>Example of changed texture center [0.3, 0.3, 0.0] </p><p><img src=":/tooltips/tooltips_images/material - cubic mapping - center 0.3 0.3 0.0.jpg"/></p></body></html> - - - - - - + + + + + + <html><head/><body><p>Rotation of the texture relative to the object orientation.</p><p>Example of rotated texture</p><p><img src=":/tooltips/tooltips_images/material - planar mapping - rotated.jpg"/></p></body></html> html><head/><body><p>Rotatie van de textuur relatief tot de object-oriëntatie.</p><p>Voorbeeld van een geroteerde textuur</p><p><img src=":/tooltips/tooltips_images/material - planar mapping - rotated.jpg"/></p></body></html> - - + + Mapping type: Mapping-type: - - + + Texture center: (relative to object size) @@ -11137,16 +12286,16 @@ objectgrootte) <html><head/><body><p>Positie van het centrum van de textuur. Positie is relatief tot textuurgrootte.</p><p>Opmerking: textuurgrootte is altijd 1 x 1 x 1.</p><p>Voorbeeld voor een aangepast textuurcentrum [0.3, 0.3, 0.0] </p><p><img src=":/tooltips/tooltips_images/material - cubic mapping - center 0.3 0.3 0.0.jpg"/></p></body></html> - - - - + + + + <html><head/><body><p>Position of center of the texture. Position is relative to object size.</p><p>Note: object size of fractal object is always 1 x 1 x 1.</p><p>Example of changed texture center [0.3, 0.3, 0.0] </p><p><img src=":/tooltips/tooltips_images/material - cubic mapping - center 0.3 0.3 0.0.jpg"/></p></body></html> <html><head/><body><p>Positie van het centrum van de textuur. Positie is relatief tot objectgrootte.</p><p>Opmerking: objectgrootte van een fractal-object is altijd 1 x 1 x 1.</p><p>Voorbeeld voor een aangepast textuurcentrum [0.3, 0.3, 0.0] </p><p><img src=":/tooltips/tooltips_images/material - cubic mapping - center 0.3 0.3 0.0.jpg"/></p></body></html> - - + + Texture scale: (relative to object size) @@ -11155,8 +12304,8 @@ object size) objectgrootte) - - + + alpha: @@ -11167,26 +12316,26 @@ objectgrootte) - planar mapping.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - spherical mapping.jpg"/></p></td></tr></table><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Cilindrisch - textuur is gemapped als cilinder om de object-as</p></td><td><p>Kubisch -textuur is gemapped conform de oppervlak-richting van een kubus.<br/>Opmerking: deze mapping kan niet met een displacement-map worden gebruikt </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/material - cylindrical mapping.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/material - cubic mapping.jpg"/></p></td></tr></table></body></html> - - + + Spherical Sferisch - - + + Cubic Kubisch - - + + Cylindrical Cilindrisch - - + + Planar Vlak @@ -11195,24 +12344,24 @@ objectgrootte) Textuur-rotatie: - - + + beta: - - + + gamma: - - - - - - + + + + + + <html><head/><body><p>Size of the texture. Size is relative to object size.</p><p>Note: object size of fractal object is always 1 x 1 x 1.</p><p>Example of changed texture scale [0.3, 0.3, 0.3] </p><p><img src=":/tooltips/tooltips_images/material - cubic mapping - scaled down.jpg"/></p></body></html> <html><head/><body><p>Afmeting van de textuur. Grootte is relatief to object-grootte.</p><p>Opmerking: objectgrootte van een fractal-object is altijd 1 x 1 x 1.</p><p>Voorbeeld voor een aangepaste textuurschaal [0.3, 0.3, 0.0] </p><p><img src=":/tooltips/tooltips_images/material - cubic mapping - scaled down.jpg"/></p></body></html> @@ -11291,28 +12440,36 @@ objectgrootte) cMeshExport - Processing layer %1 of %2 - Verwerking van laag %1 van %2 + Verwerking van laag %1 van %2 + + + + Processing layer %1 of %2. Got %3 polygons + - + Mesh Export + + + Mesh Export finished - Processed %1 layers and got %2 polygons + + Mesh Export - Failed to open output file! Mesh Export - Openen output-bestand niet gelukt! - + Mesh Export finished - Cancelled export Mesh Export - Exporteren afgebroken - Mesh Export finished - Processed %1 layers - Mesh Export beëindigd- %1 lagen verwerkt + Mesh Export beëindigd- %1 lagen verwerkt @@ -11428,61 +12585,255 @@ objectgrootte) - - - - - z: - + + + + + z: + + + + + + bottom left front corner: + linkerhoek onder voor: + + + + + <html><head/><body><p>Start rendering of layers based on actual settings</p></body></html> + <html><head/><body><p>Start het renderen van de lagen gebaseerd op de huidige instellingen</p></body></html> + + + + + &Export + &Exporteren + + + + + <html><head/><body><p>Terminate rendering of layers</p></body></html> + <html><head/><body><p>Stopt het renderen van lagen</p></body></html> + + + + + &Stop + + + + Please visit <a href="http://algoholic.eu/export-meshes-from-mandelbulber/">http://algoholic.eu/export-meshes-from-mandelbulber/</a> for more details and usage examples with Blender. Copyright (C) Stanislaw Adaszewski, 2016. Licensed under GPLv3. + Bezoek a.u.b. <a href="http://algoholic.eu/export-meshes-from-mandelbulber/">http://algoholic.eu/export-meshes-from-mandelbulber/</a> voor meer details en gebruiksvoorbeelden van Blender. Copyright (C) Stanislaw Adaszewski, 2016. Licentie onder GPLv3. + + + + Warning + Waarschuwing + + + + Specified file already exists. Overwrite? + Dit bestand bestaat al. Overschrijven? + + + + Select path for mesh output + Kies pad voor mesh-output + + + + cNavigatorWindow + + + + Dialog + + + + + + Edited parameter set + + + + + + Preview quality options + + + + + + Size + + + + + + Small + + + + + + Medium + + + + + + Big + + + + + + Quality + Kwaliteit + + + + + Auto + + + + + + 1 + 10% {1?} + + + + + 1/2 + 10% {1/2?} + + + + + 1/4 + 10% {1/4?} + + + + + 1/8 + 10% {1/8?} + + + + + 1/16 + 10% {1/16?} + + + + + 1/32 + 10% {1/32?} + + + + + Enable shadow calculation in the preview + + + + + + Shadows + + + + + + Enable reflections and transparency calculation in the preview + + + + + + Reflectons + + + + + + Enable volumetric effects calculation in the preview + + + + + + Volumetrics + + + + + + <html><head/><body><p>Disable shadows, reflections and volumetric effects, and enable fast dark glow effect which improves perception of depth.</p></body></html> + + + + + + Dark glow + - - - bottom left front corner: - linkerhoek onder voor: + + + Mouse click function: + Muisklik-functie: - - - <html><head/><body><p>Start rendering of layers based on actual settings</p></body></html> - <html><head/><body><p>Start het renderen van de lagen gebaseerd op de huidige instellingen</p></body></html> + + + <html><head/><body><p>Selection for action which will be executed after clicking on the image</p><ul style="margin-top: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; -qt-list-indent: 1;"><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">No action - blocks functionality of mouse pointer</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Move the camera - moves the camera or target (depends on movement and rotation mode)</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Set fog visibility - sets visibility distance for basic fog effect</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Set DOF focus - sets object which will appear in focus</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Get Julia constant - gets value of constant for Julia fractal</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Place light #n - places light in selected place (mouse wheel controls distance from fractal) </li></ul></body></html> + <html><head/><body><p>Selectie voor een actie die uitgevoerd wordt nadat op de afbeelding geklikt wordt</p><ul style="margin-top: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; -qt-list-indent: 1;"><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Geen actie - blokkeert de functionaliteit van de muisaanwijzer</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Beweeg de camera - beweegt camera of doel (hangt af van beweging en draai-modus)</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Mist-zichtbaarheid instellen - stelt de afstand in voor de zichtbaarheid van het standaard mist-effect</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Scherptediepte-focus instellen - stelt objecten in die de focus hebben</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Julia-constante ophalen - haalt de waarde op voor een Julia fractal</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Plaats licht #n - Plaatst licht op de geselecteerde plaats (het muisrad regelt de afstand tot de fractal) </li></ul></body></html> - - - &Export - &Exporteren + + + No action + Geen actie - - - <html><head/><body><p>Terminate rendering of layers</p></body></html> - <html><head/><body><p>Stopt het renderen van lagen</p></body></html> + + + Closes the Navigator and copies actual parameters to the main window + - - - &Stop - + + + Use in main window + - Please visit <a href="http://algoholic.eu/export-meshes-from-mandelbulber/">http://algoholic.eu/export-meshes-from-mandelbulber/</a> for more details and usage examples with Blender. Copyright (C) Stanislaw Adaszewski, 2016. Licensed under GPLv3. - Bezoek a.u.b. <a href="http://algoholic.eu/export-meshes-from-mandelbulber/">http://algoholic.eu/export-meshes-from-mandelbulber/</a> voor meer details en gebruiksvoorbeelden van Blender. Copyright (C) Stanislaw Adaszewski, 2016. Licentie onder GPLv3. + + + Closes the Navigator and copies actual parameters to the main window. It does not copy camera position and rotation. + - - Warning - Waarschuwing + + + Use in main window (without camera) + - - Specified file already exists. Overwrite? - Dit bestand bestaat al. Overschrijven? + + + Cancel + - - Select path for mesh output - Kies pad voor mesh-output + + Navigator + @@ -11526,7 +12877,7 @@ objectgrootte) cOpenClEngineRenderDOF - + OpenCL DOF finished @@ -11544,17 +12895,17 @@ objectgrootte) - + OpenCL - rendering DOF - phase 1 - + OpenCL - rendering DOF phase 1 - + OpenCL - rendering DOF phase 1 finished @@ -11572,17 +12923,17 @@ objectgrootte) - + OpenCL - rendering DOF - phase 1 - + OpenCL - rendering DOF - phase 2 - + OpenCL - rendering DOF phase 2 finished @@ -11590,31 +12941,55 @@ objectgrootte) cOpenClEngineRenderFractal - + OpenCl - initializing - + Compiling OpenCL programs - + OpenCl - rendering image (workgroup %1 pixels) - + OpenCl - rendering image - + OpenCL - rendering image finished + + cOpenClEngineRenderPostFilter + + + OpenCl %1 - initializing + + + + + Compiling sources for %1 + + + + + + OpenCl - rendering %1 + + + + + OpenCl - rendering %1 finished + + + cOpenClEngineRenderSSAO @@ -11628,36 +13003,66 @@ objectgrootte) - - + + OpenCl - rendering SSAO - + OpenCl - rendering SSAO finished + + cOpenClHardware + + + Timeout detection in graphics driver is not disabled +Run TDR__disable script from %1 +as administrator +Timeout detection can cause graphics driver restarts +during rendering of difficult fractals or effects. + + + cOpenClWorkerThread - + + + + Cannot set OpenCL argument for %1 - + antiAliasingDepth + + + sequenceSize + + + + + jobWidth + + + + + inClPixelSequenceBuffer + + cPostRenderingDOF - - - + + + DOF terminated Scherptediepte afgebroken @@ -11669,128 +13074,128 @@ objectgrootte) Programma-voorkeuren - - + + General Algemeen - - + + Default file paths Standaard bestands-paden - - + + Settings: Instellingen: - - + + Images: Afbeeldingen: - - + + Textures: Texturen: - - + + System Look and Feel Uiterlijk van het gebruikersinterface - - + + To apply changes of these settings you need to restart the application - - + + Language Taal - - + + space light - - + + space dark - - + + space dark green - - + + space dark blue - - + + space dark red - - + + UI font size (points) - - + + <html><head/><body><p>Language of application texts.</p><p>You need to restart application to apply changes.</p></body></html> <html><head/><body><p>Programmataal.</p><p>U moet het programma herstarten voor het toepassen van een andere taal.</p></body></html> - - + + UI Style type Gebruikersinterface stijl-type - + Program Preferences - - + + UI Skin Gebruikersinterface skin - - + + normal normaal - - + + dark donker - - + + light licht @@ -11799,100 +13204,100 @@ objectgrootte) Gebruikersinterface lettertype-grootte (pixels) - - + + Toolbar icon size (pixels) Grootte werkbalk-iconen (pixels) - - + + Colorize group&Boxes - - + + Seed for random colors - - + + Display tooltips - - + + Randomizer - - + + Small - - - - + + + + Medium - - + + Big - - + + Preview size - - + + Preview quality - - + + Low - - + + High - - + + Advanced Geavanceerd - - + + Max. number of CPU cores to use Maximaal aantal CPU-cores dat gebruikt mag worden - - + + Logging verbosity level Verbositeits-niveau logs - - + + Lowest priority Laagste prioriteit @@ -11901,134 +13306,134 @@ objectgrootte) Lage prioriteit - - + + Normal priority Normale prioriteit - - + + High priority Hoge prioriteit - - + + Rendering threads priority Renderthreads-prioriteit - - + + Image auto-refresh period [seconds] - - + + <html><head/><body><p>Multiplies fractal c constant by this value.</p></body></html> <html><head/><body><p>Vermenigvuldigt de fractal-c-constante met deze waarde.</p></body></html> - - + + Path to log file: - - + + Do not ask for quit confirmation Vraag bij afsluiten niet om bevestiging - - + + Do not show description on settings load Toon geen omschrijving bij het laden van instellingen - - + + Retrieve default toolbar presets Haal standaard werkbalkvoorinstellingen op - - + + Retrieve default materials in material folder Haal standaard-materialen in materiaal-map op - - + + Image Afbeelding - - + + <html><head/><body><p><span style=" font-weight:600;">JPG</span></p><p>The quality value will be ignored, since JPG only supports 8 bit precision.</p><p>Every image channel will be saved as a separate file with appended postfix.</p><p><span style=" font-weight:600;">PNG</span></p><p>The quality value can be 8 bit or 16 bit (32 bit will result in 16 bit precision).</p><p>Every image channel will be saved as a separate file. </p><p>Only exception can be alpha channel:</p><p>If both Color and Alpha channel are selected and &quot;Append alpha to image (only PNG and TIFF)&quot;, then color + alpha will be saved to a RGBA image with quality and postfix of color row.</p><p><span style=" font-weight:600;">TIFF</span></p><p>The quality value can be 8 bit, 16 bit or 32 bit.</p><p>Every image channel will be saved as a separate file. </p><p>Only exception can be alpha channel:</p><p>If both Color and Alpha channel are selected and &quot;Append alpha to image (only PNG and TIFF)&quot;, then color + alpha will be saved to a RGBA image with quality and postfix of color row.</p><p><span style=" font-weight:600;">EXR</span></p><p>The quality value can be 16 bit or 32 bit (8 bit will result in 16 bit precision).</p><p>The postfix will be ignored since all image channels will be saved to one file.</p></body></html> <html><head/><body><p><span style=" font-weight:600;">JPG</span></p><p>De instelling voor de kwaliteit wordt genegeerd omdat JPG alleen 8-bits precisie ondersteunt.</p><p>Elk beeldkanaal wordt opgeslagen als een apart bestand met achtervoegsel.</p><p><span style=" font-weight:600;">PNG</span></p><p>De kwaliteit kan 8- of 16-bits zijn (32-bits wordt 16-bits precisie).</p><p>Elk beeldkanaal wordt opgeslagen als een apart bestand. </p><p>De enige uitzondering hierop vormt het alpha-kanaal:</p><p>Wanneer zowel kleur- als alphakanaal zijn geselecteerd en tevens &quot;Alpha aan beeld toevoegen (alleen PNG en TIFF)&quot;, worden kleur en alpha opgeslagen als RGBA-afbeelding met de kwailiteit en achtervoegsel van de kleurrij.</p><p><span style=" font-weight:600;">TIFF</span></p><p>De kwaliteit kan 8-, 16- of 32-bits zijn.</p><p>Elk beeldkanaal wordt opgeslagen als een apart bestand. </p><p>De enige uitzondering hierop vormt het alpha-kanaal:</p><p>Wanneer zowel kleur- als alphakanaal zijn geselecteerd en tevens &quot;Alpha aan beeld toevoegen (alleen PNG en TIFF)&quot;, worden kleur en alpha opgeslagen als RGBA-afbeelding met de kwailiteit en achtervoegsel van de kleurrij.</p><p><span style=" font-weight:600;">EXR</span></p><p>De kwaliteit kan 16- of 32 bits zijn (8-bits wordt16-bits precisie).</p><p>Het achtervoegsel wordt genegeerd daar alle beeldkanalen worden opgeslagen in één bestand.</p></body></html> - - + + Use constant depth range - - + + Precision - - + + single - - + + Low priority - - + + Render thumbnails with OpenCL (if OpenCL enabled) - - + + OpenCL (GPU) - - + + OpenCL ena&ble - - + + This will offload the rendering to an OpenCL device (GPU, CPU, Accelerator Card). - - + + double - - + + Memory Limit: @@ -12038,420 +13443,707 @@ objectgrootte) <html><head/><body><p><span style=" font-weight:600;">JPG</span></p><p>De instelling voor de kwaliteit wordt genegeerd omdat JPG alleen 8-bits precisie ondersteunt.</p><p>Elk beeldkanaal wordt opgeslagen als een apart bestand met achtervoegsel.</p><p><span style=" font-weight:600;">PNG</span></p><p>De kwaliteit kan 8- of 16-bits zijn (32-bits wordt 16-bits precisie).</p><p>Elk beeldkanaal wordt opgeslagen als een apart bestand. </p><p>De enige uitzondering hierop vormt het alpha-kanaal:</p><p>Wanneer zowel kleur- als alphakanaal zijn geselecteerd en tevens &quot;Alpha aan beeld toevoegen (alleen PNG en TIFF)&quot;, worden kleur en alpha opgeslagen als RGBA-afbeelding net de kwailiteit en achtervoegsel van de kleurrij.</p><p><span style=" font-weight:600;">TIFF</span></p><p>De kwaliteit kan 8-, 16- of 32 bits zijn.</p><p>Elk beeldkanaal wordt opgeslagen als een apart bestand. </p><p>De enige uitzondering hierop vormt het alpha-kanaal:</p><p>Wanneer zowel kleur- als alphakanaal zijn geselecteerd en tevens &quot;Alpha aan beeld toevoegen (alleen PNG en TIFF)&quot;, worden kleur en alpha opgeslagen als RGBA-afbeelding net de kwailiteit en achtervoegsel van de kleurrij.</p><p><span style=" font-weight:600;">EXR</span></p><p>De kwaliteit kan 16- of 32 bits zijn (8-bits wordt16-bits precisie).</p><p>Het achtervoegsel wordt genegeerd daar alle beeldkanalen worden opgeslagen in één bestand.</p></body></html> - - + + Image Settings Instellingen voor afbeelding - - + + These settings affect "Save as JPG/PNG/EXR/TIFF" actions and saving animation frames. Deze instellingen hebben invloed op "Opslaan als JPG/PNG/EXR/TIFF" acties en op het opslaan van animatie-frames. - - - - + + + + Image Channel Beeld-kanaal - - - - + + + + Quality Kwaliteit - - - - + + + + Postfix Achtervoegsel - - + + Color Kleur - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + 8 bit 8-bits - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + 16 bit 16-bits - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + 32 bit 32-bits - - + + Alpha - - + + Z Buffer - - + + Z-buffer options - - + + Invert z-buffer - - + + Logarithmic scale - - + + maximum z-depth - - + + minimum z-depth - - + + Op&tional Image Channels - - + + Following channels are only rendered on demand and will only be present after enabling and re-render. De volgende kanalen worden alleen gerenderd op verzoek en zijn alleen aanwezig na activering en her-renderen. - - - Surface Normal - Oppervlakte-normal + + + Surface Normal + Oppervlakte-normal + + + + + Specular + + + + + + World + + + + + + Diffuse + + + + + + World Normal + + + + + + Misc Image Settings + Diverse afbeeldings-instellingen + + + + + JPEG quality: + JPEG kwaliteit: + + + + + Save each channel in separate folder + + + + + + Toolbar + + + + + + Custom formula editor font size (points) + + + + + + Max. RAM for texture cache (GB) + + + + + + Console debug output + + + + + + Not denoised + + + + + + Global illumination + + + + + + Shadows + + + + + + Use linear colorspace (only EXR) + + + + + + Save stereoscopic left and right images in separate files +(stereoscopic mode has to be "left-right") + + + + + + Append alpha to image (only PNG and TIFF) + Alpha aan beeld toevoegen (alleen PNG en TIFF) + + + + + Save fractal settings together with the image + + + + + + Thumbnail options + Opties voor miniaturen + + + + + Clear + Wissen + + + + + Load + Laden + + + + + <html><head/><body><p>Memory limit for single memory buffer used by OpenCL programs.</p><p>It should be set not higher than suggested memory limit showed below.</p><p>If SSAO or DOF effects need more memory than limit, they will be rendered using CPU.</p><p>Higher memory limit can allow rendering SSAO and DOF effects using GPU at higher resolution, but program can produce errors or be unstable.</p></body></html> + + + + + + Device + + + + + + All GPU devices + + + + + + Default device + + + + + + All devices + + + + + + All CPU devices + + + + + + All accelerators + + + + + + Platforms + + + + + + <html><head/><body><p>It disables 'compute cache' used by NVidia driver. It is sometimes needed to use this option to refresh precompiled OpenCL programs after changing OpenCL source files (e.g. after upgrade of the program).</p></body></html> + + + + + + Disable cache for OpenCL programs + + + + + + <html><head/><body><p>It enables -cl-fast-relaxed-math OpenCL flag. It provides additional speed by removing some checks to the math operations like division by zero or Not-a-Number. In some cases it can lead to unpredictable results.</p><p>It is needed to restart the program to apply this option.</p></body></html> + + + + + + Use fast relaxed math + + + + + + Suggested memory limit: + + + + + + <html><head/><body><p>Job size multiplier increases size of OpenCL jobs (size of tiles).</p><p>Higher value can increase rendering speed, but too high can slow down rendering.</p><p>Too high value can cause higher GPU memory usage makeing the program unstable. It also increases the time of rendering a single tile, which can cause GPU driver timeouts.</p></body></html> + + + + + + Job size multiplier: + + + + + + Percentage of reserved GPU time for a system + + + + + + <html><head/><body><p>Percentage of GPU time which will be reserved for another processes like a system.</p><p>Higher value will generate longer waits between launching next OpenCL jobs. During this time the system will have opportunity to update UI. It will cause reduction of rendering speed.</p></body></html> + + + + + + clang-format path: + + + + + + <html><head/><body><p>Mandelbulber can use OpenCL to accelerate rendering.<br/>For more information about setup and workflow see the User Manual<br/>under Menu &gt; Help &gt; User Manual.<br/></p></body></html> + + + + + + Shortcuts + + + + + + Default layout + + + + + + MB3D layout + - - - Specular + + + Render - - - World + + + Stop - - - Diffuse + + + Move forward - - - World Normal + + + Move backward - - - Misc Image Settings - Diverse afbeeldings-instellingen + + + Move left + - - - JPEG quality: - JPEG kwaliteit: + + + Move right + - - - Save each channel in separate folder + + + Move up - - - Use linear colorspace (only EXR) + + + Move down - - - Save stereoscopic left and right images in separate files -(stereoscopic mode has to be "left-right") + + + Rotate left - - - Append alpha to image (only PNG and TIFF) - Alpha aan beeld toevoegen (alleen PNG en TIFF) + + + Rotate right + - - - Thumbnail options - Opties voor miniaturen + + + Rotate up + - - - Clear - Wissen + + + Add keyframe + Keyframe toevoegen - - - Load - Laden + + + Modify keyframe + Keyframe aanpassen - - - <html><head/><body><p>Memory limit for single memory buffer used by OpenCL programs.</p><p>It should be set not higher than suggested memory limit showed below.</p><p>If SSAO or DOF effects need more memory than limit, they will be rendered using CPU.</p><p>Higher memory limit can allow rendering SSAO and DOF effects using GPU at higher resolution, but program can produce errors or be unstable.</p></body></html> + + + Rotate down - - - Device + + + Roll left - - - All GPU devices + + + Roll right - - - Default device - + + + Generate + Aanmaken - - - All devices + + Path to log file: %1 - - - All CPU devices - + + Select default directory for images + Kies standaardmap voor afbeeldingen - - - All accelerators - + + Select default directory for settings files + Kies standaardmap voor instellingenbestanden - - - Platforms - + + Select default directory for textures + Kies standaardmap voor texturen - - - <html><head/><body><p>It disables 'compute cache' used by NVidia driver. It is sometimes needed to use this option to refresh precompiled OpenCL programs after changing OpenCL source files (e.g. after upgrade of the program).</p></body></html> + + Select default directory for toolbar presets - - - Disable cache for OpenCL programs - + + rendering %1, %2 of %3 + rendert %1, %2 of %3 - - - <html><head/><body><p>It enables -cl-fast-relaxed-math OpenCL flag. It provides additional speed by removing some checks to the math operations like division by zero or Not-a-Number. In some cases it can lead to unpredictable results.</p><p>It is needed to restart the program to apply this option.</p></body></html> + + Suggested memory limit (based on CL_DEVICE_MAX_MEM_ALLOC_SIZE): %1 MB - - - Use fast relaxed math + + clang-format executable (clang-format.exe clang-format-*.exe clang-format-* clang-format) - - - Suggested memory limit: + + Select clang-format executable (exe on windows, program name on MacOS / Linux)... + + + cPrimitivesManager - - - <html><head/><body><p>Job size multiplier increases size of OpenCL jobs (size of tiles).</p><p>Higher value can increase rendering speed, but too high can slow down rendering.</p><p>Too high value can cause higher GPU memory usage makeing the program unstable. It also increases the time of rendering a single tile, which can cause GPU driver timeouts.</p></body></html> - + + + Form + Formulier - - - Job size multiplier: + + + Show wire-frame preview of primitives - - - Percentage of reserved GPU time for a system + + + <html><head/><body><p>Delete the selected light source.</p></body></html> - - - <html><head/><body><p>Percentage of GPU time which will be reserved for another processes like a system.</p><p>Higher value will generate longer waits between launching next OpenCL jobs. During this time the system will have opportunity to update UI. It will cause reduction of rendering speed.</p></body></html> + + + Delete +primitive - - - clang-format path: + + + <html><head/><body><p>Place a light source using the mouse pointer.</p><p>Light position (for selected light tab) can be manipulated in following ways:</p><p>- mouse click on the image places light in front of selected point (offset by placement distance.) Placement distance from the selected point can be adjusted using mouse wheel + alt key.</p><p>- move light by dragging the mouse pointer while holding left mouse button. Moves light while maintaining placement distance</p><p>- rotating mouse wheel while holding control key moves light forward/backward</p></body></html> - - - <html><head/><body><p>Mandelbulber can use OpenCL to accelerate rendering.<br/>For more information about setup and workflow see the User Manual<br/>under Menu &gt; Help &gt; User Manual.</p><p>OpenCL support is still alpha and lacks the following features<br/>present in the non-OpenCL mode:</p><ul style="margin-top: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; -qt-list-indent: 1;"><li style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">HDR blur</li></ul><p><br/></p></body></html> + + + Place/move +primitive - - - Generate - Aanmaken + + + + + + + + + + + <html><head/><body><p>Duplicate the selected light source. All parameters will be copied to the new one.</p></body></html> + - - Path to log file: %1 + + + Align rotation +to the camera - - Select default directory for images - Kies standaardmap voor afbeeldingen + + + Duplicate +primitive + - - Select default directory for settings files - Kies standaardmap voor instellingenbestanden + + + Enable all + - - Select default directory for textures - Kies standaardmap voor texturen + + + Disable all + - - rendering %1, %2 of %3 - rendert %1, %2 of %3 + + + Only selected + - - Suggested memory limit (based on CL_DEVICE_MAX_MEM_ALLOC_SIZE): %1 MB + + Rename %1 #%2 - - clang-format executable (clang-format.exe clang-format-*.exe clang-format-* clang-format) + + Renaming %1 #%2 - - Select clang-format executable (exe on windows, program name on MacOS / Linux)... + + Enter name of the primitive %1 #%2 cPushButtonAnimSound - + Audio loaded - + Anim By Sound @@ -12459,48 +14151,48 @@ en zijn alleen aanwezig na activering en her-renderen. cQueue - - + + STILL STILSTAAND BEELD - + FLIGHT VLUCHT - + KEYFRAME - + Fractals (*.txt *.fract) - + Add file to queue... Voeg bestand toe aan wachtrij... - + Name Naam - + Preview Voorvertoning - + Type - + Action Actie @@ -12509,236 +14201,264 @@ en zijn alleen aanwezig na activering en her-renderen. cRandomizerDialog - + Dialog - + Slight randomize - + Medium randomize - + Heavy randomize - + STOP - + Do not randomize integers and booleans - + Do not randomize camera - + Reset Herstel - + Reset negligible parameters - + Use and add to keyframe animation - + Use - + Actual version - + Version 1 - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + Select - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + ... - - + + + + + + + + + + + + + + + + + + + + + + + + + Keep + + + + + Version 3 - - + + Version 2 - - + + Version 4 - - + + Version 5 - - + + Version 6 - - + + Version 7 - - + + Version 8 - - + + Version 10 - - + + Version 9 - - + + Version 11 - - + + Version 12 - + Randomizer (for parameters from %1) - + Randomizer (for parameters from keyframe animation) - + Fractals (*.txt *.fract) Fractals (*.txt *.fract) - + Save settings... Instellingen opslaan... - + Close Confirmation - + Exit Randomizer? - + Version %1, time %2s @@ -12746,30 +14466,145 @@ en zijn alleen aanwezig na activering en her-renderen. cRenderJob - + OpenCl - rendering - all finished - + Finished Render Renderen beëindigd - + The image has been rendered completely. De afbeelding is volledig gerenderd. - + + OpenCl - waiting for free GPU + + + + OpenCl - rendering finished - + OpenCl - rendering SSAO finished + + + OpenCl - rendering Post Filter finished + + + + + cSettingsBrowser + + + + Dialog + + + + + + Don't use OpenCL + + + + + + Use OpenCL for MC + + + + + + Use OpenCL for MC, HQ + + + + + + Use OpenCL for all + + + + + + Use OpenCL for all, HQ + + + + + + Filter by Name + + + + + + Filter by Fractal + + + + + + Filter by Effect + + + + + + Filter: + + + + + + Load settings + + + + + + Cancel + + + + + Preview + + + + + Filename + + + + + Last modifued + + + + + Formulas + Formules + + + + Effects + Effecten + + + + Select folder with fractal settings + + cSettingsCleaner @@ -12829,12 +14664,12 @@ en zijn alleen aanwezig na activering en her-renderen. - + Initializing - + Trying parameter: %1:%2 @@ -12842,32 +14677,32 @@ en zijn alleen aanwezig na activering en her-renderen. cSystemTray - + Render Image Afbeelding renderen - + Render Animation Animatie renderen - + Render Flight Vlucht renderen - + Stop - + Show Notifications Toon meldingen - + Quit Afsluiten @@ -12876,239 +14711,271 @@ en zijn alleen aanwezig na activering en her-renderen. cTabFractal - + Form Formulier - - + + <html><head/><body><p>Weight of result of fractal formula. If weight is zero then result is ignored. If result is 1 then is fully taken.</p></body></html> <html><head/><body><p>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.</p></body></html> - - + + Iterations: Iteraties: - - + + + + <html><head/><body><p>Number of iterations to calculate for this formula</p></body></html> <html><head/><body><p>Aantal iteraties dat zal worden berekend voor deze formule</p></body></html> - - + + <html><head/><body><p>Selection for fractal formula. Fractal formula defines shape of fractal.</p><p>Algorithm (code) for selected formula is visible in Information box.</p></body></html> <html><head/><body><p>Selecteert de fractal-formule. Deze formule bepaalt de vorm van de fractal.</p><p>Het algoritme (code) voor de gekozen formule is zichtbaar in de Informatie-box.</p></body></html> - - + + Weight: Gewicht: - - + + <html><head/><body><p>Enables checking of bailout condition for this fractal formula. </p><p>Bailout condition is checked at the end of each iteration. If the length of the iteration vector is longer than the value defined by 'bailout' parameter, then the iterating stops.</p></body></html> <html><head/><body><p>Activeert het checken op bereiken van de bailout-conditie </p><p>Op de bailout-conditie wordt gecheckt aan het einde van elke iteratie. Wanneer de lengte van de iteratie-vector goter is dan de waarde aangegeven in de bailout-parameter stopt de iteratie.</p></body></html> - - + + Check for bailout condition Check bailout conditie - - + + <html><head/><body><p>Disables adding Cpixel constant to the result of fractal iteration (e.g. z<span style=" vertical-align:sub;">n+1</span> = z<span style=" vertical-align:sub;">n</span><span style=" vertical-align:super;">2</span> + C)</p></body></html> <html><head/><body><p>Schakelt het toevoegen van de Cpixel-constante aan het resultaat van de fractal-iteratie uit (b.v. z<span style=" vertical-align:sub;">n+1</span> = z<span style=" vertical-align:sub;">n</span><span style=" vertical-align:super;">2</span> + C)</p></body></html> - - + + Don't add C constant Geen C-constante toevoegen - - + + Reset Herstel - - + + <html><head/><body><p>This fractal formula will be used when iteration number will be not higher than 'Stop at iteration'</p></body></html> <html><head/><body><p>Deze fractal-formule wordt gebruikt zolang het aantal iteraties niet hoger is dan 'Stop bij iteratie'</p></body></html> - - + + Start at iteration : Begin bij iteratie: - - + + Load Laden - - + + Save - - - - + + + + Randomize Randomiseer - - - Reset formula parameters + + + Navi - + + Reset formula parameters + + + + + <html><head/><body><p>This fractal formula will be used when iteration number will be not less than 'Start at iteration'</p></body></html> <html><head/><body><p>Deze fractal-formule wordt gebruikt zolang het aantal iteraties niet lager is dan 'Start bij iteratie'</p></body></html> - - + + Stop at Iteration: Stop bij iteratie: - - + + Formula specific parameters Formule-specifieke parameters - - + + + Calculation parameters + + + + + + Maximum number of fractal iterations: + + + + + + Smooth DE combine + + + + + + Smooth distance: + + + + + C constant addition for this fractal formula Toevoeging van C-constante voor deze fractal-formule - - + + &Julia mode &Julia-modus - - - - - - - - + + + + + + + + y: - - + + Julia constant (c): Julia-constante (c): - - - - - - - - + + + + + + + + z: - - - - - - - - + + + + + + + + x: - - + + Constant multiplier: Vermenigvuldigingsfactor voor constante: - - + + Initial w-axis value for 4D fractals Initiële w-as-waarde voor 4D-fractals - - + + Material for fractal Materiaal voor de fractal - - + + Transform (fractal positioning) Transform (fractal-positionering) - - + + shift: verschuiving: - - + + Y-axis rotation: Y-as-rotatie: - - + + X-axis rotation: X-as-rotatie: - - + + Z-axis rotation: Z-as-rotatie: - - + + Repeat Herhalen - - + + scale: schaal: @@ -13294,7 +15161,7 @@ voor 4D-fractals <html><head/><body><p>De gegenereerde voxel-lagen kunnen worden gebruikt voor het creëren van een </p><p>a <span style=" font-weight:600;">3D-model</span> voor diverse applicaties.</p><p>Een mogelijke werkstroom met deze afbeeldingen:</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p align="center"><span style=" font-weight:600;">Programma</span></p></td><td><p align="center"><span style=" font-weight:600;">Input</span></p></td><td><p align="center"><span style=" font-weight:600;">Output</span></p></td></tr><tr><td><p><span style=" font-weight:600;">Mandelbulber</span></p></td><td><p align="center">---</p></td><td><p align="center">voxel-lagen</p></td></tr><tr><td><p><a href="http://fiji.sc/"><span style=" font-weight:600; text-decoration: underline; color:#0000ff;">FIJI</span></a></p></td><td><p align="center">voxel-lagen</p></td><td><p align="center">3D-model</p></td></tr><tr><td><p><a href="http://meshlab.sourceforge.net/"><span style=" font-weight:600; text-decoration: underline; color:#0000ff;">Meshlab</span></a></p></td><td><p align="center">3D-model</p></td><td><p align="center">geöptimaliseerd 3D-model</p></td></tr><tr><td><p><span style=" font-weight:600;">Online 3D-print service</span></p></td><td><p align="center">geöptimaliseerd 3D-model</p></td><td><p align="center">geprint model</p></td></tr></table><p>Hier vindt u een aantal goede artikelen over dit onderwerp (in het Engels):</p><p><a href="http://henri-hebeisen.com/tag/mandelbulb"><span style=" text-decoration: underline; color:#0000ff;">http://henri-hebeisen.com/tag/mandelbulb</span></a></p><p><a href="http://www.instructables.com/id/Create-a-3D-printed-3D-fractal/"><span style=" text-decoration: underline; color:#0000ff;">http://www.instructables.com/id/Create-a-3D-printed-3D-fractal/</span></a></p></body></html> - + Select path for slice images Kies pad voor afbeeldingen van voxel-lagen @@ -13310,52 +15177,52 @@ voor 4D-fractals main - + 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 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 - + Starts the program without a GUI. Start het programma zonder grafische gebruikersinterface. - + Renders keyframe animation. Rendert de keyframe-animatie. - + Renders flight animation. Rendert de vlucht-animatie. - + Never delete data, instead Exit CLI application. Nooit data verwijderen, in plaats daarvan client-applicatie verlaten. - + Starts rendering from frame number <N>. Start renderen bij frame-nummer <N>. - - - - - - + + + + + + N - + Stops rendering on frame number <N>. Stopt renderen bij frame-nummer <N>. - + <KEY=VALUE> overrides item '<KEY>' from settings file with new value '<VALUE>'. Specify multiple KEY=VALUE pairs by separating with a '#': <KEY1=VALUE1#KEY2=VALUE2>. Quote whole expression to avoid whitespace parsing issues Override fractal parameter in the form 'fractal<N>_KEY=VALUE' with <N> being index of fractal @@ -13364,12 +15231,12 @@ Specificeer meerdere KEY=VALUE-paren door ze te separeren met een'#': Overschrijf de fractal-parameter in de vorm 'fractal<N>_KEY=VALUE' waarbij <N> de indez van de fractal is - + ... - + Lists all possible parameters '<KEY>' with corresponding default value '<VALUE>'. Somt alle mogelijke '<KEY>'-parameters op met de bijbehorende standaard-waarden '<VALUE>'. @@ -13390,7 +15257,7 @@ Overschrijf de fractal-parameter in de vorm 'fractal<N>_KEY=VALUE&apo tiff - TIFF-formaat - + Image output format: jpg - JPEG format (default) png - PNG format @@ -13402,88 +15269,88 @@ Overschrijf de fractal-parameter in de vorm 'fractal<N>_KEY=VALUE&apo - - + + FORMAT FORMAAT - + Overrides image resolution. Specify as width and height separated by 'x' Overschrijft de ingestelde beeldresolutie. Geef aan als hoogte en breedte gescheiden door 'x' - + WxH BxH - + Overrides frames per key parameter. Overschrijft frames per keyframe-parameter. - + Sets application as a server listening for clients. Stelt applicatie in als server die op clients wacht. - + Sets application as a client connected to server of given host address (Host can be of type IPv4, IPv6 and Domain name address). Stelt applicatie in als client verbonden met server op aangeven host-adres (Host can van het type IPv4, IPv6 en Domain naam-adres zijn). - + N.N.N.N - + Sets network port number for netrender (default 5555). Stelt netwerk-poortnummer in voor NetRender (standaard 5555). - + Starts program without ANSI colors, when execution on CLI. Start het programma zonder ANSI-kleuren wanneer het wordt uitgevoerd op de client. - + Saves rendered image(s) to this file / folder. Slaat gerenderde afbeeldingen op naar dit bestand/deze map. - + Specify custom system log filepath (default is: ~/.mandelbulber_log.txt). - + Renders all images from common queue. Rendert alle afbeeldingen in de algemene wachtrij. - + Runs testcases on the mandelbulber instance Laat testcases draaien op het mandelbulber-proces - + Runs benchmarks on the mandelbulber instance, specify optional parameter difficulty (1 -> very easy, > 20 -> very hard, 10 -> default). When [output] option is set to a folder, the example-test images will be stored there. - + Runs the program in opencl mode and selects first available gpu device. - + Runs the program in opencl mode and selects all available gpu devices. - + Renders the voxel volume. Output formats are: slice - stack of PNG images into one folder (default) ply - Polygon File Format (single 3d file) @@ -13491,7 +15358,7 @@ Overschrijf de fractal-parameter in de vorm 'fractal<N>_KEY=VALUE&apo - + Resaves a settings file (can be used to update a settings file) Slaat een instelling opnieuw op (kan worden gebruikt om een instellingenbestand te updaten) @@ -13500,27 +15367,27 @@ Overschrijf de fractal-parameter in de vorm 'fractal<N>_KEY=VALUE&apo Rendert het voxel-volume in een set afbeeldingen. - + Shows statistics while rendering in CLI mode. Toon statistieken tijdens het renderen in client-modus. - + Shows help about input. Toon help voor input. - + Shows example commands. Toon voorbeeldcommando's. - + Shows commands regarding OpenCL. - + 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<settings_file> can also be specified as a list, see all options with --help-input diff --git a/mandelbulber2/language/pl.qm b/mandelbulber2/language/pl.qm index 4d2c8e6b56354e42c282829ab2f76563d0197aae..4ab04b6584113429cf9cd65272cd1792cb59d88b 100644 GIT binary patch delta 20597 zcmaic2V9Tu`v3LJ`}u4XDM_>t$=;F7BzuKuNu;Q((8tIqTgc4L&Wgj1DP&QpK^z(c^1B=ma@ z97RG<4`4iSHIXok%)*i*IM|Mc6N#jT#NG`iVjGE7a0TwbgIX1(+U0@!a9+I#=U*?v zh2M+t?GP2k&KFdaoIe-gT6`GqF{ds?Slg(gVk~Y!Gbz<7v3ULUg$Xup-V!0)t5!=tX3%b(w_41(@Ptcwhw(=SwOQ)wu%fMN}7azhoxxD)0kQ zJxfEch#K_7lyxL(jZS{L3j9i}&AK9-ivjswA>OvEieeBX)V>w*Wd^D!S|rhF9kI@n z$xNNYi7nql)a4X$+V~>e08w{!Bfcz@3n&J?BkDb$*n>Mnfu~97@QmpEDiZQW6XgJd z@{2HUvx-vfc0_saNve(Z@;(690zU#T0Y3qM61|p4s^eObxbZuPlA)o^T0&${ux7y! 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z?`a`hUEA1e#~I9IC1bx`*O0J07?M#vJdBQY#ix`h<&Yxag>LIb49a^W3M=noD*n_SeuFX*Vs7WI%X(zi*f4V2;A{7^&xpA+t@$#xkXvTiCkga-Q zyjr^NleXS?twRQ4$Y$e>1KGrxycA>R_u=S3%rxH8OvV6K8*k@AY&m=}-jkr_)T73G zy)k`bHyCrEVi|C|*E)#@BBUzE9*vbs_+$PPq&obP>ysq>laF1W#4Zj$c0Gr!?Uwk)TRC-XQv>Dl Gu>S)wE+B0H diff --git a/mandelbulber2/language/pl.ts b/mandelbulber2/language/pl.ts index 0bcb01598..1c70225bf 100644 --- a/mandelbulber2/language/pl.ts +++ b/mandelbulber2/language/pl.ts @@ -655,13 +655,13 @@ Note: - + Cannot init renderJob, see log output for more information. Nie można zainicjować renderowania. Zobacz log aby uzyskać więcej informacji. - - + + You cannot apply changes during rendering. You will do this after rendering. Nie możesz nanosić zmian podczas rendowania. Zrobisz to później po renderowaniu. @@ -670,13 +670,13 @@ Note: Reset widoku - + Fractal size calculation Obliczanie wielkości fraktala - - + + Done Gotowe @@ -795,55 +795,55 @@ Note: Nie dodawaj globalnej stałej C - - + + Not enough free memory in OpenCL device to render SSAO effect! Nie wystarczająca ilość pamięci w urządzeniu OpenCL do zrenderowania efektu SSAO! - - + + Resetting view Resetowanie widoku - - - - - - - + + + + + + + bounding box as limit Otaczający prostopadłościan jako ograniczenie - + Negative X Limit Ograniczenie dla ujemnych X - + Negative Y Limit Ograniczenie dla ujemnych Y - + Negative Z Limit Ograniczenie dla ujemnych X - + Positive X Limit Ograniczenie dla dodatnich X - + Positive Y Limit Ograniczenie dla dodatnich Y - + Positive Z Limit Ograniczenie dla dodatnich Z @@ -879,27 +879,27 @@ wskaźnikiem myszy Plik ui prymitywu nie może zostać załadowany - + No action Brak akcji - + Move the camera Przesuń kamerę - + Set fog visibility Ustaw widoczność mgły - + Set DOF focus Ustaw głębię ostrości - + Get Julia constant Pobierz stałą Julia @@ -920,47 +920,47 @@ wskaźnikiem myszy Umieść światło #4 - + Are you sure to stop this long render? Czy na pewno chcesz zatrzymać ten długi rendering? - + Abort? Przerwać? - + Place light #%1 Umieść światło #%1 - + Place random light center Umieść centrum losowych świateł - + Get point coordinates Pobierz współrzędne punktu - + Wrap Limits around object Dopasowanie granic do obiektu - + Place Umieść - + Yes, don't ask again Tak, ale już więcej nie pytaj - + 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<ul><li><b>.mandelbulber</b> for program internal folders/files:<br>undo, toolbar, queue, thumbnails, mandelbulber.ini, miscellaneous meta files</li><li><b>mandelbulber</b> for user defined folders/files:<br>settings, images, materials, slices, animation, textures</li></ul> Do you want to upgrade now to this new structure? Program will restart after upgrade. @@ -969,28 +969,28 @@ Zamiast trzymać wszystkie pliki i foldery robocze w ~/.mandelbulber, są one te Czy chcesz teraz zaktualizować na nową strukturę plików? Program zostanie zrestartowany po aktualizacji. - + Data folder upgrade Aktualizacja folderów danych - + No, don't ask again Nie pytaj ponownie - - + + Looking for optimal DE factor Poszukiwanie optymalnego współczynnika estymacji dystansu - + Percentage of wrong distance estimations: %1 Procent nieprawidłowych estymacji dystansu: %1 - + Optimal DE factor is: %1 which gives %2% of bad distance estimations Optymalny współczynnik estymacji dystansu wynosi %1 i daje %2% nieprawidłowych estymacji @@ -1000,27 +1000,27 @@ Czy chcesz teraz zaktualizować na nową strukturę plików? Program zostanie zr Dodawaj globalną stałą C - + Toolbar settings: Plik ustawień: - + Are you sure to close the application? Czy jesteś pewny, że chcesz zamknąć aplikację? - + Quit? Wyjść? - + Auto recovery Auto odzyskiwanie - + Application has not been closed properly Do you want to recover your latest work? Aplikacja nie została poprawnie zamknięta @@ -1076,35 +1076,35 @@ Czy chcesz odzyskać swoją ostatnią pracę? - + Rendering image Renderowanie - + Idle Bezczynność - - + + Initialization Inicjowanie - + Setting up image buffers Przygotowywanie buforów dla obrazu - + Loading textures Wczytywanie tekstur - + Starting rendering of image Rozpoczynanie renderowania obrazu @@ -1114,68 +1114,68 @@ Czy chcesz odzyskać swoją ostatnią pracę? Renderowanie efektu SSAO w toku - + It's not valid Mandelbulber settings file. No header To nie jest prawidłowy plik z ustawieniami Mandelbulbera. Brak nagłówka - + It's not valid Mandelbulber settings file. Wrong header To nie jest prawidłowy plik z ustawieniami Mandelbulbera. Niewłaściwy nagłówek - + It's not valid Mandelbulber settings file. No information about version of file To nie jest prawidłowy plik z ustawieniami Mandelbulbera. Brak informacji o numerze wersji - + It's not valid Mandelbulber settings file. Wrong file version number To nie jest prawidłowy plik z ustawieniami Mandelbulbera. Niewłaściwy numer wersji - + File was saved in newer version of Mandelbulber File version: Plik został zapisany w nowszej wersji Mandelbulbera Wersja pliku: - + It's not valid Mandelbulber settings file. Format not specified in the header To nie jest prawidłowy plik z ustawieniami Mandelbulbera. Format nie został wyspecyfikowany w nagłówku - - + + Error in settings file. Line: Błąd w pliku z ustawieniami. Linia: - - + + Too many errors in settings file Zbyt dużo błędów w pliku z ustawieniami - - - + + + Unknown parameter: Nieznany parametr: - + Missing value for parameter %1 Brakuje wartości dla parametru %1 - + Missing column 'frame' in the list of animation frames Brakuje kolumny 'frame' na liście klatek animacji - + Missing column 'framesPerKeyframe' in the list of animation frames Brakuje kolumny 'framesPerKeyframe' na liście klatek animacji @@ -1184,27 +1184,27 @@ Wersja pliku: Brakuje kolumny 'frame' na liście klatek animacji - + Unknown parameter in animation frames: Nieznany parametr na liście klatek animacji: - + No valid list of parameters for animation frames Brak prawidłowej listy parametrów dla klatek animacji - + Wrong number of interpolation columns Nieprawidłowa ilość interpolowanych kolumn - + Missing frame no Brakuje klatki nr - + Wrong number of columns Nieprawidłowa liczba kolumn @@ -1272,7 +1272,7 @@ Kontynuować? - + Rendering engine is busy. Stop unfinished rendering before starting new one Silnik renderowania jest zajęty. Zatrzymaj wcześniej uruchomione renderowanie zanim zaczniesz nowe @@ -1509,42 +1509,42 @@ Kontynuować? Kolizji nie znaleziono - + News Nowości - + HotKeys Cheatsheet Skróty klawiszowe - spis - + Description Opis - + Ok, don't show again OK, ale już więcej nie pytaj - + Settings saved to clipboard Ustawienia zapisane w schowku - + Cannot load settings from clipboard! Nie można wczytać ustawień ze schowka! - + Are you sure to clear the thumbnail cache? Czy na pewno chcesz wyczyść bufor miniatur? - + Are you sure to clear the thumbnail cache? There are currently %1 thumbnails cached. These will be deleted and rerendered when necessary. Clear now? @@ -1553,29 +1553,29 @@ Aktualnie jest zbuforowane %1 miniatur. Zostaną one skasowane ale będą odtwor Czyścić teraz? - + Are you sure to load the thumbnail cache from the server? Czy na pewno chcesz pobrać miniatury z serwera? - + This will try to load missing common thumbnails from the server. Proceed? To spróbuje pobrać brakujące miniatury z serwera (mandelbulber.org) Czy wykonać? - + Are you sure to generate all example thumbnail cache files? Czy chcesz wygenerować miniatury do wszystkich przykładów? - + Retrieve toolbar Przywracanie paska narzędzi - + Are you sure to retrieve default presets into toolbar? It could overwrite some of existing presets. Proceed? @@ -1584,12 +1584,12 @@ To może spowodować nadpisanie niektórych istniejących ikon. Czy kontynuować? - + Retrieve materials Przywrócenie materiałów - + Are you sure to retrieve default materials into materials folder? It could overwrite some of existing materials. Proceed? @@ -2135,14 +2135,14 @@ Obliczenia prawdopodobnie trwały za długo i wywołały błąd timeout sterowni - - - - - - - - + + + + + + + + Cannot set OpenCL argument for %1 @@ -2168,11 +2168,11 @@ Obliczenia prawdopodobnie trwały za długo i wywołały błąd timeout sterowni - - - - - + + + + + Cannot enqueue writing OpenCL %1 Błąd kolejkowania zapisu do OpenCL %1 @@ -2181,11 +2181,11 @@ Obliczenia prawdopodobnie trwały za długo i wywołały błąd timeout sterowni input z buffers - - - - - + + + + + Cannot finish writing OpenCL %1 Cannot finish writing OpenCL %1 @@ -2196,10 +2196,10 @@ Obliczenia prawdopodobnie trwały za długo i wywołały błąd timeout sterowni - + - + Cannot enqueue OpenCL rendering jobs Błąd kolejkowania zadań dla OpenCL @@ -2252,12 +2252,12 @@ Obliczenia prawdopodobnie trwały za długo i wywołały błąd timeout sterowni bufor na dane tekstur - + input data input data - + input texture data dane wejściowe tekstur @@ -2266,17 +2266,17 @@ Obliczenia prawdopodobnie trwały za długo i wywołały błąd timeout sterowni Nie można ustawić parametru OpenCL dla %2 - + constant data constant data - + constant mesh data dane exportu siatki - + background image @@ -2295,43 +2295,43 @@ Obliczenia prawdopodobnie trwały za długo i wywołały błąd timeout sterowni - - - + + + perlin noise seeds - + random seed random seed - + pointToCalculateDistance - - + + input buffers input buffers - - + + input texture buffers bufory wejściowe tekstur - - + + constant buffers constant buffers - - + + constant mesh export buffers stałe dane eksportu siatki @@ -2408,12 +2408,12 @@ Aktualna ścieżka do clang-format jest: %1 Nie można zakończyć renderowania %1 - + OpenCL bufer for pixel mask cannot be created! OpenCL bufer for pixel mask cannot be created! - + Cannot enqueue writing OpenCL pixel mask Cannot enqueue writing OpenCL pixel mask @@ -2422,143 +2422,149 @@ Aktualna ścieżka do clang-format jest: %1 RenderWindow - + Mandelbulber - + Zoom: Powiększenie: - + Fit to window Dopasuj do okna - + 400% - + 200% - + 100% - + 50% - + 25% - + 10% - + Show cursor Pokaż kursor - + Grid: Siatka: - + Crosshair Krzyż - + Thirds grid Trójpodział - + Golden ratio Złoty podział - - + + Render Image Renderuj obraz - - + + Ctrl+R Ctrl+R - - + + Stop rendering Przerwij renderowanie - - + + Ctrl+T Ctrl+T - - + + Save as default settings Zapisz jako ustawienia domyślne - - + + New Nowy - - + + Ctrl+N Ctrl+N - - + + Delete default settings Usuń ustawienia domyślne + + + + Thumbnail browser... + Przeglądarka miniatur... + Ob&jects Obiekty - - + + <html><head/><body><p>Queue tool allows for rendering a collection of settings files in the background.</p><p>While the list of settings files is being rendered, you can continue to work in the main window and also add more settings to the queue.</p><p>Methods to manage queue:<br/>- by adding items using <span style=" font-style:italic;">Add current settings</span> button<br/>- by editing queue.fractlist file<br/>- by putting files into queue folder and use button <span style=" font-style:italic;">Add orphaned<br/></span>- by adding single settings or lists using command line interface</p><p>Temporary settings files are stored in $HOME/.mandelbulber/queue folder and the list is in $HOME/.mandelbulber/queue.fractlist</p><p>The queue can be rendered in another instance of Mandelbulber program, as the queue is shared between applications. You can also launch another Mandelbulber from command line interface with -q option. Then this application will watch queue and render automatically all new items.</p><p>Result images are saved into $HOME/.mandelbulber/images directory (or another if it's specified in application preferences.)</p></body></html> <html><head/><body><p>Narzędzie kolejki pozwala na renderowanie w tle kolekcji plików z ustawieniami.</p><p>Podczas gdy pliki z listy są renderowane, możesz kontynuować pracę w głównym oknie a także dodawać więcej ustawień do kolejki.</p><p>Metody zarządzania kolejką:<br/>- przez dodawanie elementów przy użyciu przycisku<span style=" font-style:italic;">Dodaj aktualne ustawienia</span><br/>- przez edycję pliku queue.fractlist<br/>- przez umieszczanie plików w folderze queue i użycie przycisku <span style=" font-style:italic;">Dodaj osierocone<br/></span>- przez dodawanie pojedynczych plików ustawień oraz list plików przy użyciu wiersza poleceń</p><p>Tymczasowe ustawienia są przechowywane w folderze $HOME/.mandelbulber/queue a lista jest w pliku $HOME/.mandelbulber/queue.fractlist</p><p>Kolejka może być renderowana w innej instancji Mandelbulbera, jako że kolejka jest udostępniana pomiędzy programami. Możesz także z wiersza poleceń uruchomić inny program Mandelbulber z opcją -q. Wtedy aplikacja będzie obserwowała kolejkę i automatycznie renderowała nowe elementy.</p><p>Wynikowe obrazy są zapisywane do katalogu $HOME/.mandelbulber/images (chyba, że jest inaczej ustawione w preferencjach programu)</p></body></html> @@ -2567,50 +2573,50 @@ Aktualna ścieżka do clang-format jest: %1 Edytor materiałów - - + + &Save window layout as startup Zapisz układ okna jako startowy - - + + &Reset window layout to default Zresetuj układ okna do domyślnego - - + + &Import settings from Mandelbulb3d... Importowanie ustawień z Mandelbulb3d... - - + + Save as Image Zapisz jako obraz - - + + &News Nowości - - + + &HotKeys Skróty klawiszowe - - + + Randomize all... Losuj wszystko... - - + + Clean settings... Czyść ustawienia... @@ -2619,50 +2625,50 @@ Aktualna ścieżka do clang-format jest: %1 Ostatnie ustawienia... - - + + Saved window &layouts Zapisane układy okna - - + + Help Pomoc - - + + Objects Obiekty - - + + Statistics Statystyki - - + + Queue Kolejka - - + + Measurement Pomiar - - + + Gamepad Gamepad - - + + &Program Preferences Ustawienia programu @@ -2675,39 +2681,39 @@ Aktualna ścieżka do clang-format jest: %1 Domyślny układ okna - - + + &Window layout for animation Układ okna dla animacji - - + + About &User Manual - - + + Show a&nimation dock Wyświetl dok z animacją - - + + Test Test - - + + &Remove Window settings... Usuń ustawienia okna... - - + + &User Manual Podręcznik użytkownika @@ -2716,8 +2722,8 @@ Aktualna ścieżka do clang-format jest: %1 Nowości - - + + Detach image &from main window Odłącz obraz od głównego okna @@ -2731,8 +2737,8 @@ Aktualna ścieżka do clang-format jest: %1 - - + + File Plik @@ -2745,14 +2751,14 @@ Aktualna ścieżka do clang-format jest: %1 O programie - - + + Edit Edycja - - + + Image adjustments Ustawienia obrazu @@ -2857,8 +2863,8 @@ Aktualna ścieżka do clang-format jest: %1 Układ współrzędnych jak w Mandelbulber v1.21 - - + + Navigation Nawigacja @@ -2876,19 +2882,19 @@ Aktualna ścieżka do clang-format jest: %1 - + <html><head/><body><p>Selection for action which will be executed after clicking on the image</p><ul style="margin-top: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; -qt-list-indent: 1;"><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">No action - blocks functionality of mouse pointer</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Move the camera - moves the camera or target (depends on movement and rotation mode)</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Set fog visibility - sets visibility distance for basic fog effect</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Set DOF focus - sets object which will appear in focus</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Get Julia constant - gets value of constant for Julia fractal</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Place light #n - places light in selected place (mouse wheel controls distance from fractal) </li></ul></body></html> <html><head/><body><p>Wybór działania jakie ma być wykonane po dwukrotnym kliknięciu na obrazie</p><ul style="margin-top: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; -qt-list-indent: 1;"><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Brak akcji - blokuje funkcjonalność wskaźnika myszy</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Przemieść kamerę - przemieszcza kamerę lub cel (zależy od aktualnego trybu przemieszczania i rotacji)</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Ustaw widoczność mgły - ustawia zasięg widoczności dla podstawowego efektu mgły</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Ustaw głębię ostrości - wybiera obiekt który ma być ostry</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Pobierz stałą Julia - pobiera stałą Julia dla fraktali Julia</li><li style=" margin-top:12px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Umieść światło #n - umieszcza światło we wskazanym miejscu (rolką myszy można ustawić odległość od fraktala) </li></ul></body></html> - + I&mage Obraz - - + + &View Widok @@ -2897,8 +2903,8 @@ Aktualna ścieżka do clang-format jest: %1 Zapisane układy okna - - + + A&bout O programie @@ -2955,7 +2961,7 @@ Aktualna ścieżka do clang-format jest: %1 Przemieść kamerę i cel - + Move camera Przemieść kamerę @@ -3030,7 +3036,7 @@ kamery od celu: Krok obrotu: - + Rotate camera Obracanie kamery @@ -3064,31 +3070,31 @@ kamery od celu: - + Mouse click function: Funkcja przycisku myszy: - + No action Brak akcji - + &Recent settings... Ostatnie ustawienia... - - + + toolBar pasek narzędzi - - + + Effects Efekty @@ -4359,50 +4365,50 @@ wszystkich klatek Odległość od kamery: - - + + &Save as JPG... Zapisz jako JPG... - - + + Save &as PNG... Zapisz jako PNG... - - + + Save as &PNG 16 bit... Zapisz jako PNG 16-bit... - - + + Save as PNG &16 bit with alpha channel Zapisz jako PNG 16-bit z kanałem alfa - - + + &Load settings... Wczytaj ustawienia... - - + + Load settings &from clipboard... Wczytaj ustawienia ze schowka... - - + + &Save settings Zapisz ustawienia - - + + Save settings &to clipboard Zapisz ustawienia do schowka @@ -4411,8 +4417,8 @@ wszystkich klatek Ustawienia programu - - + + &Quit Wyjście @@ -4425,44 +4431,44 @@ wszystkich klatek Domyślne ustawienie doków - - + + About &Qt O Qt... - - + + About &Third Party O osobach trzecich... - - + + &About Mandelbulber O Mandelbulber... - - + + &Undo Cofnij - - + + &Redo Przywróć - - + + &Import settings from old Mandelbulber (v1.21)... Zaimportuj ustawienia ze starego Mandelbulber (v1.21)... - - + + Load &example... Wczytaj przykład... @@ -4471,56 +4477,56 @@ wszystkich klatek Wyświetl dok z animacją - - + + Show &gamepad dock Wyświetl dok gamepadem - - + + Show &queue dock Pokaż dok z kolejką - - + + Show &Info dock Pokaż dok z informacjami - - + + Show &toolbar Pokaż pasek narzędzi - - + + Sta&ck all docks Ułóż wszystkie doki na stosie - - + + S&how statistics Pokaż statystyki - - + + Save as &EXR Zapisz jako EXR... - - + + Add c&urrent window settings Dodaj aktualny układ okna - - + + Export &Mesh Exportuj siatkę @@ -4571,8 +4577,8 @@ prymitywów płaszczyzny i wody): - - + + Rendering engine Silnik renderowania @@ -4645,8 +4651,8 @@ płaszczyzny i wody): WYŁĄCZONY - - + + Animation Animacja @@ -5261,14 +5267,14 @@ iteracji fraktala Ograniczenia zasięgu widoczności - - + + Material editor Edytor materiałów - - + + Materials Materiały @@ -5285,14 +5291,14 @@ iteracji fraktala Układ okna dla animacji - - + + Export &Voxel Layers Eksport warstw Voxeli - - + + Show &measurement dock Pokaż dok z pomiarami @@ -5384,8 +5390,8 @@ iteracji fraktala Lista podłączonych klientów - - + + Info Informacje @@ -5447,14 +5453,14 @@ klatek kluczowych <html><head/><body><p>Wybór formatu zapisu obrazów (nie animacji)</p><p>Więcej szczegółowych ustawień formatu zapisu znajdziesz w <span style=" font-style:italic;">Plik/Ustawienia programu</span></p></body></html> - - + + Save as &TIFF Zapisz jako TIFF - - + + Add current settings to toolbar Dodaj aktualne ustawienia do paska narzędzi @@ -5882,8 +5888,8 @@ iteracji fraktala: Zapisz jako PNG 16-bit z kanałem alfa - - + + Load settings... Wczytaj ustawienia... @@ -5892,14 +5898,14 @@ iteracji fraktala: Zapisz ustawienia - - + + Save settings as... Zapisz ustawienia jako... - - + + Save settings in selected file Zapis ustawień w wybranym pliku @@ -5908,7 +5914,7 @@ iteracji fraktala: Ustawienia programu - + Quit Wyjdź @@ -5929,17 +5935,17 @@ iteracji fraktala: O Mandelbulber... - + Undo Wróć - + Redo Powtórz - + Import settings from old Mandelbulber (v1.21)... Zaimportuj ustawienia ze starego Mandelbulber (v1.21)... @@ -5952,32 +5958,32 @@ iteracji fraktala: Importowanie ustawień z pliku programu Mandelbulb3d ... - + Ctrl Ctrl - + Alt Alt - + Shift Shift - + Main Program Hotkeys Główne skróty klawiszowe - + Load settings from clipboard... Wczytaj ustawienia ze schowka... - + Load example... Wczytaj przykład... @@ -5998,25 +6004,24 @@ iteracji fraktala: Ułóż wszystkie doki na stosie - - - - + + + Fractals (*.txt *.fract) Fraktale (*.txt *.fract) - + Move forward and sideward Ruch do przodu i na boki - + Move sideward only Ruch tylko na boki - + TIFF images (*.tiff) Obrazy TIFF (*.tiff) @@ -6029,341 +6034,340 @@ iteracji fraktala: Zapis obrazu TIFF zakończony - - + + Save settings... Zapisz ustawienia... - + Save settings to clipboard... Zapisz ustawienia do schowka - + Import legacy settings... - + Export Mesh Exportuj siatkę - + Save as Image... Zapisz jako obraz... - + Program Preferences Ustawienia programu - + Full screen Pełny ekran - + Other Inne - + Show User Manual Pokaż podręcznik użytkownika - + Show (these) Hotkeys Pokaż te skróty - + Terminate all calculations Przerwanie wszystkich obliczeń - + Render Window Hotkeys Skróty klawiszowe okna renderowania - + Movement Ruch - - + + up góra - - + + down dół - - - + + + left lewo - - - + + + Arrow left Strzałka lewo - - - + + + right prawo - - - + + + Arrow right Strzałka prawo - - - + + + forward do przodu - - - + + + Arrow up Strzałka do góry - - + + backward do tyłu - - - + + + Arrow down Strzałka dół - + Mouse Wheel Rolka myszy - + Mouse left button click Kliknięcie lewym przyciskiem myszy - + jump forward skok do przodu - + Mouse right button click Kliknięcie prawym przyciskiem myszy - + jump backward skok do tyłu - + forward / backward do przodu / do tyłu - + Mouse left+right buttons drag Przeciągnięcie lewym i prawym przyciskiem myszy - + Rotation Obrót - + Mouse left button drag Przeciągnięcie lewym przyciskiem myszy - + Mouse right button drag Przeciągnięcie prawym przyciskiem myszy - + Rotate camera around point Obrócenie kamery wokół punktu - + Mouse middle button drag Przeciągnięcie środkowym przyciskiem myszy - + Roll camera Pochylenie kamery - + Roll left Pochylenie w lewo - + Roll right Pochylenie w prawo - + Render Window Keyframe / Flight Animacja - + Flight Lot - + Left mouse click Lewy przycisk myszy - + Increase speed Zwiększenie prędkości - + Right mouse click Prawy przycisk myszy - + Decrease speed Zmniejszenie prędkości - + Arrow keys Klawisze strzałek - + Spacebar Spacja - + Pause / Unpause Pauza - + Roll rotation Pochylenie - + Keyframe Klatka kluczowa - + Add Keyframe Dodanie klatki kluczowej - + Modify current Keyframe Modyfikacja klatki kluczowej - + Move to next Keyframe Przejdź do następnej klatki kluczowej - + Move to previous Keyframe Przejdź do poprzedniej klatki kluczowej - Load example settings... - Wczytaj przykładowe ustawienia... + Wczytaj przykładowe ustawienia... - + images (*.jpg *.jpeg *.png *.exr *.tiff) obrazy (*.jpg *.jpeg *.png *.exr *.tiff) - + Save image to file... Zapisz obraz do pliku... - + JPEG images (*.jpg *.jpeg) Obrazy JPEG(*.jpg *.jpeg) - - - + + + Save image to %1 file... Zapisz obraz do pliku %1... - - - - + + + + Saving %1 image Zapis obrazu %1 - - + + Saving image started Rozpoczęte zapisywanie obrazu - - + + Saving image finished Zapisywanie obrazu zakończone - - - + + + PNG images (*.png) Obrazy PNG (*.png) @@ -6376,7 +6380,7 @@ iteracji fraktala: Zapis obrazu PNG zakończony - + EXR images (*.exr) Obrazy EXR (*.exr) @@ -6468,22 +6472,22 @@ iteracji fraktala: O osobach trzecich... - + Add window settings Dodaj układ okna - + Enter a name for the new window settings Podaj nazwę dla nowego układu okna - + Remove window settings Usuń układ okna... - + Select window setting to remove Wybierz układ okna do usunięcia @@ -7845,13 +7849,13 @@ wszystkich klatek cDockEffects - + Form Formularz - + Ray-tracing Śledzenie promieni @@ -7869,7 +7873,7 @@ wszystkich klatek - + Reflections depth: Głębokość odbić: @@ -7879,31 +7883,31 @@ wszystkich klatek - + Depth of field Głębia ostrości - + Focus distance: Ogniskowa: - + Radius: Promień rozmycia: - + <html><head/><body><p>It's the distance where objects appear in focus.</p><p>Distance can be set bu using button <span style=" font-style:italic;">Set focus distance by mouse</span></p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>low focus distance</p></td><td><p>high focus distance</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - DOF - focus close.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - DOF - focus far.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>To jest dystans dla którego obiekty wyglądają ostro.</p><p>Dystans może być ustawiony przyciskiem <span style=" font-style:italic;">Ustaw ogniskową za pomocą myszy</span></p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>mały dystans ostrości</p></td><td><p>duży dystans ostrości</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - DOF - focus close.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - DOF - focus far.jpg"/></p></td></tr></table></body></html> - + <html><head/><body><p>Intensity of DOF effect (average radius of blur)</p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>radius = 10</p></td><td><p>radius = 50</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - DOF - radius 10.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - DOF - radius 50.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>Intensywność efektu głębi ostrości (średni promień rozmycia)</p><p><br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>promień = 10</p></td><td><p>promień = 50</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - DOF - radius 10.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - DOF - radius 50.jpg"/></p></td></tr></table></body></html> @@ -7921,13 +7925,13 @@ Dezaktywuje opcję 'Nanieś zmiany') - + Number of passes: Ilość przebiegów: - + Blur opacity: Intensywność efektu rozmycia: @@ -7949,29 +7953,29 @@ Dezaktywuje opcję 'Nanieś zmiany') - - - + + + <html><head/><body><p>Update image after changes of DOF settings. Can be updated even after image rendering.</p></body></html> <html><head/><body><p>Aktualizacja obrazu po zmianie ustawień głębi ostrości. Może być aktualizowane po zakończeniu renderowania obrazu.</p></body></html> - - - + + + Update image Aktualizuj obraz - + <html><head/><body><p>Setting of focus distance by mouse pointer. </p><p>Click on this button and then point the object on image which you want to appear in focus.</p><p>After using it don't forget to change <span style=" font-style:italic;">Navigation</span> / <span style=" font-style:italic;">Mouse click function</span> to continue work with the camera.</p></body></html> <html><head/><body><p>Ustawianie ostrości za pomocą wskaźnika myszy. </p><p>Kliknij na tym przycisku a następnie wskaż obiekt, który ma wyglądać ostro.</p><p>Po użyciu tej funkcji nie zapomnij zmienić funkcji przycisku myszy (<span style=" font-style:italic;">Dół okna renderowania</span> / <span style=" font-style:italic;">Funkcja przycisku myszy</span>) aby kontynuować pracę z kamerą.</p></body></html> - + Set focus distance by mouse Ustaw ogniskową za pomocą myszy @@ -7984,26 +7988,26 @@ Dezaktywuje opcję 'Nanieś zmiany') Światło rozproszone - - + + Quality: Jakość: - - + + Type: Typ: - - + + <html><head/><body><p>Quality of ambient occlusion effect. Higher quality increases rendering time.</p></body></html> <html><head/><body><p>Jakość efektu światła rozproszonego. Wyższa wartość wydłuża czas renderowania.</p></body></html> - - + + <html><head/><body><p>This parameter controls brightness of fast ambient occlusion effect.</p></body></html> <html><head/><body><p>Ten parametr kontroluje jasność Szybkiego efektu światła rozproszonego</p></body></html> @@ -8012,62 +8016,62 @@ Dezaktywuje opcję 'Nanieś zmiany') <html><head/><body><p>Wybór metody obliczania światła rozproszonego</p></body></html> - - + + Fast Szybki - - + + Multiple rays with light map Wiele promieni z mapą światła - - + + Screen space Przestrzeń obrazu (SSAO) - - + + Fast AO tune: Dostrojenie szybkiego: - - - - - - - - + + + + + + + + Intensity: Intensywność: - - + + <html><head/><body><p>Intensity of scattered light</p><p>example of effect:</p><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg"/><br/></p></body></html> <html><head/><body><p>Intensywność światła rozproszonego</p><p>przykład efektu:</p><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg"/><br/></p></body></html> - - + + <html><head/><body><p>Enables random directions of ray vectors</p></body></html> <html><head/><body><p>Uaktywnia losowe kierunki wektorów symulowanych promieni światła</p></body></html> - - + + SSAO random mode Tryb losowych promieni dla SSAO - - + + Light map texture: Tekstura mapy światła: @@ -8076,8 +8080,8 @@ Dezaktywuje opcję 'Nanieś zmiany') <html><head/><body><p>Ścieżka dostępu do pliku z mapą światła dla efektu rozproszonego światła bazującego na wielu promieniach</p></body></html> - - + + <html><head/><body><p>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.</p><p>To adjust effect intensity use <span style=" font-style:italic;">reflection</span> slider</p><p><br/></p></body></html> <html><head/><body><p>Mapowanie środowiskowe jest techniką oświetlenia bazującą na obrazie, do symulowania wyglądu odblaskowej powierzchni poprzez użycie wcześniej przygotowanej tekstury. Tekstura jest używana do przechowywania wyglądu odległego otoczenia renderowanego obiektu.</p><p>Do regulacji intensywności efektu użyj parametru<span style=" font-style:italic;">Odbicia</span> </p></body></html> @@ -8086,10 +8090,10 @@ Dezaktywuje opcję 'Nanieś zmiany') Mapowanie środowiskowe - - - - + + + + Texture path: Ścieżka tekstury: @@ -8098,20 +8102,20 @@ Dezaktywuje opcję 'Nanieś zmiany') <html><head/><body><p>Ścieżka dostępu do pliku z obrazem mapy odbicia.</p></body></html> - - + + Volumetric Objętościowe - - + + <html><head/><body><p>Enables fog effect. Density of fog is constant over entire space.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/image - shader - fog.jpeg"/></p></body></html> <html><head/><body><p>Uaktywnia efekt mgły. Gęstość mgły jest taka sama w całej przestrzeni.</p><p>Przykład:</p><p><img src=":/tooltips/tooltips_images/image - shader - fog.jpeg"/></p></body></html> - - + + Basic fog Prosta mgła @@ -8120,64 +8124,64 @@ Dezaktywuje opcję 'Nanieś zmiany') <html><head/><body><p>Zasięg widoczności mgły. Widoczność może być ustawiona przyciskiem '<span style=" font-style:italic;">Ustaw zasięg widoczności za pomocą myszy'</span> </p><p>Niższa wartość daje gęstszą mgłę,</p></body></html> - - - - - - + + + + + + Color: Kolor: - - + + <html><head/><body><p>Color of fog effect</p></body></html> <html><head/><body><p>Kolor efektu mgły</p></body></html> - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + PushButton - - + + Visibility distance: Zasięg widoczności: @@ -8186,14 +8190,14 @@ Dezaktywuje opcję 'Nanieś zmiany') <html><head/><body><p>Ustawianie zasięgu widoczności za pomocą wskaźnika myszy. Wskaż obiekt, które ma być najdalej widocznym.</p><p>Po użyciu nie zapomnij zmienić <span style=" font-style:italic;">Nawigacja</span> / <span style=" font-style:italic;">Funkcja przycisku myszy</span> aby kontynuować pracę z kamerą.</p></body></html> - - + + Set visibility distance by mouse Ustaw zasięg widoczności za pomocą myszy - - + + <html><head/><body><p>Glow effect based on ray-marching step count</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/image - shader - glow.jpeg"/></p></body></html> <html><head/><body><p>Efekt poświaty bazujący na ilości kroków algorytmu śledzenia promieni</p><p>Przykład:</p><p><img src=":/tooltips/tooltips_images/image - shader - glow.jpeg"/></p></body></html> @@ -8202,44 +8206,44 @@ Dezaktywuje opcję 'Nanieś zmiany') Poświata - - - - - - - - + + + + + + + + Color #1: Kolor #1: - - - - - - - - + + + + + + + + Color #2: Kolor #2: - - + + <html><head/><body><p>Color of bright areas</p></body></html> <html><head/><body><p>Kolor jasnych obszarów</p></body></html> - - + + <html><head/><body><p>Color of dark areas</p></body></html> <html><head/><body><p>Kolor ciemnych obszarów</p></body></html> - - + + <html><head/><body><p>Intensity of effect</p></body></html> <html><head/><body><p>Intensywność efektu</p></body></html> @@ -8256,20 +8260,20 @@ Dezaktywuje opcję 'Nanieś zmiany') <html><head/><body><p>Gęstość mgły. Większa wartość daje gęstszą mgłę. </p></body></html> - - + + Fog distance factor: Wsp. odległości mgły: - - + + Distance of color #2: Odległość koloru #2: - - + + Distance of color #1: Odległość koloru #1: @@ -8278,8 +8282,8 @@ Dezaktywuje opcję 'Nanieś zmiany') <html><head/><body><p>Maksymalna odległość of powierzchni fraktala, gdzie jest używany kolor #2 i minimalna, gdzie jest używany kolor #3.</p></body></html> - - + + <html><head/><body><p>Color of fog which is used from fractal surface to distance #1</p></body></html> <html><head/><body><p>Kolor mgły, który jest używany od powierzchni fraktala do dystansu #1</p></body></html> @@ -8288,32 +8292,32 @@ Dezaktywuje opcję 'Nanieś zmiany') <html><head/><body><p>Maksymalny dystans od powierzchni fraktala, gdzie jest używany kolor #1</p></body></html> - - - - + + + + Density: Gęstość: - - + + <html><head/><body><p>Color of fog which is used between distance #1 and distance #2</p></body></html> <html><head/><body><p>Kolor mgły, który jest używany między dystansem #1 i #2</p></body></html> - - - - - - + + + + + + Color #3: Kolor #3: - - + + <html><head/><body><p>Color of fog which is used farther than distance #2</p></body></html> <html><head/><body><p>Kolor mgły, który jest używany dalej niż dystans #2</p></body></html> @@ -8322,14 +8326,14 @@ Dezaktywuje opcję 'Nanieś zmiany') <html><head/><body><p>Ustawia gęstość mgły zależną od odległości od powierzchni fraktala. Wyższa wartość daje mgłę, która sięga dalej od powierzchni fraktala.</p></body></html> - - + + <html><head/><body><p>Calculates optimal settings for fog effect.</p></body></html> <html><head/><body><p>Obliczanie optymalnych ustawień dla efektu mgły.</p></body></html> - - + + Optimal distances calculation Obliczenie optymalnych odległości @@ -8342,108 +8346,108 @@ Dezaktywuje opcję 'Nanieś zmiany') Mgła bazująca na ilości iteracji - - + + <html><head/><body><p>Color #1 of fog effect</p></body></html> <html><head/><body><p>Kolor #1 efektu mgły</p></body></html> - - - - + + + + <html><head/><body><p>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.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>trim = 4</p></td><td><p>trim = 6</p></td><td><p>trim = 8</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 6 - 30000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 8 - 40000.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>Nie ma mgły w przestrzeni, gdzie ilość iteracji fraktala jest mniejsza niż ta wartość. Kiedy ta wartość jest wysoka wtedy mgła występuje tylko przy powierzchni fraktala .</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>przycięcie = 4</p></td><td><p>przycięcie = 6</p></td><td><p>przycięcie = 8</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 6 - 30000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 8 - 40000.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Color #1 is used for iteration count lower than this value</p></body></html> <html><head/><body><p>Kolor #1 jest używany dla ilości iteracji większej niż ta wartość</p></body></html> - - + + <html><head/><body><p>Opacity of fog. Higher value gives denser fog.<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>opacity = 1000</p></td><td><p>opacity = 4000</p></td><td><p>opacity = 16000</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 1000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 4000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg"/></p></td></tr></table></body></html> <html><head/><body><p>Nieprzezroczystość mgły. Wyższa wartość daje gęstszą mgłę<br/></p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>nieprzezroczystość = 1000</p></td><td><p>nieprzezroczystość = 4000</p></td><td><p>nieprzezroczystość = 16000</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 1000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 4000.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg"/></p></td></tr></table></body></html> - - + + <html><head/><body><p>Color #3 of fog effect</p></body></html> <html><head/><body><p>Kolor #3 efektu mgły</p></body></html> - - + + <html><head/><body><p>Color #2 of fog effect</p></body></html> <html><head/><body><p>Kolor #2 efektu mgły</p></body></html> - - + + <html><head/><body><p>Color #2 is used for iteration count lower than this value. </p><p>Color #3 is used for iteration count greater than this value.</p></body></html> <html><head/><body><p>Kolor #2 jest używany dla ilości iteracji mniejszych niż ta wartość. </p><p>Kolor #3 jest używany dla ilości iteracji większych niż ta wartość</p></body></html> - - - - + + + + Opacity: Nieprzezroczystość: - - + + Low iterations trim: Przycięcie pierwszych iteracji: - - + + Max iter. for color#2: Maks. iteracji dla koloru #2: - - + + Max iter. for color#1: Maks. iteracji dla koloru #2: - - + + Background Tło - - + + Colored background Kolorowe tło - - + + <html><head/><body><p>Color of background at horizon</p></body></html> <html><head/><body><p>Kolor tła na horyzoncie</p></body></html> - - + + <html><head/><body><p>Color of background at zenith</p></body></html> <html><head/><body><p>Kolor tła w zenicie</p></body></html> - - + + <html><head/><body><p>Color of background at nadir</p></body></html> <html><head/><body><p>Kolor tła w nadirze</p></body></html> - - + + <html><head/><body><p>Enables covering of background sphere with selected image.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/image - shader - backhround texture.jpg"/></p></body></html> <html><head/><body><p>Uaktywnia pokrywanie kulistego tła wybranym obrazem</p><p>Przykład:</p><p><img src=":/tooltips/tooltips_images/image - shader - backhround texture.jpg"/></p></body></html> @@ -8456,32 +8460,32 @@ Dezaktywuje opcję 'Nanieś zmiany') <html><head/><body><p>Ścieżka do obrazu tła.Akceptowalne formaty obrazu to: BMP, GIF, JPG, PNG</p></body></html> - - + + Map type: Typ mapowania: - - + + <html><head/><body><p>It determines, how texture will be mapped on background sphere</p><p><span style=" font-weight:600;">Equirectangular: <br/></span><span style=" font-weight:400;">Texture has to be created used equirectangular projection. It's the most popular format for textures dedicated for sphere mapping.<br/>Example:<br/></span><img src=":/tooltips/tooltips_images/equirectangular_bkg.jpg"/></p><p><span style=" font-weight:600;">Double hemisphere:</span></p><p>Texture has to be created as a pair of images of hemispheres. Mapping has to be the same as <span style=" font-style:italic;">Full dome projection</span> (or <span style=" font-style:italic;">Fish eye</span>)<br/>Example texture with indicated axes and directions:<br/><img src=":/tooltips/tooltips_images/full_dome_bkg_axes.png"/></p></body></html> <html><head/><body><p>Wybór jak tekstura będzie mapowana na kulistym tle</p><p><span style=" font-weight:600;">Odwzorowanie walcowe równoodległościowe: <br/></span><span style=" font-weight:400;">Tekstura musi być przygotowana w odwzorowaniu walcowym równoodległościowym (equirectangular). Jest to najpopularniejszy format tekstur dedykowanych do mapowania na sferze.<br/>Przykład:<br/></span><img src=":/tooltips/tooltips_images/equirectangular_bkg.jpg"/></p><p><span style=" font-weight:600;">Podwójna półsfera:</span></p><p>Tekstura musi być przygotowana jako para obrazów półsfer. Mapowanie jest takie samo jak <span style=" font-style:italic;">Kopuła (Fulldome)</span> (lub <span style=" font-style:italic;">Rybie oko</span>)<br/>Przykładowa tekstura z naniesionymi osiami i kierunkami:<br/><img src=":/tooltips/tooltips_images/full_dome_bkg_axes.png"/></p></body></html> - - + + Equirectangular Odwzorowanie walcowe równoodległościowe - - + + Double hemisphere Podwójna półsfera - - + + Flat Płaskie @@ -8490,20 +8494,20 @@ Dezaktywuje opcję 'Nanieś zmiany') <html><head/><body><p>Jasność obrazu tła</p></body></html> - - + + Brightness: Jasność: - - + + Lights Światła - - + + Common light options Wspólne ustawienia @@ -8512,8 +8516,8 @@ Dezaktywuje opcję 'Nanieś zmiany') <html><head/><body><p>Uaktywnia rzucanie cieni przez wszystkie źródła światła</p></body></html> - - + + Cast shadows Rzucanie cieni @@ -8531,25 +8535,25 @@ Dezaktywuje opcję 'Nanieś zmiany') - + Ray-&traced reflections and transparency Śledzenie promieni światła dla odbić i przezroczystości - + <html><head/><body><p>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.</p><p>note: using DOF prevents one-pass anaglyph rendering, unless Monte carlo algorithm mode is selected.</p></body></html> <html><head/><body><p>Głębia ostrości jest efektem, który powoduje, że tylko w pewnym zakresie odległości scena wygląda na ostrą, a obiekty położone dalej lub bliżej wyglądają na nieostre.</p><p>Uwaga: użycie efektu głębi ostrości powoduje, że obrazy stereoskopowe będą renderowane w dwóch przejściach, chyba że aktywny jest tryb Monte Carlo.</p></body></html> - + Maximum blur radius: Maksymalny promień rozmycia: - + <html><head/><body><p>Maximum radius of generated blur. Lower value can speed up rendering but effect will be less realistic.</p></body></html> <html><head/><body><p>Maksymalby promień generowanego rozmycia. Niższa wartość może przyspieszyć renderowanie ale efekt może być mniej realistyczny.</p></body></html> @@ -8575,8 +8579,8 @@ Dezaktywuje opcję 'Nanieś zmiany') Średnia ilość próbek głębi ostrości: - - + + Average noise: Średni szum: @@ -8585,52 +8589,52 @@ Dezaktywuje opcję 'Nanieś zmiany') <html><head/><body><p>Włącza obliczanie relistycznego oświetlenia globalnego przy użyciu algorytmu Monte Carlo</p><p>Ilość odbić promienia światła jest definiowana przez parametr&quot;głębokość odbić&quot; (znajduje się na górze zakładki)</p></body></html> - - + + <html><head/><body><p>Higher value makes dispersion of refracted light more vsible on transparent objects.</p></body></html> <html><head/><body><p>Wyższa wartość powoduje, że dyspersja światła jest bardziej intensywna w przezroczystych obiektach.</p></body></html> - - + + <html><head/><body><p>Settings for scattered light effect</p><p>Types of ambient occlusion effect:</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Screen Space Ambient Occlusion (SSAO)</p></td><td><p>Multiple rays</p></td><td><p>Fast</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion high quality.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion fast mode.jpg"/></p></td></tr></table><p><br/></p><p><span style=" font-weight:600;">SSAO</span> - relatively fast post-effect based on z-Buffer<br/>note: using SSAO prevents one-pass anaglyph rendering</p><p><span style=" font-weight:600;">Multiple rays</span> - based on calculation of rays in different directions. It uses texture to create colored light map. This effect slows down rendering.</p><p><span style=" font-weight:600;">Fast</span> - simple and fast method to calculate scattered light effect. This the least accurate effect.</p></body></html> <html><head/><body><p>Ustawienia efektu światła rozproszonego</p><p>Rodzaje efektu swiatła rozproszonego:</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Przestrzeń obrazu (SSAO)</p></td><td><p>Wiele promieni</p></td><td><p>Szybki</p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion high quality.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - ambient occlusion fast mode.jpg"/></p></td></tr></table><p><br/></p><p><span style=" font-weight:600;">SSAO</span> - relatywnie szybki efekt bazujacy na buforze-Z<br/>uwaga: użycie SSAO blokuje jedno-przebiegowe renderowanie anaglyfów</p><p><span style=" font-weight:600;">Wiele promieni</span> - bazuje na obliczaniu promieni światła w wielu różnuch kierunkach. Używa tekstury do stworzenia kolorowej mapy swiatła. Ten efekt spowalnia renderowanie.</p><p><span style=" font-weight:600;">Szybki</span> - szybki i prosty tryb obczania światła rozproszonego. Jest to najmniej dokładny efekt.</p></body></html> - - + + Ambient occl&usion Światło rozproszone - - + + Environment mappin&g Mapowanie środowiskowe - - + + Custom DE Step multiplier for volumetric effects: Własny mnożnik kroku (DE step) dla efektów objętościowych: - - + + &Glow Poświata - - + + Fog based on dis&tance Mgła bazująca na odległości - - + + Fog based on iteration co&unt Mgła bazująca na ilości iteracji @@ -8647,62 +8651,62 @@ dla efektów objętościowych: Teksturowane tło - - + + Beta: Beta: - - + + Gamma: Gamma: - - + + Vertical scale: Skala pionowa: - - + + Rotation: Obrót: - - + + Horizontal scale: Skala pozioma: - - + + Alpha: Alfa: - + <html><head/><body><p>Maximum number of ray bounces which are calculated for a given pixel.</p><p>This value affects reflections, refraction and MC Global Illumination </p></body></html> <html><head/><body><p>Maksymalna ilość odbić promienia światła, która będzie obliczana dla danego piksela.</p><p>Ta wartość ma wpływ na odbicia światła, przezroczystości oraz MC globalne światło.</p></body></html> - + <html><head/><body><p>Number of passes of rendering DOF effect. One pass is enough for most of cases. But for more realistic blur it can be increased (e.g to 4) and blur opacity should be accordingly decreased (e.g. to 1.0)</p></body></html> <html><head/><body><p>Ilość przebiegów renderowania efektu głębi ostrości. Jeden przebieg w większości przypadków jest wystarczający. Jednakże dla bardziej realistycznego wygladu może być zwiększona (np. do 4) a <i>intensywność efektu rozmycia</i> powinna być jednocześnie zmniejszona (np. do 1.0)</p></body></html> - + &Monte Carlo algorithm Algorytm Monte Carlo - - + + Texture offset: Przesunięcie tekstury: @@ -8732,8 +8736,8 @@ tekstury: <html><head/><body><p>Ten parametr ustala jasność głównego źródła światła widocznego na &quot;niebie&quot;</p></body></html> - - + + Size: Wielkość: @@ -8758,16 +8762,16 @@ tekstury: <html><head/><body><p>Włącza algorytm Monte Carlo do renderowania efektu głębi ostrości (DOF). Ten efekt renderuje się ekstremalnie powoli, ale daje bardzo realistyczny wygląd głębi ostrości. </p><p>Uwaga: Ten efekt nie może działać prawidłowo kiedy światło rozproszone SSAO jest włączone. </p></body></html> - - + + Max number of samples per pixel: Maksymalna ilość próbek na piksel: - - + + Min number of samples per pixel: Minimalna ilość próbek @@ -8775,501 +8779,529 @@ na piksel: - + Navi Nawigator - + <html><head/><body><p>Activate calculation of ray-traced reflections and transparency. Reflectance can be set by <span style=" font-style:italic;">Material/Reflection. </span>Transparency settings are in the same tab as reflection.<br/>Also enable with Monte Carlo global illumination.</p><p><br/></p></body></html> <html><head/><body><p>Uaktywnienie obliczania odbić i przezroczystości algorytmem śledzenia promieni. Reflektancja może być ustawiona parametrem<span style=" font-style:italic;">Materiał/Odbicia. </span>Ustawienia przezroczystości są na tej samej zakładce co parametry odbicia.</p><p><br/></p></body></html> - - + + Max noise level (percentage) Maksymalny poziom szumu (procentowo) - - + + Average number of MC samples: Średnia ilość próbek algorytmu MC: - - + + + + + + <html><head/><body><p>Estimated average noise caused by Monte Carlo effects.</p></body></html> <html><head/><body><p>Szacowana wartość średnia szumu powodowanego przez efekty Monte Carlo.</p></body></html> - - + + + Masked pixels: + Zamaskowane pixele: + + + + + Tiles done: + Gotowe kafelki: + + + + + <html><head/><body><p>Enables additonal optimization of MC rendering. The noise level is calculated separatelly for each pixel. If noise level is enough low, then the pixel is no longer calculated.</p><p>If the image is very noisy and there is low value of <span style=" font-style:italic;">Min number of samples</span>, then enabling this option can cause dark random pixels left on the image.</p></body></html> + <html><head/><body><p>Enables additonal optimization of MC rendering. The noise level is calculated separatelly for each pixel. If noise level is enough low, then the pixel is no longer calculated.</p><p>If the image is very noisy and there is low value of <span style=" font-style:italic;">Min number of samples</span>, then enabling this option can cause dark random pixels left on the image.</p></body></html> + + + + + Enable pixel level optimization + Optymalizacja na poziomie pojedynczych pixeli + + + + Denoiser Odszumiacz - - + + Light Lekki - - + + Medium Średni - - + + Strong Silny - - + + Extreme Ekstremalny - - + + Strength Siła - - + + <html><head/><body><p>Keeps sharp edges and object details.</p><p>This option can give wrong appearance when strong DOF is used.</p></body></html> <html><head/><body><p>Zachowuje ostre krawędzie obiektów</p><p>Uwaga: ta opcja może dać nieporządane rezultaty, gdy jest renderowany efekt głębi ostrości (DOF)</p></body></html> - - + + Preserve geometry Zachowaj kontury - - - - + + + + <html><head/><body><p>Enables calculation of realistic global illumination using Monte Carlo algorithm. </p><p>Number of light bounces is defined by the &quot;reflections depth&quot; parameter at the top of tab.</p></body></html> <html><head/><body><p>Włącza obliczanie relistycznego oświetlenia globalnego przy użyciu algorytmu Monte Carlo</p><p>Ilość odbić promienia światła jest definiowana przez parametr&quot;głębokość odbić&quot; (znajduje się na górze zakładki)</p></body></html> - - + + Calculate MC global illumination MC Globalne oświetlenie - - + + Radiance limit for GI Ograniczenie promieniowania światła rozproszonego - - + + <html><head/><body><p>Limit for intensity of bounced light. Lower value reduces noise caused by very bright spots on HDR background textures.</p></body></html> <html><head/><body><p>Ograniczenie intensywności rozproszonego światła. Niższa wartość redukuje szum spowodowany bardzo jasnymi pikselami na teksturach HDR</p></body></html> - - + + Global illumination by volumetric effects Globale oświetlenie przez efekty objętościowe - - + + <html><head/><body><p>Enables calculation of realistic soft shadows using Monte Carlo algorithm.</p><p>Soft shadow cone for main light source is defined by <span style=" font-style:italic;">Soft shadow code angle</span> (<span style=" font-style:italic;">Lights</span> tab)</p><p>Soft shadow cone for auxiliary lights is defined by C<span style=" font-style:italic;">ustom lights options</span> / <span style=" font-style:italic;">Size.</span></p></body></html> <html><head/><body><p>Uaktywania obliczanie realistycznych miękkich cieni przy użyciu algorytmu Monte Carlo.</p><p>Stożek miękkiego cienia jest zdefiniowany przez <span style=" font-style:italic;">Kąt stożka miękkiego cienia</span> (zakładka <span style=" font-style:italic;">Światła</span>)</p><p>Stożek miękkich cieni dla dodatkowych świateł jest zdefiniowany przez <span style=" font-style:italic;">Opcje własnych świateł</span> / <span style=" font-style:italic;">Wielkość.</span></p></body></html> - - + + Calculate MC soft shadows MC Miękkie cienie - - + + <html><head/><body><p>Enables rendering of chromatic aberration. This effect simulates the way an actual lens refracts light slightly differently based on wavelength.</p><p>It will give a "rainbow" type effect that gets stronger closer to the edges of the image. </p></body></html> <html><head/><body><p>Uaktywnia renderowanie aberracji chromatycznych. Ten efekt symuluje załamanie światła pod różnym kątem w zalezności od długości fali światła.</p><p>Uzyskuje się efekt w rodzaju tęczy, który jest bardziej widoczny bliżej krawędzi obrazu lub na przezroczystych obiektach. </p></body></html> - - + + Calculate chromatic aberration MC Aberracje chromatyczne - - + + Dispersion gain of light refraction: Zwiększenie dyspersji załamywanego światła: - - + + Camera lenses dispersion: Dyspersja soczewek kamery: - - + + <html><head/><body><p>Higher value makes simulated dispersion of camera lenses more visible.</p></body></html> <html><head/><body><p>Większa wartość powoduje, że symulowana dyspersja światła powodowana przez soczewki obietywu jest bardziej widoczna.</p></body></html> - - + + <html><head/><body><p>Selection of method to calculate ambient occlusion effect.<br/>Do not use SSAO method with Monte Carlo option.</p></body></html> <html><head/><body><p>Wybór metody obliczania światła rozproszonego.<br/>Nie używaj metody SSAO w trybie Monte Carlo.</p></body></html> - - + + <html><head/><body><p>File-path to light map image. For ambient occlusion effect based on multiple rays</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> <html><head/><body><p>Ścieżka dostępu do mapy światła. Ma zastosowanie dla efektu światła rozproszonego bazującego na wielu promieniach</p><p>Aby użyć animowaną teksturę (sekwencję obrazów), zamień cyfry na symbol '%'. Przykład: Jeżeli sekwencja obrazów jest taka jak poniżej: <br/>textura0001.jpg<br/>textura0002.jpg<br/>etc</p><p>wtedy użyj następującej nazwy pliku: textura%%%%.jpg<br/>W ten sposób program zostanie poinformowany, że ma potraktować obrazy jako sekwencję z 4-cyfrowym numerem</p></body></html> - - + + Remark: It is simple reflections mapping. To do mapping of radiance use HDRI texture as a background texture. Uwaga: To jest proste mapowanie odbić światła. Aby użyć efektu mapowania promieniowania, użyj tekstury HDRI jako tło. - - + + <html><head/><body><p>File-path to reflection map image .</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> <html><head/><body><p>Ścieżka dostępu do mapy odbić światła.</p><p>Aby użyć animowaną teksturę (sekwencję obrazów), zamień cyfry na symbol '%'. Przykład: Jeżeli sekwencja obrazów jest taka jak poniżej: <br/>textura0001.jpg<br/>textura0002.jpg<br/>etc</p><p>wtedy użyj następującej nazwy pliku: textura%%%%.jpg<br/>W ten sposób program zostanie poinformowany, że ma potraktować obrazy jako sekwencję z 4-cyfrowym numerem</p></body></html> - - + + <html><head/><body><p>This value controls the quality of the volumetric light effect. The step for volumetric light is calculated in each iteration as: </p><p>step = DE * DE_FACTOR[global] * DE_FACTOR[volumetric].</p><p>A higher value gives a faster render but of poorer quality.</p></body></html> - - + + <html><head/><body><p>Visibility distance of fog. Visibility can be set by using '<span style=" font-style:italic;">Set visibility distance by mouse'</span> button</p><p>Lower values produce denser fog,</p></body></html> <html><head/><body><p>Zasięg widoczności mgły. Widoczność może być ustawiona przyciskiem '<span style=" font-style:italic;">Ustaw zasięg widoczności za pomocą myszy'</span> </p><p>Niższa wartość daje gęstszą mgłę,</p></body></html> - - + + <html><head/><body><p>Sets visibility distance using mouse pointer. Point the object which should be the farthest visible.</p><p>After using it don't forget to change <span style=" font-style:italic;">Navigation</span> / <span style=" font-style:italic;">Mouse click function</span> to continue work with the camera.</p></body></html> <html><head/><body><p>Ustawianie zasięgu widoczności za pomocą wskaźnika myszy. Wskaż obiekt, które ma być najdalej widocznym.</p><p>Po użyciu nie zapomnij zmienić <span style=" font-style:italic;">Nawigacja</span> / <span style=" font-style:italic;">Funkcja przycisku myszy</span> aby kontynuować pracę z kamerą.</p></body></html> - - + + <html><head/><body><p>Fog where density depends on the distance from the fractal surface.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Example of high values of distance</p></td><td><p>Examples of low values of distance </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - distance glow.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - distance glow 2.jpeg"/></p></td></tr></table></body></html> <html><head/><body><p>Mgła, której gęstośc zależy od odległości od powierzchni fraktala.</p><table border="0" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;" cellspacing="2" cellpadding="0"><tr><td><p>Przykład dla dużych wartości odległości</p></td><td><p>Przykład dla małych wartości odległości </p></td></tr><tr><td><p><img src=":/tooltips/tooltips_images/image - shader - distance glow.jpg"/></p></td><td><p><img src=":/tooltips/tooltips_images/image - shader - distance glow 2.jpeg"/></p></td></tr></table></body></html> - - + + x2 x2 - - + + ÷2 ÷2 - - - - + + + + <html><head/><body><p>Adjusts the density of fog based on the distance from the fractal surface. Higher values produces fog which reaches further from the fractal surface.</p></body></html> <html><head/><body><p>Ustawia gęstość mgły zależną od odległości od powierzchni fraktala. Wyższa wartość daje mgłę, która sięga dalej od powierzchni fraktala.</p></body></html> - - + + <html><head/><body><p>Density of fog. Higher values produce denser fog. </p></body></html> <html><head/><body><p>Gęstość mgły. Większa wartość daje gęstszą mgłę. </p></body></html> - - + + <html><head/><body><p>Maximum fog distance of color #2 from the fractal surface, and minimum fog distance for color #3.</p></body></html> <html><head/><body><p>Maksymalna odległość of powierzchni fraktala, gdzie jest używany kolor #2 i minimalna, gdzie jest używany kolor #3.</p></body></html> - - + + <html><head/><body><p>Maximum fog distance of color #1 from the fractal surface, and minimum fog distance for color #2.</p></body></html> <html><head/><body><p>Maksymalna odległość of powierzchni fraktala, gdzie jest używany kolor #2 i minimalna, gdzie jest używany kolor #3.</p></body></html> - - + + Distance from fractal surface: Odległość od powierzchni fraktala: - - + + <html><head/><body><p>Fog effect, where the density of the fog is dependent on the iteration count of the fractal formula. Fog is denser in areas of higher iteration count.</p><p>Fog receives shadows, and casts shadows on fractal surface and on itself.</p><p>Example of fog with additional light sources:<br/><img src=":/tooltips/tooltips_images/image - shader - iterfog - lights.jpeg"/></p></body></html> <html><head/><body><p>Efekt mgły, w którym gęstość mgły zależy od ilości iteracji funkcji fraktala. Mgła jest gęstsza tam, gdzie jest większa ilość iteracji.</p><p>Na mgle są widoczne cienie i sama też rzuca cień na powierzchnię fraktala i na samą siebie.</p><p>Przykład mgły z dodatkowymi źródłami światła:<br/><img src=":/tooltips/tooltips_images/image - shader - iterfog - lights.jpeg"/></p></body></html> - - + + <html><head/><body><p>This parameter can be used to increase brightness of fog illuminated by auxiliary light sources.</p><p>In Mandelbulber version &lt;= 2.12 this value was hardcoded and default value was 100. </p><p>When brightness boost is 1.0 then there is correct proportion of illuminating fractal surface and fog.</p></body></html> <html><head/><body><p>Kiedy nie jest aktywne, program automatycznie redukuje ilość detali w odległych regionach fraktala. Jak tylko zbliżasz kamerę do powierzchni fraktala, program zwiększa ilość detali.</p><p>Jeśli wybrane, to w każdym regionie fraktala poziom detali (ich wielkość), będzie taka sama.</p></body></html> - - + + Sharp edges Ostre krawędzie - - + + Sharpness: Ostrość: - - + + Clouds movement speed: Prędkość ruchu chmur: - - + + Gamma Gamma: - - + + Coloring type: Typ kolorowania: - - + + First color: Pierwszy kolor: - - + + Random colors Losowe kolory - - + + Single color Pojedynczy kolor - - + + Two colors Dwa kolory - - + + Two colors based on distance Dwa kolory bazujące na odległości - - + + Second color: Drugi kolor: - - + + Chromatic aberration Aberracja chromatyczna - - + + Aberration intensity: Intensywność aberracji - - + + Reverse color order Odwrotna kolejność kolorów - - + + Brightness boost. Set 100 to keep compatibility with version <=2.12 Wzmocnienie jasności Ustaw na 100 aby zachować kompatybilność z wersjami <=2.12 - - + + Clouds Chmury - - + + Color Kolor - - + + Random seed: Zarodek losowy: - - + + Period: Okres: - - + + Noise iterations: Ilość iteracji szumu: - - + + Ambient light: Światło rozproszone: - - + + Visible light and trap light boost: Wzmocnienie widoczności świateł pułapek orbit: - - - - + + + + Cast/receive shadows Rzucanie/odbieranie cieni - - + + High iterations trim: Przycięcie ostatnich iteracji: - - + + Receive shadows Odbieranie cieni - - + + Plane shape Płaszczyzna - - + + alpha alfa - - + + gamma gamma - - - - + + + + x x - - - - + + + + y y - - - - + + + + z z - - + + Clouds center: Środek chmur: - - + + beta beta - - + + Clouds layer height: Grubość płaszczyzny chmur: - - + + Geometry rotation: Obrót płaszczyzny: - - + + Clouds at distance from fractal Chmury oddalone od fraktala - - + + Distance from fractal Odległość od fraktala - - + + Clouds layer height Grubość warstwy chmur @@ -9278,66 +9310,66 @@ chmur: Kontrola dokładności - - + + Details accuracy Dokładność detali - - + + Approaching DE multiplier Krok zbliżania promienia do chmur - - + + Clouds DE multiplier Krok w chmurach - - + + Enables colored gradient on background. When disabled only color #1 is used. Uaktywnia gradient kolorów na tle. Kiedy jest nieaktywny, to jest używany tylko kolor #1 - - + + &3-color gradient Gradient koloru - - - - + + + + <html><head/><body><p>Brightness of background</p></body></html> <html><head/><body><p>Jasność tła</p></body></html> - - + + Text&ured background Teksturowane tło - - + + <html><head/><body><p>Path to the background image. Acceptable formats are BMP, GIF, JPG, PNG</p><p>To use animated textures (image sequences), replace numbers by '%' symbol. Example: If sequence of images is as showed below: <br/>texture0001.jpg<br/>texture0002.jpg<br/>etc</p><p>Then use following file name: texture%%%%.jpg<br/>This tells the program to treat this as not a single image but as a sequence of images with 4 digit index.</p></body></html> <html><head/><body><p>Ścieżka dostępu do obrazu z tłem.</p><p>Aby użyć animowaną teksturę (sekwencję obrazów), zamień cyfry na symbol '%'. Przykład: Jeżeli sekwencja obrazów jest taka jak poniżej: <br/>textura0001.jpg<br/>textura0002.jpg<br/>etc</p><p>wtedy użyj następującej nazwy pliku: textura%%%%.jpg<br/>W ten sposób program zostanie poinformowany, że ma potraktować obrazy jako sekwencję z 4-cyfrowym numerem</p></body></html> - - + + Fill light color: Kolor światła dopełniającego: - - + + Visibility: Widoczność: @@ -9370,68 +9402,68 @@ dopełniającego: Światło #1 - - + + Number of random lights: Ilość losowych świateł: - - + + Maximum distance from fractal: Maksymalna odległość od fraktala: - - + + Distribution radius of lights: Promień rozmieszczania świateł: - - + + All lights visibility Widoczność wszystkich świateł - - + + All lights intensity Intensywność wszystkich świateł - - + + All lights size Wielkość wszystkich świateł - - + + Light placement options Opcje umieszczania świateł - - + + <html><head/><body><p>Controls distance from the fractal surface where the light will be placed with mouse pointer. When it's zero, the light will be set on fractal surface. A higher value moves the light towards the camera.</p><p>This parameter can be controlled with mouse wheel + alt key.</p></body></html> <html><head/><body><p>Kontroluje odległość od powierzchni fraktala, w jakiej są umieszczanie źródła światła za pomocą wskaźnika myszy. Jest jest zero, to światło jest umieszczanie na powierzchni fraktala. Większa wartość przesuwa światło w kierunku kamery.</p><p>Ten parametr może być zmieniany rolką myszy z przytrzymanym klawiszem Alt.</p></body></html> - - + + Penetrating Penetrujące - - + + Soft shadow cone: Kąt stożka miękkiego cienia: @@ -9448,45 +9480,45 @@ of lights: Pojedyńczy kolor: - - + + <html><head/><body><p>Simulates a large amount of lights and is relatively fast to render.</p><p>An orbit trap is a point, a 2D, or 3D shape defined in 3D space. The brightness of the point is dependent on how close the point's orbit gets to the orbit trap shape during the chosen iterations.</p><p>This effect is difficult to setup and often you need to try many different orbit trap settings.</p><p>These light sources illuminate the fractal surface, but do not cast shadows.</p><p>Example:</p><p><img src=":/tooltips/tooltips_images/image - shader - orbit trap lights.jpg"/></p></body></html> <html><head/><body><p>Symuluje dużą ilość źródeł światła. Te źródła światła praktycznie nie spowalniają renderowania, ponieważ nie muszą być oddzielenie obliczane. Są wyliczane ze wzoru na fraktal, z wykorzystaniem techniki <i>orbit trap</i>.</p><p>Pozycje świateł są ustalone przez współrzędne punktu pułapki orbit. Kiedy iterowana funkcja przebiega blisko wybranego punktu, to punkt staje się jaśniejszy.</p><p>Ten efekt jest dość trudny do ustawienia i często wymaga wielu prób z różnymi współrzędnymi pułapki orbity.</p><p>Te źródła światła oświetlają powierzchnię fraktala ale nie generują cieni.</p><p>Przykład:</p><p><img src=":/tooltips/tooltips_images/image - shader - orbit trap lights.jpg"/></p></body></html> - - + + Orbit &trap lights Światła z pułapek orbit - - + + Orbit trap center: Środek pułapki orbit: - - + + Softness: Miękkość: - - + + <html><head/><body><p>Intensity of illumination of fractal surface</p></body></html> <html><head/><body><p>Intensywność oświetlania powierzchni fraktala</p></body></html> - - + + Intensity on surface: Intensywność na powierzchni: - - + + Visibility of glow (volumetric effect): Widoczność poświaty: (efekt objętościowy): @@ -9495,94 +9527,94 @@ na powierzchni: Widoczność poświaty: - - + + Shape: Kształt: - - + + Shape size: Wielkość kształtu: - - + + Point Punkt - - + + Line Linia - - + + Circle Okręg - - + + Square Kwadrat - - + + Sphere Kula - - + + Cube Sześcian - - + + Shape rotation: Obrót kształtu: - - + + Relative thickness: Względna grubość: - - + + Post effects Efekty końcowe - - + + HDR Bl&ur Rozmycie HDR - - - - + + + + Blur radius: Promień rozmycia: - - - - - - - - + + + + + + + + x: x: @@ -9591,44 +9623,44 @@ na powierzchni: <html><head/><body><p>współrzędne źródła światła</p></body></html> - - - - - - - - + + + + + + + + y: y: - - - - - - + + + + + + z: z: - - - - - - + + + + + + <html><head/><body><p>brightness of light source</p></body></html> <html><head/><body><p>jasność źródła światła</p></body></html> - - - - - - + + + + + + <html><head/><body><p>Color of light source</p></body></html> <html><head/><body><p>Kolor źródła światła</p></body></html> @@ -9647,108 +9679,108 @@ na powierzchni: - - - - - - - - - - + + + + + + + + + + Load Wczytaj - - - - - - - - - - + + + + + + + + + + Save Zapisz - - - - - - - - - - + + + + + + + + + + Reset Reset - - - - - - - - - - - - + + + + + + + + + + + + Randomize Losowanie - + <html><head/><body><p>Opacity of blur effect used during second phase of rendering the DOF effect. 4.0 is correct for most of cases. But for more realistic blur the number of passes can be increased (e.g to 4) and blur opacity should be accordingly decreased (e.g. to 1.0)</p></body></html> <html><head/><body><p>Intensywność efektu rozmycia podczas renderowania drugiej fazy efektu DOF. Wartość 4.0 jest właściwa w większoci przypadków. Dla bardziej realistycznego wygladu ilość przebiegów może być zwiększona (np. do 4) a <i>intensywność efektu rozmycia</i> powinna być jednocześnie zmniejszona (np. do 1.0)</p></body></html> - + <html><head/><body><p>Enables Monte Carlo algorithms for rendering the depth of field (DOF), global illumination, ambient occlusion (with multiple rays) and soft shadows effects. This mode is extremely slow for rendering, but gives a very realistic appearance of effects.</p><p>In addition Monte Carlo algorithm provides high quality adaptive anti-aliasing.</p><p>Every pixed (or tile) of the image is rendered multiple times with randomly changed parameters. Every repeat reduces noise. Sampling of each pixel (or tile) is stopped when noise is reduced to defined level (defined by &quot;Max noise level&quot; parameter&quot;) or when maximum number of repeats is reached (defined by &quot;Max number of samples&quot;). </p><p>Remark: This effect cannot work properly when screen space ambient occlusion is enabled. </p></body></html> <html><head/><body><p>Uaktywania algorytm Monte Carlo dla renderowania efektów głębi ostrości (DOF), globalnego oświetlenia, światła rozproszonego (z wieloma promieniami światła) i miękkich cieni. Ten tryb jest ekstremalnie powolny do renderowania, ale oferuje bardzo realistyczny wygląd efektów.</p><p>Dodatkowo algorytm Monte Carlo oferuje bardzo dobrą jakość wygładzania krawędzi.</p><p>Każdy piksel (lub fragment) jest renderowany wielokrotnie z jednoczesną losową zmianą parametrów. Każde powtórzenie redukuje szum. Próbkowanie dla każdego piksela (lub fragmentu) jest zatrzymywane gdy szum zostanie zredukowany do ustalonego pozomu (zdefiniowanego przez parametr <i>Maksymalny poziom szumu</i>) lub gdy zostanie osiągnięta maksymalna ilość powtórzeń (zdefiniowana przez <i>Maksymalna ilość próbek na piksel</i>). </p><p>Uwaga: Ten efekt nie działa prawidłowo gdy jest włączony efekt światła rozproszonego SSAO.</p></body></html> - - + + <html><head/><body><p>Minimum number of MC samples calculated for each image pixel. Increasing this parameter can reduce visible noise, ( by improving calculation of noise level estimation).</p></body></html> <html><head/><body><p>Minimalna ilość próbek MC obliczanych dla każego piksela obrazu. Zwiększenie tego parametru może zredukować szum, (przez zwiększenie dokładności szacowania poziomu szumu).</p></body></html> - - + + <html><head/><body><p>Number of MC samples calculated for each image pixel. Higher values reduce the noise on the image but increase the rendering time. </p><p>For instance if the number of samples is 100, then the rendering will take 100 times longer compared to the effect disabled.</p></body></html> <html><head/><body><p>Maksymalna ilość próbek MC obliczanych dla każdego piksela obrazu. Większa wartość redukuje szum na obrazie, ale zwiększa czas renderowania.</p><p>Dla przykładu, gdy ilość próbek wynosi 100, to renderowanie obrazu może trwać nawet 100 razy dłużej niż jak efekty MC są wyłączone.</p></body></html> - - + + <html><head/><body><p>Limit of noise level for each image pixel. Every pixel is calculated multiple times until estimated noise reaches maximum noise level percentage.</p><p>A lower value reduces visible noise on the final image, but increases rendering time. Decreasing the maximum noise level by half, increases the rendering time by 4.</p></body></html> <html><head/><body><p>Ograniczenie poziomu szumu dla każdego piksela obrazu. Każdy piksel obrazu jest obliczany wiele razy, zanim poziom szumu osiągnie wymagany poziom.</p><p>Niższa wartość redukuje widoczny szum na końcowym obrazie, ale zwiększa czas renderowania. Zmniejszenie poziomu szumu o połowę zwiększa czas renderowania czterokrotnie.</p></body></html> - - + + <html><head/><body><p>Average number of MC samples that have been calculated for each image pixel.</p></body></html> <html><head/><body><p>Śrenia ilość próbek MC, która została obliczona dla każdego piksela obrazu.</p></body></html> - - + + Accuracy control Kontrola dokładności @@ -9773,8 +9805,8 @@ na powierzchni: <html><head/><body><p>Definiuje wielkość widocznych źródeł światła. Kiedy wartość jest duża, to światła wyglądają na większe.</p><p>Ten parametr wpływa także na losowe światła.</p></body></html> - - + + Placement distance (by mouse): Odległość umieszczania @@ -9785,20 +9817,20 @@ na powierzchni: <html><head/><body><p>Kontroluje odległość od powierzchni fraktala, w jakiej są umieszczanie źródła światła za pomocą wskaźnika myszy. Jest jest zero, to światło jest umieszczanie na powierzchni fraktala. Większa wartość przesuwa światło w kierunku kamery.</p><p>Ten parametr może być zmieniany rolką myszy.</p></body></html> - - + + Place light behind the object Umieść światło za obiektem - - + + <html><head/><body><p><img src=":/tooltips/tooltips_images/random lights placement.png"/></p><p><span style=" font-weight:600;">Random seed: </span>random seed for lights distribution </p><p><span style=" font-weight:600;">Maximum distance from the fractal: </span>random lights are placed within this distance from the fractal surface </p><p><span style=" font-weight:600;">Centre of distribution X, Y, Z: </span>the centre point for random light distribution. To set this point by mouse pointer, select &quot;Set position of centre for random lights&quot; in Mouse click function combo box in Mandelbulber Render Window </p><p><span style=" font-weight:600;">Distribution radius of lights: </span>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.</p><p>If this radius is too small to generate random lights, then the program will automatically increase this radius. </p></body></html> <html><head/><body><p><img src=":/tooltips/tooltips_images/random lights placement.png"/></p><p><span style=" font-weight:600;">Zarodek losowy: </span>zarodek losowy dla rozmieszczenia świateł </p><p><span style=" font-weight:600;">Maksymalna odległość od fraktala: </span>losowe światła są rozmieszczane w obszarze wyznaczonym przez ten dystans od powierzchni fraktala </p><p><span style=" font-weight:600;">Środek rozmieszczania X, Y, Z: </span>punkt środkowy rozmieszczania świateł. </p><p><span style=" font-weight:600;">Promień rozmieszczenia świateł: </span>Maksymalna odległość od centrum, gdzie światła mogą być rozmieszczane. Losowe światła zostaną umieszczone w regionie, który spełnia warunek odległości od fraktala i odległości od wyznaczonego centrum.</p><p>Jeżeli ten promień jest za mały do rozmieszczenia świateł, to program automatycznie go zwiększy.</p></body></html> - - + + Random li&ghts options Opcje losowych świateł @@ -9815,8 +9847,8 @@ na powierzchni: Ilość losowych świateł: - - + + Random Seed: Zarodek losowy: @@ -9829,14 +9861,14 @@ na powierzchni: Promień rozmieszczania świateł: - - + + Center of distribution: Środek rozmieszczania: - - + + Place random light center by mouse Umieść środek rozmieszczania za pomocą myszy @@ -9905,14 +9937,14 @@ na powierzchni: Udawane światła na podstawie pułapek orbit - - + + <html><head/><body><p>First iteration taken for orbit trap calculation</p></body></html> <html><head/><body><p>Pierwsza iteracja brana do obliczania pułapki orbity</p></body></html> - - + + <html><head/><body><p>Last iteration taken for orbit trap calculation</p></body></html> <html><head/><body><p>Ostatnia iteracja brana do obliczania pułapki orbity</p></body></html> @@ -9921,20 +9953,20 @@ na powierzchni: <html><head/><body><p>Intensywność oświetlania powierzchni fraktala</p></body></html> - - + + Minimum iteration: Minimalna iteracja: - - + + <html><head/><body><p>Size of visible lights (scale is logarithmic)</p></body></html> <html><head/><body><p>Wielkość widocznych świateł (skala jest logarytmiczna)</p></body></html> - - + + <html><head/><body><p>Brightness of visible lights. It is volumetric effect.</p><p>Quality of this effect can by controled by <span style=" font-style:italic;">Effects / Volumetric / Custom DE step multiplier for volumetric effects</span></p></body></html> <html><head/><body><p>Jasność widocznych świateł. Jest to efekt objętościowy.</p><p>Jakość tego efektu może być kontrolowana przez <span style=" font-style:italic;">Efekty / Objętościowe / Własny mnożnik kroku (DE Step) dla efektów objętościowych</span></p></body></html> @@ -9943,14 +9975,14 @@ na powierzchni: Widoczność poświaty: (efekt objętościowy) - - + + <html><head/><body><p>Brightness of visible lights</p></body></html> <html><head/><body><p>Jasność widocznych świateł</p></body></html> - - + + Maximum iteration: Maksymalna iteracja: @@ -9959,12 +9991,12 @@ na powierzchni: Pułapka orbity: - - - - - - + + + + + + <html><head/><body><p>Position of orbit trap point</p></body></html> <html><head/><body><p>Pozycja punktu pułapki orbity</p></body></html> @@ -12884,14 +12916,28 @@ z rozdzielczością obrazu Average number of MC samples: %1 Średnia ilość próbek MC: %1 + + + Average noise: %1 % + Średni szum: %1 % + + + + Tiles done: %1 % + Gotowe kafelki: %1 % + + + + Masked pixels: %1 % + Zamaskowane pixele: %1 % + Average number of DOF samples: %1 Średnia ilość próbek głębi ostrości: %1 - Average noise [%]: %1 - Średni szum [%]: %1 + Średni szum [%]: %1 @@ -13614,35 +13660,35 @@ w oddzielnych plikach cInterface - - + + Fractals (*.txt *.fract) Fraktale (*.txt *.fract) - + Save settings from %1 Zapisz ustawienia z %1 - + Load settings to %1 Wczytaj ustawienia do %1 - + Cleaning up Czyszczenie - + Do you want to clean up settings? It will take a while Czy chcesz oczyścić ustawienia? Trochę to potrwa. - + Image auto-saved to %1 Obraz zapisany automatycznie do %1 @@ -16531,17 +16577,17 @@ wielkości obiektu) Kompilowanie programów OpenCL - + OpenCl - rendering image (workgroup %1 pixels) OpenCL - renderowanie obrazu (grupa robocza %1 pikseli) - + OpenCL - rendering image finished OpenCL - renderowanie zakończone - + OpenCl - rendering image OpenCL - renderowanie obrazu @@ -16622,30 +16668,30 @@ efekty, które wymagają długiego przetwarzania. cOpenClWorkerThread - - - - + + + + Cannot set OpenCL argument for %1 Nie można ustawić parametru OpenCL dla %1 - + antiAliasingDepth - + sequenceSize sequenceSize - + jobWidth jobWidth - + inClPixelSequenceBuffer inClPixelSequenceBuffer @@ -16668,74 +16714,74 @@ efekty, które wymagają długiego przetwarzania. - + General Ogólne - + Default file paths Domyślne ścieżki plików - + Settings: Ustawienia: - + Images: Obrazy: - + Textures: Tekstury: - + System Look and Feel Wygląd programu - + To apply changes of these settings you need to restart the application By wprowadzić poniższe ustawienia, będzie konieczne ponowne uruchomienie aplikacji - + normal normalna - + dark ciemna - + light jasna - + UI Style type Styl interfejsu użytkownika - + UI Skin Skórka interfejsu użytkownika @@ -16745,13 +16791,13 @@ ponowne uruchomienie aplikacji - + Language Język aplikacji - + <html><head/><body><p>Language of application texts.</p><p>You need to restart application to apply changes.</p></body></html> <html><head/><body><p>Język tekstów aplikacji.</p><p>Musisz zrestartować program aby nanieść zmiany.</p></body></html> @@ -16760,8 +16806,8 @@ ponowne uruchomienie aplikacji <html><head/><body><p><span style=" font-weight:600;">JPG</span></p><p>Rozdzielczość bitowa będzie zignorowana, jako że JPG wspiera tylko 8-bitową precyzję.</p><p>Każdy kanał obrazu będzie zapisany jako osobny plik z dodanym rozszerzeniem.</p><p><span style=" font-weight:600;">PNG</span></p><p>Format może być 8-bitowy lub 16-bitowy (ustawienie na 32 bity da w rezultacie 16-bitową jakość).</p><p>Każdy kanał obrazu będzie zapisany w osobnym pliku. </p><p>Jedynym wyjątkiem jest kanał alpha:</p><p>Jeżeli Kolor i Alpha są wybrane i &quot;Dodaj kanał alpha do obrazu (tylko PNG)&quot;, to kolor + alpha będą zapisane do obrazu w formacie RGBA z jakością i rozszerzeniem takim jak dla koloru.</p><p><span style=" font-weight:600;">EXR</span></p><p>Jakość może być 16-bitowa lub 32-bitowa (8-bitowa da w rezultacie 16-bitową jakość).</p><p>Rozszerzenia zostaną zignorowane jako, że wszystkie kanały zostaną zapisane do tego samego pliku.</p></body></html> - - + + Image Settings Ustawienia zapisu obrazu @@ -16773,323 +16819,323 @@ oraz zapis klatek animacji. - + Toolbar icon size (pixels) Wielkość ikon na pasku narzędzi - - + + <html><head/><body><p><span style=" font-weight:600;">JPG</span></p><p>The quality value will be ignored, since JPG only supports 8 bit precision.</p><p>Every image channel will be saved as a separate file with appended postfix.</p><p><span style=" font-weight:600;">PNG</span></p><p>The quality value can be 8 bit or 16 bit (32 bit will result in 16 bit precision).</p><p>Every image channel will be saved as a separate file. </p><p>Only exception can be alpha channel:</p><p>If both Color and Alpha channel are selected and &quot;Append alpha to image (only PNG and TIFF)&quot;, then color + alpha will be saved to a RGBA image with quality and postfix of color row.</p><p><span style=" font-weight:600;">TIFF</span></p><p>The quality value can be 8 bit, 16 bit or 32 bit.</p><p>Every image channel will be saved as a separate file. </p><p>Only exception can be alpha channel:</p><p>If both Color and Alpha channel are selected and &quot;Append alpha to image (only PNG and TIFF)&quot;, then color + alpha will be saved to a RGBA image with quality and postfix of color row.</p><p><span style=" font-weight:600;">EXR</span></p><p>The quality value can be 16 bit or 32 bit (8 bit will result in 16 bit precision).</p><p>The postfix will be ignored since all image channels will be saved to one file.</p></body></html> <html><head/><body><p><span style=" font-weight:600;">JPG</span></p><p>Rozdzielczość bitowa będzie zignorowana, jako że JPG wspiera tylko 8-bitową precyzję.</p><p>Każdy kanał obrazu będzie zapisany jako osobny plik z dodanym rozszerzeniem.</p><p><span style=" font-weight:600;">PNG</span></p><p>Format może być 8-bitowy lub 16-bitowy (ustawienie na 32 bity da w rezultacie 16-bitową jakość).</p><p>Każdy kanał obrazu będzie zapisany w osobnym pliku. </p><p>Jedynym wyjątkiem jest kanał alpha:</p><p>Jeżeli Kolor i Alpha są wybrane i &quot;Dodaj kanał alpha do obrazu (tylko PNG i TIFF)&quot;, to kolor + alpha będą zapisane do obrazu w formacie RGBA z jakością i rozszerzeniem takim jak dla koloru.</p><p><span style=" font-weight:600;">TIFF</span></p><p>Format może być 8-bitowy, 16-bitowy lub 32-bitowy.</p><p>Każdy kanał obrazu będzie zapisany w osobnym pliku. </p><p>Jedynym wyjątkiem jest kanał alpha:</p><p>Jeżeli Kolor i Alpha są wybrane i &quot;Dodaj kanał alpha do brazu (tulko PNG i TIFF)&quot;, to kolor + alpha będą zapisane do obrazu w formacie RGBA z jakością i rozszerzeniem takim jak dla koloru.</p><p><span style=" font-weight:600;">EXR</span></p><p>Jakość może być 16-bitowa lub 32-bitowa (8-bitowa da w rezultacie 16-bitową jakość).</p><p>Rozszerzenia zostaną zignorowane jako, że wszystkie kanały zostaną zapisane do tego samego pliku.</p></body></html> - - + + These settings affect "Save as JPG/PNG/EXR/TIFF" actions and saving animation frames. Te ustawienia mają wpływ na funkcje "Zapisz jako JPG/PNG/EXR/TIFF" oraz zapis klatek animacji. - - + + Z Buffer Bufor Z - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + 8 bit 8 bit - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + 16 bit 16 bit - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + 32 bit 32 bit - - + + Alpha Alpha - - - - + + + + Quality Jakość - - - - + + + + Postfix Rozszerzenie - - - - + + + + Image Channel Kanał obrazu - + Program Preferences Ustawienia programu - + space light - + space dark - + space dark green - + space dark blue - + space dark red - + UI font size (points) Wielkość czcionki interfejsu użytkownika (w punktach) - + Colorize group&Boxes Koloruj ramki - + Seed for random colors Zarodek losowy dla kolorów: - + Display tooltips Wyświetlaj dymki podpowiedzi - + Toolbar Górny pasek - + Custom formula editor font size (points) Wielkość czcionki w edytorze własnych formuł (w punktach) - + Randomizer Losowanie - + Small Mała - + Medium Średnia - + Big Duża - + Preview size Wielkość podglądu - + Preview quality Jakość podglądu - + Low Mała - + High Duża - + Advanced Zaawansowane - + Max. number of CPU cores to use Maks. ilość rdzeni procesora do uzycia - + Max. RAM for texture cache (GB) Max. wielkość pamięci podręcznej tekstur (GB) - + Logging verbosity level Poziom szczegółowości pliku dziennika - - + + Lowest priority Najniższy priorytet - - + + Z-buffer options Opcje bufora-Z - - + + Invert z-buffer Negatyw bufora-Z - - + + Logarithmic scale Skala logarytmiczna - - + + maximum z-depth maksymalna głębia - - + + minimum z-depth minimalna głębia - - + + clang-format path: ścieżka do clang-format: @@ -17102,287 +17148,293 @@ oraz zapis klatek animacji. Niski priorytet - - + + Normal priority Normalny priorytet - - + + High priority Wysoki priorytet - - + + Rendering threads priority Priorytet wątków renderujących - - + + Image auto-refresh period [seconds] Okres automatycznego odświeżania obrazu [sekundy] - - + + <html><head/><body><p>Multiplies fractal c constant by this value.</p></body></html> <html><head/><body><p>Mnoży stałą c fraktala przez tą wartość</p></body></html> - - + + Path to log file: Ścieżka do pliku logu: - - + + Do not show description on settings load Nie pokazuj opisów podczas wczytywania ustawień - - + + Retrieve default toolbar presets Przywróć domyślne predefiniowane ustawienia na pasku narzędzi - - + + Retrieve default materials in material folder Przywróć domyślne materiały w folderze z materiałami - - + + Image Obraz - - + + Color Kolor - - + + Use constant depth range Użyj stałego zakresu głębi - - + + Op&tional Image Channels Opcjonalne kanały obrazu - - + + Following channels are only rendered on demand and will only be present after enabling and re-render. Następujące kanały będą rednerowane tylko na żądanie i będą dostępne tylko po ponownym zrederowaniu obrazu. - - + + Surface Normal Mapa wektorów normalnych - - + + Specular Odblaski - - + + World Świat - - + + + Console debug output + + + + + Diffuse Rozproszenie - - + + Not denoised Nieodszumiony - - + + Global illumination Globalne oświetlenie - - + + World Normal - - + + Shadows Cienie - - + + Misc Image Settings Różne ustawienia obrazu - - + + JPEG quality: Jakość JPEG: - - + + Append alpha to image (only PNG and TIFF) Dodaj kanał alpha do obrazu (tylko PNG i TIFF) - - + + Save fractal settings together with the image Zapisuj ustawienia fraktala razem z obrazami - - + + Render thumbnails with OpenCL (if OpenCL enabled) Renderowanie miniatur przy użyciu OpenCL (jesli OpenCL jest aktywne) - - + + <html><head/><body><p>Mandelbulber can use OpenCL to accelerate rendering.<br/>For more information about setup and workflow see the User Manual<br/>under Menu &gt; Help &gt; User Manual.<br/></p></body></html> <html><head/><body><p>Mandelbulber może używać OpenCL do przyspieszenia renderowania (użycie karty graficznej do obliczeń).<br/>Więcej informacji na temat ustawień oraz rozwiązywania problemów jest w podręczniku użytkownika</p></body></html> - - + + Shortcuts Skróty - - + + Default layout Domyślny układ - - + + MB3D layout Układ z MB3D - - + + Render Renderuj - - + + Stop Zatrzymaj - - + + Move forward Przesuń do przodu - - + + Move backward Przesuń do tyłu - - + + Move left Przesuń w lewo - - + + Move right Przesuń w prawo - - + + Move up Przesuń do góry - - + + Move down Przesuń w dół - - + + Rotate left Obróć w lewo - - + + Rotate right Obróć w prawo - - + + Rotate up Obróć w górę - - + + Add keyframe Dodaj klatkę kluczową - - + + Modify keyframe Modyfikuj klatkę kluczową - - + + Rotate down Obróć w dół - - + + Roll left Pochylenie w lewo - - + + Roll right Pochylenie w prawo @@ -17391,20 +17443,20 @@ i będą dostępne tylko po ponownym zrederowaniu obrazu. <html><head/><body><p>Mandelbulber może używać OpenCL do przyspieszenia renderowania.<br/>Aby uzyskać więcej informacji skorzystaj z podręcznika<br/>w Menu &gt; Pomoc &gt; Podręcznik użytkownika.</p><p>Implementacja OpenCL nadal nie jest kompletna (w fazie alpha) <br>i brakuje następujących funkcji: dostępnych przy renderowaniu przez CPU:<ul><li>NetRender</li><li>HDR blur</li><li>Antyaliasing</li></ul></p></body></html> - - + + Use linear colorspace (only EXR) Użyj liniowej przestrzeni koloru (tylko EXR) - - + + Save each channel in separate folder Zapis każdego kanału w oddzielnym katalogu - - + + Save stereoscopic left and right images in separate files (stereoscopic mode has to be "left-right") Zapis lewego i prawego obrazu stereoskopowego @@ -17412,26 +17464,26 @@ w oddzielnych plikach (tryb stereoskopowy musi być "lewo - prawo") - - + + Thumbnail options Opcje miniatur - - + + Clear Czyść - - + + Load Wczytaj - - + + Generate Generuj @@ -17441,86 +17493,86 @@ w oddzielnych plikach (jesli OpenCL jest aktywne) - - + + <html><head/><body><p>Memory limit for single memory buffer used by OpenCL programs.</p><p>It should be set not higher than suggested memory limit showed below.</p><p>If SSAO or DOF effects need more memory than limit, they will be rendered using CPU.</p><p>Higher memory limit can allow rendering SSAO and DOF effects using GPU at higher resolution, but program can produce errors or be unstable.</p></body></html> - - + + All GPU devices Wszystkie urządzenia GPU - - + + Default device Domyślne urządzenie - - + + All CPU devices Wszystkie urządzenia CPU - - + + All accelerators Wszystkie akceleratory - - + + Platforms Platformy - - + + <html><head/><body><p>It disables 'compute cache' used by NVidia driver. It is sometimes needed to use this option to refresh precompiled OpenCL programs after changing OpenCL source files (e.g. after upgrade of the program).</p></body></html> <html><head/><body><p>Wyłącza 'compute cache' używany przez sterownik NVidia. Może być czasami potrzebne gdy potrzeba odświeżyć skompilowane programy OpenCL po zmianie plików źródłowych (np. po aktualizacji programu).</p></body></html> - - + + Disable cache for OpenCL programs Wyłącz pamięć podręczną dla programów OpenCL - - + + <html><head/><body><p>It enables -cl-fast-relaxed-math OpenCL flag. It provides additional speed by removing some checks to the math operations like division by zero or Not-a-Number. In some cases it can lead to unpredictable results.</p><p>It is needed to restart the program to apply this option.</p></body></html> <html><head/><body><p>Włacza flagę -cl-fast-relaxed-math dla kompilatora OpenCL. Przyspiesza to renderowanie poprzez redukcję sprawdzania poprawności operacji matematycznych takich jak dzielenie przez zero lub NaN</p><p>Aby ta opcja zadziałała, trzeba zrestartować program</p></body></html> - - + + Suggested memory limit: Sugerowany limit pamięci: - - + + <html><head/><body><p>Job size multiplier increases size of OpenCL jobs (size of tiles).</p><p>Higher value can increase rendering speed, but too high can slow down rendering.</p><p>Too high value can cause higher GPU memory usage makeing the program unstable. It also increases the time of rendering a single tile, which can cause GPU driver timeouts.</p></body></html> <html><head/><body><p>Mnożnik wielkości zadań zwiększa rozmiar zadań programów OpenCL (rozmiar renderowanych fragmentów)</p><p>Większa wartość może przyspieszyć renderowanie, ale za duża może je ponownie spowolnić.</p><p>Zbyt duża wartość może nadmiernie zwiększyć zużycie pamięci GPU, co może spowodować niestabilność programu. Większa wartość zwiększa czas renderowania pojedyńczych fragmentów obrazu, co może spowodować błędy przekroczenia czasu pracy sterownika karty graficznej.</p></body></html> - - + + Job size multiplier: Mnożnik wielkości zadań: - - + + Percentage of reserved GPU time for a system Procent zarezerwowanego czasu GPU dla systemu - - + + <html><head/><body><p>Percentage of GPU time which will be reserved for another processes like a system.</p><p>Higher value will generate longer waits between launching next OpenCL jobs. During this time the system will have opportunity to update UI. It will cause reduction of rendering speed.</p></body></html> <html><head/><body><p>Procent czasu GPU, jaki będzie zarezerwowanych dla innych programów (np. systemu)</p><p>Większa wartość spowoduje dłuższe oczekiwanie pomiędzy kolejnymi zadaniami OpenCL. W tym czasie system będzie miał możliwość odświeżenia elementów interfejsu użytkownika. Może to spowodować nieznaczne spowolnienie renderowania.</p></body></html> @@ -17529,8 +17581,8 @@ w oddzielnych plikach <html><head/><body><p>Procent czasu GPU, który będzie zarezerwowany dla innych procesów tak np. system.</p><p>Higher value will generate longer wairs between launching next OpenCL jobs. During this time the system will have opportunity to update UI. It will cause reduction of rendering speed.</p></body></html> - - + + Use fast relaxed math Użyj szybkiej ale mniej pewnej matematyki @@ -17551,8 +17603,8 @@ w oddzielnych plikach Aktywacja GPU - - + + Device Urządzenie @@ -17561,8 +17613,8 @@ w oddzielnych plikach Wszytkie urządzenia nie będące CPU - - + + All devices Wszystkie urządzenia @@ -17579,44 +17631,44 @@ w oddzielnych plikach Spowoduje to przerzucenie renderowania na GPU. - - + + Precision Precyzja - - + + single pojedyńcza - - + + Low priority Niski priorytet - - + + OpenCL (GPU) OpenCL (GPU) - - + + OpenCL ena&ble Aktywacja OpenCL - - + + This will offload the rendering to an OpenCL device (GPU, CPU, Accelerator Card). Powoduje to przeniesienie renderowania na urządzenie OpenCL (GPU, CPU, akcelerator) - - + + double podwójna @@ -17633,8 +17685,8 @@ w oddzielnych plikach szybki - - + + Memory Limit: Limit pamięci: @@ -17651,8 +17703,8 @@ w oddzielnych plikach Wyczyść bufor miniatur - - + + Do not ask for quit confirmation Nie pytaj o potwierdzenie zamknięcia programu @@ -17662,42 +17714,42 @@ w oddzielnych plikach Ścieżka do pliku logu: %1 - + Select default directory for images Wybierz domyślny folder dla obrazów - + Select default directory for settings files Wybierz domyślny folder dla plików ustawień - + Select default directory for textures Wybierz domyślny folder dla tekstur - + Select default directory for toolbar presets Wybierz domyślny folder dla górnego paska z fraktalami - + rendering %1, %2 of %3 renderowanie %1, %2 of %3 - + Suggested memory limit (based on CL_DEVICE_MAX_MEM_ALLOC_SIZE): %1 MB - + clang-format executable (clang-format.exe clang-format-*.exe clang-format-* clang-format) clang-format executable (clang-format.exe clang-format-*.exe clang-format-* clang-format) - + Select clang-format executable (exe on windows, program name on MacOS / Linux)... Wybierz plik uruchamialny z clang-format (exe na Windows, nazwa programu na MacOS / Linux)... @@ -18142,36 +18194,146 @@ wybrany cRenderJob - + OpenCl - rendering finished OpenCL - renderowanie zakończone - + OpenCl - rendering SSAO finished OpenCL - renderowanie SSAO zakończone - + OpenCl - rendering - all finished OpenCL - renderowanie - wszystko zakończone - + Finished Render Renderowanie zakończone - + The image has been rendered completely. Renderowanie obrazu zostało zakończone - + + OpenCl - waiting for free GPU + OpenCL - czekanie na zwolnienie GPU + + + OpenCl - rendering Post Filter finished OpenCl - renderowanie filtra zakończone + + cSettingsBrowser + + + + Dialog + + + + + + Don't use OpenCL + Nie używaj OpenCL + + + + + Use OpenCL for MC + Używaj OpenCL dla MC + + + + + Use OpenCL for MC, HQ + Używaj OpenCL dla MC, wys. jakość + + + + + Use OpenCL for all + Używaj OpenCL do wszystkich + + + + + Use OpenCL for all, HQ + Używaj OpenCL do wszystkich, wys. jakość + + + + + Filter by Name + Filtruj po nazwie + + + + + Filter by Fractal + Filtruj po fraktalach + + + + + Filter by Effect + Filtruj po efektach + + + + + Filter: + Filtr: + + + + + Load settings + Wczytaj ustawienia + + + + + Cancel + Anuluj + + + + Preview + Podgląd + + + + Filename + Nazwa pliku + + + + Last modifued + Ostatnia modyfikacja + + + + Formulas + Formuły + + + + Effects + Efekty + + + + Select folder with fractal settings + Wybierz folder z plikami fraktali + + cSettingsCleaner