"normalDontWrapInNormal" = "Write the body of the normal statement without the \"normal {}\" statement.\nThis allows to replace one or more selected items of the normal with new ones";

"normalTransformationsOn" =  "Add the settings of the transform template to this normal item.";
"normalTransformationsEditButton" = "Open the transform template.";

"normalMainTabView" = "Pattern: 4 block_patterns and more bumpy patterns.\nBump_map: a 2D-image is wrapped around the object for a bumpy surface.\nFunction: create your own normal, using mathematical functions";
"normalAmountOn" = "Controls the apparent depth of the bumpiness.\nTypical values range from 0.0 to 1.0 but any value may be used.\nNegative values invert the pattern";
"normalAmountEdit" = "Controls the apparent depth of the bumpiness.\nTypical values range from 0.0 to 1.0 but any value may be used.\nNegative values invert the pattern";
"normalAccuracyOn" = "Normal uses a slope_map, whether specified or not. POV-Ray uses an accuracy distance of 0.02.\nSometimes, decreasing this value gives better accuracy.\nBy increasing this value sharp edges in the normal can be smoothed";
"normalAccuracyEdit" = "Normal uses a slope_map, whether specified or not. POV-Ray uses an accuracy distance of 0.02.\nSometimes, decreasing this value gives better accuracy.\nBy increasing this value sharp edges in the normal can be smoothed";
"normalBumpSizeOn" = "The relative bump size can be scaled using the bump_size modifier.\nThis can be any number other than 0 but typical values are from about 0.1 to as high as 4.0 or 5.0";
"normalBumpSizeEdit" = "The relative bump size can be scaled using the bump_size modifier.\nThis can be any number other than 0 but typical values are from about 0.1 to as high as 4.0 or 5.0";
"normalNoBumpScaleOn" = "By scaling a normal, the apparent depth of the bumps will also scale, causing the slope to remain the same. Adding the keyword \"no_bump_scale\" disables this feature";

"normalNormalSlopeMapOn" = "Write a slope_map in your normal statement.\nTo verify or edit the parameters of this slope_map, click the edit button.";
"normalNormalSlopeMapEditButton" = "Edit the slope_map.\nYou will be returned to this panel.";
"normalNormalMapOn" = "Write a normal_map in your normal statement.\nTo verify or edit the parameters of this normal_map, click the edit-button.";
"normalNormalMapEditButton" = "Edit the normal_map.\nYou will be returned to this panel.";
"normalWaveTypePopUpButton" = "Choose one of the wave types to override the default type.";
"normalWaveTypeEdit" = "Enter the exponent for the poly_wave.";

	/*pattern*/
"normalPatternSelectPopUpButton" = "Kind of bumpy appearance";
"normalPatternTabView" = "";


"normalPatternBrickFullNormal" = "Uses full normal statements for each part of the block pattern";
"normalPatternBrickAmountOn" = "Controls the apparent depth of the bumpiness.\nTypical values range from 0.0 to 1.0 but any value may be used.\nNegative values invert the pattern";
"normalPatternBrickAmountEdit" = "Controls the apparent depth of the bumpiness.\nTypical values range from 0.0 to 1.0 but any value may be used.\nNegative values invert the pattern";
"normalPatternBrickBrickSizeOn" = "The x, y, z sizes of a brick unit. Mortar is included in the unit, as it surrounds the brick completely";
"normalPatternBrickBrickSizeMatrix" = "The x, y, z sizes of a brick unit. Mortar is included in the unit, as it surrounds the brick completely";
"normalPatternBrickMortarOn" = "The thickness of the mortar";
"normalPatternBrickMortarEdit" = "The thickness of the mortar";

"normalPatternBrickFullNormal1TypePopUp" = "Kind of bumpy appearance";
"normalPatternBrickFullNormal1AmountOn" = "Controls the apparent depth of the bumpiness.\nTypical values range from 0.0 to 1.0 but any value may be used.\nNegative values invert the pattern";
"normalPatternBrickFullNormal1AmountEdit" = "Controls the apparent depth of the bumpiness.\nTypical values range from 0.0 to 1.0 but any value may be used.\nNegative values invert the pattern";
"normalPatternBrickFullNormal1ScaleOn" = "Changes the apparent size of the normal pattern";
"normalPatternBrickFullNormal1ScalePopUp" = "Select the type of vector";
"normalPatternBrickFullNormal1ScaleMatrix" = "Scale the original size of the pattern.\nValues larger than one stretch it.\nValues smaller than one squish it.\nA value of one leaves it unchanged";
"normalPatternBrickFullNormal1ArmsPopUp" = "Number of arms winding around the z-axis";

"normalPatternBrickFullNormal2TypePopUp" = "Choose the desired kind of bumpy appearance.";
"normalPatternBrickFullNormal2AmountOn" = "Controls the apparent depth of the bumpiness.\nTypical values range from 0.0 to 1.0 but any value may be used.\nNegative values invert the pattern";
"normalPatternBrickFullNormal2AmountEdit" = "Controls the apparent depth of the bumpiness.\nTypical values range from 0.0 to 1.0 but any value may be used.\nNegative values invert the pattern";
"normalPatternBrickFullNormal2ScaleOn" = "Changes the apparent size of the normal pattern";
"normalPatternBrickFullNormal2ScalePopUp" = "Select the type of vector";
"normalPatternBrickFullNormal2ScaleMatrix" = "Scale the original size of the pattern.\nValues larger than one stretch it.\nValues smaller than one squish it.\nA value of one leaves it unchanged";
"normalPatternBrickFullNormal2ArmsPopUp" = "Number of arms winding around the z-axis";


	 	/*checker*/
"normalPatternCheckerFullNormal" = "Uses full normal statements for each part of the block pattern";
"normalPatternCheckerAmountOn" = "Controls the apparent depth of the bumpiness.\nTypical values range from 0.0 to 1.0 but any value may be used.\nNegative values invert the pattern";
"normalPatternCheckerAmountEdit" = "Controls the apparent depth of the bumpiness.\nTypical values range from 0.0 to 1.0 but any value may be used.\nNegative values invert the pattern";
			/*checker1*/
"normalPatternCheckerFullNormal1TypePopUp" = "Kind of bumpy appearance";
"normalPatternCheckerFullNormal1AmountOn" = "Controls the apparent depth of the bumpiness.\nTypical values range from 0.0 to 1.0 but any value may be used.\nNegative values invert the pattern";
"normalPatternCheckerFullNormal1AmountEdit" = "Controls the apparent depth of the bumpiness.\nTypical values range from 0.0 to 1.0 but any value may be used.\nNegative values invert the pattern";
"normalPatternCheckerFullNormal1ScaleOn" = "Changes the apparent size of the normal pattern";
"normalPatternCheckerFullNormal1ScalePopUp" = "Select the type of vector";
"normalPatternCheckerFullNormal1ScaleMatrix" = "Scale the original size of the pattern.\nValues larger than one stretch it.\nValues smaller than one squish it.\nA value of one leaves it unchanged";
"normalPatternCheckerFullNormal1ArmsPopUp" = "Number of arms winding around the z-axis";

			/*checker2*/
"normalPatternCheckerFullNormal2TypePopUp" = "Kind of bumpy appearance";
"normalPatternCheckerFullNormal2AmountOn" = "Controls the apparent depth of the bumpiness.\nTypical values range from 0.0 to 1.0 but any value may be used.\nNegative values invert the pattern";
"normalPatternCheckerFullNormal2AmountEdit" = "Controls the apparent depth of the bumpiness.\nTypical values range from 0.0 to 1.0 but any value may be used.\nNegative values invert the pattern";
"normalPatternCheckerFullNormal2ScaleOn" = "Changes the apparent size of the normal pattern";
"normalPatternCheckerFullNormal2ScalePopUp" = "Select the type of vector";
"normalPatternCheckerFullNormal2ScaleMatrix" = "Scale the original size of the pattern.\nValues larger than one stretch it.\nValues smaller than one squish it.\nA value of one leaves it unchanged";
"normalPatternCheckerFullNormal2ArmsPopUp" = "Number of arms winding around the z-axis";

	 	/*hexagon*/
"normalPatternHexagonFullNormal" = "Uses full normal statements for each part of the block pattern";
"normalPatternHexagonAmountOn" = "Controls the apparent depth of the bumpiness.\nTypical values range from 0.0 to 1.0 but any value may be used.\nNegative values invert the pattern";
"normalPatternHexagonAmountEdit" = "Controls the apparent depth of the bumpiness.\nTypical values range from 0.0 to 1.0 but any value may be used.\nNegative values invert the pattern";

			/*hexagon1*/	
"normalPatternHexagonFullNormal1TypePopUp" = "Kind of bumpy appearance";
"normalPatternHexagonFullNormal1AmountOn" = "Controls the apparent depth of the bumpiness.\nTypical values range from 0.0 to 1.0 but any value may be used.\nNegative values invert the pattern";
"normalPatternHexagonFullNormal1AmountEdit" = "Controls the apparent depth of the bumpiness.\nTypical values range from 0.0 to 1.0 but any value may be used.\nNegative values invert the pattern";
"normalPatternHexagonFullNormal1ScaleOn" = "Changes the apparent size of the normal pattern";
"normalPatternHexagonFullNormal1ScalePopUp" = "Select the type of vector";
"normalPatternHexagonFullNormal1ScaleMatrix" = "Scale the original size of the pattern.\nValues larger than one stretch it.\nValues smaller than one squish it.\nA value of one leaves it unchanged";
"normalPatternHexagonFullNormal1ArmsPopUp" = "Number of arms winding around the z-axis";

			/*hexagon2	*/
"normalPatternHexagonFullNormal2TypePopUp" = "Kind of bumpy appearance";
"normalPatternHexagonFullNormal2AmountOn" = "Controls the apparent depth of the bumpiness.\nTypical values range from 0.0 to 1.0 but any value may be used.\nNegative values invert the pattern";
"normalPatternHexagonFullNormal2AmountEdit" = "Controls the apparent depth of the bumpiness.\nTypical values range from 0.0 to 1.0 but any value may be used.\nNegative values invert the pattern";
"normalPatternHexagonFullNormal2ScaleOn" = "Changes the apparent size of the normal pattern";
"normalPatternHexagonFullNormal2ScalePopUp" = "Select the type of vector";
"normalPatternHexagonFullNormal2ScaleMatrix" = "Scale the original size of the pattern.\nValues larger than one stretch it.\nValues smaller than one squish it.\nA value of one leaves it unchanged";
"normalPatternHexagonFullNormal2ArmsPopUp" = "Number of arms winding around the z-axis";
			/*hexagon3	*/
"normalPatternHexagonFullNormal3TypePopUp" = "Kind of bumpy appearance";
"normalPatternHexagonFullNormal3AmountOn" = "Controls the apparent depth of the bumpiness.\nTypical values range from 0.0 to 1.0 but any value may be used.\nNegative values invert the pattern";
"normalPatternHexagonFullNormal3AmountEdit" = "Controls the apparent depth of the bumpiness.\nTypical values range from 0.0 to 1.0 but any value may be used.\nNegative values invert the pattern";
"normalPatternHexagonFullNormal3ScaleOn" = "Changes the apparent size of the normal pattern";
"normalPatternHexagonFullNormal3ScalePopUp" = "Select the type of vector";
"normalPatternHexagonFullNormal3ScaleMatrix" = "Scale the original size of the pattern.\nValues larger than one stretch it.\nValues smaller than one squish it.\nA value of one leaves it unchanged";
"normalPatternHexagonFullNormal3ArmsPopUp" = "Number of arms winding around the z-axis";

	 	/*object*/

"normalPatternObjectEditObjectButton" = "To check which object will be used, or to define another object, click this button: the object's template form will be opened";
"normalPatternObjectEditOutsideObjectButton" = "Open the normal template to specify the desired normal. After hitting ok you will return to this dialog";
"normalPatternObjectEditInsideObjectButton" = "Open the normal template to specify the desired normal. After hitting ok you will return to this dialog";

	 	/*agate*/
	 	/*aoi*/
	 	/*boxed*/
	 	/*bozo*/
	 	/*bumps*/
	 	/*cells*/
	 	/*crackle*/
"normalPatternCrackleType1On" = "";
"normalPatternCrackleType1PopUp" = "Specify the crackle type";
"normalPatternCrackleType1Matrix"= "The first component determines the multiple of the distance to the closest point to be used in determining the value of the pattern at a particular point.\nThe second component determines the coëfficient applied to the second closest distance.\nThe last component corresponds to the third-closest distance";
"normalPatternCrackleType1Edit" = "Enter the desired value";

"normalPatternCrackleType2On" = "";
"normalPatternCrackleType2PopUp" = "Specify the crackle type";
"normalPatternCrackleType2Matrix"= "The first component determines the multiple of the distance to the closest point to be used in determining the value of the pattern at a particular point.\nThe second component determines the coëfficient applied to the second closest distance.\nThe last component corresponds to the third-closest distance";
"normalPatternCrackleType2Edit" = "Enter the desired value";

"normalPatternCrackleType3On" = "";
"normalPatternCrackleType3PopUp" = "Specify the crackle type";
"normalPatternCrackleType3Matrix"= "The first component determines the multiple of the distance to the closest point to be used in determining the value of the pattern at a particular point.\nThe second component determines the coëfficient applied to the second closest distance.\nThe last component corresponds to the third-closest distance";
"normalPatternCrackleType3Edit" = "Enter the desired value";

"normalPatternCrackleType4On" = "";
"normalPatternCrackleType4PopUp" = "Specify the crackle type";
"normalPatternCrackleType4Matrix"= "The first component determines the multiple of the distance to the closest point to be used in determining the value of the pattern at a particular point.\nThe second component determines the coëfficient applied to the second closest distance.\nThe last component corresponds to the third-closest distance";
"normalPatternCrackleType4Edit" = "Enter the desired value";

	/*cylindrical*/
	/*density_file*/
"normalPatternDisityFileFileNameEdit" = "File to be used";
"normalPatternDisityFileFileEditButton" = "Choose the density_file";
"normalPatternDisityFileInterpolationPopUp" = "Interpolation can smooth the jagged look of a map.\nType 0 (none) gives no interpolation.\nType 1 (tri_linear) and 2 (tri_cubic) give a 3-D interpolation";
	/*dents*/
	
	/*facets*/
"normalPatternFacetsCoordsOn" = "Turn on/off the coords of the facets";
"normalPatternFacetsCoordsEdit" = "Enter the coords of the facets";
"normalPatternFacetsSizeEdit" = "Enter the size of the facets";
"normalPatternFacetsSizeOn" = "Turn on/off the size of the facets";

	/*fractals*/
"normalPatternFractalsTypePopUp" = "Fractal type";
"normalPatternFractalsTypeXEdit" = "2-dimensional vector (denoting a complex number) about which the set is calculated";
"normalPatternFractalsTypeYEdit" = "2-dimensional vector (denoting a complex number) about which the set is calculated";
"normalPatternFractalsExponentOn" = "Specify how the interior of the fractal is colored. Value can be an integer between 0 and 6";
"normalPatternFractalsExponentEdit" = "The fractal pattern is projected onto the x-y plane. It extends infinitely in the z-direction.\nSpecify the maximum number of iterations to be used to compute the set.\nTypical values range from 10 up to 256";
"normalPatternFractalsMaxIterationsEdit" = "The fractal pattern is projected onto the x-y plane. It extends infinitely in the z-direction.\nSpecify the maximum number of iterations to be used to compute the set.\nTypical values range from 10 up to 256";
"normalPatternFractalsInteriorTypeOn" = "Specify how the interior of the fractal is colored. Value can be an integer between 0 and 6";
"normalPatternFractalsInteriorTypePopUp" = "Specify how the interior of the fractal is colored. Value can be an integer between 0 and 6";
"normalPatternFractalsInteriorTypeFactorEdit" = "The return values are multiplied by this factor before returning";
"normalPatternFractalsExteriorTypeOn" = "Specify how the exterior of the fractal is colored. Value can be an integer between 0 and 6";
"normalPatternFractalsExteriorTypePopUp" = "Specify how the exterior of the fractal is colored. Value can be an integer between 0 and 6";
"normalPatternFractalsExteriorTypeFactorEdit" = "The return values are multiplied by this factor before returning";

	 	/*gradient*/
"normalPatternGradientXYZPopUp" = "Select the type of vector";
"normalPatternGradientMatrix" = "Enter the x, y, z coordinates of the vector giving the orientation of the sawtooth or ramped wave appearance";
	 	/*granite*/
	 	/*image_pattern*/
"normalPatternImagePatternFileTypePopUp" = "Image type";
"normalPatternImagePatternFileNameEdit" = "Name of the image file that will be used";
"normalPatternImagePatternFileNameButton" = "Choose the image file";
"normalPatternImagePatternFunctionFunctionEdit" =  "Write the desired function.\nOr, choose a function or operator from the insert button";
"normalPatternImagePatternFunctionFunctionButton" = "Select one of the possible functions or operators to be written at the insertion point, or to replace the selected part";
"normalPatternImagePatternFunctionImageWidth" = "Specify the resolution (Width in pixels) of the resulting bitmap image";
"normalPatternImagePatternFunctionImageHeight" =  "Specify the resolution (Height in pixels) of the resulting bitmap image";
"normalPatternImagePatternPatternButton" = "Specify a pattern. This pattern is used to create a bitmap.\nAfter confirming (OK) you return to this dialog";
"normalPatternImagePatternPigmentButton" = "Specify a pigment. This pigment is used to create a bitmap.\nAfter confirming (OK) you return to this dialog";
"normalPatternImageMapProjectionPopUp" = "Specify how the image should be wrapped around the object";
"normalPatternImageMapProjectionOnceOn" = "Normally image maps are tiled over every unit square of the x-y plane. Adding the \"once\" keyword eliminates all copies of the map except the one at (0,0) to (1,1)";
"normalPatternImageMapInterpolationPopUp" = "Interpolation can smooth the jagged look of a bitmap.\nNormalized distance is the slightly faster of the two.\nBilinear does a better job of picking the between colors";
"normalPatternImageMapUsePopUp" = "Specify which values should be used";
	 	
	 		 		 		 	
	 	/*leopard*/
	 	/*marble*/
	 	/*onion*/
	 	/*pigment_pattern*/
	 	/*planar*/
	 	/*projection*/
"normalPatternProjectionObjectButton" = "Open the object's template to check or define the object";
"normalPatternProjectionNormalPopUp" = "With:\n-point: the ray is shot in direction of this point\n-parallel: a ray is shot from each intersection point in this direction\n-normal: the ray direction is determined by the surface normal";
"normalPatternProjectionXYZPopUp" = "Select the type of vector";
"normalPatternProjectionXYZMatrix	" = "Enter the x, y, z components of the point";
"normalPatternProjectionBlurOn" = "Also use normal entries with values between 0 and 1 in the normal_map";
"normalPatternProjectionAmountEdit" = "Determines the area on which the samples are spread";
"normalPatternProjectionSamplesEdit" = "Number of blur samples";
	 	/*quilted*/
"normalPatternQuiltedControl0Edit" = "Adjust the curvature of the seam or gauge area between the quilts.\nValues should be kept to around the 0.0 to 1.0 range.\n0.0 yields a hard edge; 1.0 more rounded edges";
"normalPatternQuiltedControl1Edit" = "Adjust the curvature of the seam or gauge area between the quilts.\nValues should be kept to around the 0.0 to 1.0 range.\n0.0 yields a hard edge; 1.0 more rounded edges";
	 	/*radial*/
	 	/*ripples*/
	 	/*slope*/
"normalPatternSlopeDirectionXYZPopUp" = "Select the type of vector";
"normalPatternSlopeDirectionMatrix" = "Enter the x, y, z coordinates of the direction vector";
"normalPatternSlopeSlopeOn" = "Specifies which range of slopes are used";
"normalPatternSlopeSlopeLowEdit" = "Enter the slope value that returns 0.0";
"normalPatternSlopeSlopeHighEdit" = "Enter the slope value that returns 1.0";
"normalPatternSlopeAltitudeOn" = "If set, the original slope values are altered by the special altitude gradient.\nThe new values will be a composition of both values. This way you could alter the slope values along the direction of the offset vector";
"normalPatternSlopeAltitudeXYZPopUp" = "Select the type of vector";
"normalPatternSlopeAltitudeMatrix" = "Enter the x, y, z coordinates of the direction vector";
"normalPatternSlopeOffsetOn" = "If set, the original slope values are altered by the offset (altitude if y-direction) values.\nThe new values will be a composition of both values. This way you could alter the slope values along the direction of the offset vector";
"normalPatternSlopeOffsetLowEdit" = "Enter the desired value";
"normalPatternSlopeOffsetHighEdit" = "Enter the desired value";
	 	/*spherical*/
	 	/*spiral*/
"normalPatternSpiralTypePopUp" = "The spiral1 pattern creates a spiral that winds around the z-axis similar to a screw.\nThe spiral2 pattern is a modification of the spiral1 pattern";
"normalPatternSpiralNrOfArmsEdit" = "Number of arms winding around the z-axis";
	 	/*waves*/
	 	/*wood*/
	 	/*wrinkles*/
 	/*---------
		/*average*/
/* normalImageMap*/
"normalImageMapFileTypePopUp" = "Kind of image";
"normalImageMapFileButton" =  "Choose the image file";
"normalImageMapFileName" ="Name of the image file that will be used";
"normalImageMapFunctionButton" = "Select one of the possible functions or operators to be written at the insertion point, or to replace the selected part";
"normalImageMapFunctionEdit" = "Write the desired function.\nOr, choose a function or operator from the insert button";
"normalImageMapFunctionImageWidth" = "Specify the resolution (Width in pixels) of the resulting bitmap image";
"normalImageMapFunctionImageHeight" = "Specify the resolution (Heigth in pixels) of the resulting bitmap image";
"normalImageMapPatternButton" = "Specify a pattern. This pattern is used to create a bitmap for the bumps.\nAfter confirming (OK) you return to this dialog";
"normalImageMapPigmentButton" = "Specify a pigment. This pigment is used to create a bitmap for the bumps.\nAfter confirming (OK) you return to this dialog";
"normalImageMapProjectionPopUp" = "Specify how the image should be wrapped around the object";
"normalImageMapProjectionOnceOn" = "The image map is repeated over every unit square of the x-y-plane like tiles. The once keyword eliminates all other copies of the map except the one at (0,0) to (1,1)";
"normalImageMapInterpolationPopUp" = "Interpolation can smooth the jagged look of a bitmap.\nNormalized distance is the slightly faster of the two.\nBilinear does a better job of picking the between colors";
"normalImageMapGetBumpHeightPopUp" = "For use_index, the color's palette nr is used to compute the bump's height at that point. Nr 0 would be low and nr 255 high.\nFor use_color the pixel's color is converted to gray scale intensity value and used to compute the bump's height at that point";

/* normalFunction*/
"normalFunctionEdit" = "Write the desired function.\nYou can also choose a function or operator from the insert button";
"normalFunctionEditButton" = "Select one of the possible functions or operators to be written at the insertion point, or to replace the selected part";
