Whether hatched-Lambert body shading is currently applied —
true iff View.renderMode is in
BodyHatch.renderModes. The renderer reads this
flag in its DrawOp variant selector to decide between the
un-textured Lambert variant and the PBR-textured variant
for opaque triangle batches.
Gets which render modes use the hatched-Lambert body path.
Sets which render modes render with the hatched-Lambert body path. Other modes use the standard attribute-driven selection (PBR when the mesh has UVs / triplanar atlases, plain Lambert otherwise).
Default [DetailedRender].
Configures whether the View renders surfaces with the material's hatch overlay (engineering / schematic style) rather than the PBR-textured path.
Located at Effects.bodyHatch.
When
applied, the renderer routes opaque triangle batches to the un-textured Lambert variant of the colour technique. The material'shatchPattern(when set) overlays the body in world / tangent / screen space according to itsspace. PBR atlases (albedo / metallic-roughness / normal) on the same material are ignored — they re-enter the picture in RealisticRender (or any mode without bodyHatch).Default:
[DetailedRender]— engineering / inspection presentation gets the hatched body out of the box; Realistic and Navigation stay PBR/textured.Section-plane caps are unaffected. The cap's appearance comes from SectionPlane.capColor and the material's hatch regardless of body shading — it's an engineering symbol, not a surface continuation. So a single material renders as polished steel in Realistic, hatched steel in Detailed, and shows the ANSI32 steel cap fill in either mode.