When applied, the renderer routes opaque triangle batches to
the un-textured Lambert variant of the colour technique. The
material's hatchPattern (when set) overlays the body in
world / tangent / screen space according to its space. PBR
atlases (albedo / metallic-roughness / normal) on the same
material are ignored while the component is applied.
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.
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 while the component is applied.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.