--- title: "Shader Properties" url: "https://help.maxon.net/c4d/en-us/Content/html/XSLAGRADIENT-ID_SHADERPROPERTIES.html" section_path: "Material Manager > Classic Materials > Classic material > Channel Shaders > Gradient Shader > Shader Properties" element_id: "XSLAGRADIENT" group_id: "ID_SHADERPROPERTIES" description: "Clicking on the small arrow to the right of the Gradient setting will make additional settings available." --- ## Shader Properties ### Gradient Parameter ID: `SLA_GRADIENT_GRADIENT` Clicking on the small arrow to the right of the **Gradient** setting will make additional settings available. See [How to use the Attribute Manager](https://help.maxon.net/c4d/en-us/Content/html/5822.html.md) for information about using the Gradient GUI element. ### Type Parameter ID: `SLA_GRADIENT_TYPE` The type of gradient to be created. ![Image: 004392.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/004392.jpg)\ From left to right and top to bottom: 2D - U, 2D - V, 2D - Diagonal, 2D - Radial, 2D - Circular, 2D - Box, 2D - Star, 2D - Four Corner, 3D Linear, 3D Cylindrical, 3D Spherical ### Cycle Parameter ID: `SLA_GRADIENT_CYCLE` When you are editing UVs, sometimes the UVs can become much larger than the original texture. Enable this option to tile the shader. ### Start Parameter ID: `SLA_GRADIENT_START` · Range: [XYZ m] For 3D gradients, this defines the start point of the gradient. For 3D Cylindrical, this is the start of the center vector. ### End Parameter ID: `SLA_GRADIENT_END` · Range: [XYZ m] For 3D gradients, this defines the end point of the gradient. For 3D Cylindrical, this is the end of the center vector. ### Radius Parameter ID: `SLA_GRADIENT_RADIUS` · Range: [-∞..+∞m] For **3D Spherical** and **3D Cylindrical**, this is the radius of the gradient from the center. ### Turbulence Parameter ID: `SLA_GRADIENT_TURBULENCE` · Range: [0..100%] ### Octaves Parameter ID: `SLA_GRADIENT_OCTAVES` · Range: [0.00..10.00] ### Scale Parameter ID: `SLA_GRADIENT_SCALE` · Range: [0..+∞%] **Turbulence** values greater than 0 switch on the Noise shader. The **Octaves**, **Scale** and **Frequency** parameters will then become available. ![Image: 004393.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/004393.jpg)\ Turbulence set to a low value (left) and a high value (right). ![Image: 004394.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/004394.jpg)\ Octaves set to a low value (left) and a high value (right). ![Image: 004395.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/004395.jpg)\ Scale set to a low value (left) and a high value (right). ### Frequency Parameter ID: `SLA_GRADIENT_FREQ` · Range: [-∞..+∞] A **Frequency** value greater than 0 animates the noise with undulations. ### Seed Parameter ID: `SLA_GRADIENT_SEED` · Range: [-2147483648..2147483647] As soon as the **Turbulence** value is greater than 0 Noise will be added to the color gradient. Change the **Seed** value if you want to influence the random Noise dispersion. ### Angle Parameter ID: `SLA_GRADIENT_ANGLE` · Range: [-∞..+∞°] Rotates the entire color gradient. ### Absolute Parameter ID: `SLA_GRADIENT_ABSOLUTE` If this option is enabled, the gradient refers to the turbulence only, not to the entire texture. ![Image: 004396.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/004396.jpg)\ Absolute disabled (top) and enabled (bottom). ### Space Parameter ID: `SLA_GRADIENT_SPACE` For 3D gradients, this defines space that the gradient is calculated in. Texture The gradient is calculated in object space and remains the same regardless of object position or orientation and takes into account the projection modifications of the Material tag. Object The gradient is calculated in object space and remains the same regardless of object position or orientation, but does not use the attributes of the Material tag. World The gradient is calculated in world coordinates and is not affected by the objects orientation or position. This allows the object being shaded to move through the gradient. Camera The gradient is calculated in the space of the camera and will stay oriented relative to the camera. The object can move through the gradient, and camera moves will also affect the gradient. Screen The gradient is calculated in the space of the screen including Z depth. The object can move through the gradient, and camera moves will also affect the gradient. Raster The gradient is calculated in screen pixels and has no depth information, so no matter how far the object gets away, the texture is calculated in the same way. The object can move through the gradient, and camera moves will also affect the gradient.