---
title: "Shader Properties"
url: "https://help.maxon.net/c4d/en-us/Content/html/XHATCHINGSHADER-ID_SHADERPROPERTIES.html"
section_path: "Sketch and Toon > Sketch and Toon Shader > Hatch Shader > Shader Properties"
element_id: "XHATCHINGSHADER"
group_id: "ID_SHADERPROPERTIES"
description: "This tab controls how the strokes are placed and how they overlap."
---

## Shader Properties

This tab controls how the strokes are placed and how they overlap.

### Texture

Parameter ID: `HATCHINGSHADER_TEXTURE`

![Image: 003037.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/003037.jpg)\
In general, use an image of a stroke or strokes as the texture.

This is the texture to use as the stroke. You can use a grayscale or a color image (color information in the texture is ignored; the color of the hatches is defined on the shader's Color tab).

![Image: 003038.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/003038.jpg)\
The texture on a plane with full density of 100%, no overlap (Spacing 0%) and no Scatter or other variations.

To speed up rendering, consider using a block of strokes instead of a single stroke as the texture. This enables you to use a larger texture tile (**Scale** values), which means faster rendering.

### Tile UV

Parameter ID: `HATCHINGSHADER_TILE`

![Image: 003039.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/003039.jpg)\
When tiling textures using the Tile X and Tile Y settings in the Material tag, you will probably notice seams (left, marked in red). Enabling the Tile UV option helps to remove the seams (right).

Sketch and Toon offers many ways to speed up the rendering of lines. One way is to tile the hatched lines using the Tile settings in the Material tag (the more tiles you use, the faster the lines are rendered). Enable the Tile UV option to help remove seams from the edges of the tiles (it works by wrapping the lines over the tile edges).

### Rotational UV

Parameter ID: `HATCHINGSHADER_ROTATIONAL`

Sometimes you may notice seams even with Tile UV enabled. This is when the Rotational UV option can help. It rotates the hatch UV map around four times to ensure the strokes overlap all sides.

### Scale

Parameter ID: `HATCHINGSHADER_SCALE` · Range: [0..+∞%]

![Image: 003040.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/003040.jpg)\
Scale = 100% / Scale = 50%

This controls the scale of the stroke texture. A smaller texture means more strokes over the UVs, which in turn means longer render times. For smaller strokes, instead of lowering the **Scale** value, consider tiling the strokes using the tiling settings in the **Texture** tag. See **Tile UV** above.

### Rotate UV

Parameter ID: `HATCHINGSHADER_ROTATE` · Range: [-360..360°]

![Image: 003041.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/003041.jpg)\
Rotate UV = 0% / Rotate UV = 10%

Rotates the rendering UVs so the whole thing rotates.

### Offset U

Parameter ID: `HATCHINGSHADER_OFFSET_U` · Range: [-∞..+∞%]

### Offset V

Parameter ID: `HATCHINGSHADER_OFFSET_V` · Range: [-∞..+∞%]

![Image: 003042.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/003042.jpg)\
From left to right: no UV offset; Offset U set to 10% and Tile UV enabled; Offset U set to 10% and Tile UV disabled.

These settings offset the rendering on the UVs. Enable Tile UV to prevent a gap in the tiling.

### Density

Parameter ID: `HATCHINGSHADER_DENSITY` · Range: [0..10000%]

![Image: 003043.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/003043.jpg)\
Density = 100% / Density = 10%

This is the overall stroke density, i.e.the number of strokes generated.

### Density U

Parameter ID: `HATCHINGSHADER_DENSITY_U` · Range: [0..100%]

### Density V

Parameter ID: `HATCHINGSHADER_DENSITY_V` · Range: [0..100%]

![Image: 003044.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/003044.jpg)\
Density U & V = 100% / Density U = 50% / Density V = 50%

These define the stroke density in the U and V directions.

### Scatter U

Parameter ID: `HATCHINGSHADER_SCATTER_U` · Range: [0..+∞%]

### Scatter V

Parameter ID: `HATCHINGSHADER_SCATTER_V` · Range: [0..+∞%]

![Image: 003045.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/003045.jpg)\
No Scatter / Scatter U = 20% / Scatter V = 10%

Scatter the strokes in the U and V directions randomly.

### Spacing U

Parameter ID: `HATCHINGSHADER_SPACE_U` · Range: [-100..+∞%]

### Variation

Parameter ID: `HATCHINGSHADER_SPACE_U_VAR` · Range: [0..+∞%]

### Spacing V

Parameter ID: `HATCHINGSHADER_SPACE_V` · Range: [-100..+∞%]

### Variation

Parameter ID: `HATCHINGSHADER_SPACE_V_VAR` · Range: [0..+∞%]

![Image: 003046.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/003046.jpg)\
No Spacing / Spacing U = 50% / Spacing U = 50%, Var. = 100%

Space the stokes. Values above 100% create gaps between the tiles, values less than 100% overlap them.

### Scale U

Parameter ID: `HATCHINGSHADER_SCALE_U` · Range: [0..+∞%]

### Variation

Parameter ID: `HATCHINGSHADER_SCALE_U_VAR` · Range: [0..+∞%]

### Scale V

Parameter ID: `HATCHINGSHADER_SCALE_V` · Range: [0..+∞%]

### Variation

Parameter ID: `HATCHINGSHADER_SCALE_V_VAR` · Range: [0..+∞%]

![Image: 003047.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/003047.jpg)\
Scale U = 100% / Scale U = 200% / Scale U = 200%, Var. = 50%

Scale the strokes in the U or V direction.

### Rotate

Parameter ID: `HATCHINGSHADER_STOKE_ROTATE` · Range: [0..360°]

![Image: 003048.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/003048.jpg)\
Rotate = 0% / Rotate = 10%

Rotates each stroke by a random amount up to the set angle value.

### Crosses

Parameter ID: `HATCHINGSHADER_CROSSED`

### Cross Rotation

Parameter ID: `HATCHINGSHADER_CROSS_ROTATE` · Range: [-360..360°]

![Image: 003049.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/003049.jpg)\
Crosses disabled (left) and enabled with Cross Rotation set to 45˚ (right).

If **Crosses** is enabled, a second pass of strokes will be rendered over the first strokes and rotated as a whole by the Cross Rotation value. This is used to create cross-hatching.
