TagsΒΆ

Tags are keywords attached to the scene graph nodes. You can add as many tags as needed on a node, and tags can be any string. Although tags are not directly used by the renderer, they are useful for the RenderGraph, as explained in the next section.

Tag the nodes
  1. Single or multiple select nodes
  2. Tag the nodes by typing in the Properties > SceneGraphNode > Tags edit box a comma separated list of keywords.

Guerilla comes with four predefined tags that you can use: All, Characters, Props, Set. By default all scene graph nodes have the All tag.

Only SceneGraphNodes can be tagged. Tags are hierarchically inherited, meaning that tagging a node will implicitly add the tag to the children nodes. Inherited tags are displayed in light grey.

You can also remove tags on a node by prefixing it with -. This is usefull if you need to remove a specific tag on a node in a hierarchy where the tag is applied on the whole hierarchy.

Change the tag mode on a node

  1. Select a node using a view.
  2. Toggle between 'Tag added' and 'Tag removed' using the '+' and '-' buttons at the left of a tag in the drop down menu of the Tags combo box in the node Properties view.

All tags are implicitly prefixed with a +, so the concrete tag is the same as +concrete tag.

It's possible to filter the display of scene graph nodes in a Viewport by using tags.

Filter a Viewport display using tags
  1. Select a viewport.
  2. Filter nodes by using the drop down widget to add or remove tags.

When no tag is selected, all objects are displayed without any filtering.

Tag the object in Autodesk Maya® or in another software

You can tag your hierarchy outside of Guerilla Render.

In the Autodesk Maya® workflow, simply add in Maya a dynamic string attribute called 'GuerillaTags' on the transform nodes you want to tag.

In the Alembic workflow, make sure your hierarchy objects are exported with a string attribute called 'GuerillaTags'.

Set the GuerillaTags attributes with some comma-separated tags like : 'character,harry' or 'eye,left,blue'

Although they are not directly useful for the renderer, they are useful for the RenderGraph, as explained in the next section.