<!--{"parent": "4_Falcon.md", "order": 3}-->

## The Properties Panel

![](/images/DraggedImage-2.jpg)

> **Note:** this screenshot shows an older version of Cheetah 3D. <!-- TODO screenshot -->

Each object has its own Properties panel.

When you select an object (either in the 3D view or the browser) the Properties panel will display that object’s properties. 

The top of the panel is a row of tags, which each contain their own properties. You can add tags to objects to give them even more properties. 

One object that’s very prone to collecting tags is the camera object (shown here with an HDRI tag, a Radiosity tag, and a Depth of Field tag — a perfectly plausible setup).

> **Note:** requires updating for Cheetah 3D 8.1.1: cameras no longer take HDRI, Radiosity, or Depth of Field tags; these are now the HDRI Light object, Cheetah renderer settings, and camera properties (manual: Objects › HDRI Light, Camera; Render › Cheetah). <!-- TODO update -->

Most mesh objects will end up with three or more tags — their own property tag (which will vary based on the kind of object they are), a Mode tag (which controls their visibility and whether or not their creator or modifier chains are active), and one or more Material tags (which assign the material to the mesh, or sometimes just parts of an editable mesh, and can also affect how the material is mapped onto that mesh — this topic is covered in more depth in the section on Materials).

### Common Tags

![](/images/DraggedImage-3.jpg)

A typical object starts with two tags, its base tag (representing its own properties) and its Mode tag. Here we see a torus’s properties. Click on the tag icons to display the corresponding properties.

#### The Mode Tag

![](/images/DraggedImage-4.jpg)

Most objects will have a Mode tag (cameras do not). 

The mode tag lets you hide the object (from either or both of the edit view and renderer), and also control how the object is displayed (note that you can set this globally for the entire view, but this allows you to change how individual objects are displayed) and finally to turn creator and modifier effects on/off for the object. (This can work a bit strangely — e.g. if you have a mesh with two modifiers, you can turn the modifiers off individually using their Mode tags, or you can turn both modifiers on or off by toggling settings in the mesh’s Mode tag — this can sometimes lead to a modifier not working when you expect it to.)

The Create toggle of a Mode tag only affects creator objects. It appears to do nothing for other objects, even if they are used by creators.

#### The Material Tag

![](/images/DraggedImage-5.jpg)

The Material tag assigns a material to a mesh (it may assign the material to all, or just a subset, of an editable mesh’s polygons). The settings within the Material tag affect the way the material is mapped onto the object.

If more than one material is assigned to a mesh (or polygon) then the rightmost material takes precedence.

> **AI draft:** generated from the Cheetah 3D 8.1.1 manual; not yet reviewed by the author. <!-- TODO review AI draft -->

#### HDRI Light and Radiosity (formerly tags)

In earlier versions of Cheetah 3D, image-based lighting was set up by adding HDRI and Radiosity tags to the camera. These tags no longer exist:

* The **HDRI Light** is now an object you add to the scene. Load an image (.hdr or .exr) into it and it provides image-based lighting and reflections, and (optionally) the background. Uncheck **Background** if you don’t want the image rendered behind your scene. The best way to render something in front of a photographic backdrop is still to use the combination of an HDR for lighting and a background image loaded into the Camera.

* **Radiosity** (and ambient occlusion) is now a section of the **Cheetah** renderer’s settings (**Render \> Renderer**). The Falcon renderer computes indirect lighting automatically, so it has no radiosity settings at all.

See [Image-Based Lighting](/4.13_Image_Based_Lighting/) for details.

> *End of AI draft.* <!-- /AI draft -->
