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To prune out all polymesh objects, use a 'Custom' type statement that looks like this:
//*{@type=="polymesh"} Change polymesh to whatever type you're interested in to remove that type.
You don't need to prune out an object to prevent it from being used in a render. The VisiblityAssign node is another
way of removing objects from the render without actually removing the object from the scene.
To see what the Prune is removing, view the node above the prune then click the little arrow on the Prune node's
cel parameter and select Find and Select in Scenegraph....
After processing for a while, all objects that are to be pruned become selected in the Scene Graph tab.
If nothing is selected, then nothing matches the CEL statement and nothing is pruned.
Control (UI) Default Value Function
cel none The CEL statement to use to select locations to remove.
For more information, see the CEL Reference document found
on the documentation HTML page (accessed through the Help
> Documentation menu option).
5 NODES L-Q | PRUNE
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