Just like 3dsMax, by default, renderStacks doesn’t rely on names for the most operations. For objects, it uses object’s anim handle(3dsMax’s internal ID). For other data, it uses renderStacks internal guid. For example, if you use a layer for your object selection, renderStacks tag own GUID for the layer and use it. So, even later you rename the layer later, all your layer set will not be affected. Same for Camera, after you assign a camera for a pass, you can change the camera name anytime since renderStacks will use camera’s node handle instead of name.
But, for whatever reason, if you want to use renderStacks as name based, you can choose to do so. Also if you need to save and load renderStacks setup between files. You probably need to save and load data as name based since there is no guarantee that two objects or anything in two different files shares same GUID .
You can see and change the type in the Main Menu > Preference dialog > Store data as GUID button.
BUT, again it is not recommended to work as name based.If you really want, do not forget to manage any names in the scene diligently.If you have a duplicated name, you will be in trouble.