Opticlean For Blender — Scene Analysis & Optimization

Ivan Matukhnov in Asset Management


OptiClean — Documentation

Version 2.0.0 · Blender 4.2 LTS and newer · EEVEE & Cycles

This page explains every section and button in the OptiClean panel and what each one does.

Contents

  • Installation
  • General concepts
  • Render Data
  • Data Cleaner
  • Meshes
  • Materials
  • Auto-Connect Textures
  • Material Slot Cleanup
  • UV
  • Troubleshooting

Installation

  1. Go to Edit → Preferences → Add-ons, click the drop-down (top-right) → Install from Disk…
  1. Select the OptiClean .zip file — do not unzip it first.
  1. Enable OptiClean in the list.
  1. In the 3D Viewport press N to open the sidebar, then select the OptiClean tab.

General concepts

Most tools follow the same four-step flow:

Step What it does
Scan Reads the scene and lists what it found. Changes nothing.
Preview Results appear in a list with a checkbox per row. Tick the rows you want; use Check All / Uncheck All to toggle quickly.
Apply Acts only on checked rows, then reports Done: N of M.
Report A detailed report is written to a Blender Text block; a short count also appears in the status bar.

Object Tool Scope Default (top of the panel) — Whole Scene or Selected Only. Object-based tools obey this. Tools that work on file-wide data (e.g. orphan purge) ignore it by design.

Undo — Object-level actions (deleting meshes, merging slots, connecting nodes) are undoable with Ctrl+Z. Actions that remove file datablocks (orphan purge, material datablock removal) may not be cleanly undoable and show a warning before they run.


Render Data

Estimates how much GPU memory the scene's data would use. This is an estimate, not a measurement.

  • Engine toggle (EEVEE / Cycles) — switches the assumptions used for the estimate.
  • The report is split into a Hard base (textures + geometry, computed near-exactly) and Estimated overhead (lights/shadows, buffers — shown as a range).

Options

  • Texture size mode: full resolution vs clamped to a limit.
  • Optional lights/shadows estimate (off by default; labeled as a rough estimate).

Data Cleaner

Scene Audit

Button Action
Run Scene Audit Produces one consolidated report (polygons, vertices, materials, textures, empty meshes, missing textures, and more). Run it again after cleaning to see a before/after comparison.

Unused Data Cleaner

Control Action
Recursive (checkbox) When on, purging cascades to data freed by the first pass.
Scan Unused Data Lists unused/orphan and fake-user datablocks per type (materials, textures, mesh data, collections, actions, images), with counts.
Check All / Uncheck All Toggle which rows are included in the detail report.
Report Unused Data Details Writes a detailed list of the checked categories to a Text block.
Purge Unused Data Removes the unused data. Datablock removal may not be undoable — a warning is shown above the button.

Heavy Objects Finder

Control Action
Eye / Viewport / Render (filters) Choose which hidden/excluded objects appear. All on by default.
Scan Heavy Objects Lists the heaviest objects by vertex count (descending). Rows are icon-marked when an object is hidden in the viewport, hidden by its collection (Coll), or excluded from render.
Select Heavy Object Rows Selects the checked objects. Objects hidden in the viewport can't be selected — the report says how many to find in the Outliner. Visibility is never changed for you.

Texture Size Report

Button Action
Scan Texture Sizes Lists textures by resolution and decoded memory size, flagged 8K / 4K / non-power-of-two / oversized.
Select Texture Owner Objects Selects the objects that use the checked textures.
Resize Checked Textures Resizes the checked textures in place.

Meshes

Meshes Without Materials

Button Action
Scan Meshes Without Materials Finds objects with no material slots, or with empty material slots.
Select Found Object(s) Selects the checked result objects in the viewport.

Delete Zero-Geometry Meshes

Button Action
Scan Zero-Geometry Meshes Finds mesh objects with no vertices, edges, or faces.
Delete Checked Meshes Deletes the checked empty objects. Asks for confirmation first. Undoable with Ctrl+Z.

Materials

Merge Materials by Name

Merges duplicate material datablocks across the whole file (e.g. Wood.001 into Wood), but only when they are truly identical.

Button Action
Scan Material Merge Groups Groups same-base-name materials and checks which are identical. Identical groups are checked by default; same-name-but-different ones are listed separately and not merged.
Merge Checked Materials Merges the checked groups. Removes duplicate datablocks (removal warning applies).

Missing Textures Finder

Button Action
Scan Missing Textures Lists images whose file is missing on disk, with the owning material(s) and object(s).
Select Owners Selects the objects that use the checked missing textures.

Auto-Connect Textures

Batch-links texture files from a folder into a material by matching file names. Pick a mode at the top: Repair Missing or Manual Setup.

Preset controls (shared)

Control Action
Preset drop-down Selects the active pattern preset.
Add Preset Creates a new empty preset.
Delete Preset Deletes the active preset.
Restore Built-ins (preset icon) Re-adds the built-in presets (PBR, Unreal, Unity Standard, Unity URP) without touching your own.
Edit preset (expandable) Shows the pattern rows for the active preset.

Pattern rows (inside the preset editor)

Add Row / Delete Row — add or remove a map row.

Each row has:

  • Name Pattern — a wildcard string. * is required for prefix/suffix matching. Examples: *_BC (suffix), BC_* (prefix), *_BC_* (contains). A pattern with no * matches the file name exactly.
  • Destination — which material input to connect to, chosen from the material's actual inputs, plus Connect: None (add texture, no link) and Material Output: Displacement.
  • Multichannel — splits the image via a Separate Color node. Split mode RGB+A (RGB as color + alpha) or R+G+B+A (all channels as data). Color space follows the split automatically.
  • Use alpha — when off, the alpha channel is not connected.

Mode: Manual Setup

Control Action
Material selector The material to build into.
Folder + Search subfolders Where to look for texture files.
Scan Auto-Connect Textures Matches files to the preset rows and lists what would be connected, with statuses (ready / occupied / ambiguous / unlinked / not found).
Connect Checked Textures Creates the image nodes and links for the checked rows. Undoable.

Mode: Repair Missing

Control Action
Folder + Search subfolders Where to look for the missing files.
Scan Repair Missing Matches missing textures to files. Matches by file name first; falls back to preset patterns. Pattern-only matches are flagged with a verify before applying warning.
Uncheck Pattern Matches Quickly unchecks all lower-confidence pattern-based matches.
Set Repair Selection Check All / Uncheck All for the list.
Repair Checked Missing Re-points the existing images to the found files (sets the file path and reloads). Existing node wiring is preserved. Undoable.

Material Slot Cleanup

Works on the material slots of objects (not on file material datablocks).

Button Action
Scan Material Slots Finds objects with empty, duplicate, or unused material slots.
Select Found Object(s) Selects the checked result objects.
Remove Empty Slots Removes slots with no material assigned (on checked objects).
Merge Duplicate Slots Collapses slots that reference identical materials into one. Does not reduce the file's material count.
Remove Unused Slots Removes slots whose material isn't used by any face, with correct index re-mapping.

UV

UV Audit

Button Action
Run UV Audit Reports objects with no UVs, multiple UV channels, non-standard names, or empty UV maps.

UV Cleanup

Button Action
Scan UV Cleanup Lists UV maps that appear unused. Keeps the active map, the active-render map, and any maps referenced by the shader (UV Map / Attribute nodes, including inside node groups). Internal . maps are ignored.
Remove Checked UV Maps Removes the checked UV maps. Always review the list first.

UV Rename

Button Action
Rename Active UV Map Renames the active UV channel via a popup dialog.

Troubleshooting

  • Auto-Connect finds no files — make sure your pattern contains * (e.g. *_BC, not _BC) and that the source folder (and subfolders, if needed) is correct.
  • A material won't merge — it isn't bit-for-bit identical to the others in its name group. Check node values, textures, and material settings.
  • A Heavy Object won't select — it's hidden in the viewport. OptiClean does not unhide objects for you; find it in the Outliner (the row is icon-marked).
  • Custom presets didn't update after an addon update — use Restore Built-ins to re-add the built-in presets; your own presets are left untouched.

Need help? Contact: [your email or support link]

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Details
Blender Extension Compatible Yes
Published 3 months ago
Blender Version 4.2 - 5.1
Extension Type Add-on
Render Engine Used Cycles, Eevee
License GPL