Triage - Cg General

TheFridge in Rendering


98 checks. One scan.

Geometry, materials, lighting, rigging, performance, render settings and scene organisation, read in a single pass. Nothing to configure, nothing sent anywhere.

You know something's wrong.
You just can't say what.

The render's finished. You look at it. It's flat, or it took six hours it shouldn't have taken, or the viewport has been crawling all afternoon - and you can't put your finger on why.

So you start guessing. You nudge a light. You turn off a modifier to see if it helps. You lower the samples. Forty minutes later something has changed and you've stopped being able to tell whether it's better.

Every add-on out there hands you presets, assets or a faster way to build. None of them look at the scene you already built and tell you what's actually wrong with it.

That's the entire point of this one.

THE IDEA

Naming the problem is the hard part

Almost every problem in a Blender scene is trivial to fix once somebody tells you what it is. Apply the scale. Turn the modifier back on at render. Swap the 4K texture for a 512. Thirty seconds, each one.

The expensive part is never the fixing. It's the hour you spend working out which of four hundred things in your scene is the one causing it.

Triage does that part. It reads your scene and names what's wrong, graded so you can see which of it is serious.

It diagnoses. It doesn't fix.

Nothing is changed, moved, deleted or optimised. It never touches your scene - it tells you what it found and leaves every decision to you. Your file is exactly as you left it.

WHAT IT FINDS

The quiet problems

98 checks across geometry, materials, lighting, rigging, performance, render settings and file data.

The modifier switched off at render but left on in the viewport.

The scale you never applied.

The 4K texture on something three pixels wide.

The heavy object you hid but never excluded, quietly costing you render time.

The armature modifier with half a mesh unweighted underneath it.

None of these announce themselves. They just cost you an afternoon and you never find out why.

Triage

IN PRACTICE

One button, then a list you can filter

Run it and the whole scene is read in seconds. Findings arrive grouped by category, each one graded Critical, High, Low or Info.

Nothing is changed. It tells you what it found and leaves the decisions to you.

Triage running on a scene.

Triage findings

The findings panel, graded by severity.

GRADED AND FILTERABLE

A long list of warnings is its own kind of useless. Filter to Critical and High and you're looking only at the things that will actually cost you something - the rest is housekeeping, there when you want it.

Most scenes turn up plenty. Only some of it matters.

Findings you've decided not to act on can be dismissed, and they stay dismissed on the next run. The full list of checks is further down this page.

WHAT TRIAGE CHECKS

98 checks, every time you run it

Every one runs locally on your own machine, costs nothing, and returns the same answer every time. This is the full list.

Nothing here is a guess. Each check has a defined condition, and it either fires or it doesn't.

PERFORMANCE

23 CHECKS

Scene statistics summary

Dominant heavy object

High subdivision level

Heavy object disabled for render

Heavy object hidden but still rendering

Off-screen heavy object

Oversized texture on background object

Too many modifiers stacked

High Array modifier count

Too many Boolean modifiers

High particle count

Unbaked Cloth simulation

Unbaked Soft Body simulation

Unbaked Fluid domain

Unbaked Rigid Body world

Volumetric shading in use

Heavy collection instance

Heavy particle instance load

High Rigid Body sub-steps

Unbaked high-count particle system

Unused orphan data-blocks

Duplicate texture datablocks

Uncompressed large texture

RENDER SETTINGS

19 CHECKS

No active camera set

Very high Cycles render samples

Very high render resolution

Motion blur with no animation

High samples with no denoising

Render output path not set

Very high EEVEE samples

Low Cycles samples without denoising

Default frame range with animated objects

Standard colour management clipping highlights

Very high light bounce count

Persistent Data off on a heavy scene

CPU rendering with GPU available

Camera clip start or end at extreme value

Depth of Field with no focus target

Active Viewer nodes slowing the compositor

Compositor with no Render Layers node

Render Layers output not connected

File Output node with no path set

GEOMETRY

16 CHECKS

Negative object scale

Inconsistent face normals

Non-manifold geometry

Non-planar n-gon faces

Zero-area faces

Loose vertices

Overlapping duplicate vertices

Extreme face aspect ratio under Subdivision

Missing UV map on textured mesh

Overlapping UV islands

Empty mesh

Modifier disabled at render time

Duplicate modifier type stacked

Unapplied object scale

Geometry Nodes modifier with no node group

Mesh too dense to scan

MATERIALS

13 CHECKS

No material assigned

Empty material slot

Too many material slots

Unused material slot

Duplicate material

Disconnected shader nodes

Image texture wired into Normal socket

Zero roughness with no texture

Very high emission strength

Wrong colour space on non-colour texture

Missing or broken image path

Absolute texture path

Unpacked external texture

LIGHTING

8 CHECKS

No effective light sources

Extreme light-intensity ratio between fixtures

Zero-energy light objects

Oversized World HDRI

Oversized area light

Extremely narrow spotlight cone

Excessive light count

Very high World background strength

SCENE ORGANISATION

5 CHECKS

Default unrenamed object names

Loose objects in the master collection

Empty collections

Deep collection hierarchy

Ungrouped objects with copy-suffixes

ANIMATION AND RIGGING

14 CHECKS

Broken Armature modifier

Unweighted mesh under an Armature modifier

Targetless constraint

Broken constraint with no target

No animation despite a long frame range

Keyframes outside the render range

Constant keyframe interpolation

Vertex group with no matching bone

IK constraint with no target

Broken driver

Overlapping NLA strips

Cloth simulation with no Collision objects

Physics object with unapplied scale

Extreme force field strength

Triage

Findings are grouped by category and graded Critical, High, Low or Info, so you can filter down to the ones worth acting on.

WHO IT'S FOR

Anyone working without a second pair of eyes

In a studio there's a lead who walks past your desk and says the thing you couldn't see. Working on your own, there isn't. You get to the end of a render and the only opinion available is your own, and you've been staring at it for six hours.

This is for solo artists, freelancers and small teams: people who know enough to tell something's off, and would rather not spend the afternoon working out what.

Learning

You can tell it isn't working but not why. The findings name the problem in words you can look up.

Working

You know what's wrong once it's pointed out. This is the pass before you hit render, so the six-hour mistake doesn't happen.

Handing over

Files going to a client, a marketplace or a teammate. Catch the unapplied scale and the missing texture before someone else does.

It assumes you can already use Blender. It doesn't assume you know why your render looks wrong.

HOW IT RUNS

Entirely on your own machine

Every check is plain Python, running inside Blender, reading your scene through Blender's own API. Install the zip, tick the box, press the button.

Install and go

The zip is the whole product. Enable it in Preferences and it's ready to use.

Works offline

On a plane, on a render node, on a locked-down studio machine. It behaves the same everywhere.

Your scene stays yours

Everything it reads stays inside Blender, on your own machine.

Each check has a defined condition, and it either fires or it doesn't. The same scene gives the same answer every time.

CG GENERAL

Triage is part of CG General

CG General is a set of Blender tools built around one idea: work out what's actually wrong before you spend an afternoon guessing. Triage is the diagnostic. Others follow the same principle - they run on your machine, they explain themselves, and they never change anything without you.

WHAT YOU'RE BUYING

One purchase, no strings

Buy it once

No subscription, no recurring anything. Updates to this add-on are included.

Use it anywhere

On every machine you own, on personal and commercial work alike.

Nothing to set up

Install the zip, tick the box, run it. That's the whole process.

Requirements: Blender 4.2 LTS or newer. Nothing else.

FROM THE DEVELOPER

Why I built this

Haris

Haris

The Fridge

I've built countless 3D scenes, and lost more hours than I want to count to the same feeling: something is wrong with this and I have no idea what.

It's the lighting, or it isn't. The viewport crawls for no reason I can find. A render takes six hours that should have taken one. Materials that looked fine on their own turn plastic the moment they're together.

The frustrating part was never the fixing - it was the not-knowing. Once someone experienced looks at your scene and says "your key's blowing out the highlights", or "that mesh has forty times the geometry it needs", the fix takes thirty seconds. Getting to that sentence is the hard part.

Naming the problem is a skill that takes years to build. That's the part I wanted to hand over.

QUESTIONS

Things people ask before buying

Does it need an internet connection?

It works offline. Everything runs in Blender's own Python on your machine, there's no activation step, and your scene data stays on your computer.

Is this a subscription?

No. You buy it once and it's yours, on every machine you own.

Does it change my scene?

No. Triage reads and reports. It doesn't move, delete, optimise or repair anything - every fix is yours to make, or not.

Will it work on my kind of scene?

Any scene. The checks are about how the file is built rather than what it depicts, so a product shot, an interior, a character rig and a motion-graphics scene all get read the same way. Findings that aren't relevant to what you're doing can be dismissed.

What if it flags something I did on purpose?

That will happen - a check knows the condition, not your intent. Dismiss it and it stays dismissed on later runs of that scene.

Will it slow Blender down?

It only does anything when you press the button. There's no background process and no continuous monitoring. A scan takes seconds on most scenes; very heavy scenes take longer, and a few checks skip meshes above a size threshold rather than stalling on them.

Does it catch everything?

No, and it doesn't claim to. It catches 98 specific, defined conditions - the ones that come up again and again and are easy to miss. It won't tell you your composition is weak or your colours are muddy. That part is still your job.


SUPPORT

If something isn't right

Email [email protected]. It's read by the person who wrote the add-on.

If a check fires on something that isn't actually a problem, or misses something it should have caught, I'd rather know. Tell me your Blender version, roughly what the scene contains, and which check it was — that's usually enough to reproduce it.


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Details
Published about 2 months ago
Blender Version 4.2 - 5.2
Extension Type N/A
Render Engine Used Cycles, Eevee
License GPL