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Model Toolkit Optimization

Mustard edited this page Oct 7, 2026 · 2 revisions

Tools to make the model lighter. This section is shown only for a MustardUI model in Configuration mode.

Optimize Modifiers

Having several Mask or Smooth Correction modifiers can impact the performance in Viewport. This tool uses Vertex Group Mix Modifiers to prepare a unique Vertex Group from the pre-optimization modifiers, to have just one Mask and one Smooth Correction Modifier in the scene.

Note

The Smooth Correction is optimized considering the Iterations and Scale settings, using the Vertex Group Mix Modifier Influence property.

Optimize Shaders

Having several duplicate Shader Groups or Images can increase the memory consumption during rendering, and slowdown the shader compilation. This tool removed the duplicates.

Note

Duplicates are flagged as such using an hashing algorithm that takes into account the nodes available for the Groups, or the image itself for the Images. This avoids potential false positive duplicates with methods that use just the name.

Optimize Shape Keys

Removes the void Shape Keys of the Active Object: the Shape Keys that do not move a single vertex. They deform nothing, but take as much space in the file as any other Shape Key.

Note

The Shape Keys used by the Morphs of the UI are never removed.

Convert Images

Lists the heaviest Images of the model, and converts them to a lower resolution or bit depth to reduce the file size and the memory usage.

  1. Filter the list by Size, Bit Depth and Format, and uncheck the Images you want to keep as they are.
  2. Choose the conversion:
    • Resize To — downscale the Images larger than this resolution.
    • Convert To — keep the format (PNG, JPG and EXR; the others are saved as PNG), or convert to PNG or JPG (smaller, but without alpha).
    • Convert to 8-bit — convert the 16 and 32-bit Images to 8-bit.
    • Save in Subfolder — save the new Images in a subfolder of the original Images folder.

The converted Images are saved with new names (the original files are not overwritten), or packed if the original was packed.

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