Documentation / Node reference / geo nodes

geo/Clean

Removes the faces that make a mesh unusable downstream: interior, duplicate, degenerate and non-manifold ones.

Topology

Each option selects faces to remove, and everything selected is deleted in one pass, with primitive attributes following the surviving faces. Interior faces are the ones buried inside another closed surface — typically the overlap left after merging two solids. Duplicate faces reference the same set of points twice; degenerate faces have collapsed onto a point or a line; non-manifold faces are the extras where more than two faces share one edge, which the remeshing nodes refuse. Turn on `invert` to keep only what would have been deleted, which is the quickest way to see what a pass is about to remove. geo/ManifoldDebug draws the same problem edges as overlay curves without modifying the mesh.

Parameters

Name Type What it does
deleteInteriorFaces Bool Remove faces buried inside another closed surface — the faces no ray from outside can reach. Triangle meshes only; requires the BVH build feature.
interiorFaceRayCount UInt32 How many rays each face votes with. One is enough on a closed mesh, where the answer does not depend on the direction; raise it if a mesh with holes or grazing slivers classifies inconsistently. Odd values cannot tie, and each extra ray costs a full pass.
deleteDuplicateFaces Bool Remove every face beyond the first that references the same set of points, whatever its winding or starting corner.
deleteDegenerateFaces Bool Remove collapsed faces: those referencing the same point more than once, plus those at or below the area threshold below.
degenerateFaceArea Float Area at or below which a face counts as collapsed. 0 removes only the topologically collapsed faces (a repeated point).
deleteNonManifoldFaces Bool Where more than two faces share an edge, remove the extras and keep the first oppositely-wound pair — the structure the remeshing nodes require.
invert Bool Keep ONLY the faces the options above select, instead of removing them. Useful to inspect what a pass would remove.
allocator UInt8 TEMP · POOL · FLAT_POOL Which allocator backs the scratch buffers: a pool/flat-pool clears at end of cook, temp at end of frame.

See also

This page is generated from the engine, so it describes the release you can download. The same text is in the editor's Help panel next to the node itself.