I am wondering if there is a way to delete un-seen mesh with Blender. Here's an example. I have a cube, and it has 3 cubes inside of that cube.


Is there a way to delete the mesh inside of the cube without selecting the cubes manually? This would clear up lots of extra mesh and speed up my render engine. I am using Cycles, so if Cycles has an option to not render hidden meshes, that would be good too. (although deleting them would be better). A Python script would also do. :)



2 Answers 2


The fastest way I can think of which works for the cube case is:

  1. Select part of the outer cube (a single vert will do)

  2. Press CtrlL to select connected vertices

  3. Press CtrlI to invert the selection

  4. Delete.

To delete geometry not visible from the camera:

  1. Enter camera view (Numpad 0)

  2. Ensure you are in solid shading and that Limit selection to visible is enabled

  3. Use border select (B) to select all visible vertices (you may also want to do this with face select enabled to select visible faces too)

  4. Grow the selection (Numpad +)

  5. Delete.

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From the camera, there isn't much indication that there are missing faces. Note however that shadows and reflections will be affected.

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  • $\begingroup$ I already do that and it takes a very long time on my advanced models. I was looking to a way to do it more automated. Like Blender doing it for me, just deleting the un-seen mesh. $\endgroup$
    – rioforce
    Jun 19, 2014 at 20:49
  • $\begingroup$ By unseen, do you mean literally all the geometry not visible from the camera? Including geometry behind other geometry, not necessarily inside? $\endgroup$
    – gandalf3
    Jun 19, 2014 at 20:52
  • $\begingroup$ I would prefer to delete inside, but un-seen from the camera is ok too. I think I have a method, but I couldn't figure out any way of activating it through Python... $\endgroup$
    – rioforce
    Jun 20, 2014 at 13:57
  • $\begingroup$ I wish there were a way to cut geometry and insert vertices where the view beings to obscure so that all geometry not visible currently is removed. That way you're not keeping some geometry that is invisible to the camera between the visible vertex and the invisible vertex edit: perhaps a combination of the answer above and this? blender.stackexchange.com/a/115669/168825 $\endgroup$
    – Alice
    Jun 21 at 4:48

You could select something of the surrounding object (vertex,edge or face) in Edit Mode and select linked L followed by invert selection Ctrl-I

Faces where all edges are connected to more than 2 other faces (users) can be selected via Select Menu / Interior Faces

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