Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Taking Blender to the Next Level

You're reading from   Taking Blender to the Next Level Implement advanced workflows such as geometry nodes, simulations, and motion tracking for Blender production pipelines

Arrow left icon
Product type Paperback
Published in May 2022
Publisher Packt
ISBN-13 9781803233567
Length 520 pages
Edition 1st Edition
Tools
Arrow right icon
Author (1):
Arrow left icon
Ruan Lotter Ruan Lotter
Author Profile Icon Ruan Lotter
Ruan Lotter
Arrow right icon
View More author details
Toc

Table of Contents (19) Chapters Close

Preface 1. Part 1: Modeling, Materials, and Animation Workflows
2. Chapter 1: Using Geometry Nodes to Create Dynamic Scenes FREE CHAPTER 3. Chapter 2: Creating a Motion Graphics Scene Using Geometry Nodes 4. Chapter 3: Organic Modeling P1: Creating a Mushroom 5. Chapter 4: Organic Modeling P2: Creating the Landscape around the Mushroom 6. Chapter 5: PBR Materials: Texturing our Mushroom Scene 7. Chapter 6: 3D Scanning and Photogrammetry: Creating Your Own 3D Scans 8. Chapter 7: Modeling an Alien Cartoon Character 9. Chapter 8: Rigging and Animating Your 3D Cartoon Character 10. Part 2: Let's Do Some Physics
11. Chapter 9: Rigid Body Simulation: Destroying a Statue Using Physics 12. Chapter 10: Dynamic Cloth Simulations 13. Chapter 11: Creating Dynamic Hair Using Particles 14. Part 3: Match Moving and Compositing
15. Chapter 12: Matching Blender's Camera Movement to Live Action Footage 16. Chapter 13: Compositing the Alien Cartoon Character onto the Live Action Footage 17. Chapter 14: The Final Render 18. Other Books You May Enjoy

Baking the hair simulation to cache

Once you are happy with your hair simulation, it's time to bake it to cache. Baking your hair simulation to cache will save the animation data so that it won't calculate the simulation every time you play the animation. This will also speed up the viewport animation drastically, so you can preview your animation in close to real time.

Let's get to baking! Perform the following steps:

  1. Select your character in the 3D Viewport.
  2. Click on the Particle Properties tab on the right-hand side of the 3D Viewport.
  3. Expand the Cache section.

Here, you will find all the Cache parameters. It's extremely easy to bake the simulation to cache. We can set the Simulation Start and End frame numbers. Note that you can set a negative number for the Simulation Start frame, which is great if you want your hair to start simulating before the first frame of your animation.

Figure 11.30 – The Cache...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime