Caches

Cache settings

When simulating deformable objects using Dynamo, the result of the simulation is stored in a cache on each dynamo modifier. In the cache rollout, the Start and End frames of the current cache can be inspected, as well as the amount of Memory it uses. The cache data is stored to disk inside the .max file and is preserved when merging an object from one file to another.

The data in the cache is compressed but its size still grows with the resolution of the mesh and the length of the simulation.

By pressing Clear in the Cache rollout, the current cache can be discarded.

Collider Caches

Collider cache settings

For colliders, a cache can sometimes be used to increase baking performance. This is primarily useful for animated characters with complex rigs. For these objects, the rig needs to be evaluated for each subframe of the simulation and the time spent doing this easily swamp the actual cloth calculations. When "Cache" is enabled for a collider, the deformation of the character is stored the first time the simulation is baked. During subsequent simulations, the cached data is used instead of evaluating the rig, which can speed up some scenes greatly.

Save States

Save state settings

Related to the cache system, the save state mechanism allows snapshots of the deformed mesh to be stored and transfered to different frames. The main use for save states is to modify the starting configuration of an object. By using interact mode, a garment can be shaped as desired and the shape can be stored in a save state. If the state is then loaded at frame 0, it will become the new starting point of the simulation.

In the save states rollout, the current shape of the mesh can be stored using the Save button. By selecting a state in the list and pressing Load the mesh will be set to the stored shape. States can be renamed by double clicking and can be deleted using the Delete button

Base State

The Base state represent the unmodified mesh from the modifier stack and will allways be represented in the list of save states. By loading the base state, the mesh is restored to its original shape.