Tutorial: Caching A Groom Simulation in Unreal Engine

How to cache a groom in Unreal to support proper motion blur in Movie Render Queue using Temporal Samples.

https://dev.epicgames.com/community/learning/tutorials/vzjW/metahuman-caching-a-groom-simulation-in-unreal-engine

Hi Michael,

Is there a way to reference which groom binding the NiagaraComponent is referencing? When I add the NiagaraComponent to the character Blueprint (SkelMesh ), I get a Niagara Component for each groom that has physics/simulation enable. However, there is no information on which NiagaraComponent is associated with which groom - other than a cryptic Binding ID. It might not be possible. It would be nice to be able to easily and quickly associate the NiagaraComponent to the associated groom. Maybe it should be a feature request?

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YESS!
Finally :partying_face:
Thank you so much for patching this @mneely3d

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My pleasure! Glad it is helpful!

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This is a good note to pass along. Thanks for adding the comment.

Hi,

Sim cache on groom doesn’t seem to work on render.
It works well in viewport/sequencer. Any idea ? Cvar ?

Thank you guys.

Thank you for this guide. I’ve been experimenting with a MetaHuman, and I believe I am doing it correctly, but the Niagara Cache seems to make no difference in my renders. The render has some motion blur with no cache at all, and adding a cache doesn’t change the look of the motion blur, either.

I tried various physics settings, using Groom Springs and Rods, and different sample counts… but the hair always renders the same, regardless of whether I have a cache in Sequencer or not…

Is the Niagara cache only meant to benefit in certain situations that maybe I haven’t tried yet?