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.

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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?

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Met the same issue - niagara component with groom cache work in sequencer but appears to be disabled when you start render or start Play mode and there’s no animation.

Which prevents it from using in the production.

@mneely3d any clues how to make it work?

Same issue on 5.4. The cache looks good in the sequencer, but turns into a simulation when rendering.

e everybody there?

There is a known issue. Would be great to know if this is resolved in 5.6

It doesn’t work on 5.6. I can cache it but makes no difference during renders even when I disable physics. On what version is this suppose to work?