> For the complete documentation index, see [llms.txt](https://know.rendernetwork.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://know.rendernetwork.com/docs/prepare-your-scene/caching-simulations.md).

# Cache simulations, particles and dynamics

Bake animation that depends on simulation, include its cache files, and check playback before rendering.

Bake animation that depends on earlier frames before packaging the scene. Otherwise, jumping straight to a later frame can produce a different result from playing the animation from its beginning.

Use a cache range that includes the simulation's start and the whole shot. Rebuild the cache if you change the simulation after baking.

{% tabs %}
{% tab title="Cinema 4D" %}

## Choose the cache for your simulation

Cinema 4D has several simulation systems. Use the controls belonging to the objects and tags in your scene:

| Animation                                                       | Where to bake                                                                                                                                                             |
| --------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| MoGraph clones, including effects that depend on earlier frames | Add a **MoGraph Cache** tag to the topmost clone-generating object. Set **Range**, **From**, and **To** if needed, then click **Bake**.                                   |
| Dynamics using a **Dynamics Body** tag                          | Use the tag's **Cache** settings, or the **Cache** tab in Project Settings, to bake the dynamics. Check that the preview range covers the required animation.             |
| Cloth using a **Cloth** tag                                     | Open its **Cache** tab and use **Calculate Cache**, or **Cache Scene** for the scene's simulation.                                                                        |
| Pyro                                                            | On the **Pyro Output** object, choose the channels to save, then open **Cache** and cache the simulation to files. Keep the resulting VDB sequence in the project folder. |

Maxon's guides cover [MoGraph caching](https://help.maxon.net/c4d/2026/en-us/Content/html/TMOGRAPH_CACHE-MGCACHETAG_GROUP_BUILD.html), [Dynamics caching](https://help.maxon.net/c4d/2026/en-us/Content/html/DYNWORLDOBJECT-WORLD_GROUP_CACHE.html), [Cloth caching](https://help.maxon.net/c4d/2026/en-us/Content/html/CLOTHTAG-CLOTH_GROUP_EFFECTS.html), and [Pyro caching](https://help.maxon.net/c4d/2026/en-us/Content/html/OPYRO-PYRO_OBJECT_CACHE_GROUP.html).

For Cinema 4D's particle system, use the **Cache** controls on the **Particle Group**. If the scene uses several **Simulation Scene** objects, check each group: caching one simulation scene does not cache the others. See [Maxon's particle simulation guide](https://help.maxon.net/c4d/en-us/Content/html/Particles_Introduction.html).

When a cache is saved externally, include those files during [project collection](/docs/prepare-your-scene/cinema-4d.md#collect-the-project). A cache stored inside the `.c4d` travels with the saved scene.
{% endtab %}

{% tab title="Blender" %}

## Bake physics

1. Save the `.blend` in its intended project folder before baking.
2. Open the simulation's **Cache** settings and set **Start** and **End** to cover the animation.
3. Use **Bake**. Where available, **Bake All Dynamics** bakes the scene's physics systems together.
4. Save the `.blend` after the bake completes.

With **Disk Cache** enabled, Blender writes the cache into a folder named `blendcache_[filename]` beside the `.blend`. Include that folder in the upload and keep its name unchanged. Without disk caching, supported physics caches are stored in the `.blend` when you save. The available controls depend on the simulation type. See [Blender's physics baking guide](https://docs.blender.org/manual/en/latest/physics/baking.html).

## Fluids and smoke

In the fluid domain's **Cache** settings, choose a **Cache Directory** inside your project folder. Use a completed bake for upload. **Modular** lets you bake stages separately; **All** bakes the enabled stages together. Include the whole cache directory, with its mesh, particle, or noise subfolders as applicable. See [Blender's fluid cache settings](https://docs.blender.org/manual/en/latest/physics/fluid/type/domain/cache.html).

## Geometry Nodes simulations

Save the file, select the objects with simulation zones, and use **Bake** in the simulation controls. Include the baked files in the project folder. Blender documents this specifically for rendering frames out of sequence in its [simulation nodes guide](https://docs.blender.org/manual/en/latest/physics/simulation_nodes.html).

Return to [Blender with Cycles](/docs/prepare-your-scene/blender-cycles.md) to package the scene, or [Blender with Octane](/docs/prepare-your-scene/blender-octane.md) to export it.
{% endtab %}

{% tab title="Houdini" %}

## Save the simulation to disk

1. Add a **File Cache** node after the simulation output you want to keep.
2. Set the destination inside your project folder and enable **Time Dependent Cache** for animation.
3. On **Caching**, set the frame range. Enable **Simulation** when each frame depends on the ones before it.
4. Click **Save to Disk** or **Save to Disk in Background** and let the full range finish.
5. Leave **Load from Disk** enabled so the scene uses the saved result.

For a cache containing only VDB volumes, the node can write `.vdb` files. See [SideFX's File Cache guide](https://www.sidefx.com/docs/houdini/nodes/sop/filecache.html).

Continue with [Houdini and Solaris](/docs/prepare-your-scene/houdini-and-solaris.md) to export the scene for upload.
{% endtab %}
{% endtabs %}

## If the animation changes after reopening

Check the cache range, file paths, and whether cache playback is enabled. A cache file outside the packaged folder, or a bake that stops before the shot ends, can leave part of the animation unavailable. Complete the [packaged-copy check](/docs/prepare-your-scene/overview.md#test-the-packaged-copy) before uploading.


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