Global Settings¶
Scene-wide particle simulation, timeline, cache, compute-device and evaluation controls.
Where to find it¶
3D Viewport > Sidebar > Pro Particles > Global Settings. These scene controls stay in the same place in Lists and Nodes and are shared by both particle authoring modes.
Scene controls¶
| Control area | Purpose |
|---|---|
| Global Time Scale | change the amount of simulation time advanced per scene frame |
| Substeps | divide each frame into finer solver integration steps |
| Catch Up Timeline Jumps | replay skipped history when timeline causality matters |
| GPU HUD | show GPU Preview status and tune its viewport placement |
| Compute Device | select the compatible GPU used for simulation |
| In-Memory Cache | retain recent Blender Geometry frames for interactive scrubbing |
| Reset | restart the simulation and clear its temporary history |
| Evaluation Mode | documents restrictions that apply to the evaluation build |
These controls affect the whole Pro Particles simulation. Current-frame feedback is automatic: changing a simulation parameter or transforming a relevant source/target refreshes the active frame without a separate Live Update switch.
Global Settings are shared by Lists and Physics Nodes. Switching authoring mode changes the simulation document, but does not create a separate time scale, device selection or interactive cache.
Tuning order¶
- Keep
Global Time Scaleat 1 while establishing the physical setup. - Start with
Substepsat 1 and raise it only when fast motion, collisions or stiffness need finer temporal integration. - Leave
Catch Up Timeline Jumpsenabled when timeline causality matters. Disable it temporarily when the goal is quick inspection of isolated frames. - Choose the Compute Device before a long simulation or bake.
- Use the in-memory cache for iteration and a persistent Output Cache or Alembic export for approved work.
Global Time Scale and Substeps solve different problems. Time Scale changes how much simulation time passes; Substeps divide that time into more solver steps. Slowing time can hide instability but does not replace adequate integration at the final timing.
Global Time Scale: globally speeds up or slows down particle simulation.Substeps: scene-wide minimum number of simulation steps per Blender frame. Raise it for fast motion, demanding collisions, or effects that need tighter integration.Catch Up Timeline Jumps: keeps timeline jumps causally correct by simulating skipped particle frames. Disable it when navigating long timelines to evaluate only the requested frame instead of replaying the skipped range.Show GPU HUD: shows or hides the compact GPU Preview status overlay. The toggle stays directly accessible in Global Settings whenever GPU Preview is available.HUD Settings: a separate section that is collapsed by default. Expand it to adjust the HUDX/Yviewport offset,Scale, and backgroundOpacity. These controls are disabled whileShow GPU HUDis off.Compute Device: selects the GPU used by particle and Pyro simulation when more than one compatible adapter is available. The refresh button rebuilds the adapter list.- Framerate Awareness: simulation time follows the Blender scene frame rate, so per-second behavior remains consistent at 24, 30, 60 fps, and other rates.
- Automatic realtime refresh: parameter edits, color-ramp changes, Flow Field edits, and relevant object transforms update the current frame automatically. There is no Live Update toggle.
Reset: clears the live solver state and in-memory frame cache and returns the simulation to its initial frame. The button remains directly below Global Settings when that section is collapsed.Remove Particle System: removes the Pro Particles setup from the scene.
Reset is the appropriate action after changing a setting whose result depends on earlier frames. Automatic current-frame refresh cannot reconstruct an alternate history without replaying from a valid earlier state.
In-Memory Cache¶
The in-memory cache keeps recent Blender Geometry frames for responsive timeline scrubbing. Reset clears it. Use Output Cache when frames must remain available after reopening the project.
Use In-Memory Cache: keeps recently simulated Blender Geometry frames in RAM for fast scrubbing and timeline playback, including Point Cloud particles, Trails, Instances, Meshers, Dendrites, Cloth, Soft Body, and Strands.Memory Cache (MB): maximum RAM budget for these frames. If one frame is larger than the budget, it remains visible but is not kept for later playback.- GPU Preview and Blender Geometry can be mixed in one setup. Blender Geometry frames are cached; GPU Preview continues to show the live simulation. Revisiting cached Geometry frames can still require catch-up to update GPU Preview.
- Catch-up: with
Catch Up Timeline Jumpsenabled, timeline catch-up extends the existing valid in-memory Geometry cache instead of replacing earlier frames. It can be stopped withEsc; cancelling a clean catch-up keeps otherwise valid cached frames. If the catch-up is still simulating negative pre-roll frames,Escdiscards that partial pre-roll and starts at the scene timeline's first frame. This pre-roll remains cancellable withUse In-Memory Cachedisabled. Older frames are removed when needed to stay withinMemory Cache (MB). - GPU Preview timeline jumps: with catch-up enabled, forward and backward jumps that require reconstruction can both be stopped with
Esc. GPU Preview refreshes automatically when catch-up finishes, including in combined Pro Particles and Pro Pyro setups. With catch-up disabled, skipped ranges are not replayed.
Choose Memory Cache (MB) from the amount of RAM available to Blender, not GPU VRAM. A larger value retains more Geometry frames but does not increase simulation quality. This budget applies only to Blender Geometry frames.
Evaluation Mode¶
- GPU Preview: the evaluation build has no frame or particle limit while GPU Preview is active. Display changes and preview refreshes remain available after frame 120, including Cloth, Soft Body and Strands.
- Geometry: particle points, generated meshes and curves share a 25,000-vertex/point output budget per frame and are available through frame 120. Excess geometry is cut off with a warning. GPU Preview keeps the complete simulation.
- Output restrictions: Output Cache baking, Alembic, Terrain exports, Flow Field VDB exports and saving Initial States are unavailable in evaluation mode.
- Pro Pyro: Fast GPU Volume has no frame limit in the evaluation build; VDB preview remains limited to 120 frames. VDB export, baking and writing loop files are unavailable.
- Pro Terrain: GPU Preview retains its normal resolution and controls. Heightfield Geometry is cut off at 25,000 vertices, with a warning only when the limit is exceeded.
Use the dedicated Output tab for persistent post-simulation caches and Alembic export.
Switching simulation scenes¶
A Blender file may contain multiple scenes configured for Pro Particles or Pro Pyro, but only one configured scene simulates at a time. Switching to another configured simulation scene resets the live simulation state and in-memory caches before that scene runs. Use persistent Output Caches or Pro Pyro VDB caches when completed frames must survive scene switching.
Troubleshooting¶
- The result changes after a timeline jump: enable Catch Up Timeline Jumps so skipped frames are replayed.
- Catch-up takes too long while exploring: disable it for isolated-frame inspection, but enable it again before judging history-dependent motion.
- A setting change appears to use old history: Reset and replay from the start or from a valid cache state.
- Scrubbing consumes too much RAM: lower Memory Cache (MB). This affects retained Blender Geometry frames, not particle count or solver quality.
- A second configured scene clears the first: only one configured scene can simulate at a time. Bake persistent output before switching scenes when the result must be retained.