Records and caches its input geometry for faster playback.
Use this when cook times for a chain of ops is long and you need quicker playback, at the expense of using more memory.
Once cached, the geometries can be accessed in any order. This is better than a 2D flipbook or scene render since the geometry is still three dimensional. It is also ideal for pop networks since once it’s cached you can play it forward or backward.
This lets you scrub otherwise sluggish animations in real time, play pop networks backwards, etc. because the animation is precomputed and stored in memory.
A range of values at which to set the the index and param name when caching.
Set to each value within the range for each geometry cached.
|Index Param Name|
A stampable parameter set to the index during caching.
|Set Frame to Index When Caching|
Set the local time to the index for each geometry cached.
The loading behavior.
|Reload All Cache|
Clear the cache and reload everything.
Delete all the stored cache.
|Cache Points Only|
Store a single topology for the first cached geometry and only point data for the remaining geometries.
Interpolate points between geometries.
To use this option, replace the Index with the floating point
To check that you are blending subframe, use the playbar options to turn off integer frame values, and scrub the playbar slowly between frames.
|SlowParticles||Load | Launch|
This file uses the Particle SOP to create a stream of particles.
Then using the Cache SOP, the particles are slowed down. The Cache SOP has the ability to control the frame rate of an animation and read the animation slower than the global frame rate
Examples that use this node
|Example for||Example name|
|Poly Loft||PolyLoftPaste||Load | Launch|