Simulate Modifier

The Simulate modifier adds physics-based hair dynamics. Hair responds to gravity, wind, and collisions with realistic motion.

What It Does

The Simulate modifier brings hair to life with:

  • Physics simulation — gravity, inertia, momentum
  • Body collision — hair bounces off the scalp and body
  • Self-collision — strands don't pass through each other
  • Wind and turbulence — natural air forces
  • Timeline sync — scrub through animation with frame caching
  • Alembic baking — export simulation to disk for instant playback

Playback Controls

| Button | Action | |--------|--------| | Play | Start/stop simulation (toggle) | | Reset | Return to rest pose, clear state | | Step | Advance one frame manually | | Sync to Timeline | Sync simulation with Blender's timeline | | Bake to Alembic | Pre-simulate all frames to disk | | Clear | Free baked cache data |

The frame counter shows the current simulation frame.

Solver Section

Substeps

Simulation steps per frame.

Range: 1–20 (Default: 5)

More substeps = more stable, slower. Increase if hair explodes or jitters.

Iterations

Constraint solver iterations per substep.

Range: 1–60 (Default: 20)

More iterations = stiffer, more accurate. Increase for stiff hair.

Forces Section

Gravity

Gravity strength (m/s²).

Range: 0.0–20.0 (Default: 9.81)

Damping

How quickly motion dies down.

Range: 0.0–1.0 (Default: 0.1)

Higher = less bouncing, more stable. Increase if hair oscillates too much.

Wind

Wind force strength.

Range: 0.0–10.0 (Default: 0.0)

Air Drag

Air resistance.

Range: 0.0–0.5 (Default: 0.01)

Turbulence

Wind chaos and variation.

Range: 0.0–5.0 (Default: 0.0)

Creates natural swirling motion in the wind.

Turbulence Frequency

How fine the turbulence pattern is.

Range: 0.1–10.0 (Default: 1.0)

Stiffness Section

Stretch

Resistance to stretching (compliance value — lower = stiffer).

Range: 0.0–0.01 (Default: 0.00001)

Very low values make strands nearly inextensible.

Bend

Resistance to bending (compliance value — lower = stiffer).

Range: 0.0–0.1 (Default: 0.001)

Lower = stiffer hair. Higher = floppy hair.

Stretch Damp

Damping for stretch oscillation.

Range: 0.0–0.5 (Default: 0.01)

Bend Damp

Damping for bend oscillation.

Range: 0.0–1.0 (Default: 0.1)

Attract

Attraction back to rest shape.

Range: 0.0–1.0 (Default: 0.0)

Higher values make hair return to its styled shape during simulation.

Collision Section

Collision Mesh

Automatically uses the scalp/body mesh. Click "Pick" to select a different collision mesh.

Radius

Hair thickness for collision detection.

Range: 0.001–0.02 (Default: 0.003)

Increase if hair penetrates surfaces.

Friction

Surface friction.

Range: 0.0–1.0 (Default: 0.3)

0.0 = slippery, 1.0 = sticky.

Self-Collision (Edge-Edge)

Prevents strands from passing through each other. Expensive but realistic.

Default: Unchecked

Self Friction

Friction between strands during self-collision.

Range: 0.0–1.0 (Default: 0.2)

Ground Plane

Enable a flat ground plane for collision.

Default: Unchecked

Ground Z

Height of the ground plane.

Range: -2.0–2.0 (Default: 0.0)

Advanced Section

FTL (Follow-the-Leader)

Inextensibility correction strength.

Range: 0.0–1.0 (Default: 0.0)

Higher values prevent stretching more aggressively.

Collision Passes

Number of collision resolution passes per substep.

Range: 1–10 (Default: 3)

Self-Collision Passes

Number of self-collision resolution passes.

Range: 1–10 (Default: 5)

Settle

Number of frames to settle at start (pre-simulation).

Range: 0–30 (Default: 0)

Practical Examples

Basic Gravity Drape

Substeps: 5, Iterations: 20
Gravity: 9.81, Damping: 0.1
Stretch: 0.00001, Bend: 0.001

Hair falls naturally under gravity.

Stiff Hair (Short Hair)

Substeps: 5, Iterations: 30
Bend: 0.0001 (very stiff)
Attract: 0.3 (returns to style)
Damping: 0.2

Floppy Hair (Long Hair)

Substeps: 8, Iterations: 20
Bend: 0.01 (floppy)
Damping: 0.05

Windy Scene

Wind: 3.0
Turbulence: 1.5
Turb Freq: 2.0
Air Drag: 0.05

Tips

  • Start with defaults. Substeps 5, Iterations 20 works for most cases.
  • Increase Substeps if hair explodes or jitters.
  • Lower Bend compliance for stiffer hair, higher for floppy hair.
  • Use Attract to preserve styled shape during motion.
  • Self-collision is expensive. Only enable when needed.
  • Bake to Alembic for instant playback of complex simulations.
  • Sync to Timeline to scrub through cached frames.

Common Issues

| Problem | Solution | |---------|----------| | Hair explodes | Increase Substeps (try 8–12), increase Damping | | Hair penetrates body | Increase Collision Radius, increase Coll Passes | | Simulation too slow | Disable Self-Collision, reduce Substeps | | Hair too floppy | Decrease Bend compliance, increase Attract | | Hair too stiff | Increase Bend compliance | | Hair stretches | Decrease Stretch compliance, increase FTL |

Placement in Stack

Simulate should always be the last modifier:

1. Clumping
2. Coil
3. Frizz
4. Cut
5. Surface Offset
6. Simulate  ← always last