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 ā gravity, inertia, momentum
- Body collision ā hair bounces off the scalp and body
- Self-collision ā strands don't pass through each other
- Wind and turbulence ā natural air forces
- Timeline sync ā scrub through animation with frame caching
- Alembic baking ā 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: 1ā20 (Default: 5)
More substeps = more stable, slower. Increase if hair explodes or jitters.
Iterations
Constraint solver iterations per substep.
Range: 1ā60 (Default: 20)
More iterations = stiffer, more accurate. Increase for stiff hair.
Forces Section
Gravity
Gravity strength (m/s²).
Range: 0.0ā20.0 (Default: 9.81)
Damping
How quickly motion dies down.
Range: 0.0ā1.0 (Default: 0.1)
Higher = less bouncing, more stable. Increase if hair oscillates too much.
Wind
Wind force strength.
Range: 0.0ā10.0 (Default: 0.0)
Air Drag
Air resistance.
Range: 0.0ā0.5 (Default: 0.01)
Turbulence
Wind chaos and variation.
Range: 0.0ā5.0 (Default: 0.0)
Creates natural swirling motion in the wind.
Turbulence Frequency
How fine the turbulence pattern is.
Range: 0.1ā10.0 (Default: 1.0)
Stiffness Section
Stretch
Resistance to stretching (compliance value ā lower = stiffer).
Range: 0.0ā0.01 (Default: 0.00001)
Very low values make strands nearly inextensible.
Bend
Resistance to bending (compliance value ā lower = stiffer).
Range: 0.0ā0.1 (Default: 0.001)
Lower = stiffer hair. Higher = floppy hair.
Stretch Damp
Damping for stretch oscillation.
Range: 0.0ā0.5 (Default: 0.01)
Bend Damp
Damping for bend oscillation.
Range: 0.0ā1.0 (Default: 0.1)
Attract
Attraction back to rest shape.
Range: 0.0ā1.0 (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: 0.001ā0.02 (Default: 0.003)
Increase if hair penetrates surfaces.
Friction
Surface friction.
Range: 0.0ā1.0 (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: 0.0ā1.0 (Default: 0.2)
Ground Plane
Enable a flat ground plane for collision.
Default: Unchecked
Ground Z
Height of the ground plane.
Range: -2.0ā2.0 (Default: 0.0)
Advanced Section
FTL (Follow-the-Leader)
Inextensibility correction strength.
Range: 0.0ā1.0 (Default: 0.0)
Higher values prevent stretching more aggressively.
Collision Passes
Number of collision resolution passes per substep.
Range: 1ā10 (Default: 3)
Self-Collision Passes
Number of self-collision resolution passes.
Range: 1ā10 (Default: 5)
Settle
Number of frames to settle at start (pre-simulation).
Range: 0ā30 (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 8ā12), 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 ā always last