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Soft Body bake doesn't delete in "Disk Cache" mode
Open, Confirmed, MediumPublic

Description

Operating system: Windows 10
Graphics card: RTX 2080

Broken: 2019-03-16 02:58

I can bake dynamics but pressing the "Delete Bake" or "Delete All Bakes" button while "Disk Cache" is enabled will not delete the bake. It will continue to use the previously cached animation until you press "bake" again.

Details

Type
Bug

Event Timeline

I can confirm an issue with delete bake action.

test file:

In this file hair simulation is baked. In current master, when we click on delete bake, it does nothing.

If we apply this patch:

the baking data seems deleted.

Note: Originally, the bug reported by @Casey (BagelCo) concerned softbody cache. I don't know if this fix will work for softbody cached simulations too.

Sebastian Parborg (zeddb) triaged this task as Confirmed, Medium priority.Apr 16 2019, 11:41 AM

This patch doesn't seem to do anything for me.

A few months ago I renamed Free Bake to Delete Bake since the meaning of "free" is not so clear to users, but it's not really accurate to say it deletes now either. It just clears the baking flag and considers the baked frames to be cached frames that will be automatically cleared on changes to the object.

It's probably best to call BKE_ptcache_id_clear to actually clear the cache, less confusing.

I join a .gif video to show before and after applying the patch on my computer:

i don't really know how it should behave, but I guess i'd expect that when I click on delete bake/free bake, the red line representing the cache is free but i can be wrong.
By the way, when we open the file and that there is already a cache (red line thing), we can't delete bake (we only see bake button), i find this weird. But maybe i didn't understood how it should behave.

@Ulysse Martin (youle), thanks for the video. What I tested is that when I'm at e.g. frame 50 and press Delete Bake then, I would expect it to remove all results from the physics sim, and you'd have to go back to frame 1 and play to simulate again. That doesn't happen here. If you're at frame 1 this patch works fine indeed.