How to edit particle hair simulation?

if i enter to the particle edit mode after baking particle hair simulation, all particle hair is invisible. but this guide say can edit particle simulation after bake particle hair

is it true??

How does your particle settings look like?


this is before enter particle edit mode


and this is after enter particle edit mode after bake, no diskcache

Show me the above part on that properties panel

which part you want to see??

Hmmm it seems enabled in the viewport option from there so i don’t see the problem… Does it immediately disappear after you bake it?

it disappear when enter particle edit mode, before baking i can see hair curves

Hmm that’s doesn’t make sense a strange bug perhaps…

Maybe try using latest blender release…

No, I don’t think it is. If you expect to be able to run a hair simulation and once baked then go back and manually edit/adjust the look/placement of those hairs on a frame by frame basis till it looks just right and then have it playback normally, that isn’t going to happen, at least not with the current Blender hair simulation system.

I have a feeling that text maybe a left over from the Cosmos Laundromat short where I think there was some direct particle editing, but that never lasted in full Blender, as it was too buggy and unstable.

No. In custom build of Cosmos Laundromat production, there was a shapekey system, that never ended-up in master.

But what is described in the extract of manual, is working in 2.79. But since 2.80, it is completely broken.
Ability to edit cache is still present in UI. But any attempt will end up by a crash.

It was not limited to particle but was possible with cloth and softbody.
That is why there is a Particle Edit mode available on a mesh after baking a cloth or a softbody simulation.
That is why there is a Fade Time setting in Viewport Display panel in sidebar in Particle Edit mode.

It is not well known feature. Because it was not used, because it was not really usable.
It is hard to sculpt trajectories of dozens of segments of thousands of hair guides.

A system to extract snapshots of simulation as shapekeys would be more understandable.
Or a system to blend different caches of different simulations would be more fluent.
There is hope that will be possible with simulation nodes.

Ahh, OK, fair enough. I wasn’t really around so much back then, so forgot it was a shapekey system.

Still, either way, basic upshot is the manual is largely wrong and yeah, only hope is simulation nodes.