--- name: blender-simulation-vfx description: Build stable Blender 5.1+ simulations and effects. Use for rigid and soft bodies, cloth, fluid or smoke Mantaflow domains, particle and hair systems, collisions, caches, baking, renderable volumes, and simulation troubleshooting. --- # Simulation and VFX Treat simulation as a cached dependency graph, not a random button press. Freeze scale, transforms, collision thickness, frame range, gravity, and cache location before tuning. 1. Define the physical story, units, target shot range, and collision participants. 2. Make a reduced-resolution proof with clear cache ownership and deterministic initial state. 3. Validate collision scale, normals, velocities, and forces before raising resolution/substeps. 4. Bake one layer at a time; invalidate/rebake whenever an upstream dependency changes. 5. Render representative frames and archive the cache or documented regeneration inputs with the `.blend`. Load [physics-cloth-rigid.md](references/physics-cloth-rigid.md) for body/cloth workflows. Load [fluids-hair-volumes.md](references/fluids-hair-volumes.md) for Mantaflow, particle/hair systems, volumes, and cache strategy. ## MCP verification Bake and inspect caches through `execute_blender_code`; verify modifier/cache state in the returned dict. Representative frames need `render_viewport_to_path` — simulation parameters alone do not prove motion.