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I'm working on a particle simulation and have cached all frames, then enabled "Disk cache" and found the folder with the cache files. However, when I then select "external cache" and select the folder to use these files, it either tells me "no valid data to read" or "4 points found", which ends up only displaying 4 particles, instead of all 40.

How can i properly import cache files without this happening?

If I use the regular cache (not files), it looks like this:

Settings menu

Result

If I use the files I just baked, it looks like this:

Settings

Result

I need to bake the animation in a separate file before loading it in the main file, so I can't just use the "regular" bake without cache files.

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  • $\begingroup$ Duplicated blender.stackexchange.com/questions/279518 $\endgroup$
    – vklidu
    Jan 9 at 10:43
  • $\begingroup$ The "solution" (more of a workaround) on that page doesn't work for me, since the particles would be imported as objects instead of particles, which would add many unnecessary polygons to the scene, which I can't afford in an already large scene. $\endgroup$
    – Aci
    Jan 9 at 12:25
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    $\begingroup$ Alembic comes with particles saved as animated vertices, so you just instance particle object in the similar way particle system does, right? So I don't think it will enlarge your scene radically. If you didn't succeed (simple test plain with particles) share this sample file, so I can check. Thanks $\endgroup$
    – vklidu
    Jan 9 at 12:29
  • $\begingroup$ Doing that results in the rotation of the particles to be lost, since the animated vertices seem to not save the particle rotation $\endgroup$
    – Aci
    Jan 10 at 12:00
  • $\begingroup$ Yes, rotation is lost. From your screen it looks like you want to instance a Sphere shape so I didn't care about rotation. If you need to use particle's cache, than your only one chance due the bug (mentioned and persisting in the first comment) is to move cache folder with blend file (keep the same directory). $\endgroup$
    – vklidu
    Jan 10 at 13:03

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Again, after tinkering around with this I found out that Blender falls short again. In short - you can't. You have to import the particles as objects, massivel increasing the polycount in your scene or it just doesn't work.

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