// undine docs
Actions
The Actions tab is the operational center of Undine.
It starts the solver, manages animated collider baking, exposes playback cache state, launches meshing, and shows progress while long operations are running.
Frame range and playback mode
The top row defines the frame range and the broad simulation/playback mode used for the operation.
The SNAP preset controls how aggressively the panel tries to update Blender playback while simulation frames are being produced.
| Control | Purpose | Notes |
|---|---|---|
| Start Frame | First frame included in the solve. | The screenshots show a start frame of 1. |
| End Frame | Last frame included in the solve. | Use a shorter range while testing settings, then expand for the final run. |
| Mode dropdown | Chooses the main run mode, such as Streamflow. | Keep the mode consistent while comparing parameter changes. |
| SNAP Preset | Chooses viewport update behavior during simulation. | Realtime Every Sim Frame attempts to show every simulation frame without blocking the workflow more than necessary. |
Run and interruption controls
Bake colliders (animated) prepares animated collision geometry before the liquid solve.
Run starts the simulation. Stop is used for an active solve, and Cancel is available for abandoning the current operation or pending state.
| Control | Effect | When to use |
|---|---|---|
| Bake colliders (animated) | Builds collider data for animated collider objects. | Run before the simulation when tagged colliders move, deform, or change over the frame range. |
| Run | Starts the simulation for the configured frame range. | Use after object roles and main simulation parameters are set. |
| Stop | Requests an interruption of the active solve. | Use when the simulation is running but the current result is no longer useful. |
| Cancel | Cancels the current operation state. | Use to abandon a pending or active operation rather than keeping the current panel state. |
Playback, meshify, store, and discard
When cached simulation frames exist, the panel shows a PLAYBACK block with the number of frames currently available.
The Meshify command converts cached particle data into mesh output. During meshing, progress is shown with the current triangle count and frame progress.
| Panel state | Visible control or readout | Meaning |
|---|---|---|
| Cached simulation | PLAYBACK, frame count, Clear | The simulation has frames available for review. |
| Ready to surface | MESHIFY SIMULATION | Starts surface reconstruction from the available particle cache. |
| Meshing in progress | Triangle count, frame progress, STOP MESHIFY NOW | A mesh build is active and can be interrupted. |
| Mesh result pending | Store, Discard | A generated result is ready to accept or reject. |
| Cache cleanup | Clear | Removes current playback state from the panel. |
Status counters
The lower portion of the Actions tab reports the size and performance of the current run.
Use these values as a quick sanity check while iterating. Large point counts, low simulation FPS, or missing mesh frames usually point to settings that need to be reduced or made more stable before the final solve.
| Readout | Meaning | How to interpret it |
|---|---|---|
| POINTS | Current or recent particle count. | Higher point counts increase memory use and solve cost. |
| SNAP FPS / AVG | Viewport playback/update rate and average. | Useful for judging whether live frame display is keeping up. |
| SIM FPS / AVG | Simulation throughput and average. | Useful for comparing solver settings and frame ranges. |
| Triangle progress | Current mesh triangle count during meshify. | A fast-growing triangle count may indicate a very dense output mesh. |
| Meshify cache frames and missing frames | Mesh cache completeness for the current build. | Missing frames explain gaps or fallback behavior during mesh generation. |