Basic Features Object Manager Tags Menu Various Tags MoGraph Cache
Function available in CINEMA 4D Broadcast, Studio
MoGraph Cache

Basic Build Playback



Use this option to define whether or not the cache should be used (regardless if internally or externally). If there is no cache or if the option is disabled, the calculation will take place "live".

Strength [0..100%]

If the clone-generating object has multiple MoGraph Cache tags assigned to it - which can be done in Cinema 4D R18 - these can be mixed stepplessly using the Strength setting.

The caches being mixed must both be enabled (Enable option active).

The Strength value is only used to mix the effect of the MoGraph Cache tags that iie to its left in the Object Manager with its own effect. Only values of less than 100% will be mixed. Tags with values of 100% that lie to the left of the selected tag will not be mixed. If the value is set to 0%, the tag will not be mixed at all. In-between values will mix linearly between the clone positions, size and rotation defined by the tags

Cache Type

Use this setting to define if the internal cache (RAM) or the external cache (hard drive) should be used. Note that the internal cache will be deleted if you switch to Load From File.

Each time the Cache Type is switchted, a prompt will appear asking if the internal cache should be overwritten or deleted.


Use this setting to define a path to an external cache (if you saved this cache yourself, the same path as in the Create menu will be used but can also be modified here). To do so, select the respective *.mog file. You might have to click on the Load Cache From File button to make the cache work.

Relative paths can also be used as described under File.... The Tokens described here can also be used.

If you load an external cache here the MoGraph Cache tag can be assigned to each clone-generating object (except for those that generate splines), including Matrix and Voronoi Fracture objects. The tag then controls these other clones (whereby, depending on the type, only the existing clones (e.g., Voronoi Fracture) or the original number of clones saved in the cache (e.g., Matrix object) will be generated and controlled).

Load Cache From File

Depending on the Cache Type that is defined, the cache defined in the Filename field will either be loaded as an internal cache or be made ready for streaming. This button must be clicked on if, for example, the cache was deleted or a different cache was defined in the Filename field.


A temporal offset can be defined for a calculated cache. The animation will then play with the defined offset to the uncached animation.


Enable this option if, after it has finished playing, the cache should be played again from the beginning.

Loop Blending [0..100%]

A blend will be created between the current cache and the first cache image. A loop range (beginning at the end of the loop) is defined in %. This sounds more complicated than it actually is. What this function does is create a loop with modified start and end states for a more harmonious loop without jumps.

This only works with the most commonly used Effector effects that relate to position, scale, rotation, color, etc, and not with erratic modifications which can occur when the number of Clones or their sequence is modified.