User Manual

Table Of Contents
pFlock [pFl]
The pFlock node
pFlock Node Introduction
The pFlock node can be used to simulate the behavior of organic systems, such as a flock of
birds or a colony of ants. Its use can make an otherwise mindless particle system appear to be
motivated, or acting under the direction of intelligence.
The pFlock node works through two basic principles. Each particle attempts to stay close to
other particles and each particle attempts to maintain a minimum distance from other particles.
The strength of these “desires” produces the seemingly motivated behavior perceived by
the viewer.
Inputs
The pFlock node has a single orange input by default. Like most particle nodes, this orange
input accepts only other particle nodes. A green or magenta bitmap or mesh input appears on
the node when you set the Region menu in the Region tab to either Bitmap or Mesh.
Input: The orange background input takes the output of other particle nodes.
Region: The green or magenta region input takes a 2D image or a 3D mesh
depending on whether you set the Region menu to Bitmap or Mesh. The color of
the input is determined by whichever is selected first in the menu. The 3D mesh or a
selectable channel from the bitmap defines the area where the flocking takes effect.
Basic Node Setup
When combined with pFollow, the pFlock node can produce natural swarming behaviors that
change direction.
A pFlock node applying more herd-type mentality to particles
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