Overview
pFlock implements Craig Reynolds' boids rules:
- Cohesion: each particle moves closer to the neighboring group.
- Alignment: each particle aligns with the average direction of its neighbors.
- Separation: each particle avoids close collisions.
Combining these 3 simple rules produces complex emergent behaviors - that is the magic of flocking.
Where to find this node
- Effects Library:
Tools > Particles > pFlock - Quick add: right-click in the Node Editor →
Add Tool > Particles > pFlock
Inputs
- Particle Input (orange) - incoming stream.
- Region Input (green/magenta) - optional. Limits flocking to an area.
Setup
School of fish:
pEmitter (fish sprite) → pFlock (standard)
→ pFollow (animated leader)
→ pRender
Flock of birds:
pEmitter → pFlock (Flock Number 8-10 for cohesion)
→ pDirectionalForce (wind) → pRender
Walking crowd:
pEmitter (ground level) → pFlock (high Separation)
→ pFollow (destination path)
→ pRenderBoids parameters
- Flock Number
- Number of neighbors each particle takes into account. Higher = stronger cohesion (tight group). Low = nearly independent particles.
- Follow Strength (Alignment)
- Intensity of the desire to align with the average direction of the neighbors.
- Attract Strength (Cohesion)
- Force pulling toward the center of the neighbors (when too far away).
- Repel Strength (Separation)
- Repulsion force when two particles are too close.
- Minimum / Maximum Space
- Ideal distance between particles. Min = minimum distance before repulsion. Max = maximum distance before attraction. Tight ranges = an organized group.
Use cases
- A coherent school of fish - pFlock + pFollow toward a moving target = a school that follows a leader while keeping its shape.
- A flock of birds - standard pFlock + pDirectionalForce (wind) = a flock migrating naturally.
- A swarm of bees / insects - high Flock Number (strong cohesion) + pFollow toward a point (attracted by a light) = a swarm around a point.
- A moving crowd - high Separation (avoids collisions) + pFollow toward a destination = people crossing a square.
- Intelligent collective behavior - simulates "group intelligence" without explicitly coding AI.
Tips
- pFollow + pFlock combo = a living swarm - pFollow drives the destination, pFlock handles the interactions between particles. Together = believable emergent behaviors.
- Balance the 3 forces - Attract too strong = particles merging. Repel too strong = an explosion. Alignment too strong = rigid motion.
- Flock Number 8-10 as standard - follows the original Reynolds rules. More neighbors considered = more cohesion.
- Watch performance - pFlock evaluates the neighbors of every particle = O(N²). Above 500 particles, performance drops.
- For a real crowd simulation (humans with individual AI), consider dedicated software (Massive, Golaem).
