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Wander

Drifts the connected object around a smooth, never-repeating target inside an area object (a water volume, a room) or a box around where it was placed — fish, birds, fireflies, idle drones.

Output: effect (wire into an Object Selector, or leave it in an object's own flow)

Inputs

Handle Type Meaning
area object stay inside this object's bounds (shrunk by margin). Unwired: a box of rx × ry × rz half-extents around the object's resting position
speed, seed, margin, rx, ry, rz number override the card sliders when wired

Parameters

Parameter Default Range
speed 0.3 0 – 3: how fast the target moves (1 ≈ one wide swing every 6 s)
seed 0 0 – 999: 0 = take it from the object, so copies never move in step
margin 0.2 0 – 2 m kept clear of the area's sides
rx, ry, rz 1, 0.3, 1 half-extents of the box when no area is wired

The target is three octaves of smooth noise per axis at incommensurate rates — it never repeats, never jumps, and always stays inside the box. It is a pure function of the shared clock, so every peer sees the same wanderer in the same place.

Practical example

Clownfish that potter about the tank:

  1. Give the fish a Wander node and wire an Object Selector of the water volume into area; margin 0.4, speed 0.2.
  2. Add Orient to Velocity so it faces where it is going, and Body Wave so it swims.
  3. Duplicate the fish: with seed 0 each copy wanders its own way.