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:
- Give the fish a Wander node and wire an Object Selector of the water volume into
area; margin 0.4, speed 0.2. - Add Orient to Velocity so it faces where it is going, and Body Wave so it swims.
- Duplicate the fish: with
seed0 each copy wanders its own way.