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Reference / Effects / Generate

Updated

Flow points

Flow points is a Generate effect.

The frame before Flow points is appliedThe same frame with Flow points applied

Reads the stream on its Points socket and carries each point along a field, across the layer’s plane. The field says which way a point at any place is moving, and how fast.

A point’s place is found by walking it through the field in fixed steps, from where the wire has it, for as long as Clock says. A frame is the same however it is reached. Each point’s speed becomes the way the field is carrying it.

A frame walks at most a million steps over all its points. Past that each walk is cut into fewer, longer steps.

A frame that follows the one before is quick, as the walk so far is kept. A walk past its step limit, a stream whose input moves, and the Point age clock are walked in full each frame.

The moved points go out on its own Points socket and are drawn as discs.

ParameterControlRangeDefaultUnit
Apply toDropdownAll points · Picked · Not pickedAll points-
GroupTextA short line of textEmpty-
ThresholdSlider0 to 1; any value by typing0.5-
FieldDropdownCurl noise · Vortex · Pull · Wind · CombinedCurl noise-
SpeedSlider-500 to 500; any value by typing100Pixels at composition size
Curl noiseSlider-200 to 200; any value by typing0Per cent
VortexSlider-200 to 200; any value by typing100Per cent
PullSlider-200 to 200; any value by typing100Per cent
WindSlider-200 to 200; any value by typing0Per cent
Noise scaleSlider10 to 1000; down to 1 and higher200Pixels at composition size
Noise speedSlider0 to 5; higher0-
Centre XSlider0 to 3840; any value by typing960Pixels at composition size
Centre YSlider0 to 2160; any value by typing540Pixels at composition size
RadiusSlider0 to 2000; higher400Pixels at composition size
FalloffCurve2 to 32 points in the unit squareThe identity diagonal-
DirectionDialAny angle; snaps every 15° while a modifier is held0°Degrees
ClockDropdownLayer time · Point ageLayer time-
Steps per secondSlider, whole numbers1 to 120; up to 24030-
FeatherSlider0 to 100100Per cent
SeedSeedAny whole numberA fresh random seed per instance-
MixSlider0 to 100100Per cent
BlendDropdownNormal · Darken · Multiply · Colour burn · Linear burn · Darker colour · Add · Lighten · Screen · Colour dodge · Lighter colour · Overlay · Soft light · Hard light · Linear light · Vivid light · Pin light · Hard mix · Difference · Exclusion · Subtract · Divide · Hue · Saturation · Colour · LuminosityNormal-
MatteLayerAny layer in the compositionNone-
InvertCheckboxOn or offOff-
ChannelDropdownLuminance · Alpha · Red · Green · BlueLuminance-

In the Effect Controls panel:

  • Field groups Field, Speed.
  • Time groups Clock, Steps per second.
  • Point groups Feather.
  • Group is editable while Apply to is anything but All points.
  • Threshold is editable while Apply to is anything but All points.
  • Matte is an input to an effect, scaling the strength. Invert inverts the mattes for calculating strength.
  • Apply to: which points are carried. The rest stay where they are.
  • Group: the group Picked and Not picked go by, as a name. Left empty, they go by the points a Pick points picked. See Names.
  • Threshold: what a point’s Group must read above to be in it. It is read only with a Group named.
  • Field: what carries the points. Curl noise swirls them without bunching them up. Vortex turns them round the centre. Pull draws them to it. Wind blows them one way. Combined adds the four together, each by its own share.
  • Speed: how fast the field carries a point where it is strongest, in pixels a second. A negative number runs it backwards. A Vortex then turns anticlockwise and a Pull pushes away.
  • Curl noise, Vortex, Pull and Wind: each field’s share of Speed. 0 leaves that field out and a negative number runs it backwards. They show for Combined.
  • Noise scale: how big the swirls are. It shows for Curl noise and Combined, as do the next two.
  • Noise speed: how fast the swirls themselves change. At nought they hold still.
  • Seed: which noise.
  • Centre X and Centre Y: the middle of a Vortex or a Pull. They show for Vortex, Pull and Combined, as do the next two.
  • Radius: how far from the centre the field reaches.
  • Falloff: how strong the field is from the centre, at the left of the curve, out to Radius, at the right. Past Radius it stays as strong as it is there.
  • Direction: the way the Wind blows. 0 is to the right and 90 is down. It shows for Wind and Combined.
  • Clock: how long each point has been carried for. Layer time is the layer’s own time. Point age is each point’s own age, and a newborn particle starts where it was born.
  • Steps per second: how finely the walk is cut. More follows a tight field better and costs more.
  • Feather: how soft the edge of a drawn disc is.
  • Mix: how much of the drawing lands on the picture. At nought the points are still handed on.
  • Matte and Invert drive the strength of the effect from another layer’s brightness. See Effects.