Points node

Point Animation

Point Animation brings a point cloud to life. It takes any cloud — a Geometry to Points shape, Vision landmarks, a merged composition — and outputs a continuously animated version, displacing every point with one of five motion fields ranging from simple sinusoidal Drift to Perlin Flow, fractal Turbulence, divergence-free Curl noise, and directional Wave. It is the standard "make it breathe" stage between a static source and Plexus or Points Visualize.

Inputs

PortTypeDefault
PointsThe cloud to animate. Cable any point source — Geometry to Points, Vision landmarks, particles, a merged cloud.structure—
ModeHow the points move: None, Drift, Flow (Perlin), Turbulence (fBm), Curl or Wave. Values outside the list leave the cloud untouched.int1
SpeedHow fast the motion evolves over time. Not clamped; 0 freezes the pattern, negative values run it backwards, and past about 5 the movement turns to jitter.float0.5
AmountHow far each point is pushed, in Grafit units. Not clamped; roughly 0…0.5 stays recognisable, larger values scatter the shape completely.float0.15
Noise ScaleSize of the noise features — small values give broad flowing swells, large values a fine grain. Never drops below 0.01.float1.0
OctavesHow many noise layers Turbulence stacks, adding finer detail each time. Never below 1; above about 6 the extra layers cost time without visibly changing much.int3
FPSCaps how often the cloud is re-animated (updates per second). 0 = every frame (max). Use it on heavy clouds and modes (Curl, Turbulence) — motion speed stays TRUE because the phase integrates real time; frames between updates serve the last cloud.float0

Outputs

PortType
PointsThe cloud to animate. Cable any point source — Geometry to Points, Vision landmarks, particles, a merged cloud.structure

Live Preview

Interactive — Drift, Flow, Turbulence and Curl modes

How It Works

Every frame (the node requests continuous processing), the animation computes a displacement offset from the original input positions — it never integrates velocity. Each point's output is input + offset(t), so the cloud always stays anchored to its source shape: points wander around their home positions and the overall silhouette never dissolves, no matter how long the patch runs. Change Amount to 0 or Mode to None and the cloud instantly snaps back to its exact input.

Time is sampled as t = CACurrentMediaTime() × Speed — a monotonic clock, so animation continues smoothly regardless of graph activity.

The node auto-detects dimensionality: if any input point has |z| > 0.00001 the cloud is treated as 3D and displacement gets a Z component; a perfectly flat cloud stays flat, keeping 2D compositions clean.

Modes

IndexModeFieldCharacter
0None—Pass-through; the cloud is forwarded untouched
1DriftPer-point sinusoid: phase = index × 0.6, offset = (sin(t + φ), cos(1.1t + 1.3φ), sin(0.9t + 0.7φ)) × AmountGentle independent bobbing; every point orbits its home on its own slightly detuned Lissajous path
2Flow (Perlin)Single-octave Perlin noise sampled at (p × Noise Scale) with the time term added to the z coordinate; each axis uses an offset copy of the fieldSmooth, coherent wandering — neighboring points move together like a slow current
3Turbulence (fBm)Fractal Brownian motion: Octaves layers of Perlin noise summed at doubling frequenciesLike Flow but with fine detail riding on the large swells; more nervous with more octaves
4CurlCurl of a 3-channel Perlin potential field, computed by central finite differences (step 0.5)Divergence-free, volume-preserving swirls — the classic smoke/fluid look; points circulate instead of piling up
5Wavephase = p.x × Noise Scale + t; offset = (0, sin(phase), cos(phase)) × AmountA directional wave traveling along X, displacing points in Y (and corkscrewing into Z on 3D clouds)

In Flow and Turbulence, time is fed into the noise field's z (or z-adjacent) coordinate, so the pattern itself evolves rather than merely scrolling. Curl's finite-difference formulation guarantees the displacement field has zero divergence — locally, points neither compress nor spread, which is why it reads as fluid.

Parameters in Depth

  • Points (Structure) — the input cloud, [SIMD3] in Grafit units. Any producer works; the animation is stateless with respect to the source, so live inputs (tracking data, morphing clouds) animate correctly on top of their own motion.
  • Mode (Int, default 1 = Drift) — selects the motion field from the table above. None (0) makes the node a transparent pass-through, handy for A/B-ing the effect.
  • Speed (Float, default 0.5) — time multiplier. 0 freezes the field mid-pose (points hold their current displaced positions); higher values accelerate everything uniformly. Hidden in the inspector when Mode is None.
  • Amount (Float, default 0.15) — displacement amplitude in Grafit units. This is the maximum-order distance points stray from home; 0.15 on a unit-scale shape is a lively shimmer, 0.5+ starts to dissolve recognizability. Hidden when Mode is None.
  • Noise Scale (Float, default 1.0, floor 0.01) — spatial frequency of the field for Flow, Turbulence, Curl, and Wave (hidden for None and Drift). Low values (0.3) make broad, coherent swells where the whole cloud leans together; high values (3+) decorrelate neighbors into fine-grained agitation. For Wave it sets the wavelength along X (higher = tighter waves).
  • Octaves (Int, default 3, minimum 1) — number of fBm layers, Turbulence mode only (hidden otherwise). Each octave adds finer, weaker detail; 1 is identical to Flow, 5–6 gives crackling micro-detail at a real CPU cost (one Perlin evaluation per octave per axis per point).

Output: Points — the animated cloud, same point count and order as the input, which keeps downstream consumers (Plexus connection ordering, Point Morph pairing) stable.

Use Cases

  • The signature plexus — Geometry to Points (Sphere, Surface) → Point Animation (Curl, Amount 0.1, Noise Scale 1.5) → Plexus → Canvas. Divergence-free swirling keeps line density even while the network churns hypnotically.
  • Fireflies — Geometry to Points (Circle, Volume) → Point Animation (Drift, Amount 0.08, Speed 0.3) → Points Visualize (small additive dots) → Canvas. Independent per-point bobbing reads as a swarm of gently floating lights.
  • Flag/water surface — Geometry to Points (Grid) → Point Transform (Rotation X ≈ 60) → Point Animation (Wave, Noise Scale 3) → Plexus → Canvas. The wave travels along X and, because the tilted grid is 3D, corkscrews into Z for a rolling-surface effect.
  • Audio-reactive agitation — Audio FFT → Smooth → Remap (0.02…0.4) → Point Animation Amount, over any Geometry to Points cloud → Plexus → Canvas. Quiet passages barely shimmer; hits make the whole structure convulse. Drive Speed instead for a tempo feel.
  • Living tracked skeletons — Vision Tracking → Landmarks to Points → Point Animation (Flow, Amount 0.05) → Plexus → Canvas. A subtle Perlin wobble makes a static-looking landmark web feel organic without destroying the pose.
  • Trail turbulence — Mouse → Point Trail → Point Animation (Turbulence, Octaves 4) → Points Visualize → Canvas. Echoes of the cursor path disperse like smoke as they age.

Tips

  • Displacement is an offset, not an accumulation — the cloud can never drift away or degrade over time. If you want points to permanently travel, that's particle territory (Particle System), not this node.
  • Keep Amount well below your shape's radius if the silhouette must stay readable; as a rule of thumb the shape stops being recognizable when Amount approaches half its smallest dimension.
  • Curl and high-octave Turbulence are by far the most expensive modes (Curl evaluates the Perlin field 18 times per point). On clouds of several thousand points, prefer Flow, reduce the count upstream, or thin with Point Density first.
  • Because output order matches input order, Plexus downstream won't reshuffle its connections due to this node — flicker-free by construction. Same for Point Morph pairing.
  • Speed = 0 is a legitimate artistic setting: it freezes an organic-looking deformation in place, effectively turning the node into a static "noise displace" modifier.
  • Flat clouds stay flat by design. To get Z motion on a 2D shape, first give it any nonzero Z (e.g. Point Transform with a slight Rotation X) so the 3D detection kicks in.

Open Point Animation in the interactive catalog →

Point Animation is one of 381 nodes in Grafit Pro.

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