How to
set up a crowd simulation
Crowd simulations usually consist of a particle system with instanced geometry (such as people or animals). A POP Network is set up to control the way the instanced geometry moves and interacts with each other in the scene.
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Start by creating a particle system using either the Source from Geometry or Emitter tool on the Create Particles shelf.
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Apply a directional force to the particles.
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Instance geometry onto the points.
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Control the behavior of particles when they collide with geometry using a Collision node.
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Use a Soft Limit particle node to create a boundary with spongy bounces. This POP provides smoother, less jerky bounces than the Limit and Collision POPs.
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Add an Interact node to make the particles attract or repel each other.
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Set the velocity of the particles with a Velocity particle node.
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Insert a Speed Limit particle node to set a minimum and maximum velocity for the particles.
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Apply some drag to the velocity of the particles by using the Drag tool.
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Add an Attractor node to attract or repel the particles toward/away from a force defined by a Force SOP (for metaballs) or the Force tab of a Point SOP (for other geometry types).
This example shows a particle simulation with toy mice instanced onto the points.