Procedural Boids
is a flexible flocking and swarm system for Blender that lets you create believable group movement with a clean, controllable setup. Designed for Geometry Nodes based workflows, it gives you artistic control over how agents move, react, avoid obstacles, and gather around targets.
The system is ideal for building everything from bird flocks and fish schools to moth swarms around lights and abstract motion driven particle groups. With adjustable behavior controls such as cohesion, alignment, separation, attraction, avoidance, speed, count, and size variation, you can quickly move from subtle natural motion to dense stylized formations.
from atmospheric forest lamps surrounded by insects to underwater swarm motion and large scale flock patterns. This tool is useful for motion design, cinematic shots, nature scenes, fantasy environments, and procedural VFX setups.
Main Controls
The interface shown in the preview material includes a clear set of parameters for shaping behavior.
Boid Count controls how many Boids are generated in the simulation.
Phantom Boids adds additional Boids that follow a simulated Boid to make the simulation appear denser without significantly impacting performance
Solver Mixes two types of Boid calculation. 0.2 is usually a good value.
Sim Speed changes the overall movement speed of the system.
Area defines the initial spread of the boids before motion begins. This value also influences other values relating to size and speed.
Boid Object / Boid Collection lets you choose the visual object or source collection used for the agents.
Min Size / Max Size adds variation in scale for a more natural look.
Behaviour Settings
The behavior section shapes the flocking logic.
Vision Range determines the viewing angle of the boids 1 = 360°, -1 = 0°
Cohesion controls how strongly agents pull toward nearby group members.
Alignment controls how strongly agents match direction with neighbors.
Neighbor Influence the area in which neighbors are taken into account.
Separation defines how strongly boids avoid crowding.
Separation Distance sets the personal space between agents.
These parameters allow you to create everything from loose ambient drift to tight synchronized swarms.
Environment Interaction
The system also includes scene based control through attraction and avoidance.
Avoid / Bound Collection can be used to keep boids away from geometry or inside guided movement zones.
Avoid Strength controls how strongly boids react to blocking geometry.
Avoid Distance sets how early agents begin steering away.
Attract Collection lets you define targets or zones that pull the swarm toward specific parts of the scene.
Attraction Range controls how far the attraction influence reaches.
Attraction Strength sets how strong that pull becomes.