On Ground iCrowd System - User Documentation
Overview
The On Ground System creates natural-looking static crowds scattered across terrain, perfect for park scenes, outdoor events, queues, and social gatherings with both individual agents and social groups.
Distribution Tab
Basic Setup
- View Mode: Render - Standard visualization
 - Terrain: On Ground Terrain - Input terrain collection for agent placement
 
Distribution Types
1. Singles
Individual scattered agents - Density: 0.200 - Overall density of individual agents - Min Distance: 1m - Minimum spacing between single agents - Seed: 1 - Randomization pattern - Max Agents: 100,000.000 - Maximum number limit
2. Clusters
Social groups and clusters - Density: 0.060 - Density of cluster centers - Min Distance: 6.39m - Spacing between different clusters - Seed: 0 - Randomization pattern - Max Clusters: 100,000.000 - Maximum cluster count
Distribution Controls
Weight Painting
- Brush Tool: Paint density variations directly on terrain
 - Vertex Group Mask: Use predefined vertex groups for density control
 - Application: Create natural density variations like pathways vs open areas
 
Sphere Mask
- Sphere Object: Use sphere objects to define inclusion/exclusion zones
 - Edit: Modify sphere position and radius for precise area control
 
Personal Space System
- Relax Iterations: 12 - Processing passes for collision resolution
 - Min Distance: 0.500m - Minimum personal space between agents
 - Max Distance: 1.000m - Maximum personal space buffer
 - Seed: 0 - Randomization for personal space variation
 
Cluster Variations
Radius Settings
- Min Radius: 0.000m - Smallest cluster size
 - Max Radius: 1.000m - Largest cluster size
 - Seed: 6 - Randomization pattern
 - Relax Iterations: 1.329 - Cluster formation quality
 - Noise: 1.000 - Natural variation in cluster shapes
 
Population Settings
- Min Count: 5 - Minimum agents per cluster
 - Max Count: 12 - Maximum agents per cluster
 - Seed: 0 - Randomization for cluster sizes
 
Placement Settings
- Offset: Random positioning variation within clusters
 - Creates: More organic, natural-looking group formations
 
Settings Tab
Orientation Control
Rotation Modes
- Default
 - Consistent facing direction across all agents
 - 
Uniform crowd appearance
 - 
Randomize
 - Random rotation per agent
 - Natural-looking varied crowd
 - 
Control: Adjust randomization intensity
 - 
At Object
 - All agents face toward target object
 - Optional: Add randomization for natural variation
 - Use: Crowds facing a stage, speaker, or point of interest
 
Scale Variations
- Size Randomization: Control agent size variations
 - Natural Variation: Avoid uniform, artificial appearance
 - Scale Range: Adjust minimum and maximum size parameters
 
Agent Configuration
Input Requirements
- Animated Agents: Collections with idle animations
 - Multiple Collections: Support for varied agent types
 - Probability Control: Balance between different agent collections
 
Customization
- Custom Collections: Import additional agent types
 - Clothing Variations: Modify agent appearances within collections
 - Collection Blending: Mix different agent types naturally
 
Typical Workflow
- Terrain Setup
 - Prepare ground terrain collection
 - 
Define areas using weight painting or sphere masks
 - 
Singles Distribution
 - Set density for individual agents
 - Adjust personal space for natural spacing
 - 
Use weight painting for area-specific density
 - 
Clusters Setup
 - Configure cluster density and spacing
 - Set cluster size variations (radius and population)
 - 
Adjust cluster formation parameters
 - 
Orientation & Scale
 - Choose rotation mode based on scene needs
 - Set scale variations for natural appearance
 - 
Fine-tune facing directions
 - 
Agent Assignment
 - Select agent collections
 - Balance probabilities between collections
 - Add custom agents if needed
 
Best Practices
For Realistic Results
- Use Singles for background crowds and individuals
 - Use Clusters for social groups and gatherings
 - Combine both types for most natural scenes
 - Use weight painting to follow terrain features and paths
 - Apply personal space to prevent agent overlapping
 
Performance Optimization
- Start with lower densities and increase gradually
 - Use appropriate relax iterations (higher = better quality but slower)
 - Balance cluster counts with scene complexity
 - Use sphere masks to limit calculations to visible areas
 
Natural Appearance Tips
- Use random rotation with moderate variation
 - Apply scale variations for diverse crowd
 - Mix cluster sizes for organic social groups
 - Use noise and offset for irregular cluster shapes
 
Use Cases
- Park scenes with people sitting and standing
 - Outdoor events like concerts or festivals
 - Queue simulations for attractions or services
 - Public squares and gathering places
 - Beach scenes with scattered groups
 - Marketplaces and social spaces
 
The On Ground System creates the most organic and natural-looking static crowds, ideal for environments where people gather informally and social dynamics are important.