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
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Uniform crowd appearance
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Randomize
- Random rotation per agent
- Natural-looking varied crowd
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Control: Adjust randomization intensity
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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
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Define areas using weight painting or sphere masks
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Singles Distribution
- Set density for individual agents
- Adjust personal space for natural spacing
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Use weight painting for area-specific density
-
Clusters Setup
- Configure cluster density and spacing
- Set cluster size variations (radius and population)
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Adjust cluster formation parameters
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Orientation & Scale
- Choose rotation mode based on scene needs
- Set scale variations for natural appearance
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Fine-tune facing directions
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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.