Stadium iCrowd System - User Documentation
Overview
The Stadium System creates organized, static crowds for structured environments like stadiums, theaters, and auditoriums.
Distribution Tab
Distribution Types
1. On Face
- Requires: A face with UV mapping (recmmend adding a plane and miving it around)
- Function: Distributes agents across a surface
- Controls:
- Count X: Number of agents horizontally
- Count Y: Number of agents vertically
- Best for: Large seating areas and bleachers
2. On Instance
- Function: Places one agent on each instanced object
- Example: Geometry nodes stadium with instanced chairs
- Use case: Pre-arranged seating layouts
3. On Collection Objects
- Function: Places agents on each object in a collection
- Input: Collection of seats or chairs
- Use case: Organized seating sections
4. On Vertex
- Function: Places agents on mesh vertices
- Setup: Subdivide face to create vertex points
- Use case: Precise positioning control
Distribution Controls
Fill Settings
- Factor: 1.000 - Controls fill density (0.000 to 1.000)
- Seed: 0 - Randomization seed for fill pattern
Weight Paint
- Brush Tool: Paint custom density patterns
- Vertex Group Mask: Use vertex weights for density control
- Application: Create uneven crowd distribution
Translation
- Mode: Local or Global transform space
- X, Y, Z: 0m - Fine-tune agent positioning
- Use: Adjust agent placement offsets
Settings Tab
Orientation & Scale
Default Behavior
- Rotation: Agents face -Y direction by default
- Adjustment: Modify X, Y, Z rotation angles (default: 0°)
- Scale: Control agent size (X:1.000, Y:1.000, Z:1.000)
Rotation Types
- Default
- Fixed rotation as specified
-
Consistent facing direction
-
Randomize
- Random rotation per agent
- Control: Adjust randomization range
-
Use: Natural-looking varied crowd
-
At Object
- All agents face toward target object
- Optional: Add randomization to object-facing
- Use: Audience facing stage/screen
Agent Configuration
Input Collections
- Animated Agents: Collections with idle animations
- Multiple Collections: Support for varied agent types
Probability Control
- Method 1: Slider-based probability per collection
- Method 2: Attribute-based assignment
- Face Attributes: Control by UV face data
- Instance Attributes: Control by instance properties
- Example: Different agent types for different seating sections
Customization
- Custom Collections: Import additional agent types
- Clothing Changes: Modify agent appearances
- Collection Probability: Balance appearance rates
Typical Workflow
- Setup Distribution
- Choose distribution type based on seating layout
- Set fill factor for crowd density
-
Use weight paint for selective density
-
Configure Orientation
- Set default rotation or choose random/object-facing
-
Adjust scale if needed
-
Assign Agents
- Select agent collections
- Set probabilities via slider or attributes
-
Add custom agents if required
-
Fine-tune
- Adjust translations for precise positioning
- Tune rotation randomization
- Balance collection probabilities
Best Practices
- Use On Collection Objects for pre-built stadium seats
- Use On Face with weight paint for organic crowd patterns
- Combine At Object rotation with slight randomization for natural audiences
- Use face/instance attributes for section-based crowd variety
- Start with lower fill factors and increase as needed
Use Cases
- Sports stadium crowds
- Theater and cinema audiences
- Conference and event seating
- Concert venues
- Graduation ceremonies