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

  1. Default
  2. Fixed rotation as specified
  3. Consistent facing direction

  4. Randomize

  5. Random rotation per agent
  6. Control: Adjust randomization range
  7. Use: Natural-looking varied crowd

  8. At Object

  9. All agents face toward target object
  10. Optional: Add randomization to object-facing
  11. 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

  1. Setup Distribution
  2. Choose distribution type based on seating layout
  3. Set fill factor for crowd density
  4. Use weight paint for selective density

  5. Configure Orientation

  6. Set default rotation or choose random/object-facing
  7. Adjust scale if needed

  8. Assign Agents

  9. Select agent collections
  10. Set probabilities via slider or attributes
  11. Add custom agents if required

  12. Fine-tune

  13. Adjust translations for precise positioning
  14. Tune rotation randomization
  15. 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