Chapter 1 — Overview
A comprehensive crowd simulation system designed for architectural visualization, urban planning, film production, and game development. iCrowds provides both static distribution and dynamic movement, allowing artists and technical users to populate scenes quickly while maintaining realistic behavior and efficient performance.
Chapter 2 — System Architecture
iCrowds is built on two foundational pillars: static distribution systems for precise placement and dynamic control systems for realistic movement.
2.1 Static Distribution Systems
On Ground System
- Terrain-based scattering
- Density control with vertex groups
- Noise-driven variation
- Supports individuals & clusters
On Curve System
- Path-aligned distribution
- Width & radius-based scaling
- Automatic orientation along curves
- Count-based or density-based placement
On Vertex System
- Vertex-level precision placement
- Ideal for architectural layouts
- Weight-painted density gradients
- Supports exact formations
Stadium System
- Organized seating & venue layouts
- Four placement modes: On Face, On Instance, On Collection, On Vertex
- Grid-based arrangement control
- Rotation and transform alignment tools
Walkers System
- Structured flows along defined paths
- Lane count & direction control
- Personal-space management
- Noise settings for natural variation
City System
- Designed for large urban environments
- Activity-based behaviors (work, sleep, fun, eat)
- Road/sidewalk-aware placement
- Collision & density management
2.2 Dynamic Control System
Fluid System
- Real-time movement simulation
- Curve following, attraction, repulsion
- Physics-based motion control
- Integrates with all static systems
Chapter 3 — Key Features
iCrowds combines powerful distribution, realistic movement, and performance optimization into one cohesive system.
3.1 Distribution Features
- Multiple static systems
- Vertex masking for control
- Noise & variation
- Supports individuals and collections
3.2 Movement Features
- Curve-based movement
- Goal-driven behaviors
- Collision avoidance
- Real-time adjustable parameters
3.3 Performance Optimization
- Scalable from small to massive crowds
- Baking for heavy scenes
- LOD-friendly
- Efficient memory use
Chapter 4 — Workflow Integration
iCrowds adapts to your production pipeline with flexible workflows and system combinations.
4.1 Standard Pipeline
- Static Placement — Choose the appropriate distribution system for your scene
- Density Refinement — Adjust agent count and distribution patterns
- Dynamic Activation — Enable movement and behaviors as needed
- Behavior Tuning — Fine-tune attraction, repulsion, and movement parameters
- Final Polish — Optimize performance and refine visual details
4.2 System Combinations
- Urban Scenes: City + Fluid
- Events: Stadium + Walkers
- Architectural Visuals: Vertex + Fluid
- Large Productions: Multi-system setups
Chapter 5 — Getting Started
Quick-start guides and system selection recommendations to get you up and running fast.
5.1 Quick Start Guides
- Terrain scattering (On Ground) — Perfect for natural outdoor scenes and landscapes
- Path flows (On Curve) — Ideal for walkways, queues, and defined routes
- Venue seating (Stadium) — Generate complete seating arrangements in seconds
- Dynamic crowds (Fluid) — Add realistic walking and behavior to any distribution
5.2 System Selection
- Natural: On Ground
- Paths: Curve / Walkers
- Precise: On Vertex
- Stadiums: Stadium
- Cities: City
- Motion: Fluid
Chapter 6 — System Documentation
Complete technical reference for all iCrowds systems and parameters.
6.1 Documentation Structure
- Full parameter breakdown
- Use-case examples
- Optimization tips
- Troubleshooting
Each system includes detailed explanations of every parameter, recommended values for common scenarios, and performance considerations for production use.
Chapter 7 — Tutorials
Comprehensive learning resources including step-by-step projects, video guides, and example files.
7.1 Learning Resources
- Step-by-step projects — Complete walkthroughs from setup to final render
- Video guides — Visual demonstrations of key techniques and workflows
- Example files — Production-ready templates to learn from and modify
- Advanced techniques — Expert-level tips for complex scenarios
Chapter 8 — FAQ & Support
Solutions to common questions and access to community resources.
8.1 Support Resources
- Common questions — Answers to frequently asked questions about setup and usage
- Technical troubleshooting — Solutions for performance issues and technical problems
- Best practices — Recommended workflows for optimal results
- Community resources — Forums, galleries, and user contributions
Chapter 9 — Technical Specifications
System requirements, compatibility information, and performance guidelines.
9.1 Compatibility
- Node-based — Built on Blender's geometry nodes for maximum flexibility
- Compatible with renderers & game engines — Works with Cycles, Eevee, and real-time pipelines
- Export-ready — Baked simulations export cleanly to various formats
9.2 Requirements
- Hardware guidelines — Recommended specs for different crowd sizes
- Memory & GPU usage — Optimization tips for various hardware configurations
- Scalability — How the system performs from small to massive scenes
Chapter 10 — Support Resources
Access to learning materials, templates, and community-driven content.
10.1 Available Resources
- Learning materials — Comprehensive guides and documentation
- Templates — Pre-configured setups for common scenarios
- Community gallery — Showcase of user-created projects
- Update history — Changelog and feature additions
The iCrowds community continues to grow with shared knowledge, templates, and inspiring projects. Join the community to share your work and learn from others.