Last updated: January 7, 2026

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.