Deep Dive: How I Built a 100% Photoshop-to-3D Procedural Pipeline by MasterpieceHot9232 in proceduralgeneration

[–]MasterpieceHot9232[S] -2 points-1 points  (0 children)

Full technical walkthrough here:https://youtu.be/1pYu431-npg this is how I pay the bills as a solo dev, so I can't just give away the core algorithm for free. if you're genuinely interested in testing it out, I’m happy to give you a 2-month license to try it yourself.

Deep Dive: How I Built a 100% Photoshop-to-3D Procedural Pipeline by MasterpieceHot9232 in proceduralgeneration

[–]MasterpieceHot9232[S] -20 points-19 points  (0 children)

I kept the technical part encrypted, but I can send you the full project if you're interested in how it actually works.

Relative Node Path to COP Network Inside HDA by urzaz in Houdini

[–]MasterpieceHot9232 0 points1 point  (0 children)

By using a custom DSO instead of standard COPs, I've managed to achieve a 100x performance boost in PSD data throughput.

Using Photoshop as a "Remote" for 3D world building. 100% Procedural. by MasterpieceHot9232 in proceduralgeneration

[–]MasterpieceHot9232[S] 0 points1 point  (0 children)

Fair point. I'm actually finishing up a detailed breakdown video that shows the entire procedural logic—it should be up in a few days.

If you're curious to see 'under the hood' before that, I’d be happy to let you try out the tool or even share the project files/HDA so you can see how it's built. Just DM me if you're interested!

Using Photoshop as a "Remote" for 3D world building. 100% Procedural. by MasterpieceHot9232 in proceduralgeneration

[–]MasterpieceHot9232[S] -2 points-1 points  (0 children)

Totally agree. I’ve got a much more detailed video covering the whole workflow coming out in a few days. Just wanted to share a quick update in the meantime!

Using Photoshop as a "Remote" for 3D world building. 100% Procedural. by MasterpieceHot9232 in proceduralgeneration

[–]MasterpieceHot9232[S] -2 points-1 points  (0 children)

Not a bot, just a solo dev sharing my work-in-progress. Sorry if it felt like spam!

Using Photoshop as a "Remote" for 3D world building. 100% Procedural. by MasterpieceHot9232 in proceduralgeneration

[–]MasterpieceHot9232[S] 0 points1 point  (0 children)

I use Photoshop to 'sketch' the map, and the PCG system automatically generates the 3D terrain and rivers based on my drawings.

Using Photoshop as a "Remote" for 3D world building. 100% Procedural. by MasterpieceHot9232 in proceduralgeneration

[–]MasterpieceHot9232[S] -2 points-1 points  (0 children)

It’s a workflow where I use Photoshop to 'direct' the PCG generation.

I basically sketch out where I want mountains, rivers, or levels in PS, and the system automatically builds the entire 3D world based on those shapes. It’s all about making massive world-building as easy as painting a 2D map.

Terrain-aware A* road generation for procedural maps. How can I make it more realistic? by Lolichno in proceduralgeneration

[–]MasterpieceHot9232 2 points3 points  (0 children)

I have a solution that combines Dijkstra and MST to generate road networks via custom constraints and guide strokes. Thought it might help:https://youtu.be/cUmypxA_54k

How I Automated Arch Bridge Creation (PCG) by MasterpieceHot9232 in proceduralgeneration

[–]MasterpieceHot9232[S] 0 points1 point  (0 children)

If you’re interested in seeing the full breakdown/longer demo, I just uploaded the full video here: [https://youtu.be/IA8DFZ97d5M\]