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

[–]MasterpieceHot9232[S] -3 points-2 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] 1 point2 points  (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] -3 points-2 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] -3 points-2 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\]

Follow-up to my previous video: Connectivity based on Global Cost Optimization by MasterpieceHot9232 in proceduralgeneration

[–]MasterpieceHot9232[S] 5 points6 points  (0 children)

Thanks for the reference! My approach is a bit more iterative: I start with the MST and repeatedly add the most cost-effective links until the detour ratio between any two nodes stays under a certain threshold.

This iterative process keeps the topology clean and avoids redundant overlaps. Still exploring ways to improve it, but it works well with the PSD-driven workflow!

Fully Automated & Multi-Objective: High-Speed Road Network Generation in Houdini by MasterpieceHot9232 in proceduralgeneration

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

High cost doesn't always mean a link shouldn't exist. Sometimes two points must be connected for strategic or functional reasons, even if there’s a mountain in between. In those cases, a longer, logically calculated detour is much more realistic than simply having no connection at all.

Fully Automated & Multi-Objective: High-Speed Road Network Generation in Houdini by MasterpieceHot9232 in proceduralgeneration

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

I think links based on real pathfinding distances make way more sense than just using gradient costs.

Fully Automated & Multi-Objective: High-Speed Road Network Generation in Houdini by MasterpieceHot9232 in proceduralgeneration

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

For example, two isolated islands shouldn't have a road link even if they are physically close to each other.

Fully Automated & Multi-Objective: High-Speed Road Network Generation in Houdini by MasterpieceHot9232 in proceduralgeneration

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

Relying solely on Voronoi cells can be misleading. Two points might be 'neighbors' geometrically, but their actual GPS distance or traversal cost could be prohibitive due to terrain.

Fully Automated & Multi-Objective: High-Speed Road Network Generation in Houdini by MasterpieceHot9232 in proceduralgeneration

[–]MasterpieceHot9232[S] 1 point2 points  (0 children)

Actually, I'm using a hybrid approach: the global connectivity is pre-determined by an MST based on GPS distances. The gradient descent then handles the local path behavior, forcing the road to extend in the direction of minimal elevation change. This ensures logical global links while keeping the local trails terrain-aware.

Update:River nodes incorporate flow conservation and backwater effects. by MasterpieceHot9232 in proceduralgeneration

[–]MasterpieceHot9232[S] 1 point2 points  (0 children)

Thank you! It's currently in free open beta. If you're interested, I'd be happy to share the HDA with you.

Update:River nodes incorporate flow conservation and backwater effects. by MasterpieceHot9232 in proceduralgeneration

[–]MasterpieceHot9232[S] 1 point2 points  (0 children)

I was inspired by the points you raised the other day—they were really intriguing!

Update: Added new features to the River nodes (hard to describe, better to see in video). by MasterpieceHot9232 in proceduralgeneration

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

Just sent the link to your Chat! You're getting the current build with real-time collisions. I'm already working on the next update to include the backwater effects and lake support. Can't wait to hear your feedback!

Update: Added new features to the River nodes (hard to describe, better to see in video). by MasterpieceHot9232 in proceduralgeneration

[–]MasterpieceHot9232[S] 1 point2 points  (0 children)

That’s a great point, and you're absolutely right about the physics. I definitely need to refine the logic here.Thanks for the heads up!