Example workflows#
Ready-made ComfyUI workflows that ship with comfyui_pcg, in comfyui_pcg/example_workflows/. To open one, drag its .json file onto the ComfyUI canvas (or use the workflow menu's Open), then press Queue . Each page below explains what the workflow builds, walks through the node chain with links to the node reference , and lists the parameters worth changing.
Start with the tutorials: they are small (10 to 14 nodes), need no model files, and each one has an English note on the canvas. The showcase and production workflows are larger; their on-canvas notes and node titles are in Chinese, and the pages here are their English walkthroughs.
Tutorials#
Workflow What it shows Tutorial 1: first geometry Box, transform, group by normal, extrude twice, bevel, colour, preview image and 3D viewport. Tutorial 2: scatter and copy Noise terrain, scatter, random pscale / orient, Copy to Points. Tutorial 3: attributes and wrangle Attribute Create / Noise, a Wrangle expression, promote, group by @height, colour by attribute. Tutorial 4: for-each variations A For-Each count loop whose iteration drives the seeds: six different stones. Tutorial 5: COP texture Noise and tile pattern, levels, composite, colour remap, normal from height, light, save. Tutorial 6: controller panel A Parameters (PCG) panel driving several nodes through bindings.
Showcase: geometry and images#
Workflow What it shows Rock garden A rock library from a For-Each loop, a terrain with a stream, weighted scattering and per-variant copying. City block 25 buildings from face operations and groups only: setbacks, window grids, shopfronts, trees. Brick wall PBR A seamless brick texture set (albedo, normal, roughness, height, AO) with COP nodes. Terrain maps Noise to eroded terrain to splat, albedo, lit and contour maps, all in COP.
Production pipelines#
Workflow What it shows Rock assets pipeline Four game-ready rocks: high poly, LOD0-2 with shared UVs, UCX collision, baked textures, one glb each. World tiles A 2 km terrain as 4 x 4 tiles: shared-edge 16-bit heights, six weight maps, per-tile instance CSVs. Modular city A facade kit exported as glb pieces plus rule-based assembly into an instance table. Material library Fourteen PBR materials (three facades, cobble, asphalt, wood, two roofs, trim, glass, steel, sign, facade bays for distant buildings) with real-size relief, GL/DX normals, ORM and height.
With AI models#
Workflow What it shows Terrain to AI texture Eroded terrain -> regional prompts + depth ControlNet -> SDXL texture -> textured mesh. Needs an SDXL checkpoint and an SDXL ControlNet. Image to terrain A landscape picture -> depth (Depth Anything V2, or MoGe) -> height field -> eroded, coloured mesh. Needs comfyui_controlnet_aux (or the MoGe model).
See also#
Previous Keyboard and mouseNext Tutorial 1: first geometry