comfyui_pcg docs

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#

WorkflowWhat it shows
Tutorial 1: first geometryBox, transform, group by normal, extrude twice, bevel, colour, preview image and 3D viewport.
Tutorial 2: scatter and copyNoise terrain, scatter, random pscale / orient, Copy to Points.
Tutorial 3: attributes and wrangleAttribute Create / Noise, a Wrangle expression, promote, group by @height, colour by attribute.
Tutorial 4: for-each variationsA For-Each count loop whose iteration drives the seeds: six different stones.
Tutorial 5: COP textureNoise and tile pattern, levels, composite, colour remap, normal from height, light, save.
Tutorial 6: controller panelA Parameters (PCG) panel driving several nodes through bindings.

Showcase: geometry and images#

WorkflowWhat it shows
Rock gardenA rock library from a For-Each loop, a terrain with a stream, weighted scattering and per-variant copying.
City block25 buildings from face operations and groups only: setbacks, window grids, shopfronts, trees.
Brick wall PBRA seamless brick texture set (albedo, normal, roughness, height, AO) with COP nodes.
Terrain mapsNoise to eroded terrain to splat, albedo, lit and contour maps, all in COP.

Production pipelines#

WorkflowWhat it shows
Rock assets pipelineFour game-ready rocks: high poly, LOD0-2 with shared UVs, UCX collision, baked textures, one glb each.
World tilesA 2 km terrain as 4 x 4 tiles: shared-edge 16-bit heights, six weight maps, per-tile instance CSVs.
Modular cityA facade kit exported as glb pieces plus rule-based assembly into an instance table.
Material libraryFourteen 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#

WorkflowWhat it shows
Terrain to AI textureEroded terrain -> regional prompts + depth ControlNet -> SDXL texture -> textured mesh. Needs an SDXL checkpoint and an SDXL ControlNet.
Image to terrainA landscape picture -> depth (Depth Anything V2, or MoGe) -> height field -> eroded, coloured mesh. Needs comfyui_controlnet_aux (or the MoGe model).

See also#