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Photoshop extension for procedural textures generation

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1 comment, last by JoeJ 2 years, 11 months ago

Hello to all,

I am new to this forum, so I see things interesting here and hope you folks will give me some guide on what to do next with my development.

Currently, I am developing a Photoshop extension that specializes in producing photo realistic procedural textures, i.e. with creation of various noises and by blending them together with filters that already exist inside Photoshop (similar to Substance Designer). With this extension, you will have to press few buttons that will enable you to create the template that afterwards you may twist it according to your taste and create the desired texture for game or for whatever you need it.

What is my concern, is whether to continue this project, because besides it is time consuming I am also aware that there are other tools like Substance Designer, Filter Forge and similar that do the same thing. The idea why I have half decision to continue this project is maybe potential users will like it much more because of the fact they are familiar with Photoshop more than with Substance Designer for example.

Please, I need you folks to tell me whether this project is interesting or not, and if the answer is yes, any suggestions and ideas are very welcome.

Thank you.

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You should post some example images.

psprocedural said:
The idea why I have half decision to continue this project is maybe potential users will like it much more because of the fact they are familiar with Photoshop more than with Substance Designer for example.

Would apply to me. Still have not looked at SD, but still using Photoshop if needed. I used procedural textures for any kind of artworks, not related to games. So i think there is a market.

But i also lost believe in traditional procedural texturing based on noise functions. When i did experiments with fluid simulation, i got results reminding me on noise building blocks. E.g. this one:

…looks like Voronoi / Cell noise. But it's natural and realistic.

Or this:

Which gives natural cracks, and i can direct how much cracks evolve, e.g. using a b/w texture or some simple function.

It's also easy to make this stuff tileable, so could be useful to generate textures. (I'm targeting 3D terrain, actually)

So i feel like we are on a paradigm shift with procedural generation, by replacing noise with simulation, or by using ML, who knows.
A new tool is likely successful if it can give new results, not possible with other tools before.

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