genart-ops
Generative art programming - three.js scenes, p5.js sketches, SVG generation, GLSL shaders, procedural algorithms, and color for creative coding.
Skill by claude-mods
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
npx agentmarket install skill/0xdarkmatter-genart-ops
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
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About
Use cases: design
Reviews
Write a reviewNo reviews yet. Installed it? Reviews come from verified installers only. How reviews work
Permissions
What this skill can do and what it asks for, from its SKILL.md and code. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/genart-ops
Tools it pre-approves 3
From allowed-tools in SKILL.md: the agent may use these without asking you each time.
ReadWriteBash
What's inside
- Skill name
genart-ops- Description
- Generative art programming - three.js scenes, p5.js sketches, SVG generation, GLSL shaders, procedural algorithms, and color for creative coding. Use for: generative art, creative coding, three.js, p5.js, SVG, GLSL, shader, noise, perlin, simplex, flow field, particle system, SDF, ray marching, procedural, L-system, voronoi, delaunay, cellular automata, wave function collapse, instanced mesh, post-processing, bloom, WebGL, canvas, fragment shader, vertex shader, FBM, domain warping.
- License
- MIT
- Allowed tools
- Read, Write, Bash
- Metadata
- author: claude-mods · related-skills: color-ops, javascript-ops, typescript-ops, mapbox-ops, threejs-ops
- Instructions
- 151 lines in SKILL.md · view on GitHub
Before installing
- Pre-approves any shell command
Files (7)
- SKILL.md
- color-and-palettes.md · references/
- glsl-shaders.md · references/
- p5-sketches.md · references/
- procedural-algorithms.md · references/
- svg-generation.md · references/
- threejs-scenes.md · references/
SKILL.md (first lines)
# Generative Art Operations Practical patterns for creative coding and generative art. Covers three.js, p5.js, SVG generation, GLSL shaders, procedural algorithms, and color theory for computational aesthetics. > Color-ops handles CSS color, accessibility, and design tokens. This skill focuses on generative/procedural color techniques (palette algorithms, shader color, gradient interpolation in perceptual space). > > Application/game-scale three.js — GLTF asset pipelines, AnimationMixer, fixed-timestep game loops, physics (rapier/cannon-es), react-three-fiber, instancing/disposal at scale — is [threejs-ops](../threejs-ops/SKILL.md). This skill owns the creative/shader side of three.js. The detailed code, technique walkthroughs, and parameter tables live in the references below. This body holds the decisions: which surface, which algorithm, which color space, in what order. ## Workflow & tool selection Pick the **rendering surface** first — it determines everything downstream: | Goal | Surface | Reference | |---|---|---| | 2D sketches, fast iteration, teaching | p5.js (Canvas2D or WebGL) | [p5-sketches](references/p5-sketches.md) | | 3D scenes, camera, lighting, post-processing | three.js | [threejs-scenes](references/threejs-scenes.md) | | Per-pixel fields, full-screen shaders, ray marching | raw GLSL / WebGL fragment | [glsl-shaders](references/glsl-shaders.md) | | Resolution-independent vectors, plotter/print | SVG | [svg-generation](references/svg-generation.md) | Then **generate content** (CPU) and **colorize** it (perceptual space): | Need | Algorithm family | Reference | |---|---|---| | Organic texture, terrain, marble | noise (value/simplex/FBM/domain-warp) | [procedural-algorithms](references/procedural-algorithms.md) | | Even point distribution | Poisson disk | [procedural-algorithms](references/procedural-algorithms.md) | | Trees, fractals, self-similar curves | L-systems | [procedural-algorithms](references/procedural-algorithms.md) | | Emergent motion/patterns | flow fields / cellular automata | [procedural-algorithms](references/procedural-algorithms.md) | | Space partitioning | Voronoi / Delaunay (d3-delaunay) | [procedural-algorithms](references/procedural-algorithms.md) | | Tile worlds with adjacency rules | wave function collapse | [procedural-algorithms](references/procedural-algorithms.md) | | Palettes, gradients, harmonies | OKLAB / OKLCH | [color-and-palettes](references/color-and-palettes.md) | **Order of operations:** surface → generators → color. Determinism = seeded RNG (`alea`) + no per-frame `Math.random()` inside the field/particle loop. ## 1. Three.js scenes Creative/shader-side scaffolding: minimal scene + camera + renderer (ACES tone mapping, responsive resize), the 2026 `THREE.Timer` animation loop (auto-pauses on tab switch), `OrbitControls` (damping requires `update()` per frame), a three-point lighting rig (key/fill/rim + ambient), bloom via `EffectComposer` (`OutputPass` always last — it owns tone mapping), `InstancedMesh` for 10k+ particle/mass-geometry systems with per-instance color, and a custom `ShaderMaterial` template (uTime/uResolution/uMouse uniforms). Full code in [references/threejs-scenes.md](references/threejs-scenes.md). ## 2. p5.js sketches Mode selection drives everything: **global** (one sketch, fastest path to pixels), **instance** (multiple sketches per page, module isolation), **WebGL** (3D, lights, `orbitControl`). Plus custom GLSL via `createShader`, `loadPixels`/`updatePixels` per-pixel manipulation, and recording/export — PNG frame sequences, SVG output (p5.js-svg), and `canvas-sketch` for high-res Canvas2D + MP4 streaming. Full code in [references/p5-sketches.md](references/p5-sketches.md). ## 3. SVG generation Resolution-independent vector output. Programmatic construction (`createElementNS` + `XMLSerializer`), the full path-command reference (M/L/H/V/C/S/Q/T/A/Z, absolute + relative), generative patterns (organic blobs via smooth closed cubic paths, line hatching), generative SVG filters (`feTurbulence` / `feDisplacementMap` / `feDiffuseLighting`), SMIL + CSS animation, and SVGO optimization (preserve viewBox, drop dimensions for responsive output). Full code in [references/svg-generation.md](references/svg-generation.md). ## 4. GLSL shaders The GPU fragment-shader toolbox: standalone WebGL boilerplate (fullscreen quad), common uniforms, hash/random functions, value / simplex / Worley noise, FBM, domain warping (single + double, Inigo Quilez), 2D & 3D SDF primitives, boolean / smooth / transform SDF operations, a full ray-marching template (normal estimation + lighting), and cosine-palette color blending. Full code in [references/glsl-shaders.md](references/glsl-shaders.md). Several of these (noise, FBM, domain warping) have CPU/JS counterparts in [procedural-algorithms](references/procedural-algorithms.md) — pick the surface, then reuse the math. ## 5. Procedural generation algorithms CPU-side recipes in JavaScript: Perlin/simplex noise (`simplex-noise` + `alea` seeding), FBM, domain warping, ridged noise, flow fields (with particle drivers), Poisson disk sampling, L-systems (trees / Koch / Sierpinski / dragon), Conway's Game of Life, Voronoi/Delaunay via `d3-delaunay` (+ Lloyd relaxation), wave function collapse (simple tiled), terrain from noise octaves (+ biome classification), and seamless toroidal tiling. Full code in [references/procedural-algorithms.md](references/procedural-algorithms.md). ## 6. Color & palettes OKLAB/OKLCH conversion (both JS and GLSL — the perceptually-uniform basis for everything here), cosine palettes (Quilez presets), OKLCH palette generators (even-hue, analogous, warm/cool), gradient interpolation in perceptual space (OKLCH with shortest-hue path, multi-stop), color cycling (phase-shifted per element), and harmony rules (complementary / analogous / triadic / split-complementary / tetradic). Full code in [references/color-and-palettes.md](references/color-and-palettes.md). ## Quick Reference: Noise Algorithm Comparison | Algorithm | Dimension | Character | Cost | Use Case | |-----------|-----------|-----------|------|----------| | Value noise | Any | Blocky, grid artifacts | Cheap | Quick prototypes | | Perlin (gradient) | Any | Smooth, directional | Medium | Classic terrain, clouds | | Simplex | Any | Smooth, isotropic | Medium | Default choice, fewer artifacts than Perlin | | Worley (cellular) | Any | Cell-like, organic | Expensive | Stone, water, cells | | FBM | Any | Fractal detail | N * base | Terrain, clouds, organic shapes | | Ridged FBM | Any | Sharp mountain ridges | N * base | Mountains, lightning | | Domain warping | 2D+ | Swirling, marble-like | 3-9x base | Marble, smoke, alien landscapes | ## Quick Reference: Libraries | Task | Library | Install | |------|---------|---------| | Noise | `simplex-noise` | `npm install simplex-noise` |
From 0xDarkMatter/claude-mods, MIT.
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Signals
- Stars
- 75
- Forks
- 8
- Open issues
- 0
- Last commit (this folder)
- Jul 5, 2026 (3 months ago)
- Last release
- Oct 14, 2026 (15 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/0xDarkMatter/claude-mods
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
genart-ops skill. Agent Mart. https://agentmart.dev/skills/0xdarkmatter-genart-ops (last updated 2026-10-24)