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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

IndexedMIT★ 75
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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

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About

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.

Use cases: design

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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
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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.

  • Read
  • Write
  • Bash

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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Stars
75
Forks
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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
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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genart-ops skill. Agent Mart. https://agentmart.dev/skills/0xdarkmatter-genart-ops (last updated 2026-10-24)