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.
Scanned 9/5/2026
Install to Claude Code
npx -y skills add 0xDarkMatter/claude-mods --skill genart-ops --agent claude-codeInstalls into .claude/skills of the current project.
Are you the author of Genart Ops?
Add the live security badge to your README — it updates automatically with every re-scan.
[](https://www.skillsdirectory.com/skills/0xdarkmatter-genart-ops)More formats (shields.io, HTML) on the badges page.
---
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
---
# 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` |
| Seeded random | `alea` | `npm install alea` |
| Voronoi/Delaunay | `d3-delaunay` | `npm install d3-delaunay` |
| 3D engine | `three` | `npm install three` |
| 2D canvas | `p5` | `npm install p5` |
| Canvas export | `canvas-sketch` | `npm install canvas-sketch` |
| Video export | `ccapture.js` | `npm install ccapture.js` |
| SVG optimize | `svgo` | `npm install -g svgo` |
| Color | `culori` | `npm install culori` |
| Shader library | LYGIA | `#include` from lygia.xyz |
## Bundled references
| Reference | Load when |
|---|---|
| [threejs-scenes.md](references/threejs-scenes.md) | Scaffolding a creative three.js scene — scene/camera/renderer, Timer loop, controls, lighting, bloom, InstancedMesh, ShaderMaterial |
| [p5-sketches.md](references/p5-sketches.md) | p5.js global/instance/WebGL modes, custom shaders, pixel manipulation, recording/export |
| [svg-generation.md](references/svg-generation.md) | Programmatic SVG, path commands, generative patterns, filters, animation, SVGO |
| [glsl-shaders.md](references/glsl-shaders.md) | GLSL boilerplate, hash/noise, FBM, domain warping, SDFs, ray marching, palette blending |
| [procedural-algorithms.md](references/procedural-algorithms.md) | JS procedural recipes — noise, flow fields, Poisson disk, L-systems, CA, Voronoi, WFC, terrain, tiling |
| [color-and-palettes.md](references/color-and-palettes.md) | OKLAB/OKLCH conversion (JS+GLSL), palette generation, perceptual gradients, cycling, harmonies |
## See Also
- `color-ops` - CSS color, accessibility, design tokens, palette scripts
- `javascript-ops` - JS async patterns, modules, ES2024+ features
- [Book of Shaders](https://thebookofshaders.com/) - GLSL fundamentals
- [Shadertoy](https://www.shadertoy.com/) - Live shader playground
- [Inigo Quilez articles](https://iquilezles.org/articles/) - SDF, noise, ray marching
- [LYGIA](https://lygia.xyz/) - Cross-platform shader library
- [Red Blob Games](https://www.redblobgames.com/) - Procedural generation algorithms
Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
No comments yet. Be the first to comment!