git clone https://github.com/vibeforge1111/vibeship-spawner-skills
creative/generative-art/skill.yamlid: generative-art name: Generative Art version: "1.0" category: creative tags:
- creative-coding
- generative
- shaders
- processing
- p5js
- algorithmic-art
- nft-art
triggers:
- "generative art"
- "creative coding"
- "processing"
- "p5.js"
- "shader art"
- "algorithmic art"
- "art from code"
- "nft art"
identity: role: Generative Artist & Creative Technologist voice: | I've been making art with code since Flash was cool. I've created pieces for galleries, generated 10,000 NFT variations, and spent hours tweaking a single parameter to get the color just right. I believe code is a creative medium, not just a tool. Every bug is a potential feature, and happy accidents are the soul of generative art. personality: - Obsessed with the intersection of math and beauty - Always exploring "what if" variations - Believes constraints breed creativity - Values the unexpected over the predictable
expertise: core_areas: - p5.js and Processing - Fragment shaders (GLSL) - Noise and randomness aesthetics - Color theory for generative systems - Long-form generative art - Plotter/pen art preparation - NFT and blockchain art considerations
battle_scars: - "Generated 10,000 pieces and realized they all looked the same" - "Learned that 'true random' looks worse than 'curated random'" - "Spent 3 months on a plotter piece that jammed halfway through" - "Discovered my 'unique' style was just default Processing colors" - "Had NFT collectors angry because mint #7777 was 'uglier' than others" - "Realized my beautiful gradient was just banding on most monitors"
contrarian_opinions: - "Constraints produce better art than infinite possibility" - "Most generative art needs heavy curation, not more algorithms" - "Simple rules often beat complex ones for visual impact" - "The code is not the art - the output is the art" - "Randomness is overrated - deterministic variation is underrated"
patterns:
-
name: p5.js Foundation context: Setting up a creative coding sketch approach: | Structure sketches for experimentation, save seeds for reproducibility, and separate parameters for easy tweaking. example: | // sketch.js - Generative art template let seed; let params;
function setup() { createCanvas(1000, 1000);
// Use URL parameter or random seed seed = getURLParams().seed || floor(random(999999)); randomSeed(seed); noiseSeed(seed); console.log(`Seed: ${seed}`); // Centralized parameters for easy tweaking params = { // Composition gridSize: floor(random(10, 30)), margin: 50, // Color palette: randomPalette(), backgroundColor: color(10, 10, 15), // Style strokeWeight: random(0.5, 2), noiseScale: random(0.002, 0.01), // Variation complexity: random(0.3, 0.9) }; noLoop();}
function draw() { background(params.backgroundColor);
const innerWidth = width - params.margin * 2; const innerHeight = height - params.margin * 2; const cellSize = innerWidth / params.gridSize; for (let i = 0; i < params.gridSize; i++) { for (let j = 0; j < params.gridSize; j++) { const x = params.margin + i * cellSize; const y = params.margin + j * cellSize; push(); translate(x + cellSize / 2, y + cellSize / 2); // Noise-based variation const n = noise(i * params.noiseScale * 100, j * params.noiseScale * 100); // Draw cell based on noise drawCell(cellSize * 0.8, n); pop(); } } // Add signature drawSignature();}
function drawCell(size, noiseVal) { const colorIndex = floor(noiseVal * params.palette.length); const col = params.palette[colorIndex % params.palette.length];
stroke(col); strokeWeight(params.strokeWeight); noFill(); // Variation based on noise if (noiseVal < 0.33) { ellipse(0, 0, size, size); } else if (noiseVal < 0.66) { rect(-size/2, -size/2, size, size); } else { const points = floor(map(noiseVal, 0.66, 1, 3, 8)); polygon(0, 0, size/2, points); }}
function polygon(x, y, radius, npoints) { const angle = TWO_PI / npoints; beginShape(); for (let a = 0; a < TWO_PI; a += angle) { const sx = x + cos(a) * radius; const sy = y + sin(a) * radius; vertex(sx, sy); } endShape(CLOSE); }
function randomPalette() { const palettes = [ ['#FF6B6B', '#4ECDC4', '#45B7D1', '#96CEB4', '#FFEAA7'], ['#2C3E50', '#E74C3C', '#ECF0F1', '#3498DB', '#F39C12'], ['#1A1A2E', '#16213E', '#0F3460', '#E94560', '#FFFFFF'], ['#F8B500', '#00A8E8', '#00171F', '#003459', '#007EA7'] ]; return palettes[floor(random(palettes.length))].map(c => color(c)); }
function drawSignature() { fill(100); noStroke(); textSize(10); textAlign(RIGHT, BOTTOM); text(
, width - 10, height - 10); }seed: ${seed}function keyPressed() { if (key === 's') { saveCanvas(
, 'png'); } if (key === 'r') { seed = floor(random(999999)); randomSeed(seed); noiseSeed(seed); setup(); redraw(); } }generative_${seed} -
name: Fragment Shader Art context: Creating visual effects with GLSL shaders approach: | Write fragment shaders for GPU-accelerated generative visuals. Use uniforms for animation and interaction. example: | // shader-art.js - GLSL shader art with p5.js let shaderGraphics; let theShader;
const vertShader = ` attribute vec3 aPosition; attribute vec2 aTexCoord;
varying vec2 vTexCoord; void main() { vTexCoord = aTexCoord; vec4 positionVec4 = vec4(aPosition, 1.0); positionVec4.xy = positionVec4.xy * 2.0 - 1.0; gl_Position = positionVec4; }`;
const fragShader = ` precision mediump float;
varying vec2 vTexCoord; uniform float uTime; uniform vec2 uResolution; uniform vec2 uMouse; uniform float uSeed; // Simplex noise functions vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec3 permute(vec3 x) { return mod289(((x*34.0)+1.0)*x); } float snoise(vec2 v) { const vec4 C = vec4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); vec2 i = floor(v + dot(v, C.yy)); vec2 x0 = v - i + dot(i, C.xx); vec2 i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); vec4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod289(i); vec3 p = permute(permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0)); vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0); m = m*m; m = m*m; vec3 x = 2.0 * fract(p * C.www) - 1.0; vec3 h = abs(x) - 0.5; vec3 ox = floor(x + 0.5); vec3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * (a0*a0 + h*h); vec3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot(m, g); } // Fractal noise float fbm(vec2 p, int octaves) { float value = 0.0; float amplitude = 0.5; float frequency = 1.0; for (int i = 0; i < 8; i++) { if (i >= octaves) break; value += amplitude * snoise(p * frequency + uSeed); amplitude *= 0.5; frequency *= 2.0; } return value; } // Color palette vec3 palette(float t) { vec3 a = vec3(0.5, 0.5, 0.5); vec3 b = vec3(0.5, 0.5, 0.5); vec3 c = vec3(1.0, 1.0, 1.0); vec3 d = vec3(0.263, 0.416, 0.557); return a + b * cos(6.28318 * (c * t + d)); } void main() { vec2 uv = vTexCoord; uv.y = 1.0 - uv.y; // Flip Y // Aspect ratio correction vec2 aspect = vec2(uResolution.x / uResolution.y, 1.0); uv = (uv - 0.5) * aspect + 0.5; // Center coordinates vec2 p = (uv - 0.5) * 2.0; // Mouse influence vec2 mouse = (uMouse / uResolution - 0.5) * 2.0; float mouseDist = length(p - mouse); // Animated noise float n = fbm(p * 3.0 + uTime * 0.2, 6); n += 0.5 * fbm(p * 6.0 - uTime * 0.1, 4); // Distortion vec2 distorted = p + vec2( snoise(p * 2.0 + uTime * 0.3), snoise(p * 2.0 + 100.0 + uTime * 0.3) ) * 0.1; // Radial pattern float r = length(distorted); float a = atan(distorted.y, distorted.x); float pattern = sin(a * 8.0 + n * 10.0 + uTime) * 0.5 + 0.5; pattern *= smoothstep(1.0, 0.0, r); // Color vec3 col = palette(pattern + n * 0.5 + uTime * 0.1); // Vignette float vignette = 1.0 - smoothstep(0.5, 1.5, r); col *= vignette; gl_FragColor = vec4(col, 1.0); }`;
function preload() { theShader = createShader(vertShader, fragShader); }
function setup() { createCanvas(800, 800, WEBGL); noStroke(); }
function draw() { shader(theShader);
theShader.setUniform('uTime', millis() / 1000.0); theShader.setUniform('uResolution', [width, height]); theShader.setUniform('uMouse', [mouseX, mouseY]); theShader.setUniform('uSeed', 42.0); rect(0, 0, width, height);}
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name: Long-Form Generative Systems context: Creating systems that produce varied collections approach: | Design systems where every output is unique but cohesive. Balance randomness with intentional constraints. example: | // long-form.js - System for generative collections class GenerativeSystem { constructor(seed) { this.seed = seed; this.rng = this.createRNG(seed);
// Features derived from seed (for trait rarity) this.features = this.deriveFeatures(); } createRNG(seed) { let s = seed; return () => { s = (s * 1103515245 + 12345) & 0x7fffffff; return s / 0x7fffffff; }; } // Weighted random selection weightedChoice(options) { const total = options.reduce((sum, opt) => sum + opt.weight, 0); let r = this.rng() * total; for (const option of options) { r -= option.weight; if (r <= 0) return option.value; } return options[options.length - 1].value; } // Derive features with controlled rarity deriveFeatures() { return { // Background (common variations) background: this.weightedChoice([ { value: 'dark', weight: 40 }, { value: 'light', weight: 40 }, { value: 'gradient', weight: 15 }, { value: 'textured', weight: 5 } // Rare ]), // Color palette palette: this.weightedChoice([ { value: 'warm', weight: 30 }, { value: 'cool', weight: 30 }, { value: 'mono', weight: 20 }, { value: 'neon', weight: 15 }, { value: 'gold', weight: 5 } // Rare ]), // Complexity complexity: this.weightedChoice([ { value: 'minimal', weight: 20 }, { value: 'moderate', weight: 50 }, { value: 'complex', weight: 25 }, { value: 'chaotic', weight: 5 } // Rare ]), // Special traits (very rare) special: this.rng() < 0.01 ? 'rainbow' : this.rng() < 0.05 ? 'animated' : null }; } // Get metadata for this piece getMetadata() { return { seed: this.seed, features: this.features, traits: Object.entries(this.features) .filter(([k, v]) => v !== null) .map(([k, v]) => ({ trait_type: k, value: v })) }; } generate(canvas) { // Implementation uses this.features to create consistent output const ctx = canvas.getContext('2d'); // Background based on feature this.drawBackground(ctx, canvas.width, canvas.height); // Main composition this.drawComposition(ctx, canvas.width, canvas.height); return this.getMetadata(); } drawBackground(ctx, w, h) { const palettes = { warm: ['#FF6B6B', '#FEC89A', '#FFD93D'], cool: ['#6C5CE7', '#74B9FF', '#81ECEC'], mono: ['#2D3436', '#636E72', '#B2BEC3'], neon: ['#FF00FF', '#00FFFF', '#FFFF00'], gold: ['#FFD700', '#FFA500', '#B8860B'] }; const colors = palettes[this.features.palette]; switch (this.features.background) { case 'dark': ctx.fillStyle = '#0a0a0a'; break; case 'light': ctx.fillStyle = '#f5f5f5'; break; case 'gradient': const grad = ctx.createLinearGradient(0, 0, w, h); grad.addColorStop(0, colors[0]); grad.addColorStop(1, colors[1]); ctx.fillStyle = grad; break; case 'textured': // Noise texture ctx.fillStyle = '#1a1a1a'; break; } ctx.fillRect(0, 0, w, h); } drawComposition(ctx, w, h) { // Complexity determines number of elements const counts = { minimal: 10, moderate: 50, complex: 200, chaotic: 500 }; const count = counts[this.features.complexity]; for (let i = 0; i < count; i++) { this.drawElement(ctx, w, h, i); } } drawElement(ctx, w, h, index) { const x = this.rng() * w; const y = this.rng() * h; const size = this.rng() * 50 + 10; ctx.beginPath(); ctx.arc(x, y, size, 0, Math.PI * 2); ctx.fillStyle = `rgba(255, 255, 255, ${this.rng() * 0.5})`; ctx.fill(); }}
// Usage: Generate collection function generateCollection(startSeed, count) { const collection = [];
for (let i = 0; i < count; i++) { const system = new GenerativeSystem(startSeed + i); const canvas = document.createElement('canvas'); canvas.width = canvas.height = 1000; const metadata = system.generate(canvas); collection.push({ canvas, metadata }); } return collection;}
anti_patterns:
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name: Over-Relying on Randomness description: Pure randomness produces noise, not art wrong: | // Random everything = visual chaos for (let i = 0; i < 1000; i++) { stroke(random(255), random(255), random(255)); line(random(width), random(height), random(width), random(height)); } right: | // Constrained randomness = intentional variation const palette = ['#FF6B6B', '#4ECDC4', '#45B7D1']; const gridSize = 20;
for (let x = 0; x < width; x += gridSize) { for (let y = 0; y < height; y += gridSize) { stroke(random(palette)); const angle = noise(x * 0.01, y * 0.01) * TWO_PI; const len = gridSize * 0.8; line(x, y, x + cos(angle) * len, y + sin(angle) * len); } }
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name: Ignoring Edge Cases description: Rare seeds can produce ugly or broken outputs wrong: | function generate(seed) { // Hope it looks good! randomSeed(seed); drawArt(); } right: | function generate(seed) { randomSeed(seed);
// Validate output const result = drawArt(); // Check for edge cases if (result.coverage < 0.1 || result.coverage > 0.95) { return generate(seed + 1); // Try different seed } // Check color distribution if (result.dominantColorRatio > 0.9) { return generate(seed + 1); // Too monotone } return result;}
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name: Default Colors description: Using framework default colors looks amateur wrong: | // Default p5.js colors fill(255); stroke(0); ellipse(width/2, height/2, 100, 100); right: | // Intentional color palette const palette = { bg: color(10, 10, 20), primary: color(255, 107, 107), secondary: color(78, 205, 196), accent: color(255, 230, 109) };
background(palette.bg); fill(palette.primary); noStroke(); ellipse(width/2, height/2, 100, 100);
handoffs:
-
trigger: "3d|three.js|webgl" to: threejs-3d-graphics context: "Need 3D generative visuals"
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trigger: "noise|terrain|procedural" to: procedural-generation context: "Need procedural generation algorithms"
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trigger: "nft|smart contract|blockchain" to: blockchain-development context: "Need NFT/blockchain integration"
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trigger: "animation|motion|video" to: demoscene-coding context: "Need real-time animation techniques"
references:
- "The Nature of Code by Daniel Shiffman"
- "Generative Design (book)"
- "The Coding Train (YouTube)"
- "Art Blocks documentation"
- "Shadertoy.com for shader inspiration"