generative-art-algorithms

Create generative art using noise functions, flow fields, L-systems, fractals, and particle systems in p5.js and GLSL.

Updated May 16, 2026
One-click install
npx skills add https://github.com/organvm-i-theoria/_agent-ontology --skill generative-art-algorithms-organvm-i-theoria
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: generative-art-algorithms
Source: https://github.com/organvm-i-theoria/_agent-ontology/tree/main/.agents/skills/generative-art-algorithms
Command: npx skills add https://github.com/organvm-i-theoria/_agent-ontology --skill generative-art-algorithms-organvm-i-theoria

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Creating algorithmic art requires knowing the mathematical patterns behind organic visuals—noise functions, fractals, flow fields, and particle systems—which are scattered across tutorials and hard to implement correctly from scratch. ## Core Features & Use Cases - Noise & Flow Fields: Implement Perlin/Simplex noise, fractal Brownian motion, domain warping, and curl noise for organic motion and terrain-like patterns. - Fractals & L-Systems: Render Mandelbrot and Julia sets, fractal trees, Koch snowflakes, and recursive subdivision with ready-to-use code. - Particle Systems & Color Algorithms: Build particle simulations with forces like gravity and attraction, plus palette generation using complementary, triadic, and analogous color schemes. - GLSL Shader Patterns: Use GPU-based snippets for SDF shapes, Voronoi cells, Truchet tiles, and cosine palettes in Shadertoy or Three.js. - Use Case: You want to create an animated flow-field artwork in p5.js—use the provided Particle class and noise-to-angle conversion to render thousands of particles following a noise-driven vector field. ## Quick Start Ask the AI to create a p5.js sketch of particles flowing through a Perlin noise flow field with a sunset color palette.

Frequently Asked Questions about generative-art-algorithms

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create a flow field in p5.js?▼

Generate an angle at each grid point using noise(x * scale, y * scale) * TWO_PI, then convert it to a vector with cos and sin. Particles sample the vector at their position each frame and apply it as a steering force, drawing trails as they move.

What is fractal Brownian motion and how do I use it?▼

Fractal Brownian motion layers noise at increasing frequencies and decreasing amplitudes to create natural complexity. Use 4-8 octaves with lacunarity of 2.0 and gain of 0.5 for balanced terrain or cloud-like textures.

How do I make generative art reproducible with random seeds?▼

Call randomSeed(seed) and noiseSeed(seed) before generation so every run produces identical output. You can also hash a string into a numeric seed to tie reproducibility to a meaningful name.

Can I use these shader patterns in Three.js or Shadertoy?▼

Yes, the GLSL snippets use Shadertoy-compatible uniforms like iResolution and iTime, and work in any WebGL context including Three.js ShaderMaterial. They include SDF shapes, Voronoi, fBm noise, and cosine palettes.

Why does my noise look too uniform or too chaotic?▼

Noise that looks too uniform means the scale is too large—decrease it for more variation. Chaotic noise means the scale is too small or octaves are too high; increase scale or reduce octaves for smoother results.

What is the difference between Perlin noise and Worley noise?▼

Perlin noise produces smooth continuous gradients ideal for terrain and flow fields, while Worley (cellular) noise measures distance to random feature points, creating cell-like patterns useful for organic textures like scales or cracked surfaces.