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DEVv0.1.0-RC8Jul 16, 2026

Initial beta release - Dev

beta

Auragen — by Glass Crane & The Void. A GPU-accelerated engine for procedural textures and live visuals. Every generator, effect, and composite runs on the GPU. This is the first public beta; everything below is new.

nodeGRAPH

  • Node-based editor with 172 operators across 7 families. Add operators with Spacebar search or drag from the palette; connect typed ports (Texture, Float, Vec2/3/4, Color).

  • Base subnetworks — collapse any selection into a single node with auto-derived ports. Navigate in and out, promote inner parameters to the Base panel, live output thumbnail on the node. Bases nest.

  • Multi-node param editing and linked sliders across selected nodes.

  • Inline previews on nodes, pin any node's output to the viewport, drag-and-drop Open or Merge for saved patches.

Generators

  • Noise — Perlin, Simplex, FBM, Ridge, Billow, Voronoi, 3D Voronoi, Curl, Caustics, Plasma, Topographic.

  • Patterns — Circuit Board, PCB, Trace Network, Wang Tiles, Truchet, Ryoji, Super Tiles, Hexagonal, Herringbone, Crosshatch, Tech Pattern, Spiral, Quatrefoil, Ogee, Fret/Meander, Polka Dot, Gradient.

  • Simulation and media — Reaction Diffusion (Gray-Scott, multiple independent instances), FluidSIM (interactive fluid dye), Sketch (pressure-sensitive brushes), Webcam (with camera select), Matrix, Rain, Worms, ASCII, Text, Datastream, Fibonacci.

  • Custom GLSL — write fragment shaders in-app; declared uniforms become animatable sliders. Shadertoy auto-conversion and ISF support; drop an ISF file onto the app to create a node.

Texture operators and post effects

  • 20 texture operators — Blend, Composite, Blur, Displace, Feedback, Mirror, Ramp, Transform, Lookup, Recolor, Level, Threshold, Tile, Crop, Flip, Invert, Shadow, Switch, Resolution, Null.

  • 36 post effects — including Bloom, Glitch, Halftone, Kaleidoscope, Droste, Pixellate, Pointillize, Duotone, Posterize, Sharpen, Emboss, Edge Detect, Ripple, Twirl, Bulge, Pinch, Spherize, Turbulence Warp, Chromatic Aberration, Morphology, SSAO, and Anti-Alias (SMAA / FXAA).

  • Every operator carries Opacity and Blend Mode as standard header controls.

  • Gradient Colorizer — 10 projection modes, 4 interpolation modes, mirror, width and offset (both animatable), preset library.

3D — SURFACE family

  • Meshes and geometry — import OBJ / FBX / GLB / GLTF by drag-and-drop, parametric primitives (subdivision to 4096 for texture displacement), Image Plane with sprite sheets, 3D Graph (renders the node graph itself as a 3D scene), extrude and vectorize operators.

  • Materials — PBR material with texture slots, Glass material, emissive materials with GI Reach (emissives light their neighbors).

  • Lights and environment — Directional, Point, and Area Light (rectangle light with a Projection Image input), all with cast shadows and shared shadow-quality controls. HDRI environments with an HDRI-derived shadow-casting sun.

  • Reflections and shading — Reflector planar mirrors, per-object reflection probes with true mutual reflections, GTAO ambient occlusion, filmic tone mapping, soft environment shadows.

  • Camera — orbit and free-flight modes, Target input (look-at any wired 3D op), linear Depth output port, hardware MSAA. Viewport render modes: Beauty, Wireframe, Clay, Normals, Clown, Depth.

  • Interactive gizmo — translate / rotate / scale the selected op (E / R / Y), selection highlights in the viewport, group drag across multi-selections.

Cloners and particles

  • 7 cloners — Grid, Linear, Radial, Random, Mesh, Image, Particles. Multi-source cloning, Colour Ramp tinting with blend modes, effectors with a driveable field frame. Clones cast correct shadows.

  • GPU particle system — hub-based: emitters, forces, renderers (Point, Sprite with sprite sheets, Mesh with custom shapes). Live image emitters sample video sources at render rate with optical-flow motion; Fluid and Vortex effectors; per-particle gradient coloring; scene lighting and camera integration.

  • Azure Kinect — depth-camera mesh pipeline with color registration, feeding cloners and mesh emitters.

  • particleDRAW — draw particle systems directly in the viewport, with freeze / unfreeze and per-system gradients.

  • Hologram renderer for point-based model display.

performMODE

  • Two-channel live performance view: load saved patches into slots, blend between channels, and edit patches live without leaving the mode.

  • Per-channel FX chains built from FX patches with exposed controls; add any post effect to the chain directly.

  • Exposed, driven, and MIDI/FFT-mapped controls grouped on one performance surface, with hotkeys (D / M / F / E / [ / ] / arrows).

  • Shared 3D camera widget — orbit and move the camera for both channels at once when a scene has a camera.

Animation and control

  • Per-parameter animation on every slider: play direction, loop / ping-pong, speed, and bracket handles that clamp the range.

  • Timeline with per-parameter keyframes; keyframing stays available while a param is timeline-controlled.

  • Modifiers — 19 parameter-modulation operators (LFO, Math, Expression, Envelope, BPM, Sound, Sound FFT, MIDI, Mouse, Keyboard, Condition, Smooth, Delay, Quantise, Accumulator, Combiner, Limiter, Input Select, Dashboard). Drag a modifier's wire onto any parameter row; modifiers can drive other modifiers.

  • Audio reactive — FFT mapping with user-defined analysis variables, per-range presets, per-scene configs, auto-normalized levels. Works in performMODE with on-the-fly config changes.

  • MIDI — MIDI-learn on any parameter, bang and toggle control types, a mappings tab that focuses the mapped control, and a MIDI dashboard node.

Output

  • Output modes — Color, Height Map, Normal Map, and an animated broadcast Test Card.

  • NDI network output on Windows and macOS; Spout texture sharing on Windows. Both live on the Output node and keep running when the window is unfocused. (Pro)

  • aetherDOME dome-projection output, available from the output modal.

Export

  • Stills as PNG / JPG at the chosen render resolution, including a social-media size group in the resolution dropdown.

  • Sprite atlas export.

  • Frame sequences and offline, frame-exact video export — HAP, HAP Alpha, H.264, H.265 — rendered deterministically and encoded by a bundled ffmpeg. Master speed is baked into the render. (Pro)

Patches and sessions

  • Patches save as PNG images — drag one onto the graph to open it, or merge it into the current graph. Saving writes versions to a patch folder.

  • Session safety — automatic backups of the last 10 sessions, a restore banner that only appears when unsaved work was actually lost, and an Open Recent menu.

  • Startup modal with recent patches, saved patches, and community patches.

Claude integration

  • In-app Claude chat panel that can drive the graph directly.

  • The same tool surface is exposed as an MCP server for Claude Code and other MCP clients (desktop app). (Pro)

Accounts and tiers

  • Free — the full studio on web and desktop: every operator, animation, MIDI, audio reactivity, and the Claude assistant. Renders up to 1280×1280, plus social-media sizes at native resolution.

  • Pro — high-resolution renders, video and frame-sequence export, NDI and Spout output, and the MCP server.

Platforms

  • Windows and macOS desktop apps, and the browser at https://app.auragen.live

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