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