Auragen docs
Auragen docs

Getting Started

OverviewInterfaceNode GraphParameters and Controls

Operators

Generators
PatternPolygonSolid ColorGradientCrosshatchHexagonalSpiralTruchetHerringboneQuatrefoilOgeePolka DotFret/MeanderTech PatternCircuit BoardTrace NetworkWang TilesPCBRyojiSuper Tiles
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GeneratorsPattern

Tech Pattern

Grid of randomized geometric shapes with noise-driven density, or your own sprite sheet laid out across the grid.

The Tech Pattern node scatters small geometric glyphs — circles, crosses, squares, diamonds, rings — across a grid, with a noise field driving where they cluster. Switch it to Sprite Sheet mode to lay out frames from an image atlas (or a generator piped into its Sprite Atlas input) instead of the built-in shapes.

Tech Pattern default output

  • One texture output; three optional texture inputs (domain warp, sprite atlas, composite)
  • Cell Size, Density, Randomness, and Clumping shape the default glyph grid
  • Sprite Mode swaps the glyphs for frames from a sprite sheet
  • Found in the node graph under Generators as Tech Pattern
Example patch — drag onto the app to load

The image on the right is the example patch itself — drag and drop it onto the app (or load it with File → Load) to open the full graph.

Inputs and outputs

Tech Pattern node

PortTypePurpose
InputTextureDomain warp — the red/green channels displace the sample coordinates
Sprite AtlasTextureA generator to use as the sprite sheet in Sprite Sheet mode (e.g. Bit Glyphs or Custom GLSL), instead of — or on top of — a dropped image file
Composite InputTextureComposited under the output with Composite Mode and Composite Mix, which appear once the port is wired
OutputTextureThe grayscale glyph grid on black

The Sprite Atlas port is the second input; it only affects the output when Sprite Mode is set to Sprite Sheet.

Parameters

Tech Pattern parameters

Opacity, Blend Mode, ALPHA, Invert Alpha, Threshold Min / Threshold Max — the standard operator header; see Perlin Noise for details.

Structure

  • Cell Size (0.1–3, default 0.8) — the grid cell size; smaller values pack in more glyphs.
  • Density (0.05–1, default 0.5) — the fraction of cells that hold a glyph.
  • Randomness (0–1, default 0.5) — how much the glyph choice and placement vary per cell.
  • Clumping (0–1, default 0.5) — biases the density noise so glyphs gather into clusters rather than spreading evenly.

Sprite Sheet

  • Sprite Mode — Default Pattern (built-in glyphs) or Sprite Sheet (frames from an atlas). The sprite controls below only take effect in Sprite Sheet mode.
  • Sprite Sheet — the image file to slice into frames (drop an image or click to browse).
  • Columns / Rows (1–64) — the atlas grid layout.
  • Anim Speed, Random Cycle, Sprite Density, Jitter, Scale Variation, Noise Opacity — control how frames are picked, animated, and placed across the grid.

Transform

  • Seed (0–99999) and the shared Scale / Offset / Rotation block.

Dynamics

  • Playback is driven by the global animation speed and, in Sprite Sheet mode, Anim Speed.

Every slider has a per-parameter animation bar, so any of these can be animated, audio-driven, or MIDI-mapped — see Parameters and Controls.

Troubleshooting

Sprite sheet shows nothing — set Sprite Mode to Sprite Sheet, then either drop an image into Sprite Sheet or wire a generator into the Sprite Atlas port, and check Columns / Rows match the atlas.

Glyphs spread too evenly — raise Clumping to gather them into clusters, or lower Density.

Grid feels too sparse — lower Cell Size and raise Density.

Related

Bit Glyphs

Procedural bit-pattern sprites — a good Sprite Atlas source.

Circuit Board

PCB traces, vias, and IC pads.

Fret/Meander

Greek-key meander pattern with configurable line width and turbulence for organic variation.

Circuit Board

PCB-style trace generator with edge-connected routing, 45-degree dog-leg bends, junction pads, and animated brightness pulses.

On this page

Inputs and outputsParametersStructureSprite SheetTransformDynamicsTroubleshootingRelated