vork CLI
vork is a 3D and VFX engine for agents: the agent writes the scene, shaders and camera as code and the GPU renders it.
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Why this level
- The engine runs the agent scene code and shaders on the GPU and writes files into the project folder.
Install
- Works in
Manual install
sh /tmp/vork-install.shDownload the installer with `curl -fL https://github.com/voyager-so/vork/releases/latest/download/install.sh -o /tmp/vork-install.sh` (Linux). Windows and Mac binaries are in GitHub Releases.
Access and checks
How we reviewExtended accessThe tool runs code or makes network calls and only reads external data.
- The engine runs the agent scene code and shaders on the GPU and writes files into the project folder.
This is third-party code. Review the repository files before installing.
What it does
vork is a command-line render engine written in Rust and Slang with Vulkan and Metal backends. The agent creates a project with `vork init`, describes the scene in `scene.json` (or `scene.ts` and `scene.py`), runs `vork render`, looks at the image and edits the code. There is no editor: the whole loop runs through files and the terminal. The core API fits in about 2,500 tokens, so an agent picks it up quickly from `vork help`. For unusual shots the agent writes its own shaders, materials, cameras and simulation in Slang. The repository examples include a flock of a million birds, and README measurements show a 1.1 to 2.3 times speedup over Blender EEVEE on default scenes. Without a local GPU, rendering can go to Voyager cloud (vork cloud).
Who it is for. Motion designers and developers who hand an agent the job of building a 3D scene, preview or short clip without manual editor work.
Good fit when
- An agent must draw a 3D product preview and tweak light and camera by looking at the result.
- A scene with thousands of moving objects would take too long to make by hand in an editor.
- A clip is assembled from code and every frame must reproduce from the same files.
- You have an NVIDIA GPU or an Apple Silicon Mac and want rendering to stay local.
Not a fit when
- You need an interactive mouse-driven editor: vork has none.
- The GPU is old or a software Vulkan adapter: such adapters are unsupported.
- You require a stable production API: the project is labeled a research preview.
Example request
Run `vork init my-shot`, read `vork help`, render a preview, look at the image and refine the camera and lighting before the final render.Limitations
The project is called a research preview, the license is source-available and it is free during the preview. Linux and Windows need a recent NVIDIA GPU with hardware ray tracing in the Vulkan driver; Mac needs Apple Silicon and macOS 26. TypeScript authoring needs Node 22.18 or newer, Python needs 3.11 or newer. The install folder must stay intact: Slang and libraries sit next to the binary. The last commit dates from November 2026.
How to disable. Delete the install folder `$HOME/.local/lib/vork` and the link `$HOME/.local/bin/vork`, then remove the PATH line from shell startup files if the installer added it.
FAQ
How do I get started with vork?
Install vork, run `vork init my-shot`, then `vork render scene.json --out render.png` and open `render.png`.
Do I need my own GPU?
No. Rendering can run in Voyager cloud (vork cloud). Locally you need an NVIDIA GPU with ray tracing on Linux and Windows or Apple Silicon on Mac.
In which languages is a scene described?
JSON by default. The `vork init my-shot --language typescript` or `--language python` command adds `scene.ts` or `scene.py` next to the ready JSON.
How do I preview a draft quickly?
Add `--profile std/draft`. The default `std/final` profile gives final quality.
What to do when upgrading?
Run `vork help upgrade`, which explains how to migrate scenes and scripts.
Discussion
No questions or reviews yet.
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README in short
Binary builds are in GitHub releases; the `install.sh` installer verifies SHA256 and puts vork into the home directory. Example scenes live in `examples/` with code and model credits.