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Starfield with nebula gas and dust lanes

In your harnessProcedural textureMIT

Generate tileable maps of a star field: blackbody-coloured stars with halos and diffraction spikes over glowing nebula gas and dark dust lanes, with an emissive map holding the light. Use for space backdrops, sci-fi skies, starship windows and planetarium props.

Render of Starfield with nebula gas and dust lanes
The render its check recorded in Godot 4.7.2, 256 by 256 pixels.

What it takes and gives

Entry point
generate
Maps
albedo, normal, roughness, height, ao, emissive
Parameters
star_count, bright_stars, star_size, spikes, star_temperature, nebula, nebula_scale, swirl and 5 more
Presets
default, emission_nebula, star_cluster, dark_void
Tileable
yes
Command line
python starfield_nebula.py --size 1024 --seed 7 --preset NAME --out DIR [--width W --height H] [--set NAME=VALUE] [--directx-normal] [--orm]
Godot material
material.tres
Blender builder
blender_material.build_material(folder)

Limits. A flat tile, not an equirectangular or cube-map sky: wrapped on a sphere it pinches toward the poles, and repeating it shows the same stars again. Star colours come from blackbody temperatures through an approximate colour-matching fit, not from a catalogue; brightness, sizes and spikes are artistic, and stars smaller than a pixel fade out at small output sizes. Gas and dust are noise, not a radiative transfer model. Height and normals are shallow and only follow the gas; occlusion is a stand-in from the dust. The emissive map holds colour only, so the engine sets the emission strength.

Details

Kind
Procedural texture
Engine
Python 3.10 or later
Files
12 files, 256.4 KB
Licence
MIT
Declared effects
runs commands, writes files
Checked with
Godot 4.7.2, gl_compatibility
Checks
command line generates declared maps, maps decode, maps have declared size and channels, maps tile without a seam, normal vectors unit length facing out, maps carry detail, godot imports the maps, godot material template loads every map, godot compatibility render, capture shows the textured surface, blender builds the material
Techniques
Planck's law integrated against a multi-lobe Gaussian fit of the CIE 1931 colour-matching functions, CIE XYZ to linear sRGB conversion, Power-law star brightness distribution, Gaussian point spread with halo and diffraction spikes, Domain-warped fractional Brownian motion for gas, Ridged multifractal noise for dust lanes, Light summed in linear units and encoded as sRGB
Tags
texture, tileable, space, stars, nebula, emissive, sky, procedural
Identity
library.supply.creative_originals.456532c626c6384c59957834.f810401bcac00f45
Version
f810401bcac00f45c296e0e7b9397a2d4be759ef9309e01ff1d31bb73148fe03

The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.

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