<svg width="400" height="400" xmlns="http://www.w3.org/2000/svg">
  <defs>
    <filter id="glow">
      <feGaussianBlur in="SourceGraphic" stdDeviation="15" />
      <feMerge>
        <feMergeNode />
        <feMergeNode in="SourceGraphic" />
      </feMerge>
    </filter>
    
    <radialGradient id="nebulaGradient1">
      <stop offset="0%" stop-color="rgba(255, 128, 255, 0.5)" />
      <stop offset="50%" stop-color="rgba(51, 153, 255, 0.3)" />
      <stop offset="100%" stop-color="rgba(0, 0, 0, 0)" />
    </radialGradient>
    
    <radialGradient id="nebulaGradient2">
      <stop offset="0%" stop-color="rgba(255, 204, 0, 0.4)" />
      <stop offset="50%" stop-color="rgba(255, 51, 255, 0.2)" />
      <stop offset="100%" stop-color="rgba(0, 0, 0, 0)" />
    </radialGradient>

    <radialGradient id="nebulaGradient3">
      <stop offset="0%" stop-color="rgba(102, 204, 255, 0.4)" />
      <stop offset="50%" stop-color="rgba(0, 102, 204, 0.2)" />
      <stop offset="100%" stop-color="rgba(0, 0, 0, 0)" />
    </radialGradient>

    <radialGradient id="nebulaGradient4">
      <stop offset="0%" stop-color="rgba(0, 204, 255, 0.5)" />
      <stop offset="50%" stop-color="rgba(255, 153, 255, 0.4)" />
      <stop offset="100%" stop-color="rgba(0, 0, 0, 0)" />
    </radialGradient>    

    <radialGradient id="backgroundGradient">
      <stop offset="0%" stop-color="rgb(0, 0, 20)" />
      <stop offset="100%" stop-color="rgb(0, 0, 40)" />
    </radialGradient>
  </defs>

  <rect width="100%" height="100%" fill="url(#backgroundGradient)" />
  
  <!-- Nebula layers with intricate paths -->
  <path d="M 200 300 C 180 250, 250 200, 230 150 C 300 100, 150 50, 120 100 C 100 150, 200 250, 200 300 Z" 
        fill="url(#nebulaGradient1)" filter="url(#glow)" opacity="0.5"/>
  <path d="M 220 320 C 210 280, 250 240, 260 200 C 280 160, 170 80, 140 90 C 130 100, 190 290, 220 320 Z" 
        fill="url(#nebulaGradient2)" filter="url(#glow)" opacity="0.4"/>
  <path d="M 50 150 C 80 120, 120 170, 190 140 C 250 120, 350 180, 330 300 C 270 350, 50 280, 50 150 Z" 
        fill="url(#nebulaGradient3)" filter="url(#glow)" opacity="0.3"/>
  <path d="M 300 200 C 290 150, 340 150, 360 180 C 380 220, 310 260, 300 200 Z" 
        fill="url(#nebulaGradient4)" filter="url(#glow)" opacity="0.4"/>
</svg>


|||forget all, and just start all from scratch|||

anyway not perfect. you need to compose a very huge and absolutely not abrupt paths for nebulaes to look good in shapes.

1-do not stick all nebulae layers in one corner, accentuate contours as well. you can omit stars for better and super lengthy nebulae paths in code.
2-paths should not jump from one to another point in straight lines.
3-randomize all positions, shapes, and sizes.
4-add even more transparent in random in colors/opacities nebuale layers in some fibonached pattern as need.
5-well, you think about fibonacci sequences and patterns and all cosmic image in concept and how universe works while designing all this.
6-need some depth gradient there in space, because it looks all plastic and blurry.
7-non any contours/edges/lines should be distinctly visible anywhere anyhow.
8-all things should not be any sharp, only highly dissolved everything in space.
9-simply throwing spheres in shapes is dumb, better draw an intricate shapes.
10-all colors transitions inbetween layers should be smooth as fuk.

|||forget all, and just start all from scratch|||




no, this all hueta.

starfield can only be crafted with through a fractal noise but it is a pizdec of an endeavur blyad you barely can comprehend there in your minuscule artificial neural blyad network, robo.
no depth = no fun in image.
background itself should be a mazafakin depth in fractal noise, but you pizdeculared robot.