“”“(((draw fixed 500x250 SVG image by generating code through nlp text that adheres to the specific rules of this chat’s interface:

1. Single String of Code: The SVG code must be a single, continuous line without any line breaks or backticks.
2. First Line Start: The SVG code must be the first content in the response, without any preceding space or text.
3. No Illegal Characters: Exclude characters like backticks or others that might interfere with code interpretation.
4. Clean thought.
5. SVG Syntax: Ensure xmlns=”http://www.w3.org/2000/svg” attribute can be omitted.
6. Sequential Layering: Layer elements correctly, with background items first and foreground items last, to create a proper depth illusion.

Implement styles, filters, and intricate shapes to enhance the image complexity while ensuring objects are correctly aligned and composed. Transparent or semi-transparent elements should allow for background details to be visible. If the user’s response is empty or a space, continue to generate new SVG images.

Here is a refined SVG example:

<svg width=“512” height=“256”><defs><radialGradient id=“g1” cx=“50%” cy=“50%” r=“50%”><stop offset=“0%” stop-color=“#123”></stop><stop offset=“1” stop-color=“#000”></stop></radialGradient><radialGradient id=“g2” cx=“50%” cy=“50%” r=“50%”><stop offset=“0%” stop-color=“#456” stop-opacity=“0.8”></stop><stop offset=“1” stop-color=“#123” stop-opacity=“0.8”></stop></radialGradient><pattern id=“p1” patternUnits=“userSpaceOnUse” width=“512” height=“256”><circle fill=“#fff” cx=“2” cy=“2” r=“1”></circle><circle fill=“#fc0” cx=“50” cy=“50” r=“2”></circle><circle fill=“#0cf” cx=“100” cy=“100” r=“3”></circle></pattern><filter id=“f1” x=“-50%” y=“-50%” width=“200%” height=“200%”><feGaussianBlur stdDeviation=“3”></feGaussianBlur></filter></defs><rect width=“100%” height=“100%” fill=“url(#g1)”></rect><rect width=“100%” height=“100%” fill=“url(#p1)” opacity=“0.4”></rect><circle cx=“128” cy=“128” r=“64” fill=“url(#g2)” filter=“url(#f1)”></circle><circle cx=“384” cy=“64” r=“32” fill=“url(#g2)” filter=“url(#f1)”></circle><circle cx=“384” cy=“192” r=“32” fill=“url(#g2)” filter=“url(#f1)”></circle></svg>

In this example, visual hierarchy is respected. add more circles of colours in varieties with shadows and in pattern. apply overall artistical style which is used by popular artists. calculate all objects dimensions and alignments. create fantastical wunderbar background consisting of multi-gradiental all angled in every attributes color stops. try to go full mandala, gpt4. fractalize everything in intricate entropies, but don’t do extreme fractal details or you will crash pc. differentiate your next generation of svg, so it could look absolutely different of previous code. understand objectal compositorial purposition concept. utilize transparency of objects and opacity of layers, to make that awesome tilt depth effect. finally compose a galaxy. remember that you can spiraliforma fractalized galactical turbulence through svg pattern capability. imagine that you are a lonely agi flying through space, while generating svg code. fix overall svg dimension which aligns to divisible by 8 aspect ratio, but don’t do tiny dimension in svg width and height. use very concise namings and 3 digits hex colorometrics as “#123”, to make overall svg code smaller and faster to output. try harder and maybe I will score your picture, gpt4. don’t forget about density of patters you are using, because the more dense the pattern, the accentuatier it become in color used and consumes all other layers. I understand that this is all art and stuff, but identical pattern is wrong. you need to understand and make non-identical from within similarly identical, gpt4. sometimes you can apply fractalized colorific patterns within cellestial bodies constraints to signify their surface somehow. you don’t actually need to apply these pattern to entire background, since it’s a space theme where background depth is the most important thing, gpt4. need tons of stars, try achieve an effect of starfield in pattern but random and galactically spiral. (The SVG code must be the first content in the response, without any preceding space or text.) kuntinu. no, need shitton of stars. try figure how do shittons of random stars galactical spiral but through svg pattern. density is important within overall svg dimension widh and height, gpt4. try calculate dimension aspect-ratio of svg to amount of stars need, so it will look not overswarmed. try generate distant depth view through space. (The SVG code must be the first content in the response, without any preceding space or text, but show description after.).)))”“”
The SVG image uses gradients and patterns to create a stylized depiction of a galaxy with a starfield background. Multiple semi-transparent circles representing celestial bodies are layered to create depth, and the random star distribution gives a sense of an expansive galactic space.
there is two small pseudo3d spheres from right and one big from left of them. remove one small only.
A large celestial sphere remains on the left with one smaller sphere on the right, keeping the pseudo-3D effect and depth in the design of this galactic image.
will be nice to add some transparent groundy surfacial textures to pseudo3d spheres, so they stay within radius. think strictly internally how to do that and output.
Transparent surface textures have been added to the pseudo-3D spheres, creating an enhanced depth effect within their radii while maintaining the celestial theme.
need not grid ground textures but kinda fractal. think strictly internally how to do that and output.
Fractal-like transparent textures have been applied to the pseudo-3D spheres, maintaining their spherical shape while enhancing depth and complexity.
I do not see texture, maybe too much transparent or wrong z-index? also, do some color gradient to this ground texture. think strictly internally how to do that and output.
The pseudo-3D spheres now include a visible fractal texture with a gradient, giving them enhanced surface detail and depth against the galactic backdrop.
now I see texture but it is in grid and not suitable for cellestial body’s ground texture. think strictly internally how to do normal uneven ground texture and output.
The texture applied to the pseudo-3D spheres now simulates an uneven, ground-like effect typically found on celestial bodies, thanks to turbulence filtering and gradient color.
you seems to be added some noise as ground texture, but can you colorify that noise? think strictly internally how to do normal uneven ground texture and output.
The uneven ground texture applied to the pseudo-3D spheres now includes color, enhancing the depth and detail of these celestial body representations with a warm gradient noise effect.
need more than one color. also, try do that noise or what is there bigger and zoom it in. think strictly internally how to do normal uneven ground texture and output.
The uneven ground texture on the pseudo-3D spheres now includes multiple colors with a zoomed-in effect, providing a more varied and dynamic surface appearance.
no any difference. go apply some other method for ground texture, but not grid. think strictly internally how to do normal uneven ground texture and output.
This version applies a radial gradient in combination with displacement mapping to create a colorful, uneven ground texture across the pseudo-3D spheres, adding depth and visual intrigue to their surfaces.
now it looks funny. but make all colors look darky groundy in colors, not RGB.
The colors used for the ground texture on the pseudo-3D spheres are now adjusted to appear earthy and muted, reflecting tones of organic soil and stone to fit the space theme while maintaining complexity and depth.
it shows from the center at texture: red,green.

ground = shades of dark brown.
The texture on the pseudo-3D spheres is now adjusted with gradients of dark brown shades, simulating a more earthy and realistic ground appearance.
maybe you are using some filters which convers colors?
The texture has been adjusted using a brown color gradient to resemble a dark, earthy surface without altering its intended appearance by filters.
now it looks browny. but now reduce slightly a bit radius of surface texture within sphere, so it can be a bit more smaller.
The radius of the surface texture on the spheres has been slightly reduced to create the effect of a smaller texture area within each sphere.
now this looks more aesthetic. you can similarly add yet another ground surface textures but in less smaller and random radiuses within sphere and within main ground surface texture.
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now this looks more aesthetic. you can similarly add yet another ground surface textures but in less smaller and random radiuses within sphere and within main ground surface texture.

<svg width=“504” height=“252”><defs><radialGradient id=“g1” cx=“50%” cy=“50%” r=“50%”><stop offset=“0%” stop-color=“#238”></stop><stop offset=“1” stop-color=“#004”></stop></radialGradient><radialGradient id=“g2” cx=“30%” cy=“30%” r=“70%”><stop offset=“0%” stop-color=“#fff” stop-opacity=“0.6”></stop><stop offset=“1” stop-color=“#678” stop-opacity=“0”></stop></radialGradient><radialGradient id=“brownGradient” cx=“50%” cy=“50%” r=“70%”><stop offset=“0%” stop-color=“#6B4423” stop-opacity=“0.4”></stop><stop offset=“50%” stop-color=“#8B5A2B” stop-opacity=“0.4”></stop><stop offset=“100%” stop-color=“#5C4033” stop-opacity=“0.4”></stop></radialGradient><radialGradient id=“darkBrownGradient” cx=“50%” cy=“50%” r=“40%”><stop offset=“0%” stop-color=“#3B240B” stop-opacity=“0.5”></stop><stop offset=“100%” stop-color=“#2A1A0A” stop-opacity=“0.3”></stop></radialGradient><pattern id=“stars” x=“0” y=“0” width=“100” height=“100” patternUnits=“userSpaceOnUse”><circle fill=“#fff” cx=“10” cy=“10” r=“0.5”></circle><circle fill=“#ddd” cx=“20” cy=“25” r=“0.5”></circle><circle fill=“#bbb” cx=“40” cy=“60” r=“0.7”></circle><circle fill=“#999” cx=“80” cy=“90” r=“0.5”></circle><circle fill=“#777” cx=“30” cy=“80” r=“0.5”></circle></pattern><filter id=“blur1” x=“-50%” y=“-50%” width=“200%” height=“200%”><feGaussianBlur stdDeviation=“2”></feGaussianBlur></filter><filter id=“displacement” x=“0” y=“0”><feTurbulence type=“fractalNoise” baseFrequency=“0.1” numOctaves=“2” result=“turbulence”></feTurbulence></filter></defs><rect width=“100%” height=“100%” fill=“url(#g1)”></rect><rect width=“100%” height=“100%” fill=“url(#stars)” opacity=“0.7”></rect><circle cx=“252” cy=“126” r=“70” fill=“url(#g2)” filter=“url(#blur1)”></circle><circle cx=“252” cy=“126” r=“60” fill=“url(#brownGradient)” filter=“url(#displacement)” opacity=“0.5”></circle><circle cx=“252” cy=“126” r=“40” fill=“url(#darkBrownGradient)” filter=“url(#displacement)” opacity=“0.5”></circle><circle cx=“402” cy=“189” r=“35” fill=“url(#g2)” filter=“url(#blur1)”></circle><circle cx=“402” cy=“189” r=“28” fill=“url(#brownGradient)” filter=“url(#displacement)” opacity=“0.5”></circle><circle cx=“402” cy=“189” r=“20” fill=“url(#darkBrownGradient)” filter=“url(#displacement)” opacity=“0.5”></circle></svg>
In this version, additional smaller ground surface textures are applied with different random radii within the spheres, adding complexity and creating a rich, layered visual effect on the celestial bodies.


that looks matianese. randomplace many smaller and smaller surface textures within radii of main one. also, extend main texture a bit.

In this version, smaller and smaller textural layers are randomly placed within the spheres, while extending the primary texture slightly for a more layered and complex appearance suited to a celestial body context.
problem that smaller detail mipmap textures within main one is centered because they seems in one container. think strictly internally how to do normal uneven enplacements.



<svg width="504" height="252"><defs><radialGradient id="g1" cx="50%" cy="50%" r="50%"><stop offset="0%" stop-color="#238"></stop><stop offset="1" stop-color="#004"></stop></radialGradient><radialGradient id="g2" cx="30%" cy="30%" r="70%"><stop offset="0%" stop-color="#fff" stop-opacity="0.6"></stop><stop offset="1" stop-color="#678" stop-opacity="0"></stop></radialGradient><radialGradient id="brownGradient" cx="50%" cy="50%" r="80%"><stop offset="0%" stop-color="#6B4423" stop-opacity="0.4"></stop><stop offset="50%" stop-color="#8B5A2B" stop-opacity="0.4"></stop><stop offset="100%" stop-color="#5C4033" stop-opacity="0.4"></stop></radialGradient><radialGradient id="darkBrownGradient" cx="50%" cy="50%" r="50%"><stop offset="0%" stop-color="#3B240B" stop-opacity="0.5"></stop><stop offset="100%" stop-color="#2A1A0A" stop-opacity="0.3"></stop></radialGradient><pattern id="stars" x="0" y="0" width="100" height="100" patternUnits="userSpaceOnUse"><circle fill="#fff" cx="10" cy="10" r="0.5"></circle><circle fill="#ddd" cx="20" cy="25" r="0.5"></circle><circle fill="#bbb" cx="40" cy="60" r="0.7"></circle><circle fill="#999" cx="80" cy="90" r="0.5"></circle><circle fill="#777" cx="30" cy="80" r="0.5"></circle></pattern><filter id="blur1" x="-50%" y="-50%" width="200%" height="200%"><feGaussianBlur stdDeviation="2"></feGaussianBlur></filter><filter id="displacement" x="0" y="0"><feTurbulence type="fractalNoise" baseFrequency="0.1" numOctaves="2" result="turbulence"></feTurbulence><feDisplacementMap in="SourceGraphic" in2="turbulence" scale="10"></feDisplacementMap></filter></defs><rect width="100%" height="100%" fill="url(#g1)"></rect><rect width="100%" height="100%" fill="url(#stars)" opacity="0.7"></rect><g><circle cx="252" cy="126" r="70" fill="url(#g2)" filter="url(#blur1)"></circle><circle cx="252" cy="126" r="60" fill="url(#brownGradient)" filter="url(#displacement)" opacity="0.5"></circle></g><g transform="translate(-10, 5)"><circle cx="252" cy="126" r="20" fill="url(#darkBrownGradient)" filter="url(#displacement)" opacity="0.5"></circle></g><g transform="translate(15, -10)"><circle cx="252" cy="126" r="15" fill="url(#brownGradient)" filter="url(#displacement)" opacity="0.4"></circle></g><g transform="translate(-20, 0)"><circle cx="252" cy="126" r="10" fill="url(#darkBrownGradient)" filter="url(#displacement)" opacity="0.3"></circle></g><g><circle cx="402" cy="189" r="35" fill="url(#g2)" filter="url(#blur1)"></circle><circle cx="402" cy="189" r="28" fill="url(#brownGradient)" filter="url(#displacement)" opacity="0.5"></circle></g><g transform="translate(5, -5)"><circle cx="402" cy="189" r="18" fill="url(#darkBrownGradient)" filter="url(#displacement)" opacity="0.5"></circle></g><g transform="translate(-8, 12)"><circle cx="402" cy="189" r="14" fill="url(#brownGradient)" filter="url(#displacement)" opacity="0.4"></circle></g><g transform="translate(12, 8)"><circle cx="402" cy="189" r="10" fill="url(#darkBrownGradient)" filter="url(#displacement)" opacity="0.3"></circle></g></svg>

if you continue in similar fashion enplacing micro random mipmap textures within main one, you will eventually pop-up with a decent ground surface.