<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.
11-depth background should be black-blue in fractal noise with super minuscule turbulence frequency and octaves values.

|||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.





<svg width="800px" height="600px" xmlns="http://www.w3.org/2000/svg">
  <defs>
    <filter id="fractalNoiseFilter1">
      <feTurbulence type="fractalNoise" baseFrequency="0.0008" numOctaves="1" seed="25" result="noise1"/>
      <feColorMatrix in="noise1" type="matrix" result="colorNoise1"
        values="0 0 0 0 0.0 0 0 0 0 0.1 0 0 0 0 0.15 0 0 0 1 0"/>
      <feGaussianBlur in="colorNoise1" stdDeviation="1" result="blurredNoise1"/>
      <feBlend mode="soft-light" in="SourceGraphic" in2="blurredNoise1" />
    </filter>
    
    <filter id="fractalNoiseFilter2">
      <feTurbulence type="fractalNoise" baseFrequency="0.002" numOctaves="1" seed="10" result="noise2"/>
      <feColorMatrix in="noise2" type="matrix" result="colorNoise2"
        values="0 0 0 0 0.0 0 0 0 0 0.1 0 0 0 0 0.15 0 0 0 1 0"/>
      <feGaussianBlur in="colorNoise2" stdDeviation="2" result="blurredBlack"/>
      <feMerge result="merged">
        <feMergeNode in="colorNoise2" />
        <feMergeNode in="blurredBlack" />
      </feMerge>
      <feBlend mode="exclusion" in="SourceGraphic" in2="merged" />
    </filter>

    <radialGradient id="nebulaGradient1">
      <stop offset="0%" stop-color="rgba(255, 128, 255, 0.4)" />
      <stop offset="100%" stop-color="rgba(0, 0, 0, 0)" />
    </radialGradient>
  
    <radialGradient id="nebulaGradient2">
      <stop offset="0%" stop-color="rgba(51, 153, 255, 0.3)" />
      <stop offset="100%" stop-color="rgba(0, 0, 0, 0)" />
    </radialGradient>

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

  <rect width="100%" height="100%" fill="rgb(0, 0, 20)"/>

  <!-- Fractal Noise Background -->
  <rect width="100%" height="100%" filter="url(#fractalNoiseFilter1)" fill="rgb(11, 33, 16)"/>
  <rect width="100%" height="100%" filter="url(#fractalNoiseFilter2)" opacity="0.5" fill="rgb(11, 33, 16)"/>

  <!-- Nebula layers -->
  <path d="M 100 300 C 150 200, 250 100, 350 150 C 400 200, 450 300, 400 400 C 350 450, 250 400, 100 300 Z"
        fill="url(#nebulaGradient1)" opacity="0.5" />
  <path d="M 300 200 C 400 100, 600 200, 500 300 C 450 400, 300 300, 300 200 Z"
        fill="url(#nebulaGradient2)" opacity="0.4" />
  <path d="M 150 150 C 200 100, 300 200, 400 150 C 500 100, 600 250, 400 300 C 200 350, 150 250, 150 150 Z"
        fill="url(#nebulaGradient3)" opacity="0.3" />
  <path d="M 500 400 C 550 300, 700 300, 650 400 C 600 500, 500 500, 500 400 Z"
        fill="url(#nebulaGradient1)" opacity="0.6" />

  <!-- Starfield with varying sizes, opacity, and random placements -->
  <g id="stars">
    <circle cx="50" cy="30" r="2" fill="white" fill-opacity="0.6" />
    <circle cx="150" cy="70" r="3" fill="white" fill-opacity="0.8" />
    <circle cx="250" cy="110" r="1.5" fill="white" fill-opacity="0.7" />
    <circle cx="350" cy="50" r="4" fill="white" fill-opacity="0.9" />
    <circle cx="450" cy="100" r="2.5" fill="white" fill-opacity="0.6" />
    <circle cx="550" cy="30" r="1" fill="white" fill-opacity="0.5" />
    <circle cx="600" cy="150" r="3" fill="white" fill-opacity="0.7" />
    <circle cx="700" cy="200" r="4" fill="white" fill-opacity="0.9" />
    <circle cx="800" cy="40" r="5" fill="white" fill-opacity="0.8" />
    <circle cx="100" cy="350" r="3" fill="white" fill-opacity="0.6" />
    <circle cx="200" cy="400" r="1.5" fill="white" fill-opacity="0.7" />
    <circle cx="300" cy="370" r="4" fill="white" fill-opacity="0.9" />
    <circle cx="400" cy="300" r="2" fill="white" fill-opacity="0.5" />
    <circle cx="500" cy="450" r="3.5" fill="white" fill-opacity="0.6" />
    <circle cx="600" cy="380" r="1.5" fill="white" fill-opacity="0.8" />
    <circle cx="700" cy="330" r="2.5" fill="white" fill-opacity="0.7" />
    <circle cx="800" cy="290" r="3" fill="white" fill-opacity="0.9" />
  </g>
</svg>



now this is a true pizdec of fancy cosmos, but need just zillions mazafakin stars in an additional fractal noise layer.