| Field | Description |
| Opacity | Target translucency - the maximum opacity the nebula
reaches at full depth. Cannot be set to 0. |
| Opacity distance | Distance in metres a viewer must be inside the
nebula before it reaches its target opacity. |
| Render quality steps | Number of steps used to accumulate nebula
density along each ray. Higher values reduce banding on objects inside the
volume; primarily affects frame rate. |
| Resolution | Resolution of the nebula's 3D density texture,
stored as a power of 2 (5–8 recommended). Higher values cost more
VRAM. |
| Oversampling | Oversampling factor for the 3D texture (1–3).
Each increment quadruples loading time but reduces edge banding, especially
at lower resolutions. Primarily affects load time. |
| Smoothing | Controls how softly the hull POF's edges blend into
the surrounding nebula. Expressed as a fraction of the nebula size. |
| Henyey-Greenstein coefficient | Controls light scattering
direction. Values greater than 0 produce a cloud-like shine-through effect;
values less than 0 produce a highly reflective nebula. Practical range is
roughly 0.05–0.75. |
| Sun falloff factor | Scales how the sun's illumination falls off
with nebula depth. Values greater than 1 make the nebula's interior brighter
than physically accurate; values less than 1 make it darker. |
| Sun quality steps | Number of steps taken toward the sun per
nebula slice when computing shadowing. Higher values reduce light/shadow
banding; primarily affects frame rate. |
Procedural noise is layered on top of the base volume to break up uniform density
and create wispy internal structure.
| Field | Description |
| Enable noise | Toggles procedural noise on or off without losing
the noise settings. |
| Color (RGB) | Tint color applied to the noise layer. |
| Scale base | Size of the primary noise layer in metres. The ratio
between Scale base and Scale sub should have a large denominator to avoid
visible harmonic patterns in the result. |
| Scale sub | Size of the secondary noise layer in metres. |
| Intensity | Overall strength of the noise effect. |
| Resolution | Resolution of the noise 3D texture, stored as a
power of 2 (5–8 recommended). Higher values cost more VRAM. |
| Set Base Noise Function | Not yet implemented. Will allow a custom
ANL noise expression to replace the default base noise layer. |
| Set Sub Noise Function | Not yet implemented. Will allow a custom
ANL noise expression to replace the default sub noise layer. |