This is my first test rendering:
Circumstellar disc experiment 01
It uses a fluid sim to create the principle disc and generate some interactions between the orbital “lanes,” and a particles field with Vortex modulation for some differential rotation and more varied interaction between the cloud masses.
I think this test came out only so-so, as a proof of concept it barely makes it. The fluid sim rotates as a solid disc, which isn’t accurate, but this could be disguised by slowing its rotation by a large factor. Also you can’t do a fluid sim without at least a nominal gravity value, so the fluid system tends to drift along that vector even with ridiculously low G values.
The particle Vortex field also has probs, in that it does a good job of getting the particles to differentially rotate (although not very parametrically) but also (at least with the settings I’ve tried so far) causes the particles to move out from the center of the vortex field, eventually clearing the entire view of them at some settings.
The halo shaders used for the test are all additive and bright (like emission nebulae rather than dust clouds) but that’s the easiest thing to solve imo.
So, it’s OK for a first test, but there’s a lot of probs that need to be solved if it’s to work as well as I’d hoped. Maybe other approaches would be less problematic.