I'm creating a space game in Godot that has procedurally generated nebulae. A nebula is comprised of between 50 and 200 child particles, all with the same shader assigned to them which creates an effect as follows:
My issue is that the more particles that are placed, the more the nebula itself starts to resemble a square shape.
I want to be able to place these particles in a way that more closely resembles a cloud formation, which I imagine will use some sort of noise function (Perlin, Simplex?) to do so - but I've only ever used noise for generating graphics, not placing items.
The parent object of the particles can vary in size, as can the number of particles placed within it.
How would I place these particles randomly, while ensuring they more closely resemble cloud formations?
The language I'm using is C#, but Pseudocode is more than fine.