The volumetric disk rendered translucent and jelly-like. Three causes,
all fixed:
1. Density floor 0.55 (disk_color_volumetric): noise valleys stayed
semi-transparent no matter the integration → jelly. Replaced with a
physical density field: radial smoothstep falloff × Gaussian vertical
decay × weak ±25% low-frequency turbulence. Density now reaches 0 at
the edges and peak at the midplane, so per-step integration builds a
solid disk instead of a uniform glow.
2. Single midpoint sample (main loop): the old design clipped the ray
segment to the slab and sampled density once at the midpoint, then
weighted by segment length. Under-integration → see-through. Switched
to per-step accumulation: every accepted step whose endpoint is inside
the slab samples density once × geometric step length — the standard
front-to-back volumetric composite, matching the others/ reference
(fragment.glsl.ts sample_accretion_disk).
3. Absolute slab thickness 0.3: vanishingly thin at large radius → even
less integration. disk_half_thickness is now an H/R RATIO; the slab
scales as H = r·disk_half_thickness (a thin disk's geometry), so a ray
through large r traverses a proportionally thicker region.
The ridged-filament brightness driver and log-spiral arm modulation are
removed — they produced the noisy, striated look. The radial temperature
gradient inside disk_emission (Novikov-Thorne × Kerr Doppler) now
dominates, giving a smooth disk like DNEG's Gargantua render. Noise
functions (fbm3/ridged_fbm/value_noise3) are retained: jets and the flat
(Off-tier) path still use them.
disk_color_flat (Off tier) drops its fixed 0.85 alpha for the same radial
smoothstep, so edges feather consistently across all quality tiers.