Apply volume to a spherical texture? I have a quick texture applied on a UV Sphere. It is meant to be a spherical nebulae that I animate by keyframing the nodes settings (mostly color ramp, noise textures and color dodge mix shaders).
Here is a screen :

From here, I need 3 things :

Making my camera fly through this sphere to discover what is inside
Make the black areas completely transparent
Blur the limits of the sphere (it is too round now)

To do this, my though was to make this texture a volumed texture, keeping the sphere empty inside. Is it possible ?
Like if I had a spherical smoke domain with this exact texture, but Blender cannot handle it as far as I know. Plus, I'm a nood with volumetric textures.
Here is a quick reprensation:

Is there any way to achieve this ? Or, do you have any idea on how I can meet the results I need ?
You could try something like this.

The object I used for this is a simple UV sphere (I scaled mine up in edit mode to make it bigger - this might affect mapping values, I'm not sure - just be warned you may need to adjust those). Anyway, for the material, the main objective is to make 2 &quot;spheres&quot; using  Gradient textures. You need to make a large one and a smaller one - The large sphere will be your Volume, and the smaller one will be used as a Mix Factor to &quot;subtract&quot; from the larger one. In the image below where I show the smaller sphere, I inverted it just for the image example - The regular (non-inverted) output is what makes the mix factor, it just doesn't display well in a 2D image because it's a volume.


You can see from the mix with a Transparent BSDF (or Volume absorption if you want a &quot;void&quot; in the center), that the center sphere is &quot;missing&quot;. It's a bit faint in the photo, but this is due to the nature of volumetrics.

The last thing I did was make a &quot;noise volume&quot;, colored similarly to the colors in your image. You can use whatever texture you already have (as a volume).

Lastly, I multiplied those values with the large sphere's &quot;color&quot; to transfer the dark (absent) areas and the colors. The final result looks like this (In my image, I added the values to themselves a couple of times with an add shader to make them brighter - you may or may not want to do this).