// create a smooth blobby shape #declare RadiusVal = 1.0; // (0 < RadiusVal) outer sphere of influence on other components #declare StrengthVal = 1.0; // (+ or -) strength of component's radiating density blob { // threshold (0.0 < threshold <= StrengthVal) surface falloff threshold # threshold 0.6 sphere { < 0.75, 0, 0>, RadiusVal, StrengthVal } sphere { <-0.375, 0.65, 0>, RadiusVal, StrengthVal } sphere { <-0.375, -0.65, 0>, RadiusVal, StrengthVal } cylinder { -z, +z, RadiusVal, StrengthVal } // [sturm] scale 2 }