// create a smooth blobby shape blob { // threshold (0.0 < threshold <= StrengthVal) surface falloff threshold # threshold 0.6 // StrengthVal (+ or -) strength of component's radiating density // RadiusVal (0 < RadiusVal) outer sphere of influence on other components // component 1.0, 1.0, <0.75, 0, 0> component 1.0, 1.0, <-0.375, 0.64952, 0> component 1.0, 1.0, <-0.375, -0.64952, 0> // component ... // [sturm] }