// 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
}