blob
// 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
}