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> TOK, thanks for posting that link - I had forgotten about that scene and how it
> was rendered. As a [former] chemist, it's one I remember well! :)
>
> Ignore most of the top part of that scene, as it's mostly just setting up the
> quantum mechanical spherical harmonics for the different wave functions of the
> electron orbital shells.
> So, basically there's a lot of stuff, and then that all gets boiled down to a
> function. I posted the line from Jaap's code in my last post showing how he uses
> that function to shape his media rather than the spherical function.
>
> The spherical function is of course sqrt( pow(x,2)+pow(y,2)+pow(z,2))-Radius = 0
>
> #declare Fade = function {Radius - sqrt( pow(x,2)+pow(y,2)+pow(z,2))}
>
> ought to give you scalar values that start at Radius and fade to zero at the
> radius of the sphere. Use that as your density function [for now] ;)
Please see my posts in the image section: I was using exponential decay before I
saw your linear decay example given here. I think exp might be a little smoother
and the glowing is now rather nice :)
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