eml subtractive cloud lab
solid sphere-cluster, carved by a function
density = fill·d − ( e^(k·n) − L·ln(d) )
d = depth in the blob (1 core → 0 skin). n = fbm noise. The e^(k·n) term chews texture everywhere; the −ln(d) term bites hardest at the skin, leaving a solid core and a wispy eroded edge.
drag = orbit · scroll = zoom. Toggle the two terms to see each one's job. This density fn maps 1:1 onto the game's metaball splat (compute d from your sphere field, subtract eml before the iso threshold).