ScaledVersion
{
  ProceduralGasGiant
  {
    rampTexture = //Path to texture
    rampTextureGradient
    {
      //this is set up just like an atmosphere gradient
    }
    generateRampFromScaledTexture = //another path
    stormMap = //yet another texture
    seed = //integer
    cloudSpeed = //float
    hasStorms = true/false
    distortion = //float
    frequency = //float
    lacunarity = //float
    gain = //float
    stormFrequency = //float
    stormDistortion = //float
  }
}