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
}
}