         UIGraphicsBeginImageContextWithOptions(rectSize, true, 0)
         color.setFill()
         let rect = CGRect(origin: .zero, size: rectSize)
-        let path = UIBezierPath(roundedRect: rect, cornerRadius: size/3)
+        let path = UIBezierPath(roundedRect: rect, cornerRadius: size/2)
         path.fill()
         let img = UIGraphicsGetImageFromCurrentImageContext()
         UIGraphicsEndImageContext()

        (0...maxPoints).forEach({ _ in
            let node = getRoundNode(size: CGFloat.random(between: nodeSizeRange.lowerBound, and: nodeSizeRange.upperBound),
                                    color: nodeColor)
            node.position = CGPoint(x: CGFloat.random(between: 0, and: size.width), y: CGFloat.random(between: 0, and: size.height))
            nodes.append(node)
            self.addChild(node)
            

        return min(UIScreen.main.bounds.width, UIScreen.main.bounds.height) / 2.5
    }()
    
    public init(size: CGSize,
         maxDistance: CGFloat = 0,
         maxPoints: Int = 20,
         nodeColor: UIColor = .white,
