Cylindrical wave texture

I’m trying to get a beach ball like texture.
I made a Cylindrical coordinate system and plugged it into the wave texture, but there’s a seam where φ=360° meets φ=0°.


I’ve also made that:

but when I increase the distortion (the mixRGB) the centre moves to the -x -y direction and it doesn’t distort evenly:


How can I fixe that?

Easy fix: plug a color mix node after noise texture subtracting .5 gray from it. This moves the noise in the -0.5/+0.5 range. You may also place a map range node to be more elegant.

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This is a setup for flexible centering of any noise:

Just have to change the Value to regulate the influence of the noise, and it will automatically re-center it.

(You don’t need the mapping node, it’s just part of my setup.)

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Thanks, it does centre it, but the noise isn’t even on all the slices:
Screenshot 2022-11-29 at 18.18.00
how can I fixe it?

Dunno.
Noise texture should be pretty even on all the surface given it is driven by an even texture coordinate, and it is in 3D mode (dropdow menu.) You could preview it, just the noise, and see if it is the case.
Also, you may try to add, and not mix the two textures

It doesn’t matter which mix mode I use, it’s distorted on the x=-y level and not on the x=y

Not sure what you are trying to get…but a noise texture isn’t tileable…it is too random…
There are a lot of ways to go about this here is one way…

Now from there, you can use the Wave texture to get a wild pattern like this…

and on and on…
If I had some idea of exactly what you expect, I might be able to get something you can use…

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It’s possible to make 2D repeat over one seam by expanding into 3D. And it’s possible to make 2D repeat over two seams by expanding into 4D. Generators with 4D input can be used for this trick; voronoi, noise, and musgrave. Wave texture generator was always problematic to predict for me.


In this case though, the coordinates will meet at at poles as a singularity. The prerequisite is that the UV space has to be filled for using 4D, and one direction has to be filled for using 3D.

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Thanks for trying, I’m trying to distort the edges of the slices like the photo above, except the distortion isn’t even in all slices:


The slices at 1:30 and 7:30 o’clock are the list distorted and 4:30,10:30 are the most.

Can you post a screen where you only show the noise texture?

I’m not sure why you’re making such a complicated setup, but maybe there’s some other purpose behind this that you haven’t told us. Fortunately it looks to me like the problem is in your noise setup; if I replicate only that I also get this non-even distribution.

I had this on hand from another exercise, which works fine to create an “evenly” distorted beach ball-like texture, maybe you can derive your solution from it. Its easily simplified if you don’t want any flexibility about amount of distortion, number of stripes, thickness, etc:

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Thanks a lot!
solved all my problems.

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