Tinkering with texture distorting. That’s a simple multiplied radial texture run through a sinus-colorramp.
I tried to use the standard method of adding distortions by mxing the vector coordinates with a noise texture. The result looks quite well, but there is a problem.
As you can see by the axis and the cursor, the texture is no longer centred.
With a normal input from a noise texture, values running from 0 to 1, this was expected. So I tried to offset that by remapping the 0 to 1 range to a -1 to 1 range. That’s what the two lower color-mix nodes are for, and they do their job.
But as you can see, the center is still offset.
Any math-guru who can help me to solve this problem?