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?
It is a mathematical solution. You’re offsetting the entire coordinates by its value at 0,0,0, using the same math you use to generate those coordinates. The advantage over fiddling with a mapping node is that it allows further editing of the parameters.
Sure… the rest is quite simple.
The multiply node leads to a math/modulo node with the second value 1. This is then fed into a colour ramp node where start- and endpoint have the same colour to make it continuous, and other points and methods to your liking. (I used a different setup to produce a sine wave, but that’s completely up to you… and right now I’m too lazy to reconstruct it.)
The value fed into the multiply node defines the number of “streaks”.