/// I ended up doing this
#declare Frequency = 9.0;
#declare Dispersion = 2.0;
#declare Slice = 0.1; /// the actual thickness
#declare Radius = 1.0; /// is Slice/Radius
isosurface {
function
{ (noise3d(x*Frequency,y*Frequency,z*Frequency))
+((sqrt(x^2+y^2+z^2)/Radius)^Dispersion)
&abs(z/Slice)
}
accuracy 0.01
threshold 1.0
sign 1
bounded_by {
sphere{0, 1}
}
pigment{rgb 1}
}
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