Adding noise to raymarched SDF sphere


Hi! I am trying to make a volumetric smoke effect using raymarching. I have a result rendering roughly how I want and now I’d like to add some noise to the SDF sphere to create more realism. I have converted the famous sine spiral noise from glsl to hlsl without problems.

I have seen it discussed in a few places that it should be possible to add the noise to pos before the distance sphere calculation but its not working for me, any ideas how this can be achieved?

Distance sphere is generated like this from voidgoats tutorial -

float sphereSDF( float3 pos, float radius) {
       float noise = sineSpiralNoise(pos);
 
 	return length(pos) - radius;
 
 }
 
 float sceneSDF( float3 pos ) {
 
   float noise = sineSpiralNoise(pos);
   float sphere = sphereSDF(pos, 40);
   float box = boundingBoxSDF(pos, float3( 30.0, 30.0, 30.0 ), 5.0);
   return lerp(sphere, box, 0.5 + sin(View.GameTime)/2 );
 }