Twisted tunnel material

That here is his material function, thats responsible for the spherical deformation:

So i would assume, you would have to replace the power node (which basically creates the spherical deformation) with a rotation around the center viewing axis, that is linked to the distance.

The creator of the twisting shader confirmed, that it´s based on vertex offset, and his function has to be integrated into every material, that should get this twist, so no post process.

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