OK, after more than a few hours or tinkering I finally figured it out. now mind you, I am not using a premade cube, I am generating one. (see the attachment)

OK, here is the deal. lets say you are making a cube with 8 segments per side. That is 6 sides, 8 segments each and 9x9 verts to make it. You do this by generating a cube. X, Y and Z are made up when you describe the direction of the side. Forward is positive Z, and X and Y are controlled by the grid creator, Up is positive Y and X and Z are controlled by the grid. (and so on)

Now, I did everything at 1 unit scale, so all of my values ranged from -0.5 to 0.5. So what I ended up with was a neat grid in each location of my cube.

If you want to create your own mesh… here is where you then start:

OK, Spherifying is this exact formula:

point = point.normalized

Thats it. It makes a Unit Sphere (a sphere 2 units across)

To make it into a radius… simply multiply it times the radius you need.

To make it “noisey” first, get the noise value based on two aspects. First, is the original point (point.normalized) and multiply that by the noiseScale. Now, simply multiply it times the noiseAmount and add the radius.

fin = radius + noise(x * noiseScale,y * noiseScale,z * noiseScale) * noiseAmount

Noise scale refers to the unit noise scale you are gathering from the modifier The bigger the number, the smaller the noise. Noise amount refers to the amount of noise that will appear on the surface.

OK, now here is where we have our trouble. The final result of a “normal” cube with segments is that the edges are compressed because there is nothing there to absorb the deformation from the spherification process. So the middle points, are closer to the sphere than the outer points. And so, move less. The ourter points are compressed to match the sphere.

Now, the mathematical formula that has been provided here, does not work. As a matter of fact it is a spherification formula. You actually have more than a few factors that go into modding out. I wound up tinkering with many different formulas, trying to use Sin or Cos to gather up the nodes, none of it worked. What I eventually did was to go back to an old standby. An AnimationCurve! This handy little gadget allows you to play with numbers and convert them into a curved representation of themselves. In this case, I had a series of numbers that were from -0.5 to 0.5, so all I had to do was to use my AnimationCurve and get a new X or Y that would stretch certain parts out, making them more compatible with my needs.

The AnimationCurve that I used is attached.

And no, the previous method that I suggested, never worked.

So, as you can see by the attachments, it is rather flexible. I am sure it could be made better though.