position = (u, v, r) => {
const spherePoint = [
r * Math.cos(v) * Math.cos(u),
r * Math.cos(v) * Math.sin(u),
r * Math.sin(v)
];
const offset = perlin3(...spherePoint.map(d => d*scale));
return new THREE.Vector3(
...spherePoint.map((d, i) => d * (1 + coeff * offset))
);
}