ions.push(
					x * Math.sqrt(1 - (y * y / 2) - (z * z / 2) + (y * y * z * z / 3)),
					y * Math.sqrt(1 - (z * z / 2) - (x * x / 2) + (z * z * x * x / 3)),
					z * Math.sqrt(1 - (x * x / 2) - (y * y / 2) + (x * x * y * y / 3))
				);

				// stretch along the x-axis so we can see the twist better
				vertex.set(x * 2, y, z);
				quaternion.setFromAxisAngle(xAxis, Math.PI * x / 2);
				vertex.applyQuaternion(quaternion);

				vertex.toArray(twistPositions, twistPositions.length);
			}

			// add the spheri