Cylindrical Warp — Bends a Solid or a field around the world Z axis: its X becomes distance from the axis, its Y becomes distance around the circle, and Z stays as height.
Scale Warp — Stretches or squashes a Solid or a field by separate factors along X, Y and Z about the origin.
Spherical Warp — Wraps a Solid or a field onto a sphere centred at the origin: its X becomes distance from the centre, its Y distance around the equator, and its Z distance down from the north pole (+Z); only X ≥ 0 and Z ≥ 0 of the input are used.
Warp — Distorts a Solid or a field: at each point the input is read at the position given by a vector field, or by three separate coordinate fields.