What you could do is create a vertical edge, move it away from its origin, give it a third vertex next to the bottom. Give it a Screw modifier. Apply it. Give it a white material. Select the face loop that was created between bottom and second vertex and give it a second material (black). Give your object a Subdivision Surface modifier.
If you have a more complex texture pattern (example: Image Texture), you could just keep one segment, unwrap it, give it the texture, then duplicate on the Z axis.