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I got to the point where I got each ring size different by having the Wave Texture go through a Noise Texture.

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How can I get each ring to not be uniform like this drawing. Not exactly like the drawing since each ring isn't exactly circular but each ring having a constantly changing width.

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I wrongly assumed by changing the ring width it would have the effect of the sides running down like this drawing. I'm not sure how to go about this. Any changes to the z scale in the Mapping node removes the side lines and the top/down center circles.

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  • $\begingroup$ Have you played with the Distortion setting in the node ? $\endgroup$ – Gorgious May 6 at 16:04
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You want this?

enter image description here

Or are you trying to get straighter sides?

If you want straighter sides just scale the Mapping Node in Z (scale it down). 0.1 in Z will give really straight sides:

enter image description here

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You can mix some noise into the texture coordinate space.

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This has the unfortunate side effect of offsetting the center of the circle, so you would have to use the Mapping node to translate it back.

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  • $\begingroup$ oof guess i didnt actually think this through because the reason i wanted the ring width different was so the sides would also differ in width... gonna follow your setup and see if i can figure out how to get it also vertically $\endgroup$ – dankie May 6 at 16:34
  • $\begingroup$ I specifically left out the z axis, I can come back to it later. $\endgroup$ – Allen Simpson May 6 at 16:39
  • $\begingroup$ i edited the post to clarify but would the solution be to have the ring texture on the top/bot faces and give the side faces a separate line texture that i can add noise to to get the effect? the rings and lines wouldnt match at the intersections but not sure how it could be done with the current ring texture $\endgroup$ – dankie May 6 at 17:42

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