Help with Guilloche Pattern (Watch Dial)

Hi, Can anyone help me with creating a Guilloche texture?

I can find a bit on knurling but they seem to all use actual geometry which I’m struggling to convert to a radial pattern.

A procedural material option would be ideal?

Images here for reference (Not looking to create sub dials but you can see the pattern)



Any help would be incredible.

Thanks,
Dave

This was fun:


guilloche.blend (700.3 KB) - CC0 license

8 Likes

This is awesome! Do you have any idea whether this technique could be translated to generating actual geometry? I once cobbled something together in geometry nodes, but the pattern did not extend all the way to the center and one had to manually adjust the instance primitive to fit it together…(so all in all not a completely satisfactory solution)

yeah, that is a little tricky to do fully procedurally right now.

I can get the pattern, but its just a wire mesh:

If we get edge dissolve tools in geonodes, that would make this doable.

1 Like

That is bloody fantastic!
Thankyou for making the set up so user friendly!

Is there a way to add the centre crease to the segments such as on the Pompeak dial?

I have had a play with your node set up and the closest I can get is by setting the colour ramp to default. However this brings a centre point to the diamond rather than the fold:

That is the dial I am trying to recreate so sorry for being super picky/not specifying initially.

What do you mean by center crease?

On the blue dial, there is this centre ridge on each diamond shape within the pattern:
(Shown by the red lines)

Pompeak watches

The node set up you have created has flat diamonds (with ridges at the corners for ramp up)
Current

The closest I could get was to remove the colour ramp however this creates a centre point on each diamond, rather than the centre ridge:
Cross

I hope that makes sense - ‘ridges’ is the best term I can thing of.

I am sure there is an easy tweak, but I am yet to get my head around the math node magic some of you guys are able to do!

that’s a little trickier, If you set the radial value higher than the concentric one, it sharpens the diamond shape a bit, and adding in a smooth maximum node helps to smooth out the ridge perpendicular to that central crease a bit:


pompeak guilloche.blend (702.5 KB) - CC0 license

2 Likes

That is perfect!
Thank you so much once again for your help/magic, really appreciated!

1 Like

Applying merge by distance and tris to quads to the bottom stage at least is quick:

1 Like

But actually looking at the way you created the pattern @SterlingRoth … it should not be that hard to work out the geometry of the individual quads of the final mesh and just create them all as instances, right? (I.e. create an instance on every edge of the cone and then afterwards transform the quads…looks like about 30 minutes of crunching numbers, but not today, at least for me…)

yeah, it’s certainly doable, but I was having similar time calculations, haha.

I played with this a little more:

It’s still missing the secret sauce of the math that scales the instances just so, but it generates the geometry and has the scaling setup so you can manually dial it in

Mesh guilloche.blend (849.0 KB) - CC0 license

3 Likes

Somehow, my solutions always end up horribly complicated :sob:




guilloche_2.blend (116.5 KB)

1 Like