Uniform "density" of bezier segments I have a bezier line which has been given a width (fill:full). I would like to give it a rope texture. For that I activated "Use UV for mapping" in the Curve-Tab and used the node setup which can be seen in the screenshots. This basically works but the UV coordinates seem to be different in all segments. You can see this at the changing density of normals which are diplayed in edit mode. This results in the material looking different for each segment. Is there a way to get a uniform distribution over the whole bezier curve?

I know I could just use meshes instead of bezier curves, but I am doing the rigging of a three-masted history sailing vessel wich will feature (many) hundreds of ropes in the rigging, some with sagging etc., so for now I would like to stay with the curves.



Thanks in advace and best regards,
Thomas
When one handle is longer than the other, you will get a speed discontinuity at that control vertex (the curve's derivative will be discontinuous in that point). That's how Bezier splines work. There's no way around it other than using different spline type.

The way to solve this is to use a tile-able rope mesh piece, like this:



Put an Array modifier on it to tile it to the curve length and a Curve modifier to fit it to the curve:



And you are done, even when the curve has discontinuity, the mesh does not. Don't forget to provide enough subdivisions on the curve (64) and on the mesh: