In this topic Quellenform explains nicely how to get the UVmap from a curve to mesh. On the internet there are also other ways, for example with the use of a spline factor, to get the U and V values for the UVmap.
In most cases I'm using round caps instead of the original caps. I normaly make these with a half UV-sphere and instance them on the start and end position with an Endpoint Selection. The UV-sphere has a built-in UV Map.
I thought it was possible to add the UV-vectors and combine them to one UV-vector.
So far I have not been able to combine the UV map of both the curve and the round caps. Is there a way to do this?
Update:
I've implemented spherical coordinates in the geometry node tree and think I'm almost there. Maybe someone can help me to solve the last piece.
In the figure below you can see how the round caps are generated:
The uv_caps are generated with cartesian to spherical coordinate and the spherical coordinate to cartesian groups. Cartesian to spherical coordinate group has the following node tree:
Spherical coordinate to cartesian group has the next node tree:
However, even though I think I'm close now, I still can't get the right UV map. The pattern isn't matching the curve. I can't get it right, no matter what variables I turn. Some of the results:
I think it should be like this (quick photoshop draw):
This is my blend file (made in Blender 4.1 alpha but also usable in previous versions):









Umatches curves') and add some to the curve uv and end according to where the uv ends off and also scale it to it matches up with the curve uv (the radius might be useful for this)..., I think. – shmuel Jan 15 '24 at 23:16Cartesian to spherical coordinategroup instead of the position input node. This gives a nice checker texture, almost the same as my last screenshot, but again rotated 90 degrees. – EwSa Jan 21 '24 at 13:38