I started with a Wave texture and plugged the UV node hoping this would help me to get the lines following the curve without deforming, but that is not happening.
I planned to mirror the strips with some math nodes and generate the arrows.
Thank you so much. Do you think there is a way to avoid the arrow from bending and wobble? It is for an infographic, and although this seems to be the right approach, it might look a bit psychedelic.
The shader its inconsistent, and the stripes break at some points. Also, depending on the handle properties, they stretch or shrink. I am unsure if there is a command to make all handle the same length.
I leave the file here in case someone knows
how to procedurally add arrows to an extruded curve.
Well its UV based. The streching and shrinking is due to that, so you have to accept on how blender places the uvs for curves if you want to use curves. But its just that the point offsets have to be even along the curve, not the biggest problem IMO. UV based approaches will always have distortion, even if the uv mapping is adapted to the segment length. You might choose instances along the curve as @Tedri_Mark suggested but then you get overlaps in curved regions instead.
Thank you for your contribution. The whole point is to have it shader based. This is how we solved it last time when we could not do the shader option.
I would like to not deviate from the shader approach.