Thanks sozap
Perfect / Amazing !
Then I’m using a complex node setup to get the UV right (without the bad uv connection between 0 & 1)
I found it here : https://blenderartists.org/t/curve-to-mesh-with-uvs-node-group-for-blender-3-0-geometry-nodes/1362714
But this setup splits the caps to separete mesh, but I would like to keed the caps attached to the cylenders.
Do you know a way to do that ?
Thanks for your help