Unless I’m misunderstanding you, a cylinder with multiple edge loops along its axis, a Simple Deform modifier set to twist, a Curve modifier with a cane-shaped curve, and a Subsurf modifier for good measure, all of that in that order, should get you a candy cane with clean, helicoidal UVs:
This is not the only place where manual override is used. 180 deg was considered a normal/useful range you can operate easily using mouse. If that was unlimited range mouse control would not be “under control” anymore.
Polygonal modeling assumes “distorting” objects - mesh they consist of. Increase amount of polygons you modify to where distortions seem acceptable.
I am curious if you use procedural textures to map on Cylinder; while CarlG suggestion sounds easy i would also ask him to kindly explain a bit further - i’m not so good at “turning vectors” and using math and could not figure anything based on Wave or Blend.
The best way to do it for now is to use UV coordinates (use the follow active quads option in the UV menu to wrap the cylinder).
You really can’t do it with generated coords until Cycles gets code for harmonic coordinates (which would allow those coordinates to deform with the mesh). I don’t think it’s a high priority though so don’t hold your breath.
RickyBlender and Secrop, thank you both very much for your efforts!
The thing is I’m using Octane Render, and it literally doesn’t know anything about Cycles nodes - and I’m not smart enough to figure out how to translate the setup from Cycles to Octane, if possible at all.
Thank you Ace Dragon, I just tried it out and it did produce the most clean turn, I’ve seen yet - but still just a single one. I tried various Transform nodes but they didn’t do much (again, I’m using Octane, and it doesn’t recognize Cycles nodes).