I have a cyclic bezier path setup with a bevel applied, and “use UV” checked for mapping. Problem is, there’s this seam I’m having some trouble getting rid of while using a procedural texture. I want to animate the texture going around by using the X location setting on vector mapping (presuming it’s actually driving U), but the seam interferes with the effect I’m trying to achieve.
Usually I’m clever enough to figure it out, but this time has me stumped.
Any ideas on how to get rid of that texture seam while still using a procedural texture?