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How can I add a material to a Bezier curve like you would in a regular mesh, in Cycles?

enter image description here

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    $\begingroup$ Do you mean to a part of a curve, or just to the whole object? $\endgroup$ Jan 9, 2015 at 17:42
  • $\begingroup$ The whole object :) the circle was meant to show the 'geometry' $\endgroup$
    – beavoru
    Jan 9, 2015 at 17:59

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Adding a material to a curve is actually very simple :). enter image description here

Adding the Image Texture, which is correctly UV mapped is much harder. If it is an object which won't be visible well in render (a background element for example) you may use this kind of node setup. The texture distortion wouldn't be much visible... enter image description here

But the seams would. enter image description here

You may try to blur them a little increasing the Blend factor in Image Texture Node. enter image description here

If you don't want to have the seams visible, the only way is to use Convert to mesh from Curve option (ALT+C), then unwrap the mesh and use the UV Coordinates in Texture Coordinate Node. Next paint over the seams in Texture Paint Mode. enter image description here

As @NoviceInDisguise said, you may always try to use Procedural Texture and use the Generated Coordinates.

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This is not possible in standard workflow as far as UV maps go (Maybe some Python geek can figure something out). However, generated UV's work very well. That means any procedural material will work on them properly. You will need to convert to meshes and unwrap them to use image textures.

enter image description here

Or with a circular bevel on a curve:

enter image description here

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