08-07-2020, 06:40 PM
I might be wrong, but...
I think this is purely texturing issue, not sim issue.
Looks like your uvw on the rope is using wrong map coordinate , and probably applied after the simulation.
It's like when you have (for example) animation on any object (box, teapot, whatever), and you animate with bend, noise, twist, or whatever, and on top of that, you place UVW map, and it doesn't look good, and if you place it, bellow the modifiers, it looks good.
Not sure for what you are using Tyspline, but if you have a copy of exact spline as the Tyflow, you can just use that spline (with it's own UVW map) with Ty Particle skin operator, and it should look correct.
I think this is purely texturing issue, not sim issue.
Looks like your uvw on the rope is using wrong map coordinate , and probably applied after the simulation.
It's like when you have (for example) animation on any object (box, teapot, whatever), and you animate with bend, noise, twist, or whatever, and on top of that, you place UVW map, and it doesn't look good, and if you place it, bellow the modifiers, it looks good.
Not sure for what you are using Tyspline, but if you have a copy of exact spline as the Tyflow, you can just use that spline (with it's own UVW map) with Ty Particle skin operator, and it should look correct.