i just found myself with this problem. Since i couldn’t find any other way to do this i had to do what Modron was saying about extending the points of the UV texture beyond the size of the image. The problem is you have to do this for each individual face, unless you have a bunch of faces with the same size, even then you’ll need to make sure that your faces have the same orientation. After that, i had to make a decision on the size of my texture. So i made a texture in the 512x512 image file which i decided would be 2x2 feet. After that, for each face i had to look at the size of the face and then decide what the coordinates should be. for instance if i had a face that was 4x4 feet then my uv square would have to be 1024x1024. And you can just key that in to the number properties. The problem with this method is that Blender will only allow up to 10 tiles. So in my case, the maximum number i could use was 5120, which means i couldn’t have any face with a side that’s longer than 20 feet. I know it’s been a while since the original post, but i hope this can help somebody.