Texture mapping size: Relative or Absolute? Real sized textures?

Hello!

As far as I understand, when Mapping in Blender (without the unwrap system) the sizeX, sizeY and sizeZ settings control the number the texture repeats across the mesh.
As I am doing architectural models, and use images with very specific sizes (like stone, tiles, bricks), I would like to know how can I tell Blender that my texture should measure 1.00 x 1.20 blender units and it repeats. (and then I would adjust its position using the ofsX, ofsY and ofsZ settings.

Thank you!

(I am sorry to be reposting this message, but I seem to have posted in the wrong group before)

I think you should try different values depending on your model.

That is exactly what I do not want to do. My work requires very precise measures, and computers were made to be precise.
Every 3D package I know enables the user to specify the exact measure of the texture that is going to be repeated afterwards. I just want to be sure that this is (or not) possible within blender.
I keep believing it must be possible, but I can’t realize how to do it!

Please, help?

I have never heard of a way of creating exact size textures. You want to be precise, but…I don’t know. Not very helpful…

I plea for somebody’s help! :wink:

“Textures scale along with the object. If you scale an object larger, the image or procedural texture is scaled up as well. To make more patterns of the texture repeat across the surface, either increase the image repeat value (if an image) or increase the SizeXYZ values in the Map Input panel. This can be a pain if you have a texture such as a brick, and you make the wall longer; the bricks will stretch out. You can either use a procedural plug-in texture that figures out the repeats for you, or get out the calculator and divide the “true” texture size by the actual wall size to determine how many repeats there should be.”

This is read in the blender manual in the blender.org website.
I know blender was developed towards animation, but this is a big lack in blender’s interface! Oh my.
Does anybody think thre could be a script that would pick the object size, make the division accordingly to the user requested final texture size, and then change the texture size values? Architects all over the world using blnder would be so happy with something like this…

(The approach I thought of using is to use an Empty with 1 unit size (scale 0.5?) and reference all Map input to that object, and in each material, use the inverse number for its size. Any more hints?)

I think you need to use standard sized wall panels, like 4x8, and then the mapping size will remain the same, since the faces are the same size. Simply repeat these panels as many times as you need them.

Lately I’ve been using the t-key alot. It gives a menu where you can choose to either translate or scale the texture space of the selected object. Scaling the texture space of an object is much easier than trying to get the texture/material settings right. When you need a pattern tiled over the ground, for instance, it is much easier to scale the texture coords back down to a 1x1 cube than it is to find how many x and y tiles it takes to fill your ground plane :wink:

kitsu, I think your method goes in the right direction. But tell me: How do you check the size of the texture you are scaling? The textured and shaded mode ever worked right for me, I seen to textures. I always have to open the little Preview Panel. How do you check the size you got after changing the texture space?