How to map a texture at real-world scale

The idea in one line: set your mapping so that one repetition of the image covers exactly its measured size in the real world. Do that once per material and every brick, plank and tile lands at architectural scale — no guessing, no drifting between views. Every texture on 360into publishes that measured size; here is how to use it.

Blender

Open the texture page and note “Size (one repetition)” — say 200 × 200 cm (2 × 2 m). With a standard Image Texture → Mapping node setup and UVs unwrapped in metres (1 UV unit = 1 m), set the Mapping node’s Scale X and Y to 1 / repeat-in-metres. For the 2 m example that is 0.5, which tiles the image every 2 metres.

If your UVs are not in metres, the same logic applies relative to whatever your UV unit is: scale = (UV units covered by one tile)⁻¹. Keeping UVs at 1 unit = 1 m makes every material read directly from the page.

3ds Max, V-Ray and Corona

Enable Real-World Map Size on the Bitmap and enter the repetition in millimetres — 2000 × 2000 for the same example. V-Ray and Corona read the same bitmap setting, so the material stays correct across renderers.

Game engines and other tools

In engines that tile UVs by world unit (Unreal works in centimetres), set the texture-coordinate scale so one tile covers the measured size — for a 200 cm repeat that is one repetition per 200 cm of surface. The principle is always the same: one tile = the number on the texture page.

To avoid setting these by hand, the public JSON API exposes world_size.width_mm and height_mm for every texture — a small script can drive a scale-setting tool or import preset. See the API documentation.

Sanity check in ten seconds

Find something with a known size in the pattern — bricks per course, plank width, tile format — and count it across a 2 m span in your viewport. If the count matches the sizes reference, your mapping is right.

Browse by material

Brick Stone Wood Metal Concrete Plaster Tiles Acoustic & technical fabric

Frequently asked questions

What does “200 × 200 cm repetition” actually mean?

The pattern repeats every 2 metres in the real world. Mapping one repetition to 2 m of surface puts everything in the texture at its true size.

Does the image resolution change the scale?

No — resolution is how sharp the texture is; repetition size is how large it is. A 1K and a 4K version of the same texture map at the same physical size.

What if the texture shows the 200 cm default?

It means the measurement was not confident. Use it as a sane default, or override with your own reference — the mapping recipe stays the same.

Can I automate this across many textures?

Yes — world_size is in the public JSON API for every texture; read it and set your mapping scale programmatically.

Keep reading

Cladding sizes reference → Brick cladding → Wood cladding →