sounds like a plan ...
* * *
i started by my old script that just projects each selected object and then scatters the uvs so every part looks a little different in a rendering. no more repeating tiles into the depth of perspective.
ideas i had then:
calculate the area of the selected face in UV-space, calculate the area in real space (problem: works only after a proportional projection) and then scale the face based on the u-direction to the entered representing lenght in u direction (2 m or whatever).
actually each face must be run thru to get the material, check which amount of cvs it has, calculate the area, ..., to have it work
the remaining problem of course is that non-projected faces wouldn't work, so i gave up cos i have no more time left to play.
* * *
i also thought about scripting something that reminds old texture's names and their entered dimension and can recall this, as the format and resolution in Your suite.
* * *
[[
what also stays open after the uv-scale is corrected, is where the teture should be placed (starting tiles). i'm currently working with a gabiones facade in my diploma project (
http://www.maxwellrender.com/forum/view ... hp?t=22559 ) where i chose to model the facade first with the correct proportions with just an added stone material, then duplicate the stones, offset the faces 1cm and add a wire material.
of course, then, the wire material which should have 10x10 cm holes is not yet placed correctly and has to be moved to fit the geometry...
of course it looks horrible when the wires are placed randomly...
]]
* * *
i'd be honored to help !