Hello! You can try to use those. The idea is to keep length as scale invariant, so in simple case you can use (ScaleX + ScaleY)/2 for U and ScaleZ for V (just think about perimeter!). However, you should prepare your textures in special way to make it perfect. If for different models you have got different orientation on UV, then nothing can be done because of data scatter. Anyway, the more quality you want for auto tiling - more constraints and rules you will need to follow for you models UVs…
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