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I want to bake an unwrapped mesh using a texture image.

It seems that the only part of the mesh being baked is the part inside the UV window.

I can't scale the UV's down because the texture will be too large for the final object.

It's a table made of wood planks - if I scale the UV's down, they're going to look huge.

Can I scale the image instead of the UV's, or is there a setting to allow baking outside the UV window with a repeated texture?

It's an 8k image.

Here's the result of my diffuse bake:

enter image description here

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    $\begingroup$ "It seems that the only part of the mesh being baked is the part inside the UV window." Correct. You can either bake from one UV map to another one where UVs will be packed into 0-1 space or use tileable textures and avoid baking at all. $\endgroup$ – Mr Zak Oct 4 '19 at 13:31
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You can scale the image inside the Shader editor with the Mapping node, just make this setup: enter image description here

Make sure you change X and Y scale together, so you don't stretch your texture one way and not the other.

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