How to stop shaders from stretching with the scaled surface of an object?
This has been driving me nuts. I have tried to figure it out on my own, but this is where my amateur knowledge is hitting a dead end.
Let's say I have a huge primative object cube, and I want to apply a wood grain shader to it. If I scale a cube to make it the size I need for my scene, the shader scales with it by default and ends up looking all stretched out and poor fidelity. I just want the ability huge cube that has the shader at it's default and much better looking resolution.
Is there a way to do this? I feel like it should just be a toggle, since the shaders are meant to loop already. I just can't figure out what the term for it is to even trouble shoot it. I need help! :'(
Also, while I've got you guys here. If you make a cube primative object, what is the easiest way to apply a different shader to each separate wall instead of a shader just automatically being applied to the entire cube? I am sure there has to be a simple method for doing this too, but again, I wouldn't even know what terms to seach for.
Thanks for your help, anyone. :)

Comments
tiling may help the first, the other can be done with the geometry editor and creating new face groups and or surfaces but you are stuck with DAZ studios default UV mapping so each face only 1/6 of the texture map on a cube for example.
In Iray, you could use Iray Decals, and make one decal per surface projecting from that direction.
If the shader you are using supports "tiling" (not all do) then that is probably your best solution for the question you asked. HOWEVER, in general, one cannot stop the stretching of a bitmapped texture as the model it is applied to is scaled up. If tiling is not an option due to shader limitations or surface limitations (iris textures for instance) then the texture will stretch as the size grows. Using the iris example: If you create a "Uber Giant Female figure" that is attacking Tokyo and zoom in on her eyes to show her rage at being betrayed by her high-school sweetheart then you will see the stretching of the texture. Other techniques would be necessary to resolve this problem (and there are a great many).
Kendall
Just do not rescale the primitives with different x, y or z aspect ratio. If you need such object, use cylinder primitive with 4 sides, instead.
It is always better to create the primitive with the dimensions, you need in your scene, and not change the scale afterwards.
I am confused a bit then, because if I make a cube that is 10x10 meters, and apply a wood grain shader, it balloons the texture of the shader to be huge, only a couple piece of wood tall for a 10m cube (with no scaling applied), instead of having the default size. Would the cilinder using for sides make the difference?
Also, on the topic of "tiling". How do I determine if a shader supports tiling? Is there a toggle or an option within the Iray surfaces tab, or is there something a little more complex? How are you able to tell? In addition, how do you enable tiling in the first place? I am just kind of poking and proding the options slowly to figure out how to use DAZ, and I was not able to figure out tiling based on this approach. It's been a couple years of fiddling at this point, but there is still a lot of fiddly stuff that I have no idea about. In particular, not knowing the terms is really hindering my ability to research them.
If you all know of any tutorial or articles that already explain this stuff, I'd be happy to read
The Iray Uber base shader supports tiling, so any preset for it supports tiling, too.
There is a 'master' tiling option...scroll down through the various parameters (a surface with the Iray base on it) and near the bottom of the list, you'll find the Vertical and Horizontal tiling options. Also, there are individual tiling options for each image map slot, in the Iray shader.
Most of the usual 3Delight shaders also have a tiling option...but it is for all the maps used.