By scale I mean for example making smaller bricks or a bit squeezed/stretched ones for clamped brick wall material. So yes scale in UV space. in all involved patterns and noises in sync. Otherwise you mess the nature of details. It looks totally different , never same realistic if you scale just X Y in brick input pattern…
I meant not a specific mesh but rather specific texel size . But doing everything in perfectly, exactly same texel size , no clamped anything like painted lines on asphalt or curbings which we always do clamped to somewhat different width and tiling distance due to actual features scale , is a huge waste of texture space…