How best use a texture image to a large/long object Firstly from what I have seen Blender can only work with images which are square eg 512X512 or 1024 X 1024 etc. Is that correct?
I am creating objects for MSFS and my first project consists of large/long objects eg 9 metres long. It appears to me that if any texture image (all texture images I have found are taken close up to the object) is used then it either needs to be stretched to each face of the length of the object thus distorting the 'texture' on the object OR applied in (UV editing) so that multiple occurrences of the texture image are applied resulting in noticeable 'seams' between each image (unless the texture image is continuous ie the right side of the texture image matches the left side such as an image of a brick wall.
Is that correct? That there is no other method?
Just checking that my hunch is correct before completing my project.
I hope that I have described what I mean in a meaningful manner.
BTW now that I am feeling less intimidated by the Blender 'beast' I am gobsmacked by it.
Here is an example of what I mean by having multiple texture images with resulting visible seams.
Since you're using an array of planks, you have another option.

Scale your UV map so it's only using a part of the texture (no worries, the rest won't be wasted)
Use the UV Offset in the Array modifier to avoid repeating between planks
Done.

Now you're using the whole texture and also avoid repeating.