What size texture are you baking to? I've seen people suggest that there's not much point in working with 9 million polygons for a planar surface if the texture only has 1-4 million pixels (and again).
It's been a while, but I'm pretty sure the tint function only worked per material, not per pixel. You'd need to assign different materials to the parts of the model you want to tint different colours.
Kalilak11 Thank you! I plan to make it more irregular by changing some parts and also plan to add the remains of sails. Sorry for the pixelated render, I'll make a better one next time.
you'll need to be a bit more specific about what you want to do really. The input parameter functions work the same as pixel processor and fx-map functions so it'll all be familiar.
I'm still studying this software, but if you select that particular layer that has transparency in the "layers" palette, and then go to the menu bar > layers > export > color, you'll get a psd with transparent pixels. Hope this helps.
Check the min spec for max and make sure you meet or exceed it. I think it requires a card that has vertex and pixel shader 3.0 capability, if you are on a laptop there is a good chance it is under powered.
it could happen on some parts of the mesh that are mirrored or duplicated and on which the position map which drives the triplanar can't give you the right value since one pixel shares multiple positions in space.
The same way Dali could paint it. Just because you're conveying it digitally doesn't mean you can't make it irrational. Visual and temporal irrationality can be conveyed just fine through pixels.
Also consider 2560x1440 30" panels. They provide a pixel count between the ultra-wide 4k and a 1440p 27" sizes- I find hte closer to square aspect ratio is more useful for modeling.
Awesome, this works perfectly. I was having trouble at first getting my polyPlane to actually frame to the canvas at first. It was leaving a pixel gap or so on one of the sides but I somehow got it to work. Thanks!