It would be nice if you could attach a screen of your shader tree, as indeed we could be talking about different things.
So 1 triplanar per input map is fine even if you have multiple triplanars feeding into the final node in the branch, you can control them all separately.
Any bitmaps that have 2 triplanars affecting them will render the same if you remove all but the one closest to the material.
The first image is just a few combinations.
The second image is showing the difference between having multiple upstream triplanars feeding into a map vs just one at the end.
Hi,
In the second image, you are creating two different textures, with two different mappings - the left material has only checker triplanared, the rest are using existing UVMapping, on the right all maps are being triplanared.
If you simply use one checker with multiple triplanars, you will see that only the first triplanar is taken into account, the closest to the textmap.
In the attached "1x1mPlane.jpg" there is a 1x1m plane, first triplanar is 25cm, the second triplanar is 100cm. You can see that only the closest/first triplanar is being considered.
Now check the other images:
In "RedGradient.jpg" the red gradient goes through the 100cm triplanar, it is the closest to it - 1 round gradient is seen on 1x1m plane.
In "RedGradient2.jpg" the 100cm triplanar size is set to 30cm, and you can see that the checker is the same, but red gradient is tiled ~3 times, because 30cm triplanar is the closest to it.
You should use UVWRandomizer before Triplanar.
If there are multiple triplanars in the chain, only the triplanar closest to the textmap will be considered.
Hope this helps.