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Camera Projection Not Lining Up with Geometry


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Hey everyone, I've got a new issue that I'm hoping someone has run into before. I've been projecting illustrations I have onto geometry in my scene, and it had been working fine. I put that part of the project off for a while to finalize my RSL shaders, and when I went back to projecting into my final scenes, I've had a lot of inconsistency with the projection vs. where it lands onto the geometry. The image below is an example of one of my scenes. You can see that the tree appears twice, and is offset on the actual geometry of the tree. There is tiling as well. However, the image that I am projecting was painted from that exact position.

MwBve.jpg

I animated my scenes in Maya, exported obj's and cameras as FBX's into Houdini. To create the matte paintings I took a frame render from the camera, took that into Photoshop and painted over it, and used that image as my projection image. The geometry has a UV texture node with Perspective from Camera, and a constant shader with the matte painting as the color map. The Focal Point and Aperture are the exact same from the Maya camera and FBX camera I imported into Houdini. The scene has a static camera with no keys on it. Is there another method of projecting that I should look into? I've done a lot of searching online on how it's done in Houdini, and I thought I was doing it right. In other scenes I layer projections using a layered node, a layered shader and calling on multiple UV spaces. I friend of mine ran into a similar issue, and had exported her camera into Nuke, and then re-expored an FBX of that camera back into Houdini and it worked. I tried the same and it didn't work :(. Any suggestions would be greatly appreciated. I feel like it's camera related, but I'm not sure.

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