Hi Craig,
I’m not certain if you have read my last reply to this problem in your previous post/thread: The Frontal Projection is only interested in the picture frame and its space. It has no connection at all to the scene in 3D.
http://www.cineversity.com/forums/viewthread/1614/#5893
So any connection that you might get with a set up will be gone for good if you move a) the object, or b) the camera and of course c) both. So, as I do not see a Camera with a Protection Tag, I presume that it might move at one point, accidental or purposely.
Tile, is on, perhaps on purpose. But to connect the MoGraph set up with a tile, and in frontal projection seams more “trial and error” work than it supports your scene. There must be something simpler, more effective—I will look into that, but it needs some time.
In the previous post I gave you am example with the Texture space defined with a spline and the projection position of the Texture Tag moved. THIS is exactly what you need here, you could simply attache the Shader Effector to these coordinates. This is the answer to your question.
The first idea to keep going with you Frontal projection, is to stay in Front view as well. This means to take all elements of you model and place it under a null, to orientate it. Then calibrate the space to your final render resolution and combine all of that in XPresso. As an result, each change in render resolution will force you to recalibrate the scene; Or increase the set up in XPresso to take care of that…
I would go as far as to use the typical After Effects idea (as it comes from 2D, and set the left upper corner as zero for X and Y. As you set the texture space to Frontal, the Z space doesn’t really exist for this of course. Sounds a lot of work, just to keep the Frontal projection. For me the Frontal projection has that 2D feeling, it doesn’t “translate” the shape of the Neuron. So, please tell me what makes this so useful to you, that a huge set would be the consequence to adapt the rest of the scene.
My question, as I have explored in the last hour this scenario (above), this is not really working and feels like “avoiding” the real problem. In the previous thread you get a clean and stable solution, and the values for the texture space might be easily adapted to the Effector falloff. Let me know what I miss on my end here.
All the best