Hi Marc,
Thanks for the files, that gave me some input, and I will address this below.
What I got so far, based on your scene files and the idea of having an image at start and end that has no holes in it.
If you take cubes, you will always see something from the other file, except the camera is nearly placed at infinity.
Camera mapping uses the “original” geometry to un-distort the perspective “drawing” of the surface. This is not a given with “particles randomly in space.
The undistorted result allows for a specific camera move. On the other hand, particles (polygons) in space must use the camera’s absolute same position and the projection camera to match and create the illusion. Those do not “un-distort the perspective, and if the camera doesn’t match in position, then the effect is gone. No exception. However, the field of view and the rotation (to a small degree) can be adjusted.
To get a fill covered result on start and end, you need to work with polygons (cards) that align them to the other camera, so they become invisible on either the start or the end position.
Here is an example. I used the Current State To Object [CSTO] function and then selected all Children while deselecting the Parent. Then Merge and Delete: I got a “cloud” of Polygons. (The Target Effector must be below the Random!) After the CSTO, the Cloners are not needed anymore. So the scene is fast.
It needs more clones to provide a hole-free projection-“screen”, but I am sure the small example shows the effect.
(Two notes: If you need cubes, I would suggest sorting them, so the sides will get what you need. But that would be a more complex setup.
I have not set them up as RS camera map nodes, as not everyone has here Redshift 3D, but I tested it and it works.)
Example
https://www.amazon.com/clouddrive/share/8cFw5aMI9Q6dBvlS1xvGomYoE4GHMB3quypyBcwDalr
My best wishes for your project
P.S.: the clip shows “Seeing Hidden Opportunities.” at one point. That is when the camera and the projection camera have the same position.
The Projection Camera can be baked into a UV tag, not needed, but often more comfortable to transfer among apps and renders.