Controlling Texture Projection cut-off angle on a mesh?

I’m doing some texture projection onto a loose matte-painting model I’ve made, and I’m noticing that there seems to be a cutoff to the projection texture according to the facing angle of the geometry relative to the projection camera, as seen in this picture:

I assume this is to prevent texture smearing, but is there a way to control this value so I can have the textures project all the way even at very shallow angles?

Thanks!

Hi Akin,

is it possible that it isn’t the angle of the cameras but rather the size of the triangles? There is a “large triangle removal threshold” which tells RC to not texture triangles larger than X times the average size…

I’ve double checked that it’s not related to triangle size - it definitely seems to be according to mesh angle relative to projection camera.  Could any devs chime in on this?  Still looking for a solution to override this behavior.

Bump.  Still cant find a solution, is there anything I can do?

Ran into this problem once more - is there any setting I can change to override this default behavior?

I bump with you. It doesn’t seem impossible to answer that question.

Have you tried any external reprojection tool though?

Akin, were you able to get this figured out? I am having a similar issue.

Unfortunately not.  Doesn’t seem to be possible currently.  Maybe the devs could chime in?