● Pro Cinematography Suite© 2026 DRKR PXLS, LLC
Project · Pro CamSolve / Tools for the 3D community / DRKR PXLS · Darker Pixels LLC

Footage in.
Camera out.

Pro CamSolve puts professional camera solving inside the Unreal Editor. Footage goes in, and a tracked CineCameraActor lands in Sequencer.

▶
Footage to solved camera, start to finish.
A fifteen second run through the whole pipeline, on a loop.
BAKED CINECAMERAACTOR/ SEQUENCER/ COMPOSURE COMP OVER PLATE
FIVE SOLVERS· ONE PER FOOTAGE TYPE· UE 5.6 – 5.9· FAB MARKETPLACE
01 —

The round trip.

Every filmmaker compositing live footage with Unreal needs a solved camera. Today that usually means leaving the engine, solving in a separate application, and carrying the result back in. Plenty of filmmakers make that work, and they find good ways to do it. I want to make it unnecessary. Camera solving should live inside the editor, next to the shot it serves, for anyone who wants it there.

THE ROUND TRIP TODAY OUTSIDE UNREAL FOOTAGE MATCHMOVE APP FBX EXPORT IMPORT SCALE + ORIENT SHOT HAND-OFF HAND-OFF Each hand-off carries export settings and coordinate conventions, and each one is a place for scale or orientation to drift.
● THE PRO CAMSOLVE PATH INSIDE THE UNREAL EDITOR FOOTAGE MASK + SOLVE REVIEW + CONSTRAIN CINECAMERAACTOR IN SEQUENCER Masking, solving, scaling, and baking happen in one panel, in one session, without leaving the editor.
02 —

Five solvers.

A solver is the engine that recovers the camera’s path. Each one is a specialist, built for a specific kind of footage.

2D Track
Everyday shots with real camera travel

Follows points frame to frame, then solves with bundle adjustment. Fast and forgiving on low-texture and repetitive footage. The panel default.

Precision
Hero shots · holdout geometry

COLMAP structure from motion measures the scene into a dense, metric point cloud. Slower, and the most exact. Masked movers are excluded from the solve.

Static
Footage too thin to track

A VGGT-class neural solve reads camera and depth straight from the frames, for low-texture or soft footage that feature tracking can't grip. Needs a scene without movers.

Nodal
Tripod pans and tilts

The camera turns but doesn't travel, so the solve recovers rotation only. The real focal length is the number that matters.

Locked-off
Camera on sticks

Confirms the shot is truly locked, then holds one camera across every frame. If it finds real motion, it points to the right solver instead.

✱ Analyze Footage

The tool reads the shot before you pick.

Before anything runs, Analyze Footage samples the clip and asks two questions: how does the camera move, and is anything in frame moving on its own? It recommends the solver that fits and sets masking to match: ON for movers and OFF for clean static shots. The artist can always override it.

03 —

Working prototype.

This is past the design phase. The full pipeline runs today: footage ingest, shot analysis that recommends a solver, lens calibration and distortion correction, SAM2 masking with prompt points, five solvers, a constraint system, point cloud review, and a one-click bake to a keyframed CineCameraActor in Sequencer.

Jump to a section · plays in this page
04 —

Start with why.

A solved camera is the hinge between footage and everything built in the engine. These are the jobs it unlocks.

4 – 01

Set extension.

A location is shot practically and the world continues past the edge of the set. The solved camera holds the extension in place across the move, so the join stays put.

4 – 02

CG into a live plate.

A creature, a vehicle, or a product needs to sit in footage that was shot handheld or on a dolly. The plate becomes a camera in the scene, and the element renders through it.

4 – 03

Previs and postvis.

Scout footage becomes a working camera in minutes. A director can block a sequence against real geometry before the crew is called, and cut postvis against the plate the same day.

4 – 04

Layout from a walkthrough.

A phone walkthrough of a location returns a camera path and a point cloud. That cloud becomes the reference an artist builds the set against, at the right scale.

4 – 05

Short-form and commercial work.

Music videos, spots, and social pieces run on schedules that do not accommodate a separate matchmove pass. Solving next to the shot keeps the work inside one session.

4 – 06

Teaching matchmove.

Students learn the concepts without a second application or a second license. The panel exposes constraints, scale, and focal length as things to reason about rather than settings to inherit.

05 —

Inside the solver.

Six principles drive the architecture. Each one removes a reason to leave the engine.

5 – 01

In-engine, always.

The panel, the solve, the review, and the bake live inside the Unreal Editor. A Python sidecar runs the heavy math out-of-process, so the editor never gets blocked.

5 – 02

Five solvers, one panel.

All five solvers live in the same panel. Choosing one changes which controls the panel shows, and nothing else: the same footage, calibration, and bake button serve every solver.

5 – 03

Mask before math.

SAM2 segmentation removes moving subjects before the solve runs, from prompt points the artist drops on the footage. Movers stop poisoning the track. Masking stays off on clean static shots, because masking a scene where nothing moves starves the solver.

5 – 04

Real-world scale.

A solve recovers the shape of the camera’s motion, not its size. One real measurement fixes that: pick two points in the viewer, enter the distance between them, and the whole scene snaps to metric. Fit Floor then levels the scene and sets it on the ground, so CG stands on the real floor.

5 – 05

Bake, don't export.

Output is a keyframed CineCameraActor in Sequencer with correct scale, frame range, and focal length. Optionally, you may export an FBX through Sequencer for any other DCC.

5 – 06

Lands the right way up.

Solvers and Unreal describe space differently, so a camera brought across can arrive mirrored or facing the wrong way. The conversion is handled in the plugin, and the baked camera matches the plate without hand correction.

Clip 01 · loop
Solver panel, one workflow from ingest to bake
Clip 02 · loop
Review viewer, tracked features across the plate
Clip 03 · loop
Baked CineCameraActor in Sequencer, composited over the plate
● Works today · running in UE 5.6
  • ✓Five solvers, end to end. 2D Track, Precision, Static, Nodal, and Locked-off each run from ingest to a baked camera.
  • ✓Analyze Footage. Samples the clip before the solve, recommends a solver, and turns masking on only when something in frame moves.
  • ✓Lens distortion in. Precision models the lens inside the solve, and 2D Track straightens its tracked points from a lens profile. The lens data stays with the solve for the trip back out.
  • ✓SAM2 masking + review. Masks track from prompt points the artist drops, with per-object inspection tabs for review.
  • ✓Constraint system. Depth and distance hints appear in the viewer alongside a metric scale reference. They are most useful with Precision and 2D Track, where the solve has reliable tracked points to work with.
  • ✓Reliable bake. Scale, frame range, and focal length carry through to Sequencer correctly.
  • ✓Solve Quality, read per solver. Coverage, reprojection error, and flagged frames, interpreted for each engine.
  • ✓Overlay + Fit Floor. The plate loads in front of the baked camera to judge the solve, and Fit Floor levels the scene and sets it on the ground.
  • ✓Four-tab review viewer. The solve, the masks, and the constraints are each reviewed before the bake.
○ In development · the last mile
  • →Footage testing, all five solvers. Each solver is tested rigorously on real footage of the kind it is built for, and on the shots that break solves: green screen, movers, handheld, gimbal, drone, low texture, rolling shutter, and long takes. Analyze Footage’s recommendations are checked against the same library.
  • →Solver hardening. Long takes and full frame ranges run reliably on every solver, with progress reporting, cancellation, and clear failure handling in the panel.
  • →Lens distortion, the full round trip. Nodal, Locked-off, and Static get the same lens input. On the way out, CG is bent back to match the original plate inside the Unreal composite, and ST maps export for Nuke, Fusion, and After Effects.
  • →Compositing. In 5.6, swap-in template setups put CG over the plate with a basic shadow. In 5.7 and 5.8, compositing moves to native depth-based methods and shadow catching.
  • →UE 5.7, 5.8, and 5.9 builds. Each version gets a full port, a QA matrix, and packaging beyond the 5.6 prototype.
  • →Fab compliance + launch. Marketplace review passes, documentation, a sample project, and a tutorial series carry it to release.
06 —

Where it goes next.

These are the directions the tool grows after launch. The last two follow the research.

6 – 01

Pipeline integration.

Q2 2027

Exposing solve and bake parameters to Blueprints, and making solved takes available through Take Recorder, lets studios script the tool into their own workflows rather than driving it by hand.

6 – 02

Pro Mask, as its own plugin.

Q2 2027

The masking work inside Pro CamSolve is useful well beyond solving, and it already runs in 5.6. Pro Mask takes it out as its own plugin across the supported engine versions, built to work with Composure so masks generated in the editor can drive compositing directly.

6 – 03

Mesh reconstruction.

Q3 2027

A point cloud tells an artist where the world is, but nothing snaps to it. Turning the solved cloud into geometry gives set extensions a surface to sit on, shadows something to fall across, and CG a place to be positioned against rather than eyeballed. Precision Solve already produces the data this needs.

6 – 04

Object tracking.

Q4 2027

A camera solve tracks points on a world that holds still to work out how the camera moved. Object tracking flips that around. Mask everything except one rigid object, like a car, a prop, or a phone, and track points only on it. Solving those points gives the object’s motion, and pairing it with the camera solve places that motion in the scene. CG can then ride on the object: a new body on a car, a display on a screen, damage on a prop.

6 – 05

Batch solving.

Q4 2027

A sequence is rarely one shot. Queuing a folder of takes to solve unattended turns an afternoon of supervised runs into an overnight job.

6 – 06

Segmentation in the neural solve.

Research · unscheduled

Static Solve reads a shot as rigid geometry, which is why it needs a scene without movers. Feeding segmentation into the neural solve is the path to running it on shots with movers in them. This one follows the research, and the pace is set by what the open model landscape supports.

6 – 07

COLMAP GPU Acceleration.

Research · unscheduled

COLMAP can use CUDA for feature matching and dense reconstruction. A GPU-enabled path would cut Precision Solve runtimes on the RTX hardware most Unreal artists already own. The path is clear: a CUDA build that installs as cleanly as the CPU version does today, with licensing and redistribution sorted once for every release after it.

07 —

Shipping today.

The first download came in December 2024. Since then the DRKR PXLS Pro Cinematography Suite has logged 5,100+ downloads across two storefronts, and Pro CamSolve is the next tool to join it. Pro CamSolve joins a product line that already has paying customers and will keep growing.

5,100+
Downloads · Fab + Gumroad
33+
Countries reached across storefronts
3
Plugins live on Fab · 18+ months
4
Engine versions · 5.6–5.9
Camera Composition Overlays product card
✱ Live on Fab · Free

Camera Composition Overlays.

UE 5.2–5.8 · Post-process material · Free entry point to the suite

This free composition toolset introduces filmmakers to the suite with in-viewport framing guides at zero cost. Downloads here become Pro buyers.

↗ Featured on 80 Level, December 2024
4,451
Downloads
4,336
Fab
115
Gumroad
5.0 ★
11 reviews
Pro Composition Overlays V2 product card
✱ Live on Fab · Suite No. 1

Pro Composition Overlays.

UE 5.6 / 5.7 / 5.8 · Framing & composition toolset

This is the professional framing toolset for cinematographers working in-engine, with composition guides, custom grids, and a shared suite toolbar. It has been maintained through three engine cycles with active buyer support.

321
Downloads
317
Fab
4
Gumroad
5.0 ★
2 reviews
Pro Filmbacks and Crops product card
✱ Live on Fab · Suite No. 2

Pro Filmbacks & Crops.

UE 5.6 / 5.7 / 5.8 · 36 full-sensor formats · 70+ cinema cameras mapped

This plugin applies industry-standard filmback presets and cinema & social crops in one click. The formats are spec-accurate and mapped to the cameras working DPs shoot on, with a published reference chart.

337
Downloads
332
Fab
5
Gumroad
5.0 ★
2 reviews
08 —

Engineer first, filmmaker always.

Akintayo Adewole

My name is Akintayo Adewole. I trained as a mechanical engineer at Northwestern, then spent twenty years designing audio-visual systems for high-stakes rooms, including the UN's North Lawn Conference Building. I have spent fifteen years behind cameras and twenty composing and producing music.

Unreal Engine is where all of it converges. I'm currently Cinematographer / Technical Director at OVFX Animation Studios on an Unreal-built animated feature, an Unreal Authorized Instructor (Look Development), an Epic Games Animation Fellowship alum, and a Real-Time 3D mentor and course author at CG Spectrum, where I wrote the Virtual Camera Workflows specialization.

DRKR PXLS is the studio I founded in 2020, in part to build the tools I kept wishing existed on set. Pro CamSolve fills a gap I kept running into, so I went after it.

✱B.S. Mechanical Engineering · Northwestern   ✱M.S. Information Systems · NJIT
✱Unreal Authorized Instructor   ✱Epic Animation Fellowship   ✱Darker Pixels LLC · est. 2020 · Baltimore // DC

A tutorial series and documentation ship alongside the tool. Here is how I present and teach on camera today.

09 —

What the community gets.

10 —

Milestones.