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
STATIC SOLVE · NEURAL· PRECISION SOLVE · COLMAP SFM· 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.
Static Solve

Non-movers · fast

VGGT-CLASS FEED-FORWARD NEURAL SOLVE

A feed-forward neural solve returns a camera and point cloud in a single pass, fast enough to run while the artist is still working the shot. It reads the whole scene as rigid geometry, so it needs a camera that travels through a scene that holds still. Its speed suits previs, blocking, and on-set iteration.

Precision Solve

Static or moving subjects · hero shots

COLMAP CLASSICAL STRUCTURE FROM MOTION

A COLMAP solve reconstructs the shot from the source frames using classical structure from motion, matching features across the sequence and refining the camera and the geometry together. Depth and distance constraints, a metric scale reference, and per-shot focal length recovery feed that solve, and masked movers are excluded from it. It is built for hero shots and final work.

02 —

Working prototype.

This is past the design phase. The full pipeline runs today: footage ingest, SAM2 masking with prompt points, dual-solver execution, constraint system, point cloud review, and a one-click bake to a keyframed CineCameraActor in Sequencer.

Jump to a section · plays in this page
03 —

Start with why.

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

3 – 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.

3 – 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.

3 – 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.

3 – 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.

3 – 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.

3 – 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.

04 —

Inside the solver.

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

4 – 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.

4 – 02

Two solvers, one panel.

Two engines, each built on a different approach. Static Solve is the quick pass for scenes that hold still. Precision Solve reconstructs the shot in detail and handles static or moving subjects. The same footage, constraints, and bake button serve both, and the artist picks the engine per shot.

4 – 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.

4 – 04

Constraints over cleanup.

Depth hints, distance pairs, and a metric scale reference feed the solve directly, and the viewer shows them before you run it. Bad input gets corrected up front instead of cleaned up after.

4 – 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.

4 – 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
  • End-to-end Static Solve. Footage runs through masking, the neural solve, and point cloud review to a baked camera in a single quick pass.
  • Precision Solve core. A COLMAP solve runs end to end, with constraints and the bake wired through it.
  • SAM2 masking + review. Masks track from prompt points the artist drops, with per-object inspection tabs for review.
  • Constraint system. Depth and distance hints render in the viewer alongside a metric scale reference.
  • Reliable bake. Scale, frame range, and focal length carry through to Sequencer correctly.
  • Overlay. The plate loads behind the solved camera so the solve can be judged against the footage.
  • Four-tab review viewer. The solve, the masks, and the constraints are each reviewed before the bake.
○ In development · the last mile
  • Precision Solve hardening. Solve reliability is tested against long takes and full frame ranges, with progress reporting, cancellation, and clear failure handling in the panel.
  • Lens distortion. The artist supplies the lens once, and both engines use it the way each one needs. Precision Solve works against a matching camera model, and Static Solve gets undistorted frames. The distortion carries through to the bake, so CG lines up with the plate.
  • Compositing. Masks and the baked camera feed a Composure comp, so CG can be checked over the plate without leaving the editor.
  • Hard footage classes. The solver gets benchmark hardening on green screen, mover, handheld, gimbal, and drone plates.
  • 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.
05 —

Where it goes next.

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

5 – 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.

5 – 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.

5 – 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.

5 – 04

Object tracking.

Q4 2027

The same math that recovers a camera can recover the motion of a rigid object inside the frame. That covers the shots where something in the plate needs to carry CG rather than the camera.

5 – 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.

5 – 06

Segmentation in the neural solve.

Research · unscheduled

Static Solve reads a shot as rigid geometry, which is why it needs a scene that holds still. 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.

5 – 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. Shipping it means solving CUDA build, licensing, and redistribution questions on a plugin that has to install cleanly for everyone.

06 —

Shipping today.

The first download came in December 2024. Since then the DRKR PXLS Pro Cinematography Suite has logged 5,000+ 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.

5,000+
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
4,373
Downloads
4,262
Fab
111
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.

314
Downloads
310
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, with a published reference chart.

324
Downloads
319
Fab
5
Gumroad
5.0 ★
2 reviews
07 —

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.

08 —

What the community gets.

09 —

Milestones.