simple but good camera tutorial.
http://qvolabs.com/otis_cam_proj_mp_01.html
http://boards.polycount.net/showthread.php?p=891111
general camera projection notes from DannyGuertsen.
1.) make sure maya to Motr is loaded in preferences
2.) select camera
3.) duplicate and rename to renderCam
4.) select camera -> attribute editor -> display film gate (this is based on camera aperture)
5.) lock it.
6.) Render the scene.
7.) Paint on it (Twice the res, uncompressed)
8.) Hypershade -> Create lambert -> map the texture to incadescence -> zero out all the values.
9.) Go to the render node -> 2D textures -> as projection -> filein Node -> load the painted map.
10.) Projection Node -> attribute editor -> projection type -> prespective -> camera projection, link to camera you want .
11.) Projection Node ->Effects -> filter 0.1 (important)
12.) FileinNode -> Effects -> Filter 0.1 (important)
Baking Projection on to Object UV
1.) select objects you want to bake. Rendering -> Lighting/Shading -> AssigntextureBakeSet-> Attribute Editor -> texture bake set 1 -> Color Mode -> Light&Color
2.) filename Prefix -> blahblah (important to name it)
3.) x-res, y-res up to you. Fill texture seams -> 2-6
4.) Create a directional light and set to 0. This switches the default light off. ( so that the bake will be pure color)
5.) Select the objects + the shader with the projection.
6.) When both are selected, under Lighting/Shader -> Batch bake (mentalRay)
7.) Make sure camera is set to right one and convert and close.
Live projection (no baking)
From 1 camera angle, you can duplicate it and use it from another camera angle. This way you can have a 2nd live projection. By combining these 2 projections via a layered shader, you can have more flexibility.
Then you can use lighting in the scene.