I can at least explain the problem properly now so that's something and it seems to matter what trickery I throw at it with my knowledge it's become too much of a pain and I'm wondering about trying other methods now I have more experience with this one unless there's something obvious I'm missing.
People may remember my slight mega thread on the topic of creating some kind of blended influence ring and the method I've been given does 'work' but unfortunately using a quad, mixed with a viewport as well as a second camera as made it so that almost everything about these influence rings has gone wrong. The main thing being the actual positioning and scale of the rings is completely out of whack and I've run out of ideas to throw at the problem.
Here's the general setup I have so far.


And this is just to show how out of whack the position and scale gets. I thought about multiple things like moving the quad closer to the camera or increasing the scale but of course this just exaggerated the problem.


Does anyone have any ideas on how to deal with this? I guess the main thing would be being able to keep the transforms of the cylinders the same without the viewport interfering with it so I can still keep that multiply blending effect.
I mean the most immediate idea is if I could have the multiply blending without the viewport, but unless somebody knows a magical method I'm a bit stuck at the moment.