Mesh normals are invalid substance painter. I'm working more and more with one sided / plane objects in blender but I'm running into an issue where substance painter will show only one side of the normals. Mesh normals are invalid substance painter

 
 I'm working more and more with one sided / plane objects in blender but I'm running into an issue where substance painter will show only one side of the normalsMesh normals are invalid substance painter  Map Type

Make sure you selected the correct channel before switching the blending mode. So when i make a fill layer and projected the normal from there it looks distorted and weird. Now, simply paint over the areas of your model that. Missing seams on hard edges. #2. Mesh appears pink in the viewport. Basically, the resolution of your texture isn't high enough to accurately represent the gradients needed to compensate for the smoothing. Whenever I attempt to bake the high poly model onto my low poly. 2_Homemade face mask3. This. If all this didn't work, combining the polys and exporting in FBX format will work for sure. You can disable this by going to the normal factor setting on the leaks brush and setting it to zero. Unable to compute normals because some triangles were to small on high poly part. Here are some things I've tried, unsuccessfully, to fix this: unlocking the normals in Maya, averaging them, setting them to face, etc. fbx. Auto-suggest helps you quickly narrow down your search results by suggesting possible matches as you type. How to solve these baking problems in substance:[Scene 3D] [GenVertexNormals] : unable to compute normals because some triangles were too small in mesh[Bakin. Edges can be seen in both the 2D and 3D view. Add to Cart. Hope this helps. My loading mesh callback just does a print right now of the value, in. When loading a normal into the current tool of fill layer, this one can appear incorrect if it's an OpenGL normal map. Normal map for Cymourai default mesh. On the Reset Transform rollout, click Reset Selected. Here are some things I've tried, unsuccessfully, to fix this: unlocking the normals in Maya, averaging them, setting them to face, etc. Solution. For example, baking can provide information. Use unselected mesh parts of the mesh to bake the ambient occlusion map. Hello! I'm experienced with Maya and other 3d programs but am fairly new to using Substance. Many filters and materials adapt to the geometry of a 3D mesh by looking at these baked textures. Select all verts (entire mesh). bake and render in the same. exporting as an obj and then re-importing into a fresh Maya. The Resources Updater plugin allow to browse resources present in the currently opened project. I've been trying to bake my normals but I always get these messages: - [Scene 3D] bad allocation - [Scene 3D] Failed to load 3D scene. It is similar to the well-known "Overlay" method from other 2D image editing software, but does work slightly different internally (three options). Adjusts the contrast of the highlighting for both Convex and Concave. exporting as an obj and then re-importing into a fresh Maya scene. Meshes exported from zBrush will be always faceted and should be cleaned up in. 1 Correct answer. Whilst doing some test bakes of a model I've made in Substance Painter, the program has been constantly complaining about the bitangents being invalid and needing to be recomputed. I'm encountering an issue I can't seem to find any documentation on: when I import certain meshes into Painter, it tells me: and then reimport it seems fine too. In Substance 3D Painter, all Shape Samplers called “Mesh” and of “ShapeType” “MESH”, will be overridden with the mesh used in Substance 3D Painter. It should work correctly then. Path to the input normal texture that will be used during the computation to add details. A decent amount of memory (RAM) will allow to load meshes. Mesh parts bleed between each other. Rats nests can cause this. txt files and config. The files are characters I've made. Tangent Space (default) In Substance Painter this parameter cannot be controlled and is set to Tangent Space. The Thickness map from mesh is very similar to the ambient occlusion baker, but it casts rays from the surface of the mesh to the inside. Maya to Substance Painter - "Mesh normals are invalid (some values are null) and will be recomputed". import the same fbx file to unreal, ensuring that it doesn't rebuild mesh normals (there's a load of settings in the importer) - sometimes it's a good idea to. Substance 3D Painter requires a 3D mesh to start a new project. seems like a regression to me. By default, Painter is set to the Painting mode when creating or opening a project. so i can’t reproduce why it changed the normals. - Highpoly scene was required when baking Ambient Occlusion Map from Mesh but could not be loaded. Nov 01, 2021 Hello! I'm experienced with Maya and other 3d programs but am fairly new to using Substance. Baking refer to the action of transferring mesh based information into textures. Open your low poly and in 'bake mesh maps' add the high poly. What I recommend is running mesh cleanup, only turning on the cleanup options one at a time and choose the “select” option rather than “fix”. and then re-doing all my custom hard edges and re-exporting to Substance. Ambient Occlusion. Sometimes black dots appear when you have very low values on Blue channel. 0) delivers a brand new exporter, python scripting, a new curvature baker, new content, and lots of other workflow improvements. Substance 3D Painter generates Mesh Maps by baking mesh information. fbx. I have uploaded screengrabs of my export settings from zbrush and import settings to substance. I'm very new to Substance Painter and texturing 3d models in general, and I'm running into this issue with my normal maps when I export them from Substance to Blender. substance_painter. I would personally check first my cage distance and. Here are some things I've tried, unsuccessfully, to fix this: unlocking the normals in Maya, averaging them, setting them to face, etc. Substance Painter does not support custom Tangent Space plugins at the moment. So when i make a fill layer and projected the normal from there it looks distorted and weird. Convert UV to. I tried to bake a differents old work of mine with exactly the same method for see if it's work and it's work well. Navigate to the Command panel. Hello @reiniw10960852,. While I was working on a new file, I noticed that certain things weren't working the way people were saying it should, and then I noticed that the "World Space Normals," "Position Gradient," "Thickness," "Curvature," and "Ambient Occulusion" are all missing. unable to compute normals? When i import my model i get these errors and nothing seems to be working right. Within the Export Textures window, you can select which output template you use. Cause this alters the normals of your mesh, which is what. Home Getting Started Normal map looks incorrect when loaded in layer or tool properties When loading a normal into the current tool of fill layer, this one can appear incorrect if it's an OpenGL normal map. 3. It could come from a number of paths: color management, export format, the intensity of the normal map, DirectX vs OpenGL format, etc. The update is live on the Asset Store. Normal Map. Unable to compute normals because some triangles were to small on high poly part. (See attached image) I have tried figuring out how to do this in substance painter but can't seem to figure it out. Now I wanna replicate the same effect in Subctance painter but I was not able to find. I’m not really familiar with this workflow but the issue seems to come from the data. Hi, somehow i am not able to bake a normal map from an easy mesh, i have no clue what i do wrong: high mesh called "testing_high" there you can see the faces/border/vertices of it this is the low mesh called "testing_low" and its faces/border/vertices of it this is the unwrapped uv (i know not best but for a demo it will do ) SO in SubstancePainterIf you open the model in Blender and tab to enter edit mode, then turn on Normals in viewport overlays, you will see that many normals are not pointing outward (as stated by Geoffroy). In this video I want to show how important is to keep your mesh normals synchronized with your map normals. This is a topic I have seen many junior artists m. if I use the subdivision surface modifier. You will get. I found this thread on the forums that led me to that solution (though this thread involved a character with a rig). Faces also have UV coordinates, which are a 2D representation of the mesh. exporting as an obj and then re-importing into a fresh Maya scene. From Maya I then export the Zapper, Trigger and Scope into a single fbx file. In the thumbnail of the Normal Map I can see that it's there, but. MeshReloadingSettings ( False, True) object and a loading mesh callback, it seems that the texture sets don't line up. I'm trying to bake my high poly from zbrush on to my low poly but these errors keep showing up and I'm not really sure why, some advice would be great. Hue Shift: each object or sub-object is colored by a. I also attached the fbx. 1. Please help! I'm going to have to resort to painting them in zbrush otherwise which will be a super frustrating experience. vec3 normal = normalBlendOriented(. All you need to do is add the Bent Normal custom output node to the Material graph and then connect your Bent Normal map to the input like in the following image. Thing is that once the HP mesh is baked only the baked normals are displayed and used in the substance viewport (and iray ren. So, I baked the mesh, unchecked the normal and ID. If you updated your mesh in Blender, you can update the FBX file you're using in Substance Painter by going to Edit > Project Configuration then from there select your mesh again. I just created a decent normal map using a high polygon model projected onto my low poly mesh and I'd like to clean it up a little and do some cloning, so I figured I need to assign the generated normal map onto a new fill layer. Some time Substance tell me that the bake failed but even when it didnt failed, i'd the same problem of empty maps. Hi, Here is some advice to help you troubleshoot your issues with baking: Try to solve your problems on a small portion of your model before moving on to the complete project. How to get past the infuriating "Mesh Maps are NOT PAINTABLE" message in Substance 3D Painter, and just directly edit your normal map information. Fbx exported from Maya. Sets the total amount of edge highlighting for both Convex and Concave. New Here , Jul 26, 2022. When I import my model as an FBX from Blender, I learned that before starting to do anything you should bake the mesh. obj, . Substance Painter gives me a [Scene 3D] [FBX] : Mesh bitangents are invalid (some values are null) and will be recomputed warning and I don't know what it means. The baked mesh maps are used as inputs for filters, smart materials etc so can be a different size. We're combining a series of simple and powerful techniques to create an advanced 3D character using ZBrush, Substance Painter and Blender. Material name double in mesh import , so a piece will be ignored for the creation of texture sets. 【subtance painter】 关于sp的小问题合集,希望大家在学习路上更加的顺畅!. So the root cause was that the normals were incorrect on parts of your model. In this case the low poly has a hard 90° edge and the high poly has a rounded edge. comThis tutorial shows how to use one of the best texturing programs in the world, Substance Painter, with Blender. fbx in Substance Painter, there are artifacts all over the model. Parameters. This is why we usually recommend shifting away (by one UV range for example) overlapping UVs before launching the baking process. 2 and above. Oct 2017. Generally this issue shows up when your mesh normals are very extreme. I've created a model in Blender, when importing features that have been boolean'd with difference modifier from blender to SP, I get mesh distortion in SP and allot of errors. Type " regedit " (without the quotes) in the dialog and press OK. The mesh looks correct in both Maya and Unity, as well as in Blender. If you're sure about your low and high poly placement, try to change the distance at which the rays are projected: Reading the bakers documentation is always good:. - Highpoly scene was required when baking Ambient Occlusion Map from Mesh but could. 9K views. Aliasing on UV Seams. Auto-suggest helps you quickly narrow down your search results by suggesting possible matches as you type. The mesh looks correct in both Maya and Unity, as well as in Blender. Geometry To prepare a mesh for Painter, ensure that the mesh geometry is clean to avoid issues in the texturing process. Hello @billy_mac_22 , It sounds like there may be some sort of issue with the mesh geometry. I have tiny details on my model which I think caused the problem. Join the Patreon group for more : Thanks to my Patrons!AraviseMichael Fitzpatrickdhiraj moreRedHector CuevasElvijs Do. Mesh Based Input are texture provided by the engine of Substance 3D Painter extracted from the mesh inside the current project. In this video, learn how to add normal information to a unique layer to add more detail to the asset without having to go back to the original DCC application and change the model. Tried many options. The mesh looks correct in both Maya and Unity, as well as in Blender. Maximum spread angle of occlusion rays. Not available in Substance Painter. exporting as an obj and then re-importing into a fresh Maya scene. To be able to bake mesh maps, you need to switch to the baking mode. Another way to fix it is to select the red mesh in edit mode, use Shift+N and check Inside in the popup box. Lyubaka. Stack Exchange Network Stack Exchange network consists of 183 Q&A communities including Stack Overflow , the largest, most trusted online community for developers to learn, share their knowledge. Substance Painter 2. 14 00:16 throwaway14225525227 AITA for vagueposting. and then re-doing all my custom hard edges and re-exporting to Substance. Here's how you mirror layers when normal symmetry isn't enough-!!Substance Painter Symmetry Tutorial Link:painter】 关于sp的小问题合集,希望大家在学习路上更加的顺畅! 解决了基础的问题,早点提升吧!Figure 2: The black shadow / outline along the outside of the mesh is horizon occlusion that's suppressing light leaks from backwards facing vectors in the normal map. - And export the mesh with custom vertex normals as FBX with both ‘normals only’ and ‘edge’ smoothing. You can perfectly export the Bent Normals from Substance 3D Painter. . The Highpoly model is from Mudbox and the Lowpoly one is. Mesh is invinsible after exporting model to Substance Painter. The Bent Normals from mesh baker computes a texture that describes the average direction of ambient lighting. Substance Painter being picky can cause this. So if you don't have a normal map applied to the mesh, you will get weird directions. Application failed to start because of Qt; Crash or freeze during startup; Software conflicts; Rendering Issues. issue caused by height probably is making my character green. Normal map has strange colorful gradients. Substance Painter has a set of filters to use on masks for instance. These Mesh information are based on the topology itself and don't take into account the Mesh map (baked textures). To do so, you can use one of the following way: Use the croissant icon in the contextual toolbar at the top right of the viewport. 3D artist Alex Sheludchenko walks through his techniques for painting out normal map artifacts that may occur when baking normals in Substance Painter. Basically, the resolution of your texture isn't high enough to accurately represent the gradients needed to compensate for the smoothing. Substance Painter. Setting the ID to have the color source "Mesh ID/Polygroup" and Color generator to be Random. Both "Low Poly" and "High Poly" mesh is included in the Project file. Alternatively: On the Utilities panel, click Reset XForm. Hey everyone! I've recently tried exporting my model to SP but I got this. All you need to do is add the Bent Normal custom output node to the Material graph and then connect your Bent Normal map to the input like in the following image. hello, I baked my high poly mesh on to my low poly mesh. Here are some things I've tried, unsuccessfully, to fix this: unlocking the normals in Maya, averaging them, setting them to face, etc. Seam visible on every face. First is to sync the workflow, i. This shader supports two channels named "Anisotropy Angle" and "Anisotropy Level" which can be used to create anisotropic specular reflections. exporting as an obj and then re. - Painter vertex normal direction is not correct. To prepare a mesh for Painter, ensure that the mesh geometry is clean to avoid issues in the texturing process. . To automatically connect mesh maps (baked textures) when an effect is added on a layer, a specific naming convention must be followed. Hi, I'm new to Adobe 3D Substance Painter, and I ran into a problem while exporting maps to PNG files. . This is the best and most correct way to add 2D-generated Normalmap details to a baked map. and then re-doing all my custom hard edges and re-exporting to Substance. How to get past the infuriating "Mesh Maps are NOT PAINTABLE" message in Substance 3D Painter, and just directly edit your normal map information. The mesh looks correct in both Maya and Unity, as well as in Blender. Next step, baking. 2 where the Substance Material and Parameter GUI was grayed out. It has specific parameters which can be edited via the Properties . never had this issue before. Bug Report After finally getting the omniverse connector to connect between painter and create, I have come across a new issue: Exporting mesh to nucleus works, mesh shows up imediately in create. Improve tool view interface (colors are wip) Move the menu "Help->Settings" to "Edit->Settings". What i can do: - bake curvature from mesh (and it picks high definition mesh if its available, ignores the normal map) - bake curvature from normal map (but it doesnt pick the high poly mesh) In attachment you see the 2 curvature maps it creates. In Painter baking is done via the dedicated Baking Mode. The reason is quite simple : the engine of Substance 3D Painter assume that loaded normal map are DirectX by default. When you add a material it is added on top of that mesh normal map. Shootmepleaseibeg. If enabled, ray distance computations are based on the normalized space (0 to 1) of the low-poly mesh. 3. I've been experiencing issues with my bakes and couldn't find any resolution. I've played with Average Normals, Max Front/Rear Distance, and Matching in Substance Painter. Normal texture looks faceted. Do the same thing for the low poly. –. Re-import the low poly FBX into Cinema 4D. Space Bat 25 mars 2014 à 14h34. Mesh Based Input | Substance 3D Painter Last updated on Jul 13, 2023 Mesh Based Input Mesh Based Input are texture provided by the engine of Substance. Now that they're loaded in, click on baking options, choose the output folder, click on normal map, then click on generate maps. You can clearly see the low poly mesh lines whenever it ads the normal map. What is the correct way to bake normal-maps for GLTF / PBR?Activate this option if you want the Maya FBX plug-in to create tangents and binormals data from UV and Normal information of meshes. However, as soon as I open the . 4_Face mask with eye shieldI wasn't able to find a fix, I've been frustrated for years with Substance because of this issue. But then (I suppose it's Substance) adds some weird triangles on the mesh. Faces also have UV coordinates, which are a 2D representation of the mesh. Im new to Substance Painter so this might be a easy fix but I cant find it. . These textures can be used to create advanced effects based on the mesh topology. It is not very clear what is precisely the problem with your map, but I am confident you will get what you want without going back and forth with Photoshop. In Substance, I baked the normal map from a high poly model of the AK47 and it looks. Baking failed with Color Map from Mesh. . Description. Hello. . [Substance models] Allow to display in overlay in the 3D viewport the result of an intermediate node. Substance Painter is a versatile instrument for creating texture maps for 3D models whether you create PBR, non-PBR, or completely stylized texture maps of whatever nature. There are no facilities for baking normal maps, displacement maps, or any other maps apart from the uv mapping baking in Rhino. If you up the texture res you should notice this getting better. Coplanar faces can cause this. My normal map appears fine in Substance 3D Painter, but on export, the resulting OpenGL RGB normal map has noise in it derrived from the triangles on the mesh. Spread Angle. Possible values: Relative to ray distance: Relative to low poly mesh (per UV Tile) (default) Relative to Min/Max (per UV Tile) Manual. Corrupted resources will. EarthQuake mod. Bent Normals from Mesh. The environment variable SUBSTANCE PAINTER VRAM BUDGET will change the allocated Vram to Substance 3D Painter, which doesn't seem like what you want. For more information, see the dedicated documentation page. The mesh can appear pink inside the viewport because the shader used to draw it doesn't compile anymore (as mentioned by. Be sure to check in for errors with Tool> Geometry> Mesh Integrity> Check Mesh. I'm working more and more with one sided / plane objects in blender but I'm running into an issue where substance painter will show only one side of the normals. To do so, you can use one of the following way: Use the croissant icon in the contextual toolbar at the top right of the viewport. The Substance Bakers are a toolset of advanced algorithm to compute mesh based information into texture files. [Substance models] Preserve the objects' hierarchy when exporting a Substance Model graph to . Screenshot from SP2020 but I use the same settings on SP2021 of course. within Substance Painter. So apparently there was an issue with the material that I assigned to the low-poly mesh. Height Map from Mesh; Normal Map from Mesh; Opacity Mask from Mesh; Position; Position map from Mesh. I created different materials (colors) in Blender so that I could isolate parts in Substance painter 2023 and be able to paint the inside of the mouth (the gums, teeth, etc). and then re-doing all my custom hard edges and re-exporting to Substance. Same as above. Matching by name for occlusion rays. 2. FlippedNormals. High poly scene could not be loaded when trying to bake curvature and thickness. Unreal Engine. If I’m not mistaken it is because you did not connect your faces Try to vertex > merge vertex After that what you could also try There might Be very very small faces in your file so go to mesh cleanup and remove those. I seem to be struggling when it comes to baking normals from a high poly mesh to a low poly mesh. Common issues. . Sets width of the highlighting for Convex edges. New Here , Sep 10, 2021. Welcome to the Autodesk Maya Subreddit. Each one started as a few million polys and I've decimated them to a max of 250k polys. Description. Defines how to scale the position values based on the mesh. A truly amazing course that is well explained. Bonjour ! J'ai de l'expérience avec Maya et d'autres programmes 3d mais je suis assez novice dans l'utilisation de Substance Painter. Defines how the height range of values should be saved down into the texture. Whilst ther. Also, this is why you need to use the Substance Height map with a unsmooth sub-divided object, or the map won't work as intended. for starters it doesn't have a normal map like it says so there is no height and materials don't seem to work right where some seem to treat the whole model as if it was an edge and others will just be one flat colour. Texture baked outside of Substance software looks incorrect. Report. But having all questions about FS2020 in one forum becomes a bit messy. Image:. This means that if Tangents and Binormals are not present on the low-poly mesh (used to create the project) they will be recomputed based on the MikkTSpace algorithm. low poly smooth for bake. Auto-suggest helps you quickly narrow down your search results by suggesting possible matches as you type. In almost every cases, this is something you want to avoid and Substance 3D Painter won't accept to work with UDIM as long as you have UV island crossing multiple Tiles. This will let you more easily see issues with the normal facing. To fix this problem, you can either manually select the offending faces and flip their normals, or select the whole model and. Be sure to check in for errors with Tool> Geometry> Mesh Integrity> Check Mesh. Normal Map Issues. In my case, it's often been that I have a vert right on top of another vert with unallocated UV space. A Fix for Normal Map problems after baking the mesh maps in Substance Painter. May 13, 2023. Choose Edit menu Transform Reset Transform. This shader will also translate into Iray as-is without the. Though it's been a while since I've created a similar project, this is how I've always done it. If you up the texture res you should notice this getting better. They reflect how Maya renders the polygons in smooth shaded mode. 3. Hello I'm new to Blender and SP, please go easy on me. However, the second screen shot shows that Substance Painter does not recognize the UDIM sequence, and loads. Minimum Hardware Requirements. No vertex normals were found in the given mesh. [Scene 3D] Failed to triangulate polygon (no ear found). Compute tangent space per fragment is not well explained in the docs. reload_mesh. Whilst ther. Relative substance newbie here. In this video I show you, and explain why, we bake normals and other mesh maps inside Substance Painter. To create a smart mask, simply right click over a mask and choose " Create smart mask ". This is ve. ago • Edited 5 yr. maya normal maps. SP gets to about 36% through the automatic UV unwrapping then crashes. I'm encountering an issue I can't seem to find any documentation on: when I import certain meshes into Painter, it tells me:and then reimport it seems fine too. [Scene 3D] [FBX] : Mesh normals are invalid (some values are null) and will be recomputed. Is it broken or is this user error? If broken, is there another way I can convert the height data to normal? Using Substance Painter 8. . After the bake is done, press the P button to preview the Ambient Occlusion and Normal map on the material assigned to your low poly model. These faces can then have Material definition assigned, which become Texture Sets in the application. Currently I'm trying to convert the height mask to normal data using the "height to normal" filter, but selecting it closes the menu (see attached). The 001 naming convention currently serves to Substance 3D Painter, even if you aren't using a UDIM workflow, in case you'll need. Otherwise, to investigate. Make sure that your export parameters are set as needed and if the problem persists I'd advise you to check the . This behavior can easily be edited by clicking on the little arrow next to the substance. 1 (6. To learn more about this see: Padding. Ngons would be generally fine since the mesh will be triamgluated 1 way or the other. Normally never happen because vertex normals are. Possible values: Random: each object or sub-object is colored by a randomly generated color. Tip #1: Baking with XNormal. Solucionado: Hello! I'm experienced with Maya and other 3d programs but am fairly new to using Substance. Bake mesh maps not displaying/doing anything. Description. made sure the id maps are the same across the whole mesh, made sure the normals are facing the correct way, I've tried moving the 2 islands to a diferent part of the uv layout but its like Substance Painter doesnt recognise them as islands. 1 Correct answer. Auto-suggest helps you quickly narrow down your search results by suggesting possible matches as you type. Please help! I'm going to have to resort to painting them in zbrush otherwise which will be a super frustrating experience. Substance Painter has many baking parameters to get a normal map as clean as possible. Here are some tips or troubleshooting when you have problems with your normals not displaying correctly in Substance Painter. Note that once added in the layer stack, there is no way to retrieve which smart. 1. gradedblue. My guess is that you have the low polygons normals incorrectly prepped for the bake. Normal map has strange colorful gradients. Here are some things I've tried, unsuccessfully, to fix this: unlocking the normals in Maya, averaging them, setting them to face, etc. . The edges that are supposed to look beveled end up sharp and. comThis tutorial shows how to use one of the best texturing programs in the world, Substance Painter, with Blender. Under your Preferences > General > Preview Options, you can set up the local cache budget. As of right now I'm having difficulties baking in Substance Painter. I am trying to bake the mesh maps from my seat model, but i am left with weird artifacts (see picture). Painter > Release notes > Old versions > Version 2018. Seams are visible after baking a normal texture. No vertex normals were found in the given mesh. A Fix for Normal Map problems after baking the mesh maps in Substance Painter. Ok, so i was working on a project (which went fine) untill i closed Substance and re-opened it. hello, I baked my high poly mesh on to my low poly mesh. What i can do: - bake curvature from mesh (and it picks high definition mesh if its available, ignores the normal map) - bake curvature from normal map (but it doesnt pick the high poly mesh) In attachment you see the 2 curvature maps it creates. I just had to get rid of the original material and create a brand new one and not touch it. Translate. Navigate in the tree view on the left of the Registry Editor window and go to the registry key mentioned above. Normal texture looks faceted. Normal texture looks faceted. Export your displaced mesh. Go back to any modelling software (Maya, 3dsMax, Blender) to shift the vertexes. #2. These Mesh information are based on the topology itself and don't take into account the Mesh map (baked textures). Compute tangent space per fragment is not well explained in the docs. Check your normal map. Fixed: [3D Capture] Keep camera position when changing version. This happens with woods and other smart materials.