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© 2026 Daz Productions Inc. All Rights Reserved.
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For Scene Optimizer, where are the reduced/optimized maps stored? or are there even new files that are stored anywhere? (asking cause i am worried about creating files/taking up storage space that I don't know of the location/cant keep track of)
I know Scene Optimizer has the option to store the original settings in the .txt file of your choosing, but I am referring to if any files are stored from when you do the actual optmization/reducing the maps?
Question. I have a fairly complicated scene with 12 G8 characters in. Will these options allow me to hide characters so that I can render several images and layer them in post-prod afterwards?
Also, regarding the two options at the bottom of this screen, there's no confirmation dialogue to say that either of these has been successfully applied. Should there be something?
That isn't what Scene Optimization does. To do that, try some video tutorials about using "canvases in Daz".
What Scene Optimization does is make copies of the all the texture files (base color, roughness, normal, etc) and shrink them so that more of them will fit in VRAM on your NVIDIA GPU. A lot of assets will have 4096 x 4096 full color texture. Scene Optimization can also shrink distant texture more than close to cameras textures. It also has pages for modifying SubD.
Unless those Characters are instances of one or few nodes, i don't see how it would help.
But hiding/showing characters 12 Characters and making multiple renders should be doable by hand relatively simple as long as everything a character is wearing(need to be hidden/show) is properly parented. Now, if you have many takes on the same scene, it migh be too much manual work.
In that case maybe 'Camera magic' can help on keeping track on hide/shown nodes by having one camera for each group.
OK, doesn't matter. I left a queue running overnight, each image is taking about 2 1/2 hours in 4k. Should be done by the time I get home from work. I can live with that.
About the optimized textures: yes, Scene Optimizer creates new reduced copies of the texture maps. The original files are not modified.
You can choose where the optimized maps are stored:
In a folder of your choice, either with or without a Runtime-style folder structure.
Directly alongside the original texture files.
The second option can only be used for content installed manually or through DIM. It is not suitable for content installed through Daz Connect/Smart Content, because those files are stored in protected or managed directories.
So yes, the optimization process creates additional files and uses extra disk space, but you can control where those files are written.
About Optimization : scene depends on several elements :
1. number of nodes
2. sizes of meshes
3. number of maps per node + size of these maps
4. shader
Scene optimizer can act on all of them at different levels : 1. by hiding nodes, 2. by setting meshes to lower resolution, 3. by map removal or by texture size reduction, 4. by switching off translucency.
About the Hide/Show options: these buttons simply apply the requested visibility changes immediately. There is intentionally no confirmation dialog, as they're meant to be used repeatedly during workflow. The change itself is the confirmation-you'll see the affected nodes become hidden or visible in the scene.
What you said is way above my knowledge of DS. I've tried not to get too techinically into behind the scenes stuff. I just want something that will optimise a scene without me having to understand all the technicalities and still give decent results in 4k.
But I'd still like to know if the optimisation options on the last tab should have some kind of confirmation dialogue? At the moment I have absolutely no idea if things are being optimised for memory use or render speed.
As a hobbyist, I try to keep things as technically simple as possible with Daz Studio as well. I do this for fun. I concur that there is no confirmation dialogue when using the Render Settings Instance Optimization buttons. I loaded Scene Optimizer after navigation to the Optimization section of the Draw Settings tab and I could see that the optimization type in Draw settings did change as I pressed each of the two buttons in Scene Optimizer.
Thanks for the response, I had a follow-up question is Scene Optimizer planning to be updated to be useable with Daz Studio 6? I am having errors when running the script in 6. It only works for me on Daz 4.24
Thanks @jjoyner I never use the draw settings tab so I've never seen that before.
Right ~ but for the record: it changes Instancing Optimization in both Render Settings and Draw Settings. The former is the key setting which is used for Rendering, the latter is used for Iray Previewing in Viewport ~~
A version compatible with Daz Studio 6 does exist but has yet to be submitted to Daz:
https://www.daz3d.com/forums/discussion/728061/v3digitimes-daz-studio-2025-6-compatibility-status/p1
Here is the current plan - hopefully it will go smoothly, although there are plenty of places where things could go wrong.
I first need to finish promo images and submit my PA Festival product next week.
I also need to create a new full system image of my PC, migrate it to Windows 11, and make sure everything is still working properly. That is planned for the end next week.
Starting the following week, I should be able to resume submitting the Daz Studio 6 updates.
Scene Optimizer in Daz Studio 6 has already been tested by several people. However, one tester experienced crashes with some very old scenes. I still do not know exactly why, and apparently my own scenes are not old enough for me to reproduce the issue. Before submitting the update, I would therefore like to go through the script once more and see whether I can make it more robust in a few places.
In the middle of all these updates submissions, I will also have to move my aging PC several hundred kilometres so that I can continue working during my family’s vacation - their vacation, not mine. I just hope the machine handles the journey well. With its arthritis, travelling is not as easy as it used to be.
So, barring unexpected problems, I expect the continuous submission of the updates that are already nearly finished - which means updates for most of my products - to resume during the week of July 27.
After that, it will still take several weeks for the updates to be reviewed and go live.
Concerning some "silent" buttons (no "done" message) :
Some actions are performed immediately and therefore do not display a confirmation message. The rule is : if no busy cursor or progress bar appears, the action is completed as soon as you click the button.
OK thanks for clarifying.
Awesome thank you. When your products are updated does it automatically appear as update available in DIM or do I have to follow your products on this website to keep tabs on when updates are available?
Unlike plugins, scripts seems to use the same files for both versions, with added code to serve each version of DS the code it can process without crashing, burning and opening a blackhole in our computers.
Edit:
The updates should appear in DIM, at least it's how it happened with the couple of plugins already updated for DS6.
Please excuse me bringing it up here but I could not find the thread (if it exists) after searching for it, but is Iray Light Manager PRO also in the same situation or does it already work for DS6?
V3D has a thread for "all" of her products: https://www.daz3d.com/forums/discussion/728061/v3digitimes-daz-studio-2025-6-compatibility-status#latest
And ILM Pro is coming, I think.
All informations about the compatibility of the various products are in compatibility status thread. Specifically:
And the support thread for Iray Light Manager Pro is here:
https://www.daz3d.com/forums/discussion/93086/released-iray-light-manager-pro-commercial/p1
Absolutely.
Iray Light Manager Pro will be updated for free in the next session of "I go on with the update submissions", exactly as Scene Optimizer.
The Scene Optimizer update for both DS4 and DS6 compatibility was submitted this week.
Please allow one to two months for it to be released.
The next development step will be to significantly improve its processing speed, either by integrating an embedded image-processing engine (python based), which has already been successfully tested at the alpha stage, or by turning Scene Optimizer into a plugin.