Daz Studio 2025 ALPHA - version 6.25.2025.16407! (Updated June 13, 2025)

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Comments

  • crosswindcrosswind Posts: 8,419

    lopassntrs1 said:

    Okay so a lot of us bought the whole new system to run 50xx cards. And directory not detect missing files. Can you explain why the "Find missing files" button is missing?F

    "Find missing files" button only works for the case in which the missing files are texture maps from the folder(s) in : runtime\textures...

  • Richard HaseltineRichard Haseltine Posts: 105,130

    crosswind said:

    I've met quite a few bugs and crashes, and still there's no settings to tweak font size for UI in this ver. 2025 ?

    I have no idea if UI scaling is planned, but I would not be surprised at its absence now in any event - UI elements have changed thanks to the Qt update, so just nailing them down at default is probably the first task in that respect.

    It was the first time that Daz released an alpha version to all of the users ? If so, what's the purpose of it ?  We report bugs / issues in here or fill tickets ?

    Yes - report here first, a ticket later if it isn't resolved in thread would be my suggestion.

    I won't list down the bugs I've seen... but the draws tyle of Texture Shaded looks pretty different from Ds 4.2x ~~

    Changes to the Viewport are one of the features.

  • Richard HaseltineRichard Haseltine Posts: 105,130

    Pantros2 said:

    I can reproduce a bug with the Render Throttle Add-On And Daz2025.

    I set my environment to Render Throttle Interactive High.

    If you render using the Render Throttle scripts, the viewport will change it's draw mode - this appears random as I've gotten wireframe and texture shaded.

    When you then try to reset it to Iray. Daz crashes hard.

    Changing from any viewport draw setting to Iray, whether you render with Render Throttle or not, will always crash Daz if you are in Render Throttle interactive draw mode.

    While this is probably a Render Throttle issue, I thought I'd at least mention it here.

    While plug-ins definitely need updating to work at al scripts are not necessarily immune, I would be wary about using script products in this version.

  • wsterdanwsterdan Posts: 2,747

    I know this is an Alpha, so I'm not surprised that the Papagayo lip synch script doesn't work nor will it most likely unless it's updated. What *did* surprise me is that I'm able to load my .wav file and hear it while I animate. Awesome. So, six of one, half a dozen of the other. Overall, the ability to hear the audio is more important, but I won't say "no" to an automatic lip sync tool.

    Further, it *looks* like I'm able to output a .mov file, but the file seems too small and can't open or convert at all, so unless I'm missing something, I still need to output frames. Too bad, now that I can import audio and hear it while I animate, being able to output a single file with both audio and video again would be super sweet.

  • Richard HaseltineRichard Haseltine Posts: 105,130

    Masterstroke said:

    Also:
    I just cannot select limbs in the viewport. Clicking visability icon in the scene tab is laggy.

    This could be a GPU issue, several people with Intel GPUs seem to be having issues, but for selection go to the Tool Settings pane and check the Node Selection Mode.

  • crosswindcrosswind Posts: 8,419

    Richard Haseltine said:

    crosswind said:

    I've met quite a few bugs and crashes, and still there's no settings to tweak font size for UI in this ver. 2025 ?

    I have no idea if UI scaling is planned, but I would not be surprised at its absence now in any event - UI elements have changed thanks to the Qt update, so just nailing them down at default is probably the first task in that respect.

    It was the first time that Daz released an alpha version to all of the users ? If so, what's the purpose of it ?  We report bugs / issues in here or fill tickets ?

    Yes - report here first, a ticket later if it isn't resolved in thread would be my suggestion.

    I won't list down the bugs I've seen... but the draws tyle of Texture Shaded looks pretty different from Ds 4.2x ~~

    Changes to the Viewport are one of the features.

    Ah... thanks.  I just saw the thread : https://www.daz3d.com/forums/discussion/727631/daz-studio-2025-6-25-2025-x-evergreen#latest ;

  • Richard HaseltineRichard Haseltine Posts: 105,130

    Ainm said:

    Had a quick play around. Initial thoughts:

    • Character load with a lot of morphs is quicker. Not lightning by any means, but a decent improvement nonetheless
    • My viewport appears to be broken. I can only see a lit scene in filament mode and toggling preview lights does nothing
    • My viewport navigation appears to be broken. Keystrokes don't repeat. I don't know if I turned that on somewhere in my Studio 4.X install, but if so, I can't find where I can turn it on in 5.X

    These could be GPU related, I suspect. Certainly WASD navigation is working for me - but you are not the only one for whom it isn't.

    • Restore pose makes me very, very happy. With a huge morph library, this was taking a few hours in 4.X and was unusable. It now takes a few seconds
    • One of my biggest peeves with 4.X is how the smart content tree is deleted and rebuilt each time you select a new scene node with Filter by context checked. This behaviour is the same in 5.X. I'm hoping 5.X won't be a direct port of features like this and that time will be taken to improve the user experience too. For example, when a new scene node is selected, the tree ought to really be rebuilt in place, keeping nodes expanded that were already expanded and, if the context includes the same selected branch as the old context, that ought to also persist. I waste a lot of time in Studio re-exexpanding this tree - very frustrating
    • The interface feels snappier
    • On first startup, only one of my content libraries was automatically recognised. When I added the others and hit Accept, Studio crashed. On restart, my other content libraries persisted, but if I continue to go into the content directory manager and hit accept, the crashes continue

    I had a crash exiting Preferences - I noticed that there is some activity (spinner next to mouse cursor, UI refreshes) as it updates the content panes. I didn't get a crash if I waited until that was done. Still, if you get a crash report please upload it (here or to a ticket) to prove I was not imagining the issue (Daz couldn't reporduce it).

  • I'm perhaps unusual in having an M2 Max Macbook with a ton of RAM and also a Lenovo ThinkPad P1 with Nvidia RTX 4070, also with a ton of RAM. The Alpha crashed within seconds of being installed on the mac: trying to close a pane to reconfigure the default screen layout. Disappointing. By contrast, the Windows version appears more stable than the regular non-alpha. I've loaded a pile of scenes, with no issues, reconfigured the pane layout to my liking etc. It seems very robust, and a fair bit quicker. By contrast, the regular Windows version appears to be actually SLOWER than my macbook, despite supporting iRay. Which is a bit unexpected. And unlike my mac, it cannot render large scenes at all. Perhaps that's because the mac has 'universal' memory, up to 64Gb, whereas the RTX is limited to 8Gb.

  • nemesis10nemesis10 Posts: 3,607

    So as a Mac (M3 iMac/Sequoia) user:

    1. I had the quitting Preferences crash a few times
    2. The speed that everything works is wonderful
    3. Filament seems to work but I am not terribly interested just yet since i missed all the sales to get content
    4. rendering is much much faster (i can finally use Iray preview)
    5. My Premier bonus figures won't load (I'm not sure if they won't authorize or that i haven't attached the right directory since i don't know exactly where they live)
    6. i haven't the foggiest if the Premier Plug-ins arte supposed to work
  • crosswindcrosswind Posts: 8,419

    Some bugs / issues I've met so far :

    1) Progress bar is alwasy shown with "Processing image: xxx" no matter I click New or load a Scene file. (ss1) The progress bar even doesn't update any progress when switching to Iray Preview
    2) Layout cannot be correctly saved... with no preview as well (ss2) And DS 2025 always loaded a wrong layout after I re-launched it... even if I loaded the layout I ever saved for DS 4.23 PB...
    3) Per Pixel Shading cannot be turned on... in Preferences > Interface. It's always Off...
    4) Low performance (laggy) in Viewport when tweaking perspective / camera view.
    5) After opening a scene file, some lag can be seen when Viewport is redrawn with Texture Shaded drawstyle... for two times, I could only see all objects are black. I had to switch the drawstyle back and forth in between Texture Shaded and Filament, then the Viewport was updated correctly with Texture Shaded.

    6) I tried with some scripts... some script product didn't work any more, e.g. Content Wizard. I got the error messages in DS log, as attached.

    SNAG-2025-4-23-000.png
    2560 x 1392 - 236K
    SNAG-2025-4-23-001.png
    424 x 505 - 10K
    SNAG-2025-4-23-002.png
    2558 x 1292 - 412K
    txt
    txt
    log.txt
    9K
  • LeanaLeana Posts: 12,256

    w_r_brook_ec9f3e956e said:

    I'm perhaps unusual in having an M2 Max Macbook with a ton of RAM and also a Lenovo ThinkPad P1 with Nvidia RTX 4070, also with a ton of RAM. The Alpha crashed within seconds of being installed on the mac: trying to close a pane to reconfigure the default screen layout. Disappointing. By contrast, the Windows version appears more stable than the regular non-alpha. I've loaded a pile of scenes, with no issues, reconfigured the pane layout to my liking etc. It seems very robust, and a fair bit quicker. By contrast, the regular Windows version appears to be actually SLOWER than my macbook, despite supporting iRay. Which is a bit unexpected. And unlike my mac, it cannot render large scenes at all. Perhaps that's because the mac has 'universal' memory, up to 64Gb, whereas the RTX is limited to 8Gb.

    Several Mac users posted that they got a crash the first time they opened DS2025, but it worked fine afterwards.

    And yes, when rendering with the CPU you're less limited regarding the size of the scene you can render.

  • 3Diva3Diva Posts: 11,961
    edited April 22

    dbmelvin1993 said:

    Just tried it.

    Viewport and Filament have gotten Much worse performance wise as it is. but a fully clothed character immediately causes a lot of viewport lag, also already adjusted my settings, didn't help.

    Compared to 4.23 where i barely have any viewport lag in the same scenes.

    Strand-based hair works, but no longer reacts to "viewport color" and stays black, also already seeing a few Opacity map issues.

    In it's current state it's unbearable to work with due to the viewport lag.

    I was having some issues until I updated my graphics card driver. If you don't have the latest version installed you might try that and see if it fixes your issues. :)

    Post edited by 3Diva on
  • Richard HaseltineRichard Haseltine Posts: 105,130

    crosswind said:

    Some bugs / issues I've met so far :

    1) Progress bar is alwasy shown with "Processing image: xxx" no matter I click New or load a Scene file. (ss1) The progress bar even doesn't update any progress when switching to Iray Preview
    2) Layout cannot be correctly saved... with no preview as well (ss2) And DS 2025 always loaded a wrong layout after I re-launched it... even if I loaded the layout I ever saved for DS 4.23 PB...

    I haven't tried saving, but the session layput seemed to save and restore OK.

    3) Per Pixel Shading cannot be turned on... in Preferences > Interface. It's always Off...
    4) Low performance (laggy) in Viewport when tweaking perspective / camera view.
    5) After opening a scene file, some lag can be seen when Viewport is redrawn with Texture Shaded drawstyle... for two times, I could only see all objects are black. I had to switch the drawstyle back and forth in between Texture Shaded and Filament, then the Viewport was updated correctly with Texture Shaded.

    What GPU is driving the UI? If you have an Intel GPU on the CPU is that being used? Some people are reporting lag, some people are finding it snappy - at least soem of the laggers have Intel GPUs handing the UI (even if they have an nVidia GPU).

    6) I tried with some scripts... some script product didn't work any more, e.g. Content Wizard. I got the error messages in DS log, as attached.

    Scripts may well requiree updating, deepnding on what they do and how they are written.

  • LeanaLeana Posts: 12,256

    Elor said:

    Leana said:

    Also, is it just my install or was 3DL removed as a render engine?

    It is also not present on my Mac.

    Well looking at this thread it seems that it's not going to come back sad

    Daz 3D Developed Plugins

    • Retired:
      • 3DConnection
      • 3Delight Renderer
      • Collada Exporter
        • *.dae format is handled by the FBX Importer/Exporter (via the FBX SDK)
      • Dynamic Clothing Basic (Optitex)
      • Dynamic Clothing Control (Optitex)
      • Mimic
      • Mimic Live!
      • Photoshop 3D Bridge
      • Render Album (not to be confused with Render Library)
      • Sandio 3D Mouse
      • Scripted 3Delight Renderer
      • Shader Baker
      • Shader Builder (not to be confused with Shader Mixer)
  • meikkimmel said:

    Hi Daz Dev Team,

    thanks for your work and I'm really happy to see the announcement to support RTX 50 smiley.

    I installed and test the latest public build, but unfortunately, RTX 50 support is not working. I used the latest Nvidia Studio driver, and a default Victoria 9 model, but rendering is still CPU only during the rendering. I tried also dforce simulation with my RTX 5090, and this works well.

    I just tried this with my 5090 and it was smooth going. I haven't played much yet though. Bad timing today, super busy with other stuff.

  • crosswindcrosswind Posts: 8,419

    Richard Haseltine said:

    crosswind said:

    Some bugs / issues I've met so far :

    1) Progress bar is alwasy shown with "Processing image: xxx" no matter I click New or load a Scene file. (ss1) The progress bar even doesn't update any progress when switching to Iray Preview
    2) Layout cannot be correctly saved... with no preview as well (ss2) And DS 2025 always loaded a wrong layout after I re-launched it... even if I loaded the layout I ever saved for DS 4.23 PB...

    I haven't tried saving, but the session layput seemed to save and restore OK.

    3) Per Pixel Shading cannot be turned on... in Preferences > Interface. It's always Off...
    4) Low performance (laggy) in Viewport when tweaking perspective / camera view.
    5) After opening a scene file, some lag can be seen when Viewport is redrawn with Texture Shaded drawstyle... for two times, I could only see all objects are black. I had to switch the drawstyle back and forth in between Texture Shaded and Filament, then the Viewport was updated correctly with Texture Shaded.

    What GPU is driving the UI? If you have an Intel GPU on the CPU is that being used? Some people are reporting lag, some people are finding it snappy - at least soem of the laggers have Intel GPUs handing the UI (even if they have an nVidia GPU).

    RTX A6000 + AMD 3990x,  and I never have Intel GPU. Comparing to DS 4.23 PB, the lag can be seen when orbiting View, with just one G9 in the scene ~~

    6) I tried with some scripts... some script product didn't work any more, e.g. Content Wizard. I got the error messages in DS log, as attached.

    Scripts may well requiree updating, deepnding on what they do and how they are written.

    Okay.... still, I'd rather test a Beta... devil

     

  • barbultbarbult Posts: 25,312

    What does "Adaptive subdivision/displacement" mean?

  • GordigGordig Posts: 10,397
    edited April 22

    DS2025's crash notification leaves something to be desired.

    Screenshot 2025-04-22 135047.png
    489 x 178 - 5K
    Post edited by Gordig on
  • Richard HaseltineRichard Haseltine Posts: 105,130

    barbult said:

    What does "Adaptive subdivision/displacement" mean?

    In this case I am not certain but as I recall it has, in other things (including 3delight) meant effectively SubD on the fly as needed rather than having to set a division level for the whole model. That is, in the not altogether likely event that I am remembering correctly, why 3Delight can use displacement for fine detail on modles with large polygons without requiring an impossible level of division for the whole model.

  • Richard HaseltineRichard Haseltine Posts: 105,130

    Gordig said:

    DS2025's crash notification leaves something to be desired.

    Yes, this has been reproted (by me, at least) - clicking More will still allow you to save the crash report, though.

  • memcneil70memcneil70 Posts: 4,565

    While I have a Window 11 with an RTX-40 series card, I still have two Win 10, GTX 1080 and 1080Ti machines with D|S on them. I read the following and Googled what it referred to. Am I correct it is better to not install Daz Studio 2025 on the Windows 10 computers at all? (This is not an issue, I have been thinking of mothballing them anyway. Only the 1080 machine still allows me to fix the categorization of products.)

    NVIDIA Iray 2024.1:

    • Adds support for Blackwell (50 series) NVIDIA GPUs
    • Deprecates support for pre-Turing (pre 16/20 series) GPUs
      • Support for pre-Turing (pre 16/20 series) GPUs may vanish in one of the next major Iray version releases
      • See Release Notes

    Another reason I would be happy to not install it, they are running out of room on the C: drive for more programs that have to be stored there. I have all content that can be moved off onto other drives. 

  • Richard HaseltineRichard Haseltine Posts: 105,130

    memcneil70 said:

    While I have a Window 11 with an RTX-40 series card, I still have two Win 10, GTX 1080 and 1080Ti machines with D|S on them. I read the following and Googled what it referred to. Am I correct it is better to not install Daz Studio 2025 on the Windows 10 computers at all? (This is not an issue, I have been thinking of mothballing them anyway. Only the 1080 machine still allows me to fix the categorization of products.)

    NVIDIA Iray 2024.1:

    • Adds support for Blackwell (50 series) NVIDIA GPUs
    • Deprecates support for pre-Turing (pre 16/20 series) GPUs
      • Support for pre-Turing (pre 16/20 series) GPUs may vanish in one of the next major Iray version releases
      • See Release Notes

    Another reason I would be happy to not install it, they are running out of room on the C: drive for more programs that have to be stored there. I have all content that can be moved off onto other drives. 

    Deprecatewd means they are supported for now but probably not soon. So you could install and use this version (though the memory may be tight) but a future update may no longer support the 10x0 cards in Iray.

  • ZakJarvisZakJarvis Posts: 5

    Where are the settings for adaptive subdivision?

    Adaptive displacement seems to work great (though I'm finding it hard to expose the parameters on models with existing displacement setups), but I cannot figure out how or where to configure adaptive sub-D.

  • IceCrMnIceCrMn Posts: 2,205
    edited April 22

    barbult said:

    What does "Adaptive subdivision/displacement" mean?

    If you add a displacement map to a surface it turns on an extra option

    A slider called "Displacement Adaptive Quality". The pre-defined limits are 0-10,000

    I made a plane primative, added a displacment map, set the SubD Displ level to 12 then set the new slider to 750 to make sure I could see any differeence between o and 750 and now my Studio install is just resizing it's app window and not letting me do anything yet.

     

    I didn't see any difference at zero, will report back once Studiop returns to full screen and lets me have control again.

    So far it's used 2GB of system ram and 4.3GB VRAM. doesn't seem to be increasing over that so far.

     

    edit: now it's not responding. 12 levels of SubD and 750 of the new setting may have been too much :)

    I'll kill it and try gain

    Post edited by IceCrMn on
  • RaketeRakete Posts: 92
    edited April 22

    I have a small tool that I use for myself which spawns an external program using DzProcess. That is not working in 2025 because DzProcess is gone. Is it possible to see any kind of documentation for scripting yet where I could look for an alternative? Or is it possible this will be added back eventually to the scripting api?

    EDIT: just found it myself in the changelog actually:

    • Missing APIs:
      • Migration of DzProcess from 4.x is pending (i.e., currently not available)
        • The QProcess API has changed significantly since the Daz Script wrapper for it, which is based on the Qt 3 API, was implemented
    Post edited by Rakete on
  • IceCrMnIceCrMn Posts: 2,205
    edited April 22

    Looks like we get better displacement at lower SubD levels with it.

    This is a patch of tileable human skin in 32bit greyscale

    I used the same map for both Diffuse and displacement

    Both of these are at subD level 1

    The first image is Adapt level 1, the 2nd is Adapt level 10

    It looks really good to me, I could have done better on the test images, but It was fast work.

    SubD1 Adapt 1.png
    3840 x 2071 - 3M
    SubD1 Apapt 10.png
    3840 x 2082 - 3M
    Post edited by IceCrMn on
  • ZakJarvisZakJarvis Posts: 5

    IceCrMn said:

    Looks like we get better displacement at lower SubD levels with it.

    This is a patch of tileable human skin in 32bit greyscale

    I used the same map for both Diffuse and displacement

    Both of these are at subD level 1

    The first image is Adapt level 1, the 2nd is Adapt level 10

    It looks really good to me, I could have done better on the test images, but It was fast work.

    I think that the Sub-D level you set in the surfaces editor doesn't get used when you've got the adaptive parameter active.

    The adaptive parameter seems to be number of samples per-pixel, so values over 4 or so are going to be pretty diminishing returns for most work. Also, I have yet to get adaptive working on a figure. None of the default materials will expose the adaptive parameter when displacement is added.

    I'm having a hard time figuring out what the relationship is between the *material* level settings for adaptive displacement (which uses subD) and the *object itself*, which seems to be independant from the displacement subD settings.

  • barbultbarbult Posts: 25,312
    edited April 22
    • I don't see any lag when rotating around in the viewport in Texture Shaded draw style. I have a fully clothed G9. I was viewing through a camera. I am just using the default application settings. I have not installed any workspaces or changed anything in the interface. I have RTX 3800 10 GB GPU and driver 572.60. The viewport seems very responsive so far. I added an environment (Arid Land) and the viewport was still very responsive in Texture Shaded draw style.
    • dForce simulation worked. I had to rebuild the kernels, like every time after an Iray update. I simulated from memorized pose.
    • I feel paralyzed without Virtual Menus, BJ Camera Manager, Mesh Grabber 3, Render Queue, etc.
    • When I switched from one camera to another in Texture Shaded view, my viewport turned black. Switching to Iray Preview showed that camera view properly lit and looking correct. Switching back to Texture Shaded view showed the viewport black again. Perspective View and other camera views are fine. Only that one camera view is black. It worked fine before. Rendering in Iray from that camera also looks correct. I finally figured out that I had the visibility of that camera set to Off. When I clicked the eye to turn make it visible again, the viewport was no longer black and looked OK. Maybe it has something to do with Auto Headlamp. If the camera is not visible, is the headlamp off? I have no "lights" in my scene. It is lit by an Sun-Sky Only. I never saw this issue in DS4.
    • I attached an Iray render. It worked fine.
    Arid Land Akki BW FHO.jpg
    1545 x 2000 - 2M
    Post edited by barbult on
  • wsterdanwsterdan Posts: 2,747

    Okay, super-happy camper here. I'm able to add my audio file to my scene and hear it (for lip syncing), then output a .mov file; the .mov file generated is a container file linked to the rendered frames in the D|S temp folder.

    If I take the .mov file and drop it in iMovie, it outputs a complete mp4 file, with sound. No more manually linking the frames, then adding the audio after, then generating the mp4.

    I still have to start converting things to Filament and Filatoon, but I am a very happy camper. Three minutes to generate a final, 1080p mp4 movie clip:

    https://sterdan.com/wp-content/uploads/2025/04/04-Rinn-Test.mp4

    Now, if they'd "unretire" Mimic or supply something similar, I'd be 100%... but I'm pretty darn happy with 95%.

    No issues nor crashes while testing all the rendering. Best. Tuesday. Ever.

  • SquishySquishy Posts: 678
    edited April 22

    Why on earth did you remove preview lighting mode? That is going to generate so much support hate for you guys, why change something so profound and leave no alternative "use legacy preview lighting" or something?

    e: "Use Headlamp" is not a good substitute, i.e. if the camera is hidden it doesn't light preview; what if I don't want headlamp style lighting in preview?

     

    Post edited by Squishy on
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