I was looking forward to an updated user interface that scaled for high resolution monitors and could have pane tabs on different monitors. The interface is exactly like DS 4. All monitors must be the same resolution and screen scaling. It is disappointing. I know this is alpha, but I had read on the DAZ forum that DAZ Studio 2025 is using a newer QT toolset and therefore would scale on Windows 11 O/S like modern windows apps and support a multi-monitor interface. DS 4 never did this properly.
That after more than 4 years of development DAZ Studio is still in the Alpha stage. That is just WOW!
But I couldn't find USC2 or Power Pose or Mesh Grabber.
Getting the impression the 3rd party plugins like Mesh Grabber are not going to be supported going forward. I woud like to hear from a DAZ person about this one way or the other so I can decide whether or not to refund the rather expensive plugin I just purchased.
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. :)
Unfortunately, already tried that too, and it didn't change anything, viewport still is sluggish, and in an actual scene just laggy.
I'm beginning to understand this might be a RTX 40xx issue as most people with a 30xx card don't really seem to have the viewport lag.
I cleared my selection in the Scene pane. What does this dotted rectrangle mean?
Why do I still have a gigantic R-G-B axis marker in my Iray Preview viewport?
OK, it is faster loading my old scenes. It starts iRay rendering much faster, in my opinion, but the speed of the iRay renders is about the same (I still have the same PNY GeForce RTX 4070 12GB).
It has no 3Delight, not thrilled but I am keeping the last version of DAZ Studio 4 so I can use that if need be.
The Viewport and Scripted OpenGL renders go much faster and look like the viewport view, so much better than before, in DAZ Studio 2025 (my viewport is set to Filament typically); so all that's OK and expected. There is seemingly an event loop refresh bug after some operations where the viewport flashes black a couple times shortly & temporarily and is not OK.
However, I couldn't install any of the DAZ Studio 2025 Premier plugins seen in the image I've attached. It says the location of DAZ Studio hasn't been set in DIM when I try. That is correct I found after checking but somehow DAZ Studio 2025 still got installed correctly anyway. After adding the DAZ Studio 2025 (DAZ Studio 6) to DIM manually, restarting DIM, and trying again to install those Premier plugins I got the exact same error messages.
But I couldn't find USC2 or Power Pose or Mesh Grabber.
Getting the impression the 3rd party plugins like Mesh Grabber are not going to be supported going forward. I woud like to hear from a DAZ person about this one way or the other so I can decide whether or not to refund the rather expensive plugin I just purchased.
Third-parties are almost certainly going to wait for the SDK to settle (I would imagine it may change through the alpha stages) and be released before they can tackle updating - otherwise they'd be trying to hit a moving target. I would not be surprised if many also wait out the beta stages, assuming Daz doesn't wait for a general release before issuing an SDK.
I was looking forward to an updated user interface that scaled for high resolution monitors and could have pane tabs on different monitors. The interface is exactly like DS 4. All monitors must be the same resolution and screen scaling. It is disappointing. I know this is alpha, but I had read on the DAZ forum that DAZ Studio 2025 is using a newer QT toolset and therefore would scale on Windows 11 O/S like modern windows apps and support a multi-monitor interface. DS 4 never did this properly.
While a newer version of Qt was required for UI scaling, it isn't sufficient - and in any event, it is clear that there is stil work to do converting/updating the UI for the new version.
That after more than 4 years of development DAZ Studio is still in the Alpha stage. That is just WOW!
Don't forget that a lot of that development has also been added to DS 4.x.x.x - everything from 4.20.x.x was, as I understand it, work on the next major version that didn't depend on it.
I cleared my selection in the Scene pane. What does this dotted rectrangle mean?
Why do I still have a gigantic R-G-B axis marker in my Iray Preview viewport?
That isn't new, it's the focus on a node that isn't currently selected - I think you see it around whatever was last clicked, but when that has the actual seelction highlight it isn't really noticeable.
I had a bit of time, and I'm a pushover for new shiny things, so I spent a bit of time playing with this this evening.
In terms of hardware, I have a 7950x3D CPU with an Nvidia 4060 16GB GPU and 64GB RAM.
I use all my software in dark mode, so the darker redesign made me happy. I also like that they've changed the highlight colour from yellow to green. It makes me feel like I'm in a 90s Hacker movie, which is something I actively enjoy.
Setting up, I found that most of the time, scripts to add things to the menus don't work. From what I've seen other post, I think that's a known issue. It meant that Zev0 and bitwelder's Genesis 3 and 8 pose converter didn't work until I made it a keyboard shortcut.
It was a bit fiddly to get Bone Minion and Prop minion added to the Favourites menu. Once I did, I found that neither tool worked, which was a pain. Code 66's tools did load, but worked eccentricly (the Move To tool is usually able to move something to a particular body part but this time only moved an item to a character's feet.)
One change that I noticed that was a a surprise was that when I was in Iray Preview mode in the viewport, the software doesn't seem to try and show live movement anymore (in the way that the current software with go to smooth shaded view for a few seconds, letting you see roughly how the scene looks as you move the camera). Now it just jumps to the new view, which meant I had to switch back and forth between Iray and Smooth Shaded a lot ,which was a bit fiddly).
I did notice though, that the Iray Preview was a LOT faster to render, which I appreciated, possibly as a result of the fact that it isn't playing catchup trying to do a live render of my daft camera wiggling.
I loaded in a heavyweight scene with lots of lights and polygons and threw one of my regular characters into it with minimal effort in terms of things like tone mapping. I rendered it at the specs I use for full sized images, which is 2480x3508, a render quality of 4 and a convergance of 98%. (After it reached 500 Iray Iterations in 30 mins, I then noticed I'd accidentally set it at a render quality of 9 and hadn't noticed.)
I do think it was slightly faster than 4.23. At the slightly absurd setting of 9 and 98% it reached 500 Iray Iterations in 30 mins. When I set it to the right quality (4) the counter jumped in steps, updating when it had roughly doubled, and reached 584 Iray Iterations in 11 minutes.
I also feel that the quality of the way the render engine handled the transparency of fire is noticably better in the Alpha.
During the rendering process, I also noticed that it shows Iray Iterations a bit differently now - even at early stages where 4.23 would track every iteration, it now progresses in jumps as it would when the image was further along (this is neither here nor there for me, but it's a difference worth recording.)
It probably isn't going to become my daily driver, but it has enough advances and quality improvements under the hood that I'm interested in seeing it progress from Alpha. I hope that as it's repaired and worked on, scripts will work better, which is the big thing for me, as a lot of the tools a rely on a lot in my workflow don't function on the Alpha, but it's an Alpha, so I'm not worried.
But I couldn't find USC2 or Power Pose or Mesh Grabber.
Getting the impression the 3rd party plugins like Mesh Grabber are not going to be supported going forward. I woud like to hear from a DAZ person about this one way or the other so I can decide whether or not to refund the rather expensive plugin I just purchased.
Third-parties are almost certainly going to wait for the SDK to settle (I would imagine it may change through the alpha stages) and be released before they can tackle updating - otherwise they'd be trying to hit a moving target. I would not be surprised if many also wait out the beta stages, assuming Daz doesn't wait for a general release before issuing an SDK.
This isn't really a yes or no, will plugins like Mesh Grabber be ported or not? I understand after that it's a question of when and how long, that's fine.
Daz have said that Studio v.4.whatever will *always* be available for download and therefore anything we have bought and functions properly in that version will continue to do so. I see no reason to doubt that. As for the future my opinion is that software-as-a-service (i.e. a subscription model) is very much here to stay - read into that what you will.
There is nothing to stop you using Daz 4 to create a scene and drop-kick it over to 2025+ for rendering should you so wish. No one is going to try to recompile or re-jig plugins at this point and if I was the creator of one I would be loathe to say if it would even be possible until things have settled down. I wouldn't hold your breath waiting for a definitive answer this early in the process.
Without any hint of exaggeration I could also teach you, in less than 5 minutes, how to replicate all of the functionality in Mesh Grabber (and more), in Blender, even if you'd never seen it before, and that software is free. The Daz ecosystem is changing, that's for sure.
Man, removing preview lighting was such a terrible move. Really dislike this change a lot. Headlamp lighting was always there if you wanted to use it, making it the only choice now really sucks.
Daz have said that Studio v.4.whatever will *always* be available for download and therefore anything we have bought and functions properly in that version will continue to do so. I see no reason to doubt that. As for the future my opinion is that software-as-a-service (i.e. a subscription model) is very much here to stay - read into that what you will.
There is nothing to stop you using Daz 4 to create a scene and drop-kick it over to 2025+ for rendering should you so wish. No one is going to try to recompile or re-jig plugins at this point and if I was the creator of one I would be loathe to say if it would even be possible until things have settled down. I wouldn't hold your breath waiting for a definitive answer this early in the process.
Without any hint of exaggeration I could also teach you, in less than 5 minutes, how to replicate all of the functionality in Mesh Grabber (and more), in Blender, even if you'd never seen it before, and that software is free. The Daz ecosystem is changing, that's for sure.
How did you integrate blender functionality into the Studio UI?
Or are you;
exporting obj from Studio
importing obj into blender
fiddling in blender
exporting new obj from blender
importing new obj to Studio
applying new obj as morph to clothes/character/whatever in Studio?
Don't get me wrong, I would be very interested in something like this
Right now, mesh grabber is the only tool of it's kind that I know of in Studio and it's one of the few on the "I can't live without it" list.
well there's the more advanced version of Mesh Grabber that is the sculpting tools included with paid subscription to DAZ Premier, which I have no doubt will be ported, but that's a different matter
well there's the more advanced version of Mesh Grabber that is the sculpting tools included with paid subscription to DAZ Premier, which I have no doubt will be ported, but that's a different matter
yea, I would hope we get to keep the free version along with the paid for version.
For me, if I change the default daz connect folder to any where else on the PC studio crashes when you hit accept on the Preferences menu. I've already submitted a bug report on it. Otherwise so far I'm liking the new version. I h aven't hit it very hard yet, but that's the only issue I ran into getting it configured for my existing library.
I would like to know if Daz Studio 2025 supports only systems with Nvidia display driver?
I don't have Nvidia display at my laptop. It works with Daz Studio 4.23. The display driver supports OpenGL 4.1. Daz Studio 2025 can start but the viewport does not display anything. I added a cube to the scene. It is not visible at the viewport, but when I clicked render, the render window is displayed, and rendered the cube.
In the logs, there are messages related to OpenGL:
2025-04-22 21:28:38.583 [INFO] :: Initializing OpenGL extensions...
2025-04-22 21:28:38.583 [VERBOSE] :: Using GLEW 2.1.0
2025-04-22 21:28:38.599 [VERBOSE] :: Supported OpenGL extensions:
WGL_EXT_depth_float
WGL_ARB_buffer_region
WGL_ARB_extensions_string
WGL_ARB_make_current_read
WGL_ARB_pixel_format
WGL_ARB_pbuffer
WGL_EXT_extensions_string
WGL_EXT_swap_control
WGL_EXT_swap_control_tear
WGL_ARB_multisample
WGL_ARB_pixel_format_float
WGL_ARB_framebuffer_sRGB
WGL_ARB_create_context
WGL_ARB_create_context_profile
WGL_EXT_pixel_format_packed_float
WGL_EXT_create_context_es_profile
WGL_EXT_create_context_es2_profile
WGL_NV_DX_interop
WGL_INTEL_cl_sharing
WGL_NV_DX_interop2
WGL_ARB_create_context_robustness
2025-04-22 21:28:38.599 [INFO] :: OpenGL hardware features:
OpenGL provider: Intel
OpenGL renderer: Intel(R) HD Graphics 4400
OpenGL version: 4.1.0
RGBA color bitplane resolutions: 936045904 32763 -370895766 935764184
GLSL not supported
Shadow mapping not supported
VBO not supported
2025-04-22 21:28:38.599 [INFO] :: OpenGL settings:
Maximum number of lights: 8
Number of auxiliary buffers: 0
Number of texture units: 8
Depth buffer bit resolution: 0
Maximum OpenGL texture size: 16384 x 16384
Current texture quality: Good Performance
2025-04-22 21:28:38.637 [WARNING] :: Error while initializing OpenGL extensions: invalid enumerant
since the daz 4s can find my content I'm guessing I just have to let 6 know the location? And where is the link to the content stored?
pretty certain daz4 doesn't scan 3 drives everytime it starts so there's a place where a list of content directories is kept and where would that be?
---
PS I was taught computers are supposed to work so tha one person tells it what to do if (condition) is met then computer does (this) anytime it's called.
---
so there's a folder in the daz folders called RUN ONCE
so if (new installation / first run) copy userlayout etc from roaming data and copy them to the approriate location for the new installation.
Yes, one person had to write a script and thousands of people then have it done automatically. Wow, what a great idea. Not mine but the person who taught me that did retire as the senior systems analyst for Sears (not saying his retirement caused their crash but it only took them about ten years after he left to trash it.
I cleared my selection in the Scene pane. What does this dotted rectrangle mean?
Why do I still have a gigantic R-G-B axis marker in my Iray Preview viewport?
That isn't new, it's the focus on a node that isn't currently selected - I think you see it around whatever was last clicked, but when that has the actual seelction highlight it isn't really noticeable.
A related question: Why is this building object highlighted with an orange outline, when it is NOT selected? (I changed my Workspace Style to Highway).
Screenshot 2025-04-23 020319 Why is unselected item highlighted.jpg
But I couldn't find USC2 or Power Pose or Mesh Grabber.
Getting the impression the 3rd party plugins like Mesh Grabber are not going to be supported going forward. I woud like to hear from a DAZ person about this one way or the other so I can decide whether or not to refund the rather expensive plugin I just purchased.
Third-parties are almost certainly going to wait for the SDK to settle (I would imagine it may change through the alpha stages) and be released before they can tackle updating - otherwise they'd be trying to hit a moving target. I would not be surprised if many also wait out the beta stages, assuming Daz doesn't wait for a general release before issuing an SDK.
This isn't really a yes or no, will plugins like Mesh Grabber be ported or not? I understand after that it's a question of when and how long, that's fine.
You will need to ask ManFriday that, as he would be the one who needs to create a DS2025 version of the plugin.
So... AniMate, GraphMate and KeyMate doesn't work anymore, the Timeline is broken, 3Delight has been removed forever...
Basically you guys are planning to totally kill animation in DAZ Studio 6.
Thanks a lot DAZ3D!
I guess there's no left reason to keep buying from the store since, in the terrible case I lose my DAZ Studio backups, I will simply close my business.
Comments
I was looking forward to an updated user interface that scaled for high resolution monitors and could have pane tabs on different monitors. The interface is exactly like DS 4. All monitors must be the same resolution and screen scaling. It is disappointing. I know this is alpha, but I had read on the DAZ forum that DAZ Studio 2025 is using a newer QT toolset and therefore would scale on Windows 11 O/S like modern windows apps and support a multi-monitor interface. DS 4 never did this properly.
That after more than 4 years of development DAZ Studio is still in the Alpha stage. That is just WOW!
Getting the impression the 3rd party plugins like Mesh Grabber are not going to be supported going forward. I woud like to hear from a DAZ person about this one way or the other so I can decide whether or not to refund the rather expensive plugin I just purchased.
Unfortunately, already tried that too, and it didn't change anything, viewport still is sluggish, and in an actual scene just laggy.
I'm beginning to understand this might be a RTX 40xx issue as most people with a 30xx card don't really seem to have the viewport lag.
I cleared my selection in the Scene pane. What does this dotted rectrangle mean?
Why do I still have a gigantic R-G-B axis marker in my Iray Preview viewport?
It definitely seems faster to load V8 HD female and render her faster.
2025 ALPHA crushes after starting simulation (5090) with empty dialogue window. Maybe this is because hair, because without hair everything is ok.
OK, it is faster loading my old scenes. It starts iRay rendering much faster, in my opinion, but the speed of the iRay renders is about the same (I still have the same PNY GeForce RTX 4070 12GB).
It has no 3Delight, not thrilled but I am keeping the last version of DAZ Studio 4 so I can use that if need be.
The Viewport and Scripted OpenGL renders go much faster and look like the viewport view, so much better than before, in DAZ Studio 2025 (my viewport is set to Filament typically); so all that's OK and expected. There is seemingly an event loop refresh bug after some operations where the viewport flashes black a couple times shortly & temporarily and is not OK.
However, I couldn't install any of the DAZ Studio 2025 Premier plugins seen in the image I've attached. It says the location of DAZ Studio hasn't been set in DIM when I try. That is correct I found after checking but somehow DAZ Studio 2025 still got installed correctly anyway. After adding the DAZ Studio 2025 (DAZ Studio 6) to DIM manually, restarting DIM, and trying again to install those Premier plugins I got the exact same error messages.
That's all I tested so far.
Third-parties are almost certainly going to wait for the SDK to settle (I would imagine it may change through the alpha stages) and be released before they can tackle updating - otherwise they'd be trying to hit a moving target. I would not be surprised if many also wait out the beta stages, assuming Daz doesn't wait for a general release before issuing an SDK.
While a newer version of Qt was required for UI scaling, it isn't sufficient - and in any event, it is clear that there is stil work to do converting/updating the UI for the new version.
Don't forget that a lot of that development has also been added to DS 4.x.x.x - everything from 4.20.x.x was, as I understand it, work on the next major version that didn't depend on it.
That isn't new, it's the focus on a node that isn't currently selected - I think you see it around whatever was last clicked, but when that has the actual seelction highlight it isn't really noticeable.
I had a bit of time, and I'm a pushover for new shiny things, so I spent a bit of time playing with this this evening.
In terms of hardware, I have a 7950x3D CPU with an Nvidia 4060 16GB GPU and 64GB RAM.
I use all my software in dark mode, so the darker redesign made me happy. I also like that they've changed the highlight colour from yellow to green. It makes me feel like I'm in a 90s Hacker movie, which is something I actively enjoy.
Setting up, I found that most of the time, scripts to add things to the menus don't work. From what I've seen other post, I think that's a known issue. It meant that Zev0 and bitwelder's Genesis 3 and 8 pose converter didn't work until I made it a keyboard shortcut.
It was a bit fiddly to get Bone Minion and Prop minion added to the Favourites menu. Once I did, I found that neither tool worked, which was a pain. Code 66's tools did load, but worked eccentricly (the Move To tool is usually able to move something to a particular body part but this time only moved an item to a character's feet.)
One change that I noticed that was a a surprise was that when I was in Iray Preview mode in the viewport, the software doesn't seem to try and show live movement anymore (in the way that the current software with go to smooth shaded view for a few seconds, letting you see roughly how the scene looks as you move the camera). Now it just jumps to the new view, which meant I had to switch back and forth between Iray and Smooth Shaded a lot ,which was a bit fiddly).
I did notice though, that the Iray Preview was a LOT faster to render, which I appreciated, possibly as a result of the fact that it isn't playing catchup trying to do a live render of my daft camera wiggling.
I loaded in a heavyweight scene with lots of lights and polygons and threw one of my regular characters into it with minimal effort in terms of things like tone mapping. I rendered it at the specs I use for full sized images, which is 2480x3508, a render quality of 4 and a convergance of 98%. (After it reached 500 Iray Iterations in 30 mins, I then noticed I'd accidentally set it at a render quality of 9 and hadn't noticed.)
I do think it was slightly faster than 4.23. At the slightly absurd setting of 9 and 98% it reached 500 Iray Iterations in 30 mins. When I set it to the right quality (4) the counter jumped in steps, updating when it had roughly doubled, and reached 584 Iray Iterations in 11 minutes.
I also feel that the quality of the way the render engine handled the transparency of fire is noticably better in the Alpha.
During the rendering process, I also noticed that it shows Iray Iterations a bit differently now - even at early stages where 4.23 would track every iteration, it now progresses in jumps as it would when the image was further along (this is neither here nor there for me, but it's a difference worth recording.)
It probably isn't going to become my daily driver, but it has enough advances and quality improvements under the hood that I'm interested in seeing it progress from Alpha. I hope that as it's repaired and worked on, scripts will work better, which is the big thing for me, as a lot of the tools a rely on a lot in my workflow don't function on the Alpha, but it's an Alpha, so I'm not worried.
This isn't really a yes or no, will plugins like Mesh Grabber be ported or not? I understand after that it's a question of when and how long, that's fine.
Daz have said that Studio v.4.whatever will *always* be available for download and therefore anything we have bought and functions properly in that version will continue to do so. I see no reason to doubt that. As for the future my opinion is that software-as-a-service (i.e. a subscription model) is very much here to stay - read into that what you will.
There is nothing to stop you using Daz 4 to create a scene and drop-kick it over to 2025+ for rendering should you so wish. No one is going to try to recompile or re-jig plugins at this point and if I was the creator of one I would be loathe to say if it would even be possible until things have settled down. I wouldn't hold your breath waiting for a definitive answer this early in the process.
Without any hint of exaggeration I could also teach you, in less than 5 minutes, how to replicate all of the functionality in Mesh Grabber (and more), in Blender, even if you'd never seen it before, and that software is free. The Daz ecosystem is changing, that's for sure.
I'm a reasonably accomplished modeler, thanks for the offer
e: like I JUST PAID $66 for Mesh Grabber I'm not excited to have somebody tell me "oh don't worry you can duplicate that function in a modeler" thanks
Man, removing preview lighting was such a terrible move. Really dislike this change a lot. Headlamp lighting was always there if you wanted to use it, making it the only choice now really sucks.
How did you integrate blender functionality into the Studio UI?
Or are you;
exporting obj from Studio
importing obj into blender
fiddling in blender
exporting new obj from blender
importing new obj to Studio
applying new obj as morph to clothes/character/whatever in Studio?
Don't get me wrong, I would be very interested in something like this
Right now, mesh grabber is the only tool of it's kind that I know of in Studio and it's one of the few on the "I can't live without it" list.
well there's the more advanced version of Mesh Grabber that is the sculpting tools included with paid subscription to DAZ Premier, which I have no doubt will be ported, but that's a different matter
I think a lot of people having degraded performance in the viewport in iray preview mode will find they have cpu rendering enabled in render settings.
As the alpha does not inherit settings from DS4 - cpu enabled is on by default.
David
yea, I would hope we get to keep the free version along with the paid for version.
For me, if I change the default daz connect folder to any where else on the PC studio crashes when you hit accept on the Preferences menu. I've already submitted a bug report on it. Otherwise so far I'm liking the new version. I h aven't hit it very hard yet, but that's the only issue I ran into getting it configured for my existing library.
I would like to know if Daz Studio 2025 supports only systems with Nvidia display driver?
I don't have Nvidia display at my laptop. It works with Daz Studio 4.23. The display driver supports OpenGL 4.1. Daz Studio 2025 can start but the viewport does not display anything. I added a cube to the scene. It is not visible at the viewport, but when I clicked render, the render window is displayed, and rendered the cube.
In the logs, there are messages related to OpenGL:
2025-04-22 21:28:38.583 [INFO] :: Initializing OpenGL extensions...
2025-04-22 21:28:38.583 [VERBOSE] :: Using GLEW 2.1.0
2025-04-22 21:28:38.599 [VERBOSE] :: Supported OpenGL extensions:
WGL_EXT_depth_float
WGL_ARB_buffer_region
WGL_ARB_extensions_string
WGL_ARB_make_current_read
WGL_ARB_pixel_format
WGL_ARB_pbuffer
WGL_EXT_extensions_string
WGL_EXT_swap_control
WGL_EXT_swap_control_tear
WGL_ARB_multisample
WGL_ARB_pixel_format_float
WGL_ARB_framebuffer_sRGB
WGL_ARB_create_context
WGL_ARB_create_context_profile
WGL_EXT_pixel_format_packed_float
WGL_EXT_create_context_es_profile
WGL_EXT_create_context_es2_profile
WGL_NV_DX_interop
WGL_INTEL_cl_sharing
WGL_NV_DX_interop2
WGL_ARB_create_context_robustness
2025-04-22 21:28:38.599 [INFO] :: OpenGL hardware features:
OpenGL provider: Intel
OpenGL renderer: Intel(R) HD Graphics 4400
OpenGL version: 4.1.0
RGBA color bitplane resolutions: 936045904 32763 -370895766 935764184
GLSL not supported
Shadow mapping not supported
VBO not supported
2025-04-22 21:28:38.599 [INFO] :: OpenGL settings:
Maximum number of lights: 8
Number of auxiliary buffers: 0
Number of texture units: 8
Depth buffer bit resolution: 0
Maximum OpenGL texture size: 16384 x 16384
Current texture quality: Good Performance
2025-04-22 21:28:38.637 [WARNING] :: Error while initializing OpenGL extensions: invalid enumerant
since the daz 4s can find my content I'm guessing I just have to let 6 know the location? And where is the link to the content stored?
pretty certain daz4 doesn't scan 3 drives everytime it starts so there's a place where a list of content directories is kept and where would that be?
---
PS I was taught computers are supposed to work so tha one person tells it what to do if (condition) is met then computer does (this) anytime it's called.
---
so there's a folder in the daz folders called RUN ONCE
so if (new installation / first run) copy userlayout etc from roaming data and copy them to the approriate location for the new installation.
Yes, one person had to write a script and thousands of people then have it done automatically. Wow, what a great idea. Not mine but the person who taught me that did retire as the senior systems analyst for Sears (not saying his retirement caused their crash but it only took them about ten years after he left to trash it.
DS 2025 Alpha can't find a dsf file that has a % sign in its name.
The same file opened fine in DS 4.23.1.47 Beta.
A related question: Why is this building object highlighted with an orange outline, when it is NOT selected? (I changed my Workspace Style to Highway).
You will need to ask ManFriday that, as he would be the one who needs to create a DS2025 version of the plugin.
Does anybody know if it overwrites my previous version, and can I place in a differnet location. Thanks
I have a question about the new Daz Studio 2025/6.x - GoZ Public Build.
Is Zbrush 2025 compatible?
So... AniMate, GraphMate and KeyMate doesn't work anymore, the Timeline is broken, 3Delight has been removed forever...
Basically you guys are planning to totally kill animation in DAZ Studio 6.
Thanks a lot DAZ3D!
I guess there's no left reason to keep buying from the store since, in the terrible case I lose my DAZ Studio backups, I will simply close my business.
Will GeForce GTX 1070 still work?