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

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Comments

  • hjakehjake Posts: 1,140
    edited April 23

    Imago said:

    FrankTheTank said:

    Well, that is discouraging if true. Many of us have been reconsidering Daz for animation now that Filament has made many recent improvements. If they abandon animation support, then I have zero use for Daz 2025, and I will just stick with DS 4.23.x and they will lose me as a customer going forward.

    But I was expecting to see much more support for animation now that Filament allows real time rendering and viewport playback. Animation with iray was a non-starter for me, but now with Filament it has given me hope. I've dabbled in Blender, Unreal & Unity in the past, trying to use the various bridges, and to be honest Daz is not bad when you buy all the plugins and add-ons. I'd much rather animate in Daz Studio. it is very capable once you figure out the tricks, and there are some very good tutorials on this as well.

    So Daz should really not abandon animation! Stop teasing us with Filament if you are going to abandon animation.

    Exaclty. Once you grasp the full potential, DAZ Studio is great for animations. I really hope that's just the alpha to be missing those tools.

     

    Well if 3Delight does not move to DS 5, then DS 4 will still be available and 3Delight is integrated into other progams including a cloud version ( https://www.3delight.com/signup-landing-page ). So if your business depends on 3Delight, then you are not out of options as of today. DAZ 3D shifted to iRay several years ago and promoted iRay materials for new products. As a business, that was a pretty good indication that they were moving away from a 3Delight centric platform. More render platforms means divided development resources. Also, I did not see any DAZ Studio 3Delight innovations over the last few years.

    Businesses must change and innovate or die, especially in in an industry that is always rapidly moving forward. 3Delight moved away from REYES compliance with 3Delight NSI ( https://en.wikipedia.org/wiki/3Delight ) because 3Delight could not innovate.

    If DAZ does drop 3Delight from DS, it might mean more resources applied to improving animation in filemant or iRay. Although I will be honest, I don't hold a lot of hope for that scenario since it seems the team developing/maintaining DS4 was the same team developing DS 5 which is still in alpha after more than 4 years. My understanding was that DS 5 was a re-write of DS using DS 4 as a guideline instead of an incremental build. If that is true, then 4 years at ALPHA level is a long time.

    https://www.geeksforgeeks.org/difference-between-alpha-and-beta-testing/

    https://www.geeksforgeeks.org/difference-between-black-box-vs-white-vs-grey-box-testing/

    https://en.wikipedia.org/wiki/Software_release_life_cycle

    At some point iRay may go bye-bye and DAZ 3D will have to find some other render engine to use. This is the cycle of software life Simba. smiley

     

    Post edited by hjake on
  • DireWorksDireWorks Posts: 134

    iray viewport is laggy for me, a bit laggy also the texture shaded option, with latest studio dirvers

    tested dforce on lindsay hairs, working as expected, the only difference i found is that hairs disappears during simulation  if you simulate in iray viewport

    also strange orizzontal bars during rendering in viewport, in the first iterations,

    UI is really beautiful, only thing i miss the colors for different axis in parameter panels

    found shift+Y is not working

    the surface highlight contour thickness otpion is not working

    character loading is way faster than 4.23

  • hjakehjake Posts: 1,140

    Richard Haseltine said:

    hjake said:

    WendyLuvsCatz said:

    I am not installing it yet as see no need

    but...

    am I missing something?

    can you just use D|S4 to do all the stuff with plugins and scripts

    then save the scene and just render it in 2025

     

    Wendy, it is alpha level. I would use it as given and not try to install plug-ins/scripts for the DS 4 era.

    Others, it is alpha level. It will not have all the features of DS 4. Some features maybe disabled or not compiled because at alpha level you are still trying to build a stable base app. Everything you add/enable complicates debugging the base app because you have more interactions to trace.

    In my personal opinion, DAZ released this because Nvidia 50XX series cards will begin being adopted over the next few months and DAZ has no product for the users. It is unusual for a closed source commercial app to release an alpha level version of their software. Nobody should be using DAZ Studio 2025 ALPHA for any important work. If losing your work due to a crash would be bad for you then don't do it in DS 2025 ALPHA or BETA.

    As for other who say dsf files not found, I had the same problem. I resolved it by going to the content tab in preferences and adding paths to the "Content" folder.

    For example, when DS 5 installed it said it found my content folder (R:\RUNT\DIM) which is partially correct. Then I got the dsf missing error. I added a path for Content (R:\RUNT\DIM\Content) et voila the error went away. Something like this might be what is happening for you.

    It is a very bad idea to have one content directory inside another - DS may then use the wrong starting point for the relative paths for files in the inner folder. Eithr take the stuff out of R:\RUNT\DIM\Content and merge it into R:\RUNT\DIM or move the content folder outside R:\RUNT\DIM and select it in that location.

    Good point. It is probably stuff installed by DIM that did not use the "Content" folder since my DIM was pointed to RUNT\DIM as the install folder, but if I blow-away my entire DIM (13,000 items) and have eveything point to RUNT\DIM\Content, won't I just end up with a Content folder inside the Content folder since all I am doing is changing the base path?

     

  • ImagoImago Posts: 5,477

    hjake said:

    So if your business depends on 3Delight, then you are not out of options as of today.

    There's still a little issue... You need 3Delight working inside DAZ Studio in order to create the .RIB files to be sent to the Stand Alone application or any other compatible one. So that's not a suitable solution, sadly.

    Unless there is some kind of .RIB exporter that doesn't need the 3Delight plugin, but I don't think someone will develop something like that.

    I'll keep my 4.12 and 4.21 installations really dear and wait for the next news. Who knows, maybe NVidia will stop supporting IRay and DAZ3D will return to 3Delight... Or make Filament fully usable.

  • MKeyesMKeyes Posts: 472

    Ooookay... I'm totally lost. Where is the link to download the new DS Alpha? Not finding it, - in my account library it is saying, "Inactive"

  • LeanaLeana Posts: 12,256
    edited April 23

    MKeyes said:

    Ooookay... I'm totally lost. Where is the link to download the new DS Alpha? Not finding it, - in my account library it is saying, "Inactive"

    You can only download it with DIM, there's no standalone installers. You need to check your DIM filters to ensure it includes "public build" files, and then search for "daz studio 2025" in the "ready to download" tab.

    Post edited by Leana on
  • LeanaLeana Posts: 12,256
    edited April 23

    hjake said:

    Also, I did not see any DAZ Studio 3Delight innovations over the last few years.

    The main problem from what I understood was that 3DL completely reworked their shading language at some point (switching to OSL IIRC), so integrating newer versions of 3DL meant that none of the existing 3DL materials and shaders would work anymore. I suppose they could have attempted to write a converter, but I don't know how feasible it was. So we got stuck with the latest version of 3DL supporting RSL shaders.

    Post edited by Leana on
  • MKeyesMKeyes Posts: 472

    So I followed the instructions and nothing in the NEWLY installed current Install Manager is happening. 

  • MKeyesMKeyes Posts: 472

    Nevermind... got it

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  • I want to be excited about this Daz 2025 but unless and until a lot of plugins get updated to work with it, or the stable release version gets those features by default when it's released, I just can't see myself switching to it.

  • LeanaLeana Posts: 12,256

    MKeyes said:

    So I followed the instructions and nothing in the NEWLY installed current Install Manager is happening. 

    Did you check the DIM download filters to make sur that "Public Build" release channel was checked?

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  • Richard HaseltineRichard Haseltine Posts: 105,123

    hjake said:

    Richard Haseltine said:

    hjake said:

    WendyLuvsCatz said:

    I am not installing it yet as see no need

    but...

    am I missing something?

    can you just use D|S4 to do all the stuff with plugins and scripts

    then save the scene and just render it in 2025

     

    Wendy, it is alpha level. I would use it as given and not try to install plug-ins/scripts for the DS 4 era.

    Others, it is alpha level. It will not have all the features of DS 4. Some features maybe disabled or not compiled because at alpha level you are still trying to build a stable base app. Everything you add/enable complicates debugging the base app because you have more interactions to trace.

    In my personal opinion, DAZ released this because Nvidia 50XX series cards will begin being adopted over the next few months and DAZ has no product for the users. It is unusual for a closed source commercial app to release an alpha level version of their software. Nobody should be using DAZ Studio 2025 ALPHA for any important work. If losing your work due to a crash would be bad for you then don't do it in DS 2025 ALPHA or BETA.

    As for other who say dsf files not found, I had the same problem. I resolved it by going to the content tab in preferences and adding paths to the "Content" folder.

    For example, when DS 5 installed it said it found my content folder (R:\RUNT\DIM) which is partially correct. Then I got the dsf missing error. I added a path for Content (R:\RUNT\DIM\Content) et voila the error went away. Something like this might be what is happening for you.

    It is a very bad idea to have one content directory inside another - DS may then use the wrong starting point for the relative paths for files in the inner folder. Eithr take the stuff out of R:\RUNT\DIM\Content and merge it into R:\RUNT\DIM or move the content folder outside R:\RUNT\DIM and select it in that location.

    Good point. It is probably stuff installed by DIM that did not use the "Content" folder since my DIM was pointed to RUNT\DIM as the install folder, but if I blow-away my entire DIM (13,000 items) and have eveything point to RUNT\DIM\Content, won't I just end up with a Content folder inside the Content folder since all I am doing is changing the base path?

    DIM won't put things in the Content folder (well, there may have been one or two misconfigued products - but I am pretty sure they were updated) so cosnolidating the Content folder into the root or moving it elsewhere (and selecting the new location) won't be an issue for DIM.

  • Sorry if basic Q and covered elsewhere - but seems Daz to Blender bridge missing in the Alpha? or do i need to copy / install from somewhere else (e.g. v4 files)?

  • Richard HaseltineRichard Haseltine Posts: 105,123

    mazinkaiserzero said:

    I want to be excited about this Daz 2025 but unless and until a lot of plugins get updated to work with it, or the stable release version gets those features by default when it's released, I just can't see myself switching to it.

    It is an alpha version, for testing. The SDK (needed to compile plug-ins) is not yet ready to release (and I would think that the scripting engine may not be fully stable) so no one is going to be updating their plug-ins yet. Whether they do later, and on what terms, will, where they are still with us, be up to the PAs involved. I would not expect to see much during the alpha, and would think most people will be wary during any beta that follows, so for a while you will certainly want to work in  DS 4 at least some of the time.

  • TotteTotte Posts: 14,322

    frank.mason said:

    Is it to be expected in this new Alpha that Daz' Daz to Blender bridge isnt installed/available? (or am i missing something - not sure if i need to copy from my Daz 4 folders?) thanks

    Alpha - means "not feature complete, bugs will be there, a lot of them, things will be misssinf (that's what not feature complete means)".  

  • Richard HaseltineRichard Haseltine Posts: 105,123

    frank.mason said:

    Sorry if basic Q and covered elsewhere - but seems Daz to Blender bridge missing in the Alpha? or do i need to copy / install from somewhere else (e.g. v4 files)?

    Yes, as noted in my post above we cannot expect anything like a full set of plug-ins etc. during the alpha phase at least.

  • Richard Haseltine said:

    mazinkaiserzero said:

    I want to be excited about this Daz 2025 but unless and until a lot of plugins get updated to work with it, or the stable release version gets those features by default when it's released, I just can't see myself switching to it.

    It is an alpha version, for testing. The SDK (needed to compile plug-ins) is not yet ready to release (and I would think that the scripting engine may not be fully stable) so no one is going to be updating their plug-ins yet. Whether they do later, and on what terms, will, where they are still with us, be up to the PAs involved. I would not expect to see much during the alpha, and would think most people will be wary during any beta that follows, so for a while you will certainly want to work in  DS 4 at least some of the time.

    I know, that's why I say "unless and until", and mention the eventual stable release version. But yeah, the plugin compatibility issue has been known and talked about since early Daz 5 discussions. Also, I'd bet that most if not all PA's who do update, are going to be releasing the updated version as new products so I think Daz 2025 will have to be so much better to be worth paying for all that stuff again and not another questionable "upgrade" like Genesis 9 was.

  • Richard HaseltineRichard Haseltine Posts: 105,123

    hjake said:

    Imago said:

    FrankTheTank said:

    Well, that is discouraging if true. Many of us have been reconsidering Daz for animation now that Filament has made many recent improvements. If they abandon animation support, then I have zero use for Daz 2025, and I will just stick with DS 4.23.x and they will lose me as a customer going forward.

    But I was expecting to see much more support for animation now that Filament allows real time rendering and viewport playback. Animation with iray was a non-starter for me, but now with Filament it has given me hope. I've dabbled in Blender, Unreal & Unity in the past, trying to use the various bridges, and to be honest Daz is not bad when you buy all the plugins and add-ons. I'd much rather animate in Daz Studio. it is very capable once you figure out the tricks, and there are some very good tutorials on this as well.

    So Daz should really not abandon animation! Stop teasing us with Filament if you are going to abandon animation.

    Exaclty. Once you grasp the full potential, DAZ Studio is great for animations. I really hope that's just the alpha to be missing those tools.

     

    Well if 3Delight does not move to DS 5, then DS 4 will still be available and 3Delight is integrated into other progams including a cloud version ( https://www.3delight.com/signup-landing-page ). So if your business depends on 3Delight, then you are not out of options as of today. DAZ 3D shifted to iRay several years ago and promoted iRay materials for new products. As a business, that was a pretty good indication that they were moving away from a 3Delight centric platform. More render platforms means divided development resources. Also, I did not see any DAZ Studio 3Delight innovations over the last few years.

    Businesses must change and innovate or die, especially in in an industry that is always rapidly moving forward. 3Delight moved away from REYES compliance with 3Delight NSI ( https://en.wikipedia.org/wiki/3Delight ) because 3Delight could not innovate.

    If DAZ does drop 3Delight from DS, it might mean more resources applied to improving animation in filemant or iRay. Although I will be honest, I don't hold a lot of hope for that scenario since it seems the team developing/maintaining DS4 was the same team developing DS 5 which is still in alpha after more than 4 years. My understanding was that DS 5 was a re-write of DS using DS 4 as a guideline instead of an incremental build. If that is true, then 4 years at ALPHA level is a long time.

    DS 2025 is DS 6 technically. I'm not sure what you mean by the rest, but be wary of attaching too much weight to things that were not written by the devs.

    https://www.geeksforgeeks.org/difference-between-alpha-and-beta-testing/

    https://www.geeksforgeeks.org/difference-between-black-box-vs-white-vs-grey-box-testing/

    https://en.wikipedia.org/wiki/Software_release_life_cycle

    At some point iRay may go bye-bye and DAZ 3D will have to find some other render engine to use. This is the cycle of software life Simba. smiley

     

  • Richard HaseltineRichard Haseltine Posts: 105,123

    barbult said:

    Richard Haseltine said:

    barbult said:

    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).


     

    Which tool is active? Where is the pointer?

  • Richard HaseltineRichard Haseltine Posts: 105,123

    Squishy said:

    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.

    Bear in mind that the Viewport code has been extensively rewritten. Unless it appears in a change log/release notes it is quite possible that a missing feature is a bug or simply something that hasn't been implemented yet.

  • Richard HaseltineRichard Haseltine Posts: 105,123

    Jon_KJ said:

    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.

    It has long been possible to adjust the colours - Window>Style>Customise. I generally turned the highlioght colour down to about two-thirds of its default value.

    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.
     

  • plopsplops Posts: 97

    Imago said:

    AniMate is missing... Is that just an "ooops!" or it will be eliminated totally?

    Just came here to say the same thing about Animate after being told off for commenting in the "wrong" place. Also Clothes converter G3f to G8f is not displaying properly, The destination requester is covered up.

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  • SnowSultanSnowSultan Posts: 3,700

    It's actually slower to load saved scenes for me than 4.23. Clearing a scene is much faster so far.

    Please put the colors back on the Camera Cube, pronto.   ;)

  • barbultbarbult Posts: 25,306
    edited April 23

    Richard Haseltine said:

    barbult said:

    Richard Haseltine said:

    barbult said:

    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).


     

    Which tool is active? Where is the pointer?

    The Surface Selection tool is active. The pointer (mouse cursor) is on a second montior in the DIM application window, when I pressed Alt+PrtScn to capture the new attached screenshot. The Surfaces pane shows that no surfaces are selected, because the Scene pane shows that I have the ToneMapper Options as the selected scene object, and of course it has no surfaces.

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    Post edited by barbult on
  • QuasarQuasar Posts: 657

    The version of 3Delight in DS 4 is no longer supported by 3Delight, so I don't think Daz would go back to it if Nvidia stopped supporting Iray. At this point, the old version of 3Delight is legacy software that reached end of life years ago. 3Delight-NSI is what they call their current render technology. I assume it's an entirely different rendering system that's not compatible with RenderMan compliant products sold here, so all new products would have to be created for 3Delight-NSI if Daz were to implement it again. It would be nice if DAZ could find another free, supported render engine that works on more hardware types than Iray does, though.

  • can i install it separately or will it destroy my old Beta 4.23xx ?

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  • barbultbarbult Posts: 25,306

    Lonesome Cowboy said:

    can i install it separately or will it destroy my old Beta 4.23xx ?

    DIM will install the 2025 Alpha to a separate directory. Your old Beta 4.23 will not be affected.

  • LeanaLeana Posts: 12,256

    Lonesome Cowboy said:

    can i install it separately or will it destroy my old Beta 4.23xx ?

    It’s installed separately 

  • Silver DolphinSilver Dolphin Posts: 1,629

    https://www.daz3d.com/look-at-me-ii-pose-control this is not working in new Alpha. I really use this alot.

  • VisuimagVisuimag Posts: 578

    DireWorks said:

    UI is really beautiful, only thing i miss the colors for different axis in parameter panels

    You can change that back if need be.

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