Daz Studio 2025 ALPHA - version 6.25.2025.32308! (Updated November 20, 2025)

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Comments

  • cain-xcain-x Posts: 206
    edited July 23

    Testing on the latest Alpha (6.25.2025.19807) - I tried Puppeteer/Timeline playback of animation while in Filament and in Texture Shaded using a full clothes G8 figure with hair in a 120 frame animation (30 fps).

    Filament: Playback of the timeline is still slightly more laggy than in DAZ 4.2x
    Texture Shaded: Playback has been the smoothest I have seen in a long time. While it is still not realtime 30 fps - it is an improvement of past playback benchmarks.

    Also noticed that the usage of Puppeteer is also more laggy. When doing a preview or record on Puppeteer, the "target" lags more behind the movement of the mouse.

    Will the animation playback (in Filament) and puppeteer performance continue to see improvements?

    Forgot to add - spacebar (key binding for play/stop timeline) when the timeline has focus does not work properly. You need to click outside the timeline in order for spacebar to respond. Will this be fixed? This has been an ongoing issue for nearly a decade.

    Post edited by cain-x on
  • neilroy1965neilroy1965 Posts: 28
    edited July 24

    Richard Haseltine said:

    Hiding the camera also hides its headlamp. In any event, see http://docs.daz3d.com/doku.php/public/software/dazstudio/6/change_log#6_25_2025_16207 - the active camera is not being drawn so it shouldn't get in the way.

    It never done that before.  In 4.24 and earlier, hiding the camera never effected the light at all.  And it isn't just the headlamp, as I have default scenes which use environment lighting, domes and such.  NONE of the lighting is taken into account, not just the headlamp.  As I said, this was never an issue before.  It IS a bug.  

    Post edited by neilroy1965 on
  • neilroy1965neilroy1965 Posts: 28
    edited July 24

    I notice a minor issue today.  I have two monitors and when I was loading Daz up, my mouse pointer was on my second monitor, Daz loads on the first and the Daz interface didn't update, just stayed white until I moved my mouse onto the monitor.

    A REALLY small issue to be certain.

    I'm using the latest Studio drivers (which were just updated by the way) on Windows 11 with a Ryzen CPU.

    Edit: this also happens with the viewport.  You have to hover your mouse over it to get it to update in certain situations.

    Post edited by neilroy1965 on
  • neilroy1965neilroy1965 Posts: 28

    If I load up Daz, then load in a scene, when I press CTRL+S to resave the scene after working on it, it doesn't automatically save, but I have to select where to save it and what to name it etc.  It doesn't remember the last filename or directory where I loaded the file from.  After I resave it again and choose the right location and filename CTRL+S works after that, but it is very annoying that it doesn't remember where I loaded it from or the directory etc.

    Definitely a bug.  I use CTRL+S a lot, especially on an ALPHA as I save before renders in case of a crash.

  • DoctorJellybeanDoctorJellybean Posts: 9,593

    neilroy1965 said:

    If I load up Daz, then load in a scene, when I press CTRL+S to resave the scene after working on it, it doesn't automatically save, but I have to select where to save it and what to name it etc.  It doesn't remember the last filename or directory where I loaded the file from.  After I resave it again and choose the right location and filename CTRL+S works after that, but it is very annoying that it doesn't remember where I loaded it from or the directory etc.

    Definitely a bug.  I use CTRL+S a lot, especially on an ALPHA as I save before renders in case of a crash.

    Did you fill in the Authorship Information (Edit - Preferences or F2) General tab? 

  • IceCrMnIceCrMn Posts: 2,319

    SHIFT+Y doesn't bring up the Symmetry options.

    I have to go to Edit>Figure>Shift Y to get it to work

  • Richard HaseltineRichard Haseltine Posts: 107,911

    neilroy1965 said:

    Richard Haseltine said:

    Hiding the camera also hides its headlamp. In any event, see http://docs.daz3d.com/doku.php/public/software/dazstudio/6/change_log#6_25_2025_16207 - the active camera is not being drawn so it shouldn't get in the way.

    It never done that before.  In 4.24 and earlier, hiding the camera never effected the light at all.  And it isn't just the headlamp, as I have default scenes which use environment lighting, domes and such.  NONE of the lighting is taken into account, not just the headlamp.  As I said, this was never an issue before.  It IS a bug.  

    The headlamp is part of the camera, it is not separately selectable, so it should be hidden when the camera is - and hiding lights turns them off. You can disagree, but you can't call it a bug.

    I can't recall, which Drawstyle is this using? None of the other light types you list has ever shown in Texture Shaded (except for domes made of scene lights, up to the - low - maximum number of lights that can be drawn).

  • Richard HaseltineRichard Haseltine Posts: 107,911

    neilroy1965 said:

    I notice a minor issue today.  I have two monitors and when I was loading Daz up, my mouse pointer was on my second monitor, Daz loads on the first and the Daz interface didn't update, just stayed white until I moved my mouse onto the monitor.

    A REALLY small issue to be certain.

    I'm using the latest Studio drivers (which were just updated by the way) on Windows 11 with a Ryzen CPU.

    I have a monitor and a display-tablet, moving my pointer to the tablet during DS boot didn't leave it white (though it always takes a while to draw).

  • Richard HaseltineRichard Haseltine Posts: 107,911

    IceCrMn said:

    SHIFT+Y doesn't bring up the Symmetry options.

    I have to go to Edit>Figure>Shift Y to get it to work

    Works for me, try reloading your layout (Window>Workspace>Select Layout).

  • IceCrMnIceCrMn Posts: 2,319
    edited July 24

    Richard Haseltine said:

    IceCrMn said:

    SHIFT+Y doesn't bring up the Symmetry options.

    I have to go to Edit>Figure>Shift Y to get it to work

    Works for me, try reloading your layout (Window>Workspace>Select Layout).

    Thank you, but it's still not working

    I tried severa of my saved layouts and restarted between tries

    How do i manually reset the keyboard shortcut? 

     

    edit: Never mind. I got it.

    I reloaded my Style and now it's working

     

    Note For those reading this: style and layout are separate things and one can customize either independently.

    Post edited by IceCrMn on
  • neilroy1965neilroy1965 Posts: 28
    edited July 24

    Richard Haseltine said:

    neilroy1965 said:

    Richard Haseltine said:

    Hiding the camera also hides its headlamp. In any event, see http://docs.daz3d.com/doku.php/public/software/dazstudio/6/change_log#6_25_2025_16207 - the active camera is not being drawn so it shouldn't get in the way.

    It never done that before.  In 4.24 and earlier, hiding the camera never effected the light at all.  And it isn't just the headlamp, as I have default scenes which use environment lighting, domes and such.  NONE of the lighting is taken into account, not just the headlamp.  As I said, this was never an issue before.  It IS a bug.  

    The headlamp is part of the camera, it is not separately selectable, so it should be hidden when the camera is - and hiding lights turns them off. You can disagree, but you can't call it a bug.

    I can't recall, which Drawstyle is this using? None of the other light types you list has ever shown in Texture Shaded (except for domes made of scene lights, up to the - low - maximum number of lights that can be drawn).

     

    Well, it's a bug.  Period.  It isn't working as it ALWAYS HAS.  I can call it a bug because it is one! 

    I'll attach some screenshots of the same scene with 4.24 with the camera visible and not visible, and with Daz 2025 with the same changes.
    The top half of the image shows the camere view when the camera is not visible on the left, and when it is visible on the right.  The bottom view has the identical settings on Daz Studio 4.24, camera is not visible on the left, it is visible on the right... no change in the viewport view either way on 4.24.  
     
    On a side note, I noticed that 4.24 started working with IRAY with the latest Studio Drivers, albeit slow.

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    Post edited by neilroy1965 on
  • neilroy1965neilroy1965 Posts: 28

    DoctorJellybean said:

    neilroy1965 said:

    If I load up Daz, then load in a scene, when I press CTRL+S to resave the scene after working on it, it doesn't automatically save, but I have to select where to save it and what to name it etc.  It doesn't remember the last filename or directory where I loaded the file from.  After I resave it again and choose the right location and filename CTRL+S works after that, but it is very annoying that it doesn't remember where I loaded it from or the directory etc.

    Definitely a bug.  I use CTRL+S a lot, especially on an ALPHA as I save before renders in case of a crash.

    Did you fill in the Authorship Information (Edit - Preferences or F2) General tab? 

    <double checks> Yup.  The thing is, it only does this the first time I press it.  After I do it once, it is automatic afterwards.  It's not remembering the filename and location on the first load.

  • IceCrMnIceCrMn Posts: 2,319
    edited July 24

    ok, well it was working now it's not again.

    It seems to hit or miss.

    If I select a shoulder and try it may or may not pull up the symmetry menu for me.

    edit: If I select the base character it works 100% of the time.

    It seems as though when I select individual body parts is when it gets wonky and unreliable.

    Post edited by IceCrMn on
  • DoctorJellybeanDoctorJellybean Posts: 9,593

    neilroy1965 said:

    DoctorJellybean said:

    neilroy1965 said:

    If I load up Daz, then load in a scene, when I press CTRL+S to resave the scene after working on it, it doesn't automatically save, but I have to select where to save it and what to name it etc.  It doesn't remember the last filename or directory where I loaded the file from.  After I resave it again and choose the right location and filename CTRL+S works after that, but it is very annoying that it doesn't remember where I loaded it from or the directory etc.

    Definitely a bug.  I use CTRL+S a lot, especially on an ALPHA as I save before renders in case of a crash.

    Did you fill in the Authorship Information (Edit - Preferences or F2) General tab? 

    <double checks> Yup.  The thing is, it only does this the first time I press it.  After I do it once, it is automatic afterwards.  It's not remembering the filename and location on the first load.

    Not just fill in, but filled in with the same name stored in the (top of the) file - if the name in the file does not match the Authorship Information name, Save behaves like Save As

  • Richard HaseltineRichard Haseltine Posts: 107,911

    neilroy1965 said:

    Richard Haseltine said:

    neilroy1965 said:

    Richard Haseltine said:

    Hiding the camera also hides its headlamp. In any event, see http://docs.daz3d.com/doku.php/public/software/dazstudio/6/change_log#6_25_2025_16207 - the active camera is not being drawn so it shouldn't get in the way.

    It never done that before.  In 4.24 and earlier, hiding the camera never effected the light at all.  And it isn't just the headlamp, as I have default scenes which use environment lighting, domes and such.  NONE of the lighting is taken into account, not just the headlamp.  As I said, this was never an issue before.  It IS a bug.  

    The headlamp is part of the camera, it is not separately selectable, so it should be hidden when the camera is - and hiding lights turns them off. You can disagree, but you can't call it a bug.

    I can't recall, which Drawstyle is this using? None of the other light types you list has ever shown in Texture Shaded (except for domes made of scene lights, up to the - low - maximum number of lights that can be drawn).

     

    Well, it's a bug.  Period.  It isn't working as it ALWAYS HAS.  I can call it a bug because it is one! 

    A bug is soemthing not working as intended - it is possible that the DS 4 behaviour was a bug, I have to say, my recollection is that the headlamp used to switch off with visibility in DS 4 (which would certainly make the current behaviour a bug) but it is not a situation I often ran into (gernerally I would have the ehadlamp off and turn off Preview Lights isf I wished to see an unlit scene, since that has no effect on rendering).

    I'll attach some screenshots of the same scene with 4.24 with the camera visible and not visible, and with Daz 2025 with the same changes.
    The top half of the image shows the camere view when the camera is not visible on the left, and when it is visible on the right.  The bottom view has the identical settings on Daz Studio 4.24, camera is not visible on the left, it is visible on the right... no change in the viewport view either way on 4.24.  
     
    On a side note, I noticed that 4.24 started working with IRAY with the latest Studio Drivers, albeit slow.

  • neilroy1965neilroy1965 Posts: 28
    edited July 24

    DoctorJellybean said:

    neilroy1965 said:

    DoctorJellybean said:

    neilroy1965 said:

    If I load up Daz, then load in a scene, when I press CTRL+S to resave the scene after working on it, it doesn't automatically save, but I have to select where to save it and what to name it etc.  It doesn't remember the last filename or directory where I loaded the file from.  After I resave it again and choose the right location and filename CTRL+S works after that, but it is very annoying that it doesn't remember where I loaded it from or the directory etc.

    Definitely a bug.  I use CTRL+S a lot, especially on an ALPHA as I save before renders in case of a crash.

    Did you fill in the Authorship Information (Edit - Preferences or F2) General tab? 

    <double checks> Yup.  The thing is, it only does this the first time I press it.  After I do it once, it is automatic afterwards.  It's not remembering the filename and location on the first load.

    Not just fill in, but filled in with the same name stored in the (top of the) file - if the name in the file does not match the Authorship Information name, Save behaves like Save As

     

    Okay, I just tested this more in depth and you're right.  The name on the Alpha version I am using is slightly different, so when I load up a file saved under 4.24 or earlier, it does that.  BUT, once it is saved and with the different name, it is okay.  You were spot on. yes

    Post edited by neilroy1965 on
  • jbowlerjbowler Posts: 841

    Richard Haseltine said:

    The headlamp is part of the camera, it is not separately selectable, so it should be hidden when the camera is - and hiding lights turns them off. You can disagree, but you can't call it a bug.

    I can't recall, which Drawstyle is this using? None of the other light types you list has ever shown in Texture Shaded (except for domes made of scene lights, up to the - low - maximum number of lights that can be drawn).

    Scene lights didn't show in 4.23.0.4.  I attached a scene (created in 4.23.0.4, uncompressed) for your perusal.  It's a sphere, a camera and a point light.  All headlights are disabled; I admit this is not normal with Studio but I don't like headlights, they make light balance difficult.  Note that the "preview lights" option must be turned off for this repro; it's always on (aargh).

    In that scene I can toggle the pointlight "visible" and the "visible in viewport" on and off and this has no effect.  Likewise for the camera; **the headlight is not being used**;  I always turn headlights off!

    It's like I said before, "texture shaded" in 4 is a weird, really weird, but most of the time convenient and fast way to do editing; it's the equivalent of Word "Normal view" from the bad old days when Word couldn't render fast enough to allow proper page editing.

    With DS6 loading exactly the same scene the sphere does appear, even though the **camera** has no headlight; just like DS4.  However the sphere goes "black" if I make the camera invisible in either the viewport or globally.  Since the camera is not providing any light that doesn't make any sense, particularly as the "pointlight" is still there.  Swapping to "Universal" (what that is) does not help but "Filament" shows the sphere because it is using the scene lighting.  In my example DUF the pointlight ends up contributing nothing of import; the light comes from something else.  I don't know enough about Filament to fathom where it is coming from.

    John Bowler

     

     

    duf
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  • neilroy1965neilroy1965 Posts: 28

    jbowler said:

    Richard Haseltine said:

    The headlamp is part of the camera, it is not separately selectable, so it should be hidden when the camera is - and hiding lights turns them off. You can disagree, but you can't call it a bug.

    I can't recall, which Drawstyle is this using? None of the other light types you list has ever shown in Texture Shaded (except for domes made of scene lights, up to the - low - maximum number of lights that can be drawn).

    Scene lights didn't show in 4.23.0.4.  I attached a scene (created in 4.23.0.4, uncompressed) for your perusal.  It's a sphere, a camera and a point light.  All headlights are disabled; I admit this is not normal with Studio but I don't like headlights, they make light balance difficult.  Note that the "preview lights" option must be turned off for this repro; it's always on (aargh).

    In that scene I can toggle the pointlight "visible" and the "visible in viewport" on and off and this has no effect.  Likewise for the camera; **the headlight is not being used**;  I always turn headlights off!

    It's like I said before, "texture shaded" in 4 is a weird, really weird, but most of the time convenient and fast way to do editing; it's the equivalent of Word "Normal view" from the bad old days when Word couldn't render fast enough to allow proper page editing.

    With DS6 loading exactly the same scene the sphere does appear, even though the **camera** has no headlight; just like DS4.  However the sphere goes "black" if I make the camera invisible in either the viewport or globally.  Since the camera is not providing any light that doesn't make any sense, particularly as the "pointlight" is still there.  Swapping to "Universal" (what that is) does not help but "Filament" shows the sphere because it is using the scene lighting.  In my example DUF the pointlight ends up contributing nothing of import; the light comes from something else.  I don't know enough about Filament to fathom where it is coming from.

    John Bowler

     

     

    I noticed the other day that with Filament, in a scene I had which had an environment dome which lite the scene as well as lights, that the lights didn't show, but the dome, environment lighting did.

    I have no problems with Filament and cameras, whether visible or not, but the texture shaded mode is very annoying.  I shouldn't have to make a camera visible to see through it.  It's not IMPORTANT to hide or show camera lights in TEXTURE SHADED mode as we won't be RENDERING in that mode!  It is use solely for setting up the scene and so, as it ALWAYS HAS, it should show everything when I look through it so I can adjust what is needed.  Even in an IRAY render, without the camera lights YOU STILL SEE THE SCENE LIT UP with something else!  So stating that everything going BLACK as being normal is the response of a person who refuses to admit when he was wrong (Richard).

  • hapciupalithapciupalit Posts: 123

    With the 6.25.2025.19807 update, I noticed a big improvement in the viewport movement. A scene that was working perfectly in Daz 4.25 up until now it was very laggy in Daz 2025, but with this new update the movement in viewport has improved. It's still not as fast as Daz 4.25, but it's way better. One thing that is still annoying is the movement with the WASD keys. It doesn't move continuously and the hover highlight has a little bit of delay. The viewport in iray mode is still very slow. 

    I'm testing it on a i9 14900k, 2x5090 and 128GB ram.

  • AinmAinm Posts: 716

    Unsure whether this is a bug or whether others have noticed it, but it's certainly a curious one.

    Scene with a character I'm working on that was created in 4.24. Brought it into 2025 Alpha for a look. Made some adjustments - changed clothing, added a newly purchased hair, imported some new lighting, cleaned out some nodes I no longer wanted in my scene graph. Made slight adjustments to the character too, including a small amount of a shape transfer done inside 2025 (Ophelia 7 to Genesis 9).  Zero'd the character pose. Ran a dForce sim on the clothing. Moved camera. Saved. Been in and out of 2025 on this scene and changes are all as I saved them.

    Merged the scene into a scene I'm working on in 4.24. The persisted:

    • The nodes I deleted (are gone)
    • The hair and clothes I added 
    • The dForce similuation on the clothes (I think)
    • The new lighting

    Things that haven't persisted:

    • The camera position
    • The zero'd pose
    • The shape adjustments (the Ophelia 7 morph is in the parameters, as I would expect, but it has no value)

    It's kind of interesting that all the changes have clearly been saved in the file if I load it in 2025, but that not all of them are there in 4.24. Even more interesting is that the zero'd pose must still be in the file and that 4.24 is picking it up.

     

     

  • EnveEnve Posts: 10
    edited July 27

    Hi, sorry if this has been asked before. When I switch to the Viewport tab, the scene doesn't appear until I click anywhere with the left mouse button

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    Post edited by Enve on
  • Richard HaseltineRichard Haseltine Posts: 107,911

    Enve said:

    Hi, sorry if this has been asked before. When I switch to the Viewport tab, the scene doesn't appear until I click anywhere with the left mouse button

    I don't get this, restarting DS with another pane active in that group and then switching to Viewport there was a very brief wait while it showed something but not the full view before drawing the full empty scene. Does this happen everytime you switch? What GPU(s) do you have, if you have one on the CPU and one (or more) stand-alone which draws the UI?

  • EnveEnve Posts: 10

    Richard Haseltine said:

    Enve said:

    Hi, sorry if this has been asked before. When I switch to the Viewport tab, the scene doesn't appear until I click anywhere with the left mouse button

    I don't get this, restarting DS with another pane active in that group and then switching to Viewport there was a very brief wait while it showed something but not the full view before drawing the full empty scene. Does this happen everytime you switch? What GPU(s) do you have, if you have one on the CPU and one (or more) stand-alone which draws the UI?

    Yes, there's a short delay, or sometimes it doesn't display at all until I click the mouse button (same with Viewport Aux) group pane. CPU ryzen 5700x (without integrated GPU) and nvidia rtx gpu. Everything works perfectly with Daz Studio 4.24

  • nemesis10nemesis10 Posts: 3,763

    Uh oh, I can't log in; I get the the rror "error in communication to server" and the log says:

    2025-07-29 18:12:51.764 [WARNING] :: /src/sdksource/cloud/dzcloudtasknotifier.cpp(204): curl_easy_perform(https://hpclscruffy.daz3d.com/Customer/authenticate) failed: HTTP response code said error
    2025-07-29 18:12:51.765 [WARNING] :: /src/sdksource/cloud/dzcloudtasknotifier.cpp(204): Communication to server failed.

     

  • memcneil70memcneil70 Posts: 5,272

    I don't log into DAZ on any of my versions of D|S, and this morning I opened DS6 without issue. Not sure if that helps.

  • Richard HaseltineRichard Haseltine Posts: 107,911

    Connected OK for me, I would iamgine it was a glitch - if it persists it may be an ISP issue, or something along the route to Daz.

  • kgadsden12kgadsden12 Posts: 0

    Is there a DAZ to Blender plugin for the Daz Studio 2025 ALPHA - version 6.25.2025.19807? Or a workaround for the new DAZ to blender plugin for the Alpha version? Thanks.

  • hapciupalit said:

    With the 6.25.2025.19807 update, I noticed a big improvement in the viewport movement. A scene that was working perfectly in Daz 4.25 up until now it was very laggy in Daz 2025, but with this new update the movement in viewport has improved. It's still not as fast as Daz 4.25, but it's way better. One thing that is still annoying is the movement with the WASD keys. It doesn't move continuously and the hover highlight has a little bit of delay. The viewport in iray mode is still very slow. 

    I'm testing it on a i9 14900k, 2x5090 and 128GB ram.

    People testing this usually just try panning and zooming viewport. That has improved considerably. What is still slow is moving a character around the scene -- it lags really bad.

    @Richard Are there any plans to make that dreadful Preview Lights option remember its state across Daz Studio launches? I want to disable it and for it to stay disabled so badly -- it is never useful for me as I am only interested in lights in Iray preview mode, not while using viewport to make a scene. I am sure there are others like me out there.

  • IceCrMnIceCrMn Posts: 2,319

    kgadsden12 said:

    Is there a DAZ to Blender plugin for the Daz Studio 2025 ALPHA - version 6.25.2025.19807? Or a workaround for the new DAZ to blender plugin for the Alpha version? Thanks.

    We are still in the alpha phase, so very much still in flux.

    I wouldn't expect anything to be done with addons and plugins until we reach at least beta.

    Some PA's might even wait to update their products until there is a release candidate.

    This is pretty typical for software development.

    No point in making updates to addons or plugins if Studio might change again, maybe even several times, before release.

    Might as well just wait to do any coding for them because the alpha will cease to exist, or at least become completely irrelevant, once we hit beta.

  • neilroy1965neilroy1965 Posts: 28
    edited July 31

    I noticed today that Mesh Smoothing no longer works unless you enable interactive updates, which I don't want to do.  I like to use it on hair assets to prevent it from clipping into the body, which works well.  Interactive updates can slow things down.  Just turning it on normally works.  Now it doesn't work at all unless you enable interactive updating as I stated.  And no, it doesn't work when you go to render either, not without interactive updates on, so, definitely a bug.

     

    Post edited by neilroy1965 on
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