I think I just earned the award for the craziest behavior. The button that's supposed to assign the shader to a selected surface in Shader Mixer is instead creating a camera.
I hope this means they're making extensive changes to Shader Mixer to improve its usability. And if that's the case, they might consider adding a shader builder for Filament, since the one for RenderMan no longer exists
Hey all! After I updated this morning, DAZ Studio 2025 ALPHA - version 6.25.2025.21308 will not load. see Attached files. Thanks!
Don't take it the wrong way, thanks for posting. I would use DAZ 4 if you don't have the 50xx series ...
Just wait for public release ... there is no advantage at all (I think)
Happy rendering
I don't know this to be true. I have a 3060ti and there is a gigantic, extremely noticeable speed increase when using 2025aplha. What would take 2 hours to render in 4, take only 20-30 mins. The ui is way more responsive when in iRay preview, and I have yet to have an freezing issues, which are quite common in 4.
This was a shock and a disappointment. I created a scene in DS 4.24 and rendered it. Then I decided to try to render it in DS 6 Alpha, because of a comment from OSO3D about the adaptive displacement. I knew that at least one of my surfaces used displacement with subD. The DS6 Alpha render came out way wrong. I simplified the scene down to just the garage building. (This is the garage I have been using in my latest Jack and Richard story.) The garage originally used 3Delight materials. I selected all surfaces and converted to Iray Uber. Then later I applied a different Iray shader to the floor. That is the shader with displacement. I also hid many bones and surfaces that were not needed for my scenes. The DS6 rendered result looks like maps are applied to the wrong surfaces (garage door oval windows on the floor???) (brick wall flat white???) (floor displacement is entirely missing???).
The two renders and the scene are attached. The complete application version numbers are in the render file names.
1) Is there a reason why under Shaping -> Actor there are big square icons with vertical sliders and not the orizontal ones ?
2) Under default keyboard shortcuts (View Control) the upper arrow icon is associated to CTRL+ATL+R or "reset camera"
that switches viewport into Front view. On the viewport window the up arrow icon resets the viewport.
May be useful add a separate keyboard shortcut for RESET viewport and change the reset camera icon into the shortcuts list ?
1) Is there a reason why under Shaping -> Actor there are big square icons with vertical sliders and not the orizontal ones ?
2) Under default keyboard shortcuts (View Control) the upper arrow icon is associated to CTRL+ATL+R or "reset camera"
that switches viewport into Front view. On the viewport window the up arrow icon resets the viewport.
May be useful add a separate keyboard shortcut for RESET viewport and change the reset camera icon into the shortcuts list ?
Thanks to all developers !
Could you please show a screenshot of the first point. Which Style are you using?
Hey all! After I updated this morning, DAZ Studio 2025 ALPHA - version 6.25.2025.21308 will not load. see Attached files. Thanks!
Don't take it the wrong way, thanks for posting. I would use DAZ 4 if you don't have the 50xx series ...
Just wait for public release ... there is no advantage at all (I think)
Happy rendering
I don't know this to be true. I have a 3060ti and there is a gigantic, extremely noticeable speed increase when using 2025aplha. What would take 2 hours to render in 4, take only 20-30 mins. The ui is way more responsive when in iRay preview, and I have yet to have an freezing issues, which are quite common in 4.
@MIH_BAD I would also like to bring to your attention that for Mac OS users, the Alpha allows us to use Filament/FilaToon products. And I agree that my RTX 4090 Win11, enjoys a reduction is rendering time, along with my MacMini Pro M4. And the more users testing this Alpha, the more input the programmers are receiving to improve it. I do hope your experience improves.
Hello everyone,
Since the alpha update, I can no longer load my persona (created long before and working without any issues on the previous version). After checking, the problem seems to come from the OOT hair (4in1 Sporty Ponytails for Genesis 9).
The issue has been tested and reproduced on two different PCs.
Is anyone else experiencing the same problem?
I didn't check all of the models, but the long ponytail has over thirty bones in a chain - this build seems to fail to load items with twenty+ bones in a chain, so this is probably expected. Daz is aware of the issue.
Thanks a lot for your reply.
Just one question: is this something that will eventually be fixed, or should I assume I’ll have to give up on using this hairstyle?
Hello everyone,
Since the alpha update, I can no longer load my persona (created long before and working without any issues on the previous version). After checking, the problem seems to come from the OOT hair (4in1 Sporty Ponytails for Genesis 9).
The issue has been tested and reproduced on two different PCs.
Is anyone else experiencing the same problem?
I didn't check all of the models, but the long ponytail has over thirty bones in a chain - this build seems to fail to load items with twenty+ bones in a chain, so this is probably expected. Daz is aware of the issue.
Thanks a lot for your reply.
Just one question: is this something that will eventually be fixed, or should I assume I’ll have to give up on using this hairstyle?
According to the change log, it has been fixed
Fixed an issue that caused the loading of figures with high bone depth to appear to hang
This was a shock and a disappointment. I created a scene in DS 4.24 and rendered it. Then I decided to try to render it in DS 6 Alpha, because of a comment from OSO3D about the adaptive displacement. I knew that at least one of my surfaces used displacement with subD. The DS6 Alpha render came out way wrong. I simplified the scene down to just the garage building. (This is the garage I have been using in my latest Jack and Richard story.) The garage originally used 3Delight materials. I selected all surfaces and converted to Iray Uber. Then later I applied a different Iray shader to the floor. That is the shader with displacement. I also hid many bones and surfaces that were not needed for my scenes. The DS6 rendered result looks like maps are applied to the wrong surfaces (garage door oval windows on the floor???) (brick wall flat white???) (floor displacement is entirely missing???).
The two renders and the scene are attached. The complete application version numbers are in the render file names.
I posted about this problem earlier also.
It's gotten worse in the new update.
I don't know if it's a problem with the products or with the new version of iray tho.
They work fine in 4.24, but in the ALPHA they look like the UV maps are mangled.
edit: here's a link to my post back on page 32. I think we have the same problem. Seems to be anyway.
This was a shock and a disappointment. I created a scene in DS 4.24 and rendered it. Then I decided to try to render it in DS 6 Alpha, because of a comment from OSO3D about the adaptive displacement. I knew that at least one of my surfaces used displacement with subD. The DS6 Alpha render came out way wrong. I simplified the scene down to just the garage building. (This is the garage I have been using in my latest Jack and Richard story.) The garage originally used 3Delight materials. I selected all surfaces and converted to Iray Uber. Then later I applied a different Iray shader to the floor. That is the shader with displacement. I also hid many bones and surfaces that were not needed for my scenes. The DS6 rendered result looks like maps are applied to the wrong surfaces (garage door oval windows on the floor???) (brick wall flat white???) (floor displacement is entirely missing???).
The two renders and the scene are attached. The complete application version numbers are in the render file names.
Which waws the other shader? If proeprty names differ, for example, that may wreck the transfer (though that should affect DS 4 too, unbless it is a DS 2025-specific step).
This was a shock and a disappointment. I created a scene in DS 4.24 and rendered it. Then I decided to try to render it in DS 6 Alpha, because of a comment from OSO3D about the adaptive displacement. I knew that at least one of my surfaces used displacement with subD. The DS6 Alpha render came out way wrong. I simplified the scene down to just the garage building. (This is the garage I have been using in my latest Jack and Richard story.) The garage originally used 3Delight materials. I selected all surfaces and converted to Iray Uber. Then later I applied a different Iray shader to the floor. That is the shader with displacement. I also hid many bones and surfaces that were not needed for my scenes. The DS6 rendered result looks like maps are applied to the wrong surfaces (garage door oval windows on the floor???) (brick wall flat white???) (floor displacement is entirely missing???).
The two renders and the scene are attached. The complete application version numbers are in the render file names.
I posted about this problem earlier also.
It's gotten worse in the new update.
I don't know if it's a problem with the products or with the new version of iray tho.
They work fine in 4.24, but in the ALPHA they look like the UV maps are mangled.
edit: here's a link to my post back on page 32. I think we have the same problem. Seems to be anyway.
This was a shock and a disappointment. I created a scene in DS 4.24 and rendered it. Then I decided to try to render it in DS 6 Alpha, because of a comment from OSO3D about the adaptive displacement. I knew that at least one of my surfaces used displacement with subD. The DS6 Alpha render came out way wrong. I simplified the scene down to just the garage building. (This is the garage I have been using in my latest Jack and Richard story.) The garage originally used 3Delight materials. I selected all surfaces and converted to Iray Uber. Then later I applied a different Iray shader to the floor. That is the shader with displacement. I also hid many bones and surfaces that were not needed for my scenes. The DS6 rendered result looks like maps are applied to the wrong surfaces (garage door oval windows on the floor???) (brick wall flat white???) (floor displacement is entirely missing???).
The two renders and the scene are attached. The complete application version numbers are in the render file names.
Which waws the other shader? If proeprty names differ, for example, that may wreck the transfer (though that should affect DS 4 too, unbless it is a DS 2025-specific step).
The prop I am using is from the Garage Hideout product and it is the prop named GH Garage. The shader I am applying to the surface garage_floor is from product Plaster and Concrete - Iray Shaders and the specific shader is PC Concrete 05.
The prop GH Garage has over 20 bones, but they are not hierarchical, they are all at the same level. Does that make it affected by the bug that has recently been fixed (but not yet available to users)? I am on Windows 10, not MacOS, if that makes a difference.
This was a shock and a disappointment. I created a scene in DS 4.24 and rendered it. Then I decided to try to render it in DS 6 Alpha, because of a comment from OSO3D about the adaptive displacement. I knew that at least one of my surfaces used displacement with subD. The DS6 Alpha render came out way wrong. I simplified the scene down to just the garage building. (This is the garage I have been using in my latest Jack and Richard story.) The garage originally used 3Delight materials. I selected all surfaces and converted to Iray Uber. Then later I applied a different Iray shader to the floor. That is the shader with displacement. I also hid many bones and surfaces that were not needed for my scenes. The DS6 rendered result looks like maps are applied to the wrong surfaces (garage door oval windows on the floor???) (brick wall flat white???) (floor displacement is entirely missing???).
The two renders and the scene are attached. The complete application version numbers are in the render file names.
Which waws the other shader? If proeprty names differ, for example, that may wreck the transfer (though that should affect DS 4 too, unbless it is a DS 2025-specific step).
The prop I am using is from the Garage Hideout product and it is the prop named GH Garage. The shader I am applying to the surface garage_floor is from product Plaster and Concrete - Iray Shaders and the specific shader is PC Concrete 05.
I have those. They seem to apply correctly solo in DS 2025, but I will just try starting from DS 4.
The prop GH Garage has over 20 bones, but they are not hierarchical, they are all at the same level. Does that make it affected by the bug that has recently been fixed (but not yet available to users)? I am on Windows 10, not MacOS, if that makes a difference.
No, that is when the bones are in a cahin of Parent>Child, it isn't an issue with number of bones as long as the nesting isn't too deep.
Yes, something is messing up the materials - not just the floor, either - look at the back wall. Simply reapplying Iray Uber Base throughout then the Plaster and Concrete 5 to the floor doesn't fix it.
Actually I think I was wrong - it did go wrong when I restarted DS 2025 and rebuilt the scene there, then it crashed while rendering.
Yes, something is messing up the materials - not just the floor, either - look at the back wall. Simply reapplying Iray Uber Base throughout then the Plaster and Concrete 5 to the floor doesn't fix it.
Actually I think I was wrong - it did go wrong when I restarted DS 2025 and rebuilt the scene there, then it crashed while rendering.
Yes, just applying the shader to the floor surface messes up the Iray rendering of multiple (apparently unrelated) surfaces, as well as the floor. I can see it in your dropbox image, too.
Having used the Geometry Editor to select a polygon in the problem area and grow the seelction a time or two the way the bits are connected does seem a little odd, but I am not sure it is actually bad as such.
I also have that Collective3D product and I see the same kind of artifacts. There are artifacts on the house, as well as the garage. These are two quick DS6 Alpha renders of the product.
Interestingly, I used this product in DS 4.24 recently when making my image of Jack blasting the dirt and paint off of Richard's horse. I had no problems in DS 4.24. So the issues remain consistent - only DS6 exhibits these problems.
I'm using the ALPHA since June. Some good improvment on loading times compare to 4.24. I didn't face any weird artifacts on renders.
Viewport performance has improved since the first Alpha relase, but still feel behind 4.24.
The most problematic thing for me is the compatibility break on plugins / scripts.
Below a few bugs I've encoutered. Maybe they have already been reported, I didn't read all the previous posts :
- Universal Tool:
Sometimes the gizmo of the Universal Tool is no more visible in the viewport. Slecting another tool, then re-selecting the Universal Tool doesn't make the gizmo visible again.
But if I select another tool (ex: Rotate Tool), its gizmo (the one for the rotating Tool) is visible. I also experienced this with the Translate tool.
The only way I found to make it visible again is to restart DAZ.
This started happening since an update in July.
- Viewport navigation:
I use the mouse + CTRL / ALT keys to move view inside the viewport pane.
Sometimes, if I want to Orbit the view (with CTRL + ALT + LMB), the view instead Bank for a few degrees before instantly Orbit by a few degrees at once. As if I could only Orbit by steps of N degrees, and before reaching this step, the camera instead BANK.
When this happens, the only way to have back the normal behavior is to move the camera to a different position (or zoom / dezoom by a few inches).
- Undo / Redo:
Sometimes, the undo list is completely broken and do not register anymore the actions I'm doing. When this happens, if I press Undo (or CTRL-Z, it undo an action I made 15 minutes ago (whereas I made many actions since this one).
I started having this issue since an update in July.
- D-formers:
experienced a few crashes while playing with D-former fields. The crash always happened while I was moving the D-former.
- Node Weight Brush Tool (1):
view port movement is very slow when an object with painted weights is selected
- Node Weight Brush Tool (2):
the shorcut to to increase / decrease size of the outer radius of the brush doesn't work (ALT + Wheel mouse).
However the one for the inner radius (SHIFT + Wheel mouse) and the one for both radius (CTRL + Wheel mouse) works.
I'm using the ALPHA since June. Some good improvment on loading times compare to 4.24. I didn't face any weird artifacts on renders.
Viewport performance has improved since the first Alpha relase, but still feel behind 4.24.
The most problematic thing for me is the compatibility break on plugins / scripts.
Below a few bugs I've encoutered. Maybe they have already been reported, I didn't read all the previous posts :
- Universal Tool:
Sometimes the gizmo of the Universal Tool is no more visible in the viewport. Slecting another tool, then re-selecting the Universal Tool doesn't make the gizmo visible again.
But if I select another tool (ex: Rotate Tool), its gizmo (the one for the rotating Tool) is visible. I also experienced this with the Translate tool.
The only way I found to make it visible again is to restart DAZ.
This started happening since an update in July.
- Viewport navigation:
I use the mouse + CTRL / ALT keys to move view inside the viewport pane.
Sometimes, if I want to Orbit the view (with CTRL + ALT + LMB), the view instead Bank for a few degrees before instantly Orbit by a few degrees at once. As if I could only Orbit by steps of N degrees, and before reaching this step, the camera instead BANK.
When this happens, the only way to have back the normal behavior is to move the camera to a different position (or zoom / dezoom by a few inches).
- Undo / Redo:
Sometimes, the undo list is completely broken and do not register anymore the actions I'm doing. When this happens, if I press Undo (or CTRL-Z, it undo an action I made 15 minutes ago (whereas I made many actions since this one).
I started having this issue since an update in July.
- D-formers:
experienced a few crashes while playing with D-former fields. The crash always happened while I was moving the D-former.
- Node Weight Brush Tool (1):
view port movement is very slow when an object with painted weights is selected
- Node Weight Brush Tool (2):
the shorcut to to increase / decrease size of the outer radius of the brush doesn't work (ALT + Wheel mouse).
However the one for the inner radius (SHIFT + Wheel mouse) and the one for both radius (CTRL + Wheel mouse) works.
I've not experienced the issues except for the ones with Node Weight Brush tool. As for the Viewport navigation issue, I saw some folks had reported ~~
Then you can fill support tickets for the issues you found. For some issues, dev team has been fixing them efficiently. Only we have to wait for the new update released.
One issue that isn't new to Daz, but has really stood out with this ALPHA version, is that when I make additions to my FAVORITES menu, if DAZ crashes, the changes are totally lost.
It would really be nice if they were saved when changed, or if there was a way to save them without shutting Daz down. If there IS a way and I somehow missed it, let me know but... it still seems to be a very bad idea to wait until the program is shut down to save changes.
I'm also noticing that I still have to wave my mouse pointer in front of viewport at times to get it to update.
One issue that isn't new to Daz, but has really stood out with this ALPHA version, is that when I make additions to my FAVORITES menu, if DAZ crashes, the changes are totally lost.
It would really be nice if they were saved when changed, or if there was a way to save them without shutting Daz down. If there IS a way and I somehow missed it, let me know but... it still seems to be a very bad idea to wait until the program is shut down to save changes.
I'm also noticing that I still have to wave my mouse pointer in front of viewport at times to get it to update.
Have a good one.
That's right.. DS only saves Layout when it normally Quits. So you better Save a Layout (hit F4) after adding actions to Favorites or Scripts menu.
One issue that isn't new to Daz, but has really stood out with this ALPHA version, is that when I make additions to my FAVORITES menu, if DAZ crashes, the changes are totally lost.
It would really be nice if they were saved when changed, or if there was a way to save them without shutting Daz down. If there IS a way and I somehow missed it, let me know but... it still seems to be a very bad idea to wait until the program is shut down to save changes.
I'm also noticing that I still have to wave my mouse pointer in front of viewport at times to get it to update.
Have a good one.
That's right.. DS only saves Layout when it normally Quits. So you better Save a Layout (hit F4) after adding actions to Favorites or Scripts menu.
"Update and merge menus" still wipes it.
Can re-apply a saved layout after the update and merge.
Really wish this would get fixed, it's a nuisance.
One issue that isn't new to Daz, but has really stood out with this ALPHA version, is that when I make additions to my FAVORITES menu, if DAZ crashes, the changes are totally lost.
It would really be nice if they were saved when changed, or if there was a way to save them without shutting Daz down. If there IS a way and I somehow missed it, let me know but... it still seems to be a very bad idea to wait until the program is shut down to save changes.
I'm also noticing that I still have to wave my mouse pointer in front of viewport at times to get it to update.
Have a good one.
That's right.. DS only saves Layout when it normally Quits. So you better Save a Layout (hit F4) after adding actions to Favorites or Scripts menu.
"Update and merge menus" still wipes it.
Can re-apply a saved layout after the update and merge.
Really wish this would get fixed, it's a nuisance.
Comments
Product 1-Click PBRSkin https://www.daz3d.com/1-click-pbrskin not working for me in Alpha
The scripts will most likely need to be updated for Alpha 2025.
I think I just earned the award for the craziest behavior. The button that's supposed to assign the shader to a selected surface in Shader Mixer is instead creating a camera.
I hope this means they're making extensive changes to Shader Mixer to improve its usability. And if that's the case, they might consider adding a shader builder for Filament, since the one for RenderMan no longer exists
I don't know this to be true. I have a 3060ti and there is a gigantic, extremely noticeable speed increase when using 2025aplha. What would take 2 hours to render in 4, take only 20-30 mins. The ui is way more responsive when in iRay preview, and I have yet to have an freezing issues, which are quite common in 4.
This was a shock and a disappointment. I created a scene in DS 4.24 and rendered it. Then I decided to try to render it in DS 6 Alpha, because of a comment from OSO3D about the adaptive displacement. I knew that at least one of my surfaces used displacement with subD. The DS6 Alpha render came out way wrong. I simplified the scene down to just the garage building. (This is the garage I have been using in my latest Jack and Richard story.) The garage originally used 3Delight materials. I selected all surfaces and converted to Iray Uber. Then later I applied a different Iray shader to the floor. That is the shader with displacement. I also hid many bones and surfaces that were not needed for my scenes. The DS6 rendered result looks like maps are applied to the wrong surfaces (garage door oval windows on the floor???) (brick wall flat white???) (floor displacement is entirely missing???).
The two renders and the scene are attached. The complete application version numbers are in the render file names.
Hi all, two little things...
1) Is there a reason why under Shaping -> Actor there are big square icons with vertical sliders and not the orizontal ones ?
2) Under default keyboard shortcuts (View Control) the upper arrow icon is associated to CTRL+ATL+R or "reset camera"
that switches viewport into Front view. On the viewport window the up arrow icon resets the viewport.
May be useful add a separate keyboard shortcut for RESET viewport and change the reset camera icon into the shortcuts list ?
Thanks to all developers !
Could you please show a screenshot of the first point. Which Style are you using?
@MIH_BAD I would also like to bring to your attention that for Mac OS users, the Alpha allows us to use Filament/FilaToon products. And I agree that my RTX 4090 Win11, enjoys a reduction is rendering time, along with my MacMini Pro M4. And the more users testing this Alpha, the more input the programmers are receiving to improve it. I do hope your experience improves.
Mary
Thanks a lot for your reply.
Just one question: is this something that will eventually be fixed, or should I assume I’ll have to give up on using this hairstyle?
According to the change log, it has been fixed
Fixed an issue that caused the loading of figures with high bone depth to appear to hang
I posted about this problem earlier also.
It's gotten worse in the new update.
I don't know if it's a problem with the products or with the new version of iray tho.
They work fine in 4.24, but in the ALPHA they look like the UV maps are mangled.
edit: here's a link to my post back on page 32. I think we have the same problem. Seems to be anyway.
https://www.daz3d.com/forums/discussion/comment/9256596/#Comment_9256596
Which waws the other shader? If proeprty names differ, for example, that may wreck the transfer (though that should affect DS 4 too, unbless it is a DS 2025-specific step).
I read your post at the time, but forgot about it later when I started having a similar looking problem. Maybe garages are doomed!
The prop I am using is from the Garage Hideout product and it is the prop named GH Garage. The shader I am applying to the surface garage_floor is from product Plaster and Concrete - Iray Shaders and the specific shader is PC Concrete 05.
The prop GH Garage has over 20 bones, but they are not hierarchical, they are all at the same level. Does that make it affected by the bug that has recently been fixed (but not yet available to users)? I am on Windows 10, not MacOS, if that makes a difference.
I have those. They seem to apply correctly solo in DS 2025, but I will just try starting from DS 4.
No, that is when the bones are in a cahin of Parent>Child, it isn't an issue with number of bones as long as the nesting isn't too deep.
Yes, something is messing up the materials - not just the floor, either - look at the back wall. Simply reapplying Iray Uber Base throughout then the Plaster and Concrete 5 to the floor doesn't fix it.
Actually I think I was wrong - it did go wrong when I restarted DS 2025 and rebuilt the scene there, then it crashed while rendering.
https://www.dropbox.com/scl/fi/gn0sxegjv98wdep6x9o8u/Garage-Hideout-P-C-DS4.jpg?rlkey=nt0ifuf1co8nbqc73krdq4wyo&dl=0
https://www.dropbox.com/scl/fi/in6ltaxl5cm64o8zriyqe/Garage-Hideout-P-C-DS-2025.png?rlkey=t8uku9o8qprrgljj44opgg2yo&dl=0
Dropbox since the foruim won't upload for me
Yes, just applying the shader to the floor surface messes up the Iray rendering of multiple (apparently unrelated) surfaces, as well as the floor. I can see it in your dropbox image, too.
My garage is from this product
https://www.daz3d.com/collective3d-movie-sets-backyard-driveway
It uses the default Uber shader, nothing special.
To recreate the problem with this one, one only needs to load the scene and hit the preview render or render button.
I'm on Windows 11, fully upgraded and updated, and nvidia driver 581.08
DIM doesn't have any updates for me either so I think I have everything up to date.
Those look more like geometry isues of some kind, given that they happen to line up with the model structure. Yes, I see similar dark rectangles.
Having used the Geometry Editor to select a polygon in the problem area and grow the seelction a time or two the way the bits are connected does seem a little odd, but I am not sure it is actually bad as such.
Not sure if you noticed the part were the window glass is supposed to be you can see the whole wall inside the window area, only very small.
The dark rectangles are actaully the window glass materials in the wrong location.
I haven't noticed this on other products yet, but I'm sure there's others besides the 2 garages we've found so far.
I also have that Collective3D product and I see the same kind of artifacts. There are artifacts on the house, as well as the garage. These are two quick DS6 Alpha renders of the product.
Interestingly, I used this product in DS 4.24 recently when making my image of Jack blasting the dirt and paint off of Richard's horse. I had no problems in DS 4.24. So the issues remain consistent - only DS6 exhibits these problems.
When I switch to "Texture Shaded" view, my model just turns all grey - with no textures shown.
Hopefully this will be fixed. I always work in "Texture Shaded" view.
Looks like reversed normals. But why would it happen in only one
Hello,
I'm using the ALPHA since June. Some good improvment on loading times compare to 4.24. I didn't face any weird artifacts on renders.
:
Viewport performance has improved since the first Alpha relase, but still feel behind 4.24.
The most problematic thing for me is the compatibility break on plugins / scripts.
Below a few bugs I've encoutered. Maybe they have already been reported, I didn't read all the previous posts
- Universal Tool:
Sometimes the gizmo of the Universal Tool is no more visible in the viewport. Slecting another tool, then re-selecting the Universal Tool doesn't make the gizmo visible again.
But if I select another tool (ex: Rotate Tool), its gizmo (the one for the rotating Tool) is visible. I also experienced this with the Translate tool.
The only way I found to make it visible again is to restart DAZ.
This started happening since an update in July.
- Viewport navigation:
I use the mouse + CTRL / ALT keys to move view inside the viewport pane.
Sometimes, if I want to Orbit the view (with CTRL + ALT + LMB), the view instead Bank for a few degrees before instantly Orbit by a few degrees at once. As if I could only Orbit by steps of N degrees, and before reaching this step, the camera instead BANK.
When this happens, the only way to have back the normal behavior is to move the camera to a different position (or zoom / dezoom by a few inches).
- Undo / Redo:
Sometimes, the undo list is completely broken and do not register anymore the actions I'm doing. When this happens, if I press Undo (or CTRL-Z, it undo an action I made 15 minutes ago (whereas I made many actions since this one).
I started having this issue since an update in July.
- D-formers:
experienced a few crashes while playing with D-former fields. The crash always happened while I was moving the D-former.
- Node Weight Brush Tool (1):
view port movement is very slow when an object with painted weights is selected
- Node Weight Brush Tool (2):
the shorcut to to increase / decrease size of the outer radius of the brush doesn't work (ALT + Wheel mouse).
However the one for the inner radius (SHIFT + Wheel mouse) and the one for both radius (CTRL + Wheel mouse) works.
I've not experienced the issues except for the ones with Node Weight Brush tool. As for the Viewport navigation issue, I saw some folks had reported ~~
Then you can fill support tickets for the issues you found. For some issues, dev team has been fixing them efficiently. Only we have to wait for the new update released.
One issue that isn't new to Daz, but has really stood out with this ALPHA version, is that when I make additions to my FAVORITES menu, if DAZ crashes, the changes are totally lost.
It would really be nice if they were saved when changed, or if there was a way to save them without shutting Daz down. If there IS a way and I somehow missed it, let me know but... it still seems to be a very bad idea to wait until the program is shut down to save changes.
I'm also noticing that I still have to wave my mouse pointer in front of viewport at times to get it to update.
Have a good one.
That's right.. DS only saves Layout when it normally Quits. So you better Save a Layout (hit F4) after adding actions to Favorites or Scripts menu.
"Update and merge menus" still wipes it.
Can re-apply a saved layout after the update and merge.
Really wish this would get fixed, it's a nuisance.
It sure is!