Daz Studio 2026 Beta - version 6.25.2026.14219! (Updated May 23, 2026)

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  • DoctorJellybeanDoctorJellybean Posts: 9,901

    felis said:

    Here is a cube with the glass shader part of default ressources.

    The issue as I see it, is if an object has 100 % refraction, it will be invisible in texture shaded, no matter refraction index or colors.

     Glass only show's it's reflection. If you want to see it outside of reflection you can set "Max Refraction Weight" in draw settings to a value less than 1 or you can use universal and set it's override to wireframe.

  • SensuSensu Posts: 13
    edited May 26

    Why is the Viewport Texture Shaded still single and lonely? A 3D artist girl's case with "lazy" processor threads... 

    Hi everyone!wink

    I’d love to get some clarity on Viewport performance, because working in Texture Shaded mode lately feels like a bit of an unpredictable adventure. I’m honestly pulling my hair out due to the constant slideshow effect, and I’d really love to understand the whys before I go completely bald and have to wear a wig in front of the monitor.

    As I’ve been digging through the technical spheres, I’ve started to get the picture: Daz—my dear, stubborn little favorite—insists on assigning just a single thread to calculate character movement and outfit adjustments, while leaving the others to rest. It’s almost as if it were saying: "We deal with one thing at a time, if you please!"

    My Beast (my PC) is certainly not the latest luxury model, but it’s far from a potato: it’s a Dual Xeon system (20 cores, 40 threads) running the studio, loaded with 128 GB of RAM. In theory, it should be purring like a satisfied kitten, but instead, it acts more like a moody little tiger that only moves when it really has to.

    But the thing that actually makes me smile... OH WAIT, NO! :) I’m looking at the stats, and I see a single poor thread sweating, but curiously, not even at 100%, while the other 39 threads are cheering on that one poor soul from their comfy armchairs with a beer in hand, as it tries to move that pesky character outfit. Real teamwork, right!

    Is there anyone here who could be my hero and explain to a mortal artist: what is the technical reason why Daz is so loyal to this single-threaded technique in the Viewport? Is there any beautiful hope that in the future, the other threads might join in on this little game? Or, if anyone has heard any juicy gossip from the developers regarding modernization, don’t keep it to yourself—bring it on!

    If anyone knows a secret spell (or just has a well-proven tip) on how I could convince my "crew" to work together, please share! I’d be very grateful!

    Thanks a lot to any clever gentleman or experienced colleague who can gift me some knowledge—or at least a little bit of hope!

    Post edited by Sensu on
  • Richard HaseltineRichard Haseltine Posts: 110,182

    Unfortunately not every process can be multi-threaded - that requires that the process can be slit down into separate bits that can each be worked on without needing information from any other bit. In the case of adjusting a pose or shape then there are a lot of linked ramifications (one property that may be linked to another) and they al need to be traced through to get a final value, from which the shape can be calculated.

  • bluejauntebluejaunte Posts: 2,096

    Two hands could let you pour water and stir at the same time. You're not gonna handwrite twice as fast with two hands though. Single vs multithreading.

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