Daz Studio 2026 Beta - version 6.25.2026.9715! (Updated April 09, 2026)

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Comments

  • jrlamarjrlamar Posts: 0

    Richard Haseltine said:

    These crashes do sound like a driver or even hardware issue - have you tried rolling back to a driver closer to the minimum required version? 576.80 is the oldest Studio driver supported according to the Iray thread.

     

    Rolled back to the NVIDIA 576.80 Studio driver, and still freezing/crashing.

  • jrlamar said:

    Richard Haseltine said:

    These crashes do sound like a driver or even hardware issue - have you tried rolling back to a driver closer to the minimum required version? 576.80 is the oldest Studio driver supported according to the Iray thread.

     

    Rolled back to the NVIDIA 576.80 Studio driver, and still freezing/crashing.

    16GB iiisn't much for this kind of work, but even so that does sound like a system issue rather than a DS issue per se. DS or Iray may of course be the trigger for the issue, without being the actual cause.

  • weder482weder482 Posts: 7

    Dear DAZ 3D Development Team,

    I am writing to formally raise a serious concern regarding the stability and reliability of Iray rendering in DAZ Studio.

    After extensive troubleshooting on my side, I can confidently state that the issue does not appear to originate from hardware instability. When rendering comparable scenes in Blender, Substance Painter, and other GPU-intensive applications, the rendering process is slower but stable. There are no crashes, no system resets, and no catastrophic failures. The applications complete the task as expected.

    In contrast, DAZ Studio repeatedly exhibits the following critical behavior:

    • Iray enters a rendering loop where it skips the sequence and restarts the process repeatedly.

    • Rendering of moderately large scenes causes full system crashes, including complete PC restarts.

    • The application appears unable to handle memory overflow or GPU load gracefully.

    This behavior suggests a serious optimization or memory management issue within DAZ Studio’s Iray integration. A rendering engine should fail safely, provide meaningful error handling, or gracefully degrade performance — not destabilize the entire operating system.

    Many users, including myself, have submitted reports, feedback, and technical details over time. A number of these issues remain unresolved. From a user perspective, it often feels as though concerns are minimized or attributed to end-user configuration rather than being addressed as potential systemic flaws.

    I am asking the development team to treat this as a priority:

    1. Investigate and resolve the Iray rendering loop issue.

    2. Improve memory handling to prevent full system crashes when rendering larger scenes.

    3. Provide clearer diagnostic feedback when GPU limits are reached.

    4. Communicate transparently about known limitations and ongoing fixes.

    DAZ Studio is a powerful platform with enormous creative potential. However, reliability is fundamental. Stability issues of this magnitude significantly undermine professional use and user trust.

    I hope this message is received in the constructive spirit in which it is intended. The community values the software and wants to see it reach the technical standard it is capable of achieving.

  • Richard HaseltineRichard Haseltine Posts: 109,705

    weder482 said:

    Dear DAZ 3D Development Team,

    I am writing to formally raise a serious concern regarding the stability and reliability of Iray rendering in DAZ Studio.

    After extensive troubleshooting on my side, I can confidently state that the issue does not appear to originate from hardware instability. When rendering comparable scenes in Blender, Substance Painter, and other GPU-intensive applications, the rendering process is slower but stable. There are no crashes, no system resets, and no catastrophic failures. The applications complete the task as expected.

    In contrast, DAZ Studio repeatedly exhibits the following critical behavior:

    • Iray enters a rendering loop where it skips the sequence and restarts the process repeatedly.

    • Rendering of moderately large scenes causes full system crashes, including complete PC restarts.

    • The application appears unable to handle memory overflow or GPU load gracefully.

    This behavior suggests a serious optimization or memory management issue within DAZ Studio’s Iray integration. A rendering engine should fail safely, provide meaningful error handling, or gracefully degrade performance — not destabilize the entire operating system.

    Many users, including myself, have submitted reports, feedback, and technical details over time. A number of these issues remain unresolved. From a user perspective, it often feels as though concerns are minimized or attributed to end-user configuration rather than being addressed as potential systemic flaws.

    If issues affect only a few people then the inevitable suspicion is that they are related to local circumstances - hardware configuration or health, system processes, driver installation issues or conflicts, other software running - as foreground or background tasks - at the same time and so on. Pointing this out is not blaming the user, it is asking for more conrete information to show that it is a DS issue and to give the developers a solid grounding from which to work.

    I am asking the development team to treat this as a priority:

    1. Investigate and resolve the Iray rendering loop issue.

    They are likely to need more details about this, it is not something I have come across.

    1. Improve memory handling to prevent full system crashes when rendering larger scenes.

    How are you determining that these are DS issues? Just rendering comparable scenes in another application is not proof, it may well be that DS/Iray is making different calls on the driver or GPU and so triggering an issue that the others do not triigger, but that doesn't make it a DS/Iray bug. Afain, more information is needed if this is to be looked at proeprly - ideally steps to reproduce that are not system-specific.

    1. Provide clearer diagnostic feedback when GPU limits are reached.

    2. Communicate transparently about known limitations and ongoing fixes.

    DAZ Studio is a powerful platform with enormous creative potential. However, reliability is fundamental. Stability issues of this magnitude significantly undermine professional use and user trust.

    I hope this message is received in the constructive spirit in which it is intended. The community values the software and wants to see it reach the technical standard it is capable of achieving.

  • Scripts depend on the Qt version to an extent, there are chnages thata re outside Daz' control (though they have been able to implement workarounds in some cases). Whether a script works or not depends on exactly which features it uses, how it is written, and whether it risked using undocumented features.

    I seriously fail to understand how and why a material copy script (copying from figure torso to geograft and shells) should be affected by those changes. The issue is this is 3rd party (Renderotica, Golden Palace from Meipe), not DAZ Store so the chance of DAZ seeing the extent of breakage is low to non-existent considering the support policy. Yet the geograft in question is widely used but now that there is G9 version there's less incenitive to fix the G8 one.

    The Viewport drops to OpenGL but it does update in my simple text case (just a dynamic plane). This may be a perfomance issue.

    For proper repro please use dForce hair or clothing. You need to have 2 objects, (figure and hair or clothing) not just one plane.

    On a side note, if anyone installed 595.59 NVIDIA drivers, you should roll back -- those aren't safe to use and have been pulled from download.

  • Richard HaseltineRichard Haseltine Posts: 109,705

    johndoe_36eb90b0 said:

    Scripts depend on the Qt version to an extent, there are chnages thata re outside Daz' control (though they have been able to implement workarounds in some cases). Whether a script works or not depends on exactly which features it uses, how it is written, and whether it risked using undocumented features.

    I seriously fail to understand how and why a material copy script (copying from figure torso to geograft and shells) should be affected by those changes. The issue is this is 3rd party (Renderotica, Golden Palace from Meipe), not DAZ Store so the chance of DAZ seeing the extent of breakage is low to non-existent considering the support policy. Yet the geograft in question is widely used but now that there is G9 version there's less incenitive to fix the G8 one.

    Without seeing the source code, or any UI that the script produces, I wouldn't care to guess. There have been changes to how a script can work that might have an impact, or the script may use UI elements that have chnaged if it shows a dialogue of any kind, or it may use an undocumented feature to access or alter some of the data it needs, which may well have been changed now.

    The Viewport drops to OpenGL but it does update in my simple text case (just a dynamic plane). This may be a perfomance issue.

    For proper repro please use dForce hair or clothing. You need to have 2 objects, (figure and hair or clothing) not just one plane.

    On a side note, if anyone installed 595.59 NVIDIA drivers, you should roll back -- those aren't safe to use and have been pulled from download.

    I used the 1920s Vintage dress and the AK Elegant hair, with the dress and with the hair selected, and still saw the dress updating in the OpenGL view (the hair wasn't showing anyway, even when DS wasn't busy).

  • JDJD Posts: 35
    edited March 2

    johndoe_36eb90b0 said:

    Scripts depend on the Qt version to an extent, there are chnages thata re outside Daz' control (though they have been able to implement workarounds in some cases). Whether a script works or not depends on exactly which features it uses, how it is written, and whether it risked using undocumented features.

    I seriously fail to understand how and why a material copy script (copying from figure torso to geograft and shells) should be affected by those changes. The issue is this is 3rd party (Renderotica, Golden Palace from Meipe), not DAZ Store so the chance of DAZ seeing the extent of breakage is low to non-existent considering the support policy. Yet the geograft in question is widely used but now that there is G9 version there's less incenitive to fix the G8 one.

    Meipe has made updated material copy scripts for their products on the renderotica forums. You can google search this and find the dropbox link in Meipe's comment signature and download it. I haven't tested the scripts on the newest ALPHA versions, but I can confirm that (the main G8F, such as breastacular and golden palace) has worked for several of the previous ALPHA versions. Which means the scripting engine for the ALPHA version seems to be stable and haven't had any update changes.

    The script for G8F Headlights don't appear to work, unless I got an outdated version of the script. But saving the Torso surface and applying it to the headlights geograft works as a workaround method.

    I can't say for sure that the G9 mat copy scripts work as I don't use G9 widely compared to G8F. I can only guess that it does work since the G8F versions worked for me.

    Post edited by JD on
  • alex.scheadalex.schead Posts: 56

    Hi Richard,

    I was wondering if you saw my question before, I've been trying to figure out if I'm dealing with a general problem with Daz Alpha/Beta, maybe a bug or something I caused somehow, or if it's a specific known bug.

    I created a few characters then tried saving and loading them into a different scene. Just as a side note, I created them over the past 3 months and for the most part created them all in the same scene so I could compare their height and make sure I had the right relationship between the different characters.

    When I try to load them into the same exact scene, the specific one I created them in, it works. But it doesn't work for any other one. The morph dials are clearly not the same, or they might be but they don't look right.
    Daz Beta Morph Loading Issue_3 = original one as I made it
    Daz Beta Morph Loading Issue_1 = this one is the loaded version with the problem, maybe it's not that clear in the render, but when rotating it in 3D it's very clear how "broken" the anatomy is in comparison to the original one
    https://drive.google.com/drive/folders/19q7zKf7prCqdLOhBhNdY46lcs0g3222O?usp=sharing

    I've tried saving them as subsets, personas, characters, and scenes but nothing seems to work. When I asked Grok it said that this is a "common" problem with new releases of Daz that are usually fixed closer to stable release but, I have no idea how much I could trust it in this case.

    Thanks! And please let me know if I should be posting this on a different place. I wasn't sure.

     

  • Without seeing the source code, or any UI that the script produces, I wouldn't care to guess. There have been changes to how a script can work that might have an impact, or the script may use UI elements that have chnaged if it shows a dialogue of any kind, or it may use an undocumented feature to access or alter some of the data it needs, which may well have been changed now.

    Script has no UI except for a simple message box with an OK button saying shaders have been copied at the end of execution but it fails at the very start. As I said, it is really a simple material copy script and I highly doubt it needs any undocumented features to do so.

    I used the 1920s Vintage dress and the AK Elegant hair, with the dress and with the hair selected, and still saw the dress updating in the OpenGL view (the hair wasn't showing anyway, even when DS wasn't busy).

    Maybe you have some different settings on Iray preview?

  • IceDragonArtIceDragonArt Posts: 12,972

    johndoe_36eb90b0 said:

    Without seeing the source code, or any UI that the script produces, I wouldn't care to guess. There have been changes to how a script can work that might have an impact, or the script may use UI elements that have chnaged if it shows a dialogue of any kind, or it may use an undocumented feature to access or alter some of the data it needs, which may well have been changed now.

    Script has no UI except for a simple message box with an OK button saying shaders have been copied at the end of execution but it fails at the very start. As I said, it is really a simple material copy script and I highly doubt it needs any undocumented features to do so.

    I used the 1920s Vintage dress and the AK Elegant hair, with the dress and with the hair selected, and still saw the dress updating in the OpenGL view (the hair wasn't showing anyway, even when DS wasn't busy).

    Maybe you have some different settings on Iray preview?

    Nothing I simulate shows in the window when I run the simulation.  Since I started using the alpha it doesn't show when it simulates

  • Richard HaseltineRichard Haseltine Posts: 109,705

    alex.schead said:

    Hi Richard,

    I was wondering if you saw my question before, I've been trying to figure out if I'm dealing with a general problem with Daz Alpha/Beta, maybe a bug or something I caused somehow, or if it's a specific known bug.

    I created a few characters then tried saving and loading them into a different scene. Just as a side note, I created them over the past 3 months and for the most part created them all in the same scene so I could compare their height and make sure I had the right relationship between the different characters.

    When I try to load them into the same exact scene, the specific one I created them in, it works. But it doesn't work for any other one. The morph dials are clearly not the same, or they might be but they don't look right.
    Daz Beta Morph Loading Issue_3 = original one as I made it
    Daz Beta Morph Loading Issue_1 = this one is the loaded version with the problem, maybe it's not that clear in the render, but when rotating it in 3D it's very clear how "broken" the anatomy is in comparison to the original one
    https://drive.google.com/drive/folders/19q7zKf7prCqdLOhBhNdY46lcs0g3222O?usp=sharing

    I've tried saving them as subsets, personas, characters, and scenes but nothing seems to work. When I asked Grok it said that this is a "common" problem with new releases of Daz that are usually fixed closer to stable release but, I have no idea how much I could trust it in this case.

    Thanks! And please let me know if I should be posting this on a different place. I wasn't sure.

    Are there custom morphs that have npt bneens aved as support assets in the scene file?

  • Richard HaseltineRichard Haseltine Posts: 109,705

    IceDragonArt said:

    johndoe_36eb90b0 said:

    Without seeing the source code, or any UI that the script produces, I wouldn't care to guess. There have been changes to how a script can work that might have an impact, or the script may use UI elements that have chnaged if it shows a dialogue of any kind, or it may use an undocumented feature to access or alter some of the data it needs, which may well have been changed now.

    Script has no UI except for a simple message box with an OK button saying shaders have been copied at the end of execution but it fails at the very start. As I said, it is really a simple material copy script and I highly doubt it needs any undocumented features to do so.

    I used the 1920s Vintage dress and the AK Elegant hair, with the dress and with the hair selected, and still saw the dress updating in the OpenGL view (the hair wasn't showing anyway, even when DS wasn't busy).

    Maybe you have some different settings on Iray preview?

    Nothing I simulate shows in the window when I run the simulation.  Since I started using the alpha it doesn't show when it simulates

    Odd, please post screenshots of your Draw Settings.

  • alex.scheadalex.schead Posts: 56
    edited March 2

    Richard Haseltine said:

    alex.schead said:

    Hi Richard,

    I was wondering if you saw my question before, I've been trying to figure out if I'm dealing with a general problem with Daz Alpha/Beta, maybe a bug or something I caused somehow, or if it's a specific known bug.

    I created a few characters then tried saving and loading them into a different scene. Just as a side note, I created them over the past 3 months and for the most part created them all in the same scene so I could compare their height and make sure I had the right relationship between the different characters.

    When I try to load them into the same exact scene, the specific one I created them in, it works. But it doesn't work for any other one. The morph dials are clearly not the same, or they might be but they don't look right.
    Daz Beta Morph Loading Issue_3 = original one as I made it
    Daz Beta Morph Loading Issue_1 = this one is the loaded version with the problem, maybe it's not that clear in the render, but when rotating it in 3D it's very clear how "broken" the anatomy is in comparison to the original one
    https://drive.google.com/drive/folders/19q7zKf7prCqdLOhBhNdY46lcs0g3222O?usp=sharing

    I've tried saving them as subsets, personas, characters, and scenes but nothing seems to work. When I asked Grok it said that this is a "common" problem with new releases of Daz that are usually fixed closer to stable release but, I have no idea how much I could trust it in this case.

    Thanks! And please let me know if I should be posting this on a different place. I wasn't sure.

    Are there custom morphs that have npt bneens aved as support assets in the scene file?

    Thanks for the reply, Richard.
    As I understand your question, yes. The characters are heavily customized using a mix of 2 characters from the store then some customization using a combination of things like:
     - The Look Female Face Morph Resource for Genesis 9
     - The Look Body Morph Resource for Genesis 9 Feminine
     - P3D Face Builder for Genesis 9 Feminine
     - and Daz's own expanded dials

    As I understand it, I could "bake" the character into 1 dial morph with body and separated if I wanted, the trade off being performance, but if I kept it "unbaked" I have more flexibility with posing and deforming. I just mention this because maybe that's what I'm doing wrong? Should my workflow always be to "bake" the characters to avoid bugs like these?

    I'm still learning Daz so I apologize if I misunderstood your question.  

    Post edited by alex.schead on
  • Richard HaseltineRichard Haseltine Posts: 109,705

    alex.schead said:

    Richard Haseltine said:

    alex.schead said:

    Hi Richard,

    I was wondering if you saw my question before, I've been trying to figure out if I'm dealing with a general problem with Daz Alpha/Beta, maybe a bug or something I caused somehow, or if it's a specific known bug.

    I created a few characters then tried saving and loading them into a different scene. Just as a side note, I created them over the past 3 months and for the most part created them all in the same scene so I could compare their height and make sure I had the right relationship between the different characters.

    When I try to load them into the same exact scene, the specific one I created them in, it works. But it doesn't work for any other one. The morph dials are clearly not the same, or they might be but they don't look right.
    Daz Beta Morph Loading Issue_3 = original one as I made it
    Daz Beta Morph Loading Issue_1 = this one is the loaded version with the problem, maybe it's not that clear in the render, but when rotating it in 3D it's very clear how "broken" the anatomy is in comparison to the original one
    https://drive.google.com/drive/folders/19q7zKf7prCqdLOhBhNdY46lcs0g3222O?usp=sharing

    I've tried saving them as subsets, personas, characters, and scenes but nothing seems to work. When I asked Grok it said that this is a "common" problem with new releases of Daz that are usually fixed closer to stable release but, I have no idea how much I could trust it in this case.

    Thanks! And please let me know if I should be posting this on a different place. I wasn't sure.

    Are there custom morphs that have npt bneens aved as support assets in the scene file?

    Thanks for the reply, Richard.
    As I understand your question, yes. The characters are heavily customized using a mix of 2 characters from the store then some customization using a combination of things like:
     - The Look Female Face Morph Resource for Genesis 9
     - The Look Body Morph Resource for Genesis 9 Feminine
     - P3D Face Builder for Genesis 9 Feminine
     - and Daz's own expanded dials

    As I understand it, I could "bake" the character into 1 dial morph with body and separated if I wanted, the trade off being performance, but if I kept it "unbaked" I have more flexibility with posing and deforming. I just mention this because maybe that's what I'm doing wrong? Should my workflow always be to "bake" the characters to avoid bugs like these?

    I'm still learning Daz so I apologize if I misunderstood your question.  

    None of those would count as custom morphs in the sense I meant - they all have files associated with them n the /data folder which any character loaded should have access to. A new morph created from a dForm or by loading an OBJ would be the kind of thing I had in mind, until saved as a support asset it would exist in the scene but not in other files (though a character preset saved from the scene and used to load a new figure, not aplied to an existing figure, should also include it).

  • alex.scheadalex.schead Posts: 56

    Richard Haseltine said:

    alex.schead said:

    Richard Haseltine said:

    alex.schead said:

    Hi Richard,

    I was wondering if you saw my question before, I've been trying to figure out if I'm dealing with a general problem with Daz Alpha/Beta, maybe a bug or something I caused somehow, or if it's a specific known bug.

    I created a few characters then tried saving and loading them into a different scene. Just as a side note, I created them over the past 3 months and for the most part created them all in the same scene so I could compare their height and make sure I had the right relationship between the different characters.

    When I try to load them into the same exact scene, the specific one I created them in, it works. But it doesn't work for any other one. The morph dials are clearly not the same, or they might be but they don't look right.
    Daz Beta Morph Loading Issue_3 = original one as I made it
    Daz Beta Morph Loading Issue_1 = this one is the loaded version with the problem, maybe it's not that clear in the render, but when rotating it in 3D it's very clear how "broken" the anatomy is in comparison to the original one
    https://drive.google.com/drive/folders/19q7zKf7prCqdLOhBhNdY46lcs0g3222O?usp=sharing

    I've tried saving them as subsets, personas, characters, and scenes but nothing seems to work. When I asked Grok it said that this is a "common" problem with new releases of Daz that are usually fixed closer to stable release but, I have no idea how much I could trust it in this case.

    Thanks! And please let me know if I should be posting this on a different place. I wasn't sure.

    Are there custom morphs that have npt bneens aved as support assets in the scene file?

    Thanks for the reply, Richard.
    As I understand your question, yes. The characters are heavily customized using a mix of 2 characters from the store then some customization using a combination of things like:
     - The Look Female Face Morph Resource for Genesis 9
     - The Look Body Morph Resource for Genesis 9 Feminine
     - P3D Face Builder for Genesis 9 Feminine
     - and Daz's own expanded dials

    As I understand it, I could "bake" the character into 1 dial morph with body and separated if I wanted, the trade off being performance, but if I kept it "unbaked" I have more flexibility with posing and deforming. I just mention this because maybe that's what I'm doing wrong? Should my workflow always be to "bake" the characters to avoid bugs like these?

    I'm still learning Daz so I apologize if I misunderstood your question.  

    None of those would count as custom morphs in the sense I meant - they all have files associated with them n the /data folder which any character loaded should have access to. A new morph created from a dForm or by loading an OBJ would be the kind of thing I had in mind, until saved as a support asset it would exist in the scene but not in other files (though a character preset saved from the scene and used to load a new figure, not aplied to an existing figure, should also include it).

     Oh, I see. Then you're correct, the answer is no.
    Would this mean that it's a bug of some kind?

  • Richard HaseltineRichard Haseltine Posts: 109,705

    alex.schead said:

    Richard Haseltine said:

    alex.schead said:

    Richard Haseltine said:

    alex.schead said:

    Hi Richard,

    I was wondering if you saw my question before, I've been trying to figure out if I'm dealing with a general problem with Daz Alpha/Beta, maybe a bug or something I caused somehow, or if it's a specific known bug.

    I created a few characters then tried saving and loading them into a different scene. Just as a side note, I created them over the past 3 months and for the most part created them all in the same scene so I could compare their height and make sure I had the right relationship between the different characters.

    When I try to load them into the same exact scene, the specific one I created them in, it works. But it doesn't work for any other one. The morph dials are clearly not the same, or they might be but they don't look right.
    Daz Beta Morph Loading Issue_3 = original one as I made it
    Daz Beta Morph Loading Issue_1 = this one is the loaded version with the problem, maybe it's not that clear in the render, but when rotating it in 3D it's very clear how "broken" the anatomy is in comparison to the original one
    https://drive.google.com/drive/folders/19q7zKf7prCqdLOhBhNdY46lcs0g3222O?usp=sharing

    I've tried saving them as subsets, personas, characters, and scenes but nothing seems to work. When I asked Grok it said that this is a "common" problem with new releases of Daz that are usually fixed closer to stable release but, I have no idea how much I could trust it in this case.

    Thanks! And please let me know if I should be posting this on a different place. I wasn't sure.

    Are there custom morphs that have npt bneens aved as support assets in the scene file?

    Thanks for the reply, Richard.
    As I understand your question, yes. The characters are heavily customized using a mix of 2 characters from the store then some customization using a combination of things like:
     - The Look Female Face Morph Resource for Genesis 9
     - The Look Body Morph Resource for Genesis 9 Feminine
     - P3D Face Builder for Genesis 9 Feminine
     - and Daz's own expanded dials

    As I understand it, I could "bake" the character into 1 dial morph with body and separated if I wanted, the trade off being performance, but if I kept it "unbaked" I have more flexibility with posing and deforming. I just mention this because maybe that's what I'm doing wrong? Should my workflow always be to "bake" the characters to avoid bugs like these?

    I'm still learning Daz so I apologize if I misunderstood your question.  

    None of those would count as custom morphs in the sense I meant - they all have files associated with them n the /data folder which any character loaded should have access to. A new morph created from a dForm or by loading an OBJ would be the kind of thing I had in mind, until saved as a support asset it would exist in the scene but not in other files (though a character preset saved from the scene and used to load a new figure, not aplied to an existing figure, should also include it).

     Oh, I see. Then you're correct, the answer is no.
    Would this mean that it's a bug of some kind?

    It would certainly appear to be something. If you could upload a sample scene (ideally simple, and using stock content - but I realise that may be tricky) then someone may be able to figure out what is happening.

  • alex.scheadalex.schead Posts: 56
    edited March 3

    Richard Haseltine said:

    alex.schead said:

    Richard Haseltine said:

    alex.schead said:

    Richard Haseltine said:

    alex.schead said:

    Hi Richard,

    I was wondering if you saw my question before, I've been trying to figure out if I'm dealing with a general problem with Daz Alpha/Beta, maybe a bug or something I caused somehow, or if it's a specific known bug.

    I created a few characters then tried saving and loading them into a different scene. Just as a side note, I created them over the past 3 months and for the most part created them all in the same scene so I could compare their height and make sure I had the right relationship between the different characters.

    When I try to load them into the same exact scene, the specific one I created them in, it works. But it doesn't work for any other one. The morph dials are clearly not the same, or they might be but they don't look right.
    Daz Beta Morph Loading Issue_3 = original one as I made it
    Daz Beta Morph Loading Issue_1 = this one is the loaded version with the problem, maybe it's not that clear in the render, but when rotating it in 3D it's very clear how "broken" the anatomy is in comparison to the original one
    https://drive.google.com/drive/folders/19q7zKf7prCqdLOhBhNdY46lcs0g3222O?usp=sharing

    I've tried saving them as subsets, personas, characters, and scenes but nothing seems to work. When I asked Grok it said that this is a "common" problem with new releases of Daz that are usually fixed closer to stable release but, I have no idea how much I could trust it in this case.

    Thanks! And please let me know if I should be posting this on a different place. I wasn't sure.

    Are there custom morphs that have npt bneens aved as support assets in the scene file?

    Thanks for the reply, Richard.
    As I understand your question, yes. The characters are heavily customized using a mix of 2 characters from the store then some customization using a combination of things like:
     - The Look Female Face Morph Resource for Genesis 9
     - The Look Body Morph Resource for Genesis 9 Feminine
     - P3D Face Builder for Genesis 9 Feminine
     - and Daz's own expanded dials

    As I understand it, I could "bake" the character into 1 dial morph with body and separated if I wanted, the trade off being performance, but if I kept it "unbaked" I have more flexibility with posing and deforming. I just mention this because maybe that's what I'm doing wrong? Should my workflow always be to "bake" the characters to avoid bugs like these?

    I'm still learning Daz so I apologize if I misunderstood your question.  

    None of those would count as custom morphs in the sense I meant - they all have files associated with them n the /data folder which any character loaded should have access to. A new morph created from a dForm or by loading an OBJ would be the kind of thing I had in mind, until saved as a support asset it would exist in the scene but not in other files (though a character preset saved from the scene and used to load a new figure, not aplied to an existing figure, should also include it).

     Oh, I see. Then you're correct, the answer is no.
    Would this mean that it's a bug of some kind?

    It would certainly appear to be something. If you could upload a sample scene (ideally simple, and using stock content - but I realise that may be tricky) then someone may be able to figure out what is happening.

    https://drive.google.com/drive/folders/1hQdIsu_Q_-DPlPKyrlTnBUa7GsaphNnc?usp=sharing

    I'm not 100% sure I was able to replicate the problem only using stock content, but please take a look.
    Original scene = the scene I used to designed the character
    New scene = the new scene I created using my "default template scene" and then imported 

    I uploaded 1 render of each and the actual scene files (.duf) along with the character files (scene subset, persona and character files).
    When I imported the character I used the scene subset file.

    Hopefully this is enough for us to figure out what's going on.

    Thanks Richard, appreciate it.

     

    Post edited by Richard Haseltine on
  • crosswindcrosswind Posts: 9,766
    edited March 3

    alex.schead said:

    Hi Richard,

    I was wondering if you saw my question before, I've been trying to figure out if I'm dealing with a general problem with Daz Alpha/Beta, maybe a bug or something I caused somehow, or if it's a specific known bug.

    I created a few characters then tried saving and loading them into a different scene. Just as a side note, I created them over the past 3 months and for the most part created them all in the same scene so I could compare their height and make sure I had the right relationship between the different characters.

    When I try to load them into the same exact scene, the specific one I created them in, it works. But it doesn't work for any other one. The morph dials are clearly not the same, or they might be but they don't look right.
    Daz Beta Morph Loading Issue_3 = original one as I made it
    Daz Beta Morph Loading Issue_1 = this one is the loaded version with the problem, maybe it's not that clear in the render, but when rotating it in 3D it's very clear how "broken" the anatomy is in comparison to the original one
    https://drive.google.com/drive/folders/19q7zKf7prCqdLOhBhNdY46lcs0g3222O?usp=sharing

    I've tried saving them as subsets, personas, characters, and scenes but nothing seems to work. When I asked Grok it said that this is a "common" problem with new releases of Daz that are usually fixed closer to stable release but, I have no idea how much I could trust it in this case.

    Thanks! And please let me know if I should be posting this on a different place. I wasn't sure.

     

    The link of google drive is not accessible i.e. with no authorization...so folks couldn't check the issue ~~

    I'm not sure what you meant by  "...it's very clear how "broken" the anatomy is in comparison to the original one". If the anatomy you mentioned was a geo-graft, there might be issues that brought you different morph results because of auto-generated morphs.

    Anyway, while we're checking your files, you can try:

    1) Close the current Scene in latest DS 6.25 Beta, press F2, General tabl > Clear DSON Cache Files... Accept. Quit DS 6.25 Beta, relaunch it.
    2) Load the Scene in which you customized your characters. Save that "problematic character" as a Scene Sub-Set.
    3) Launch a 2nd Instance of DS 6.25 Beta ...by following below steps:
        a) Right-click on your Windows Desktop, New > Shortcut...
        b) In the field of app. location, paste: "C:/Program Files/DAZ 3D/DAZStudio6 Public Build/DAZStudio" -instanceName # -cleanOnLaunch true -copyAppSettings . -copySessionUI . -cleanOnExit true
        c) Run the shortcut that newly-created on your Windows Desktop. You'll get a 2nd Instance of DS 6.25 Beta.
    4) In the 2nd Instance, load the Scene-Subset you just saved.

    After loading the subset, compare the character as well as the anatomy in two Scenes, see what you get and if the issue is gone ~~ 
         

    Post edited by crosswind on
  • crosswindcrosswind Posts: 9,766
    edited March 3

    alex.schead said:

    Richard Haseltine said:

    alex.schead said:

    Richard Haseltine said:

    alex.schead said:

    Richard Haseltine said:

    alex.schead said:

    Hi Richard,

    I was wondering if you saw my question before, I've been trying to figure out if I'm dealing with a general problem with Daz Alpha/Beta, maybe a bug or something I caused somehow, or if it's a specific known bug.

    I created a few characters then tried saving and loading them into a different scene. Just as a side note, I created them over the past 3 months and for the most part created them all in the same scene so I could compare their height and make sure I had the right relationship between the different characters.

    When I try to load them into the same exact scene, the specific one I created them in, it works. But it doesn't work for any other one. The morph dials are clearly not the same, or they might be but they don't look right.
    Daz Beta Morph Loading Issue_3 = original one as I made it
    Daz Beta Morph Loading Issue_1 = this one is the loaded version with the problem, maybe it's not that clear in the render, but when rotating it in 3D it's very clear how "broken" the anatomy is in comparison to the original one
    https://drive.google.com/drive/folders/19q7zKf7prCqdLOhBhNdY46lcs0g3222O?usp=sharing

    I've tried saving them as subsets, personas, characters, and scenes but nothing seems to work. When I asked Grok it said that this is a "common" problem with new releases of Daz that are usually fixed closer to stable release but, I have no idea how much I could trust it in this case.

    Thanks! And please let me know if I should be posting this on a different place. I wasn't sure.

    Are there custom morphs that have npt bneens aved as support assets in the scene file?

    Thanks for the reply, Richard.
    As I understand your question, yes. The characters are heavily customized using a mix of 2 characters from the store then some customization using a combination of things like:
     - The Look Female Face Morph Resource for Genesis 9
     - The Look Body Morph Resource for Genesis 9 Feminine
     - P3D Face Builder for Genesis 9 Feminine
     - and Daz's own expanded dials

    As I understand it, I could "bake" the character into 1 dial morph with body and separated if I wanted, the trade off being performance, but if I kept it "unbaked" I have more flexibility with posing and deforming. I just mention this because maybe that's what I'm doing wrong? Should my workflow always be to "bake" the characters to avoid bugs like these?

    I'm still learning Daz so I apologize if I misunderstood your question.  

    None of those would count as custom morphs in the sense I meant - they all have files associated with them n the /data folder which any character loaded should have access to. A new morph created from a dForm or by loading an OBJ would be the kind of thing I had in mind, until saved as a support asset it would exist in the scene but not in other files (though a character preset saved from the scene and used to load a new figure, not aplied to an existing figure, should also include it).

     Oh, I see. Then you're correct, the answer is no.
    Would this mean that it's a bug of some kind?

    It would certainly appear to be something. If you could upload a sample scene (ideally simple, and using stock content - but I realise that may be tricky) then someone may be able to figure out what is happening.

    https://drive.google.com/drive/folders/1hQdIsu_Q_-DPlPKyrlTnBUa7GsaphNnc?usp=sharing ;

    I'm not 100% sure I was able to replicate the problem only using stock content, but please take a look.
    Original scene = the scene I used to designed the character
    New scene = the new scene I created using my "default template scene" and then imported 

    I uploaded 1 render of each and the actual scene files (.duf) along with the character files (scene subset, persona and character files).
    When I imported the character I used the scene subset file.

    Hopefully this is enough for us to figure out what's going on.

    Thanks Richard, appreciate it.

     

    The issue comes from the Timeline ~~

    Open Window > Panes > Timeline, you can find that you customized your character at Frame 30. After loading whatever a Subset / Preset in a New Scene, the pointer goes to Frame 0, which is different from Frame 30.

    You can simply save a Shaping Preset at Frame 30, delete Frame 30, point to Frame 0, load Shaping Preset (or copy Frame 30 to Frame 0 before deleting Frame 30...) Then save a Subset or other Preset as needed ~~ It'll work.

    Post edited by crosswind on
  • IceDragonArtIceDragonArt Posts: 12,972

    Richard Haseltine said:

    IceDragonArt said:

    johndoe_36eb90b0 said:

    Without seeing the source code, or any UI that the script produces, I wouldn't care to guess. There have been changes to how a script can work that might have an impact, or the script may use UI elements that have chnaged if it shows a dialogue of any kind, or it may use an undocumented feature to access or alter some of the data it needs, which may well have been changed now.

    Script has no UI except for a simple message box with an OK button saying shaders have been copied at the end of execution but it fails at the very start. As I said, it is really a simple material copy script and I highly doubt it needs any undocumented features to do so.

    I used the 1920s Vintage dress and the AK Elegant hair, with the dress and with the hair selected, and still saw the dress updating in the OpenGL view (the hair wasn't showing anyway, even when DS wasn't busy).

    Maybe you have some different settings on Iray preview?

    Nothing I simulate shows in the window when I run the simulation.  Since I started using the alpha it doesn't show when it simulates

    Odd, please post screenshots of your Draw Settings.

    I will do so next time I use it.

  • alex.scheadalex.schead Posts: 56

    crosswind said:

    alex.schead said:

    Richard Haseltine said:

    alex.schead said:

    Richard Haseltine said:

    alex.schead said:

    Richard Haseltine said:

    alex.schead said:

    Hi Richard,

    I was wondering if you saw my question before, I've been trying to figure out if I'm dealing with a general problem with Daz Alpha/Beta, maybe a bug or something I caused somehow, or if it's a specific known bug.

    I created a few characters then tried saving and loading them into a different scene. Just as a side note, I created them over the past 3 months and for the most part created them all in the same scene so I could compare their height and make sure I had the right relationship between the different characters.

    When I try to load them into the same exact scene, the specific one I created them in, it works. But it doesn't work for any other one. The morph dials are clearly not the same, or they might be but they don't look right.
    Daz Beta Morph Loading Issue_3 = original one as I made it
    Daz Beta Morph Loading Issue_1 = this one is the loaded version with the problem, maybe it's not that clear in the render, but when rotating it in 3D it's very clear how "broken" the anatomy is in comparison to the original one
    https://drive.google.com/drive/folders/19q7zKf7prCqdLOhBhNdY46lcs0g3222O?usp=sharing

    I've tried saving them as subsets, personas, characters, and scenes but nothing seems to work. When I asked Grok it said that this is a "common" problem with new releases of Daz that are usually fixed closer to stable release but, I have no idea how much I could trust it in this case.

    Thanks! And please let me know if I should be posting this on a different place. I wasn't sure.

    Are there custom morphs that have npt bneens aved as support assets in the scene file?

    Thanks for the reply, Richard.
    As I understand your question, yes. The characters are heavily customized using a mix of 2 characters from the store then some customization using a combination of things like:
     - The Look Female Face Morph Resource for Genesis 9
     - The Look Body Morph Resource for Genesis 9 Feminine
     - P3D Face Builder for Genesis 9 Feminine
     - and Daz's own expanded dials

    As I understand it, I could "bake" the character into 1 dial morph with body and separated if I wanted, the trade off being performance, but if I kept it "unbaked" I have more flexibility with posing and deforming. I just mention this because maybe that's what I'm doing wrong? Should my workflow always be to "bake" the characters to avoid bugs like these?

    I'm still learning Daz so I apologize if I misunderstood your question.  

    None of those would count as custom morphs in the sense I meant - they all have files associated with them n the /data folder which any character loaded should have access to. A new morph created from a dForm or by loading an OBJ would be the kind of thing I had in mind, until saved as a support asset it would exist in the scene but not in other files (though a character preset saved from the scene and used to load a new figure, not aplied to an existing figure, should also include it).

     Oh, I see. Then you're correct, the answer is no.
    Would this mean that it's a bug of some kind?

    It would certainly appear to be something. If you could upload a sample scene (ideally simple, and using stock content - but I realise that may be tricky) then someone may be able to figure out what is happening.

    https://drive.google.com/drive/folders/1hQdIsu_Q_-DPlPKyrlTnBUa7GsaphNnc?usp=sharing ;

    I'm not 100% sure I was able to replicate the problem only using stock content, but please take a look.
    Original scene = the scene I used to designed the character
    New scene = the new scene I created using my "default template scene" and then imported 

    I uploaded 1 render of each and the actual scene files (.duf) along with the character files (scene subset, persona and character files).
    When I imported the character I used the scene subset file.

    Hopefully this is enough for us to figure out what's going on.

    Thanks Richard, appreciate it.

     

    The issue comes from the Timeline ~~

    Open Window > Panes > Timeline, you can find that you customized your character at Frame 30. After loading whatever a Subset / Preset in a New Scene, the pointer goes to Frame 0, which is different from Frame 30.

    You can simply save a Shaping Preset at Frame 30, delete Frame 30, point to Frame 0, load Shaping Preset (or copy Frame 30 to Frame 0 before deleting Frame 30...) Then save a Subset or other Preset as needed ~~ It'll work.

    Hey crosswind!
    Thank you so much for replying.
    Ohhh wow, I had no idea the shape tab dials could be animated. I was ignoring the animation aspects of Daz and 3D until I was a little more comfortable with the rest. Such a silly mistake, thank you so much for the help.
    Is there a way for me to stop myself from creating key frames unintentionally? I guess I'll just keep the timeline always in the UI so I can keep an eye on that. I just don't know how I created the key frame.
    Thanks again!
     

  • alex.scheadalex.schead Posts: 56

    Sorry for all of the silly questions, but I have just one more if you could help me understand what I'm doing wrong.
    Everything worked, but when I imported the character back into the original scene and compared to the original, the materials/details don't seem to be the same. I'm uploading a render with them side by side.
    The imported character is on the left, and the original one is right.

    Am I crazy, or is there something I'm missing?
    I made sure to copy and paste all of the skin textures, and I checked the mesh resolution, but everything seems good there.

    Test render comparison.png
    2560 x 1440 - 5M
  • crosswindcrosswind Posts: 9,766
    edited March 4
    ...

    Hey crosswind!
    Thank you so much for replying.
    Ohhh wow, I had no idea the shape tab dials could be animated. I was ignoring the animation aspects of Daz and 3D until I was a little more comfortable with the rest. Such a silly mistake, thank you so much for the help.
    Is there a way for me to stop myself from creating key frames unintentionally? I guess I'll just keep the timeline always in the UI so I can keep an eye on that. I just don't know how I created the key frame.
    Thanks again!
     

    There're quite a few ways of creating keyframes but I don't know how the animated range was created on your side... Yea, you can keep Timeline shown under Viewport so that you can easily give it a check.   

    Post edited by crosswind on
  • crosswindcrosswind Posts: 9,766

    alex.schead said:

    Sorry for all of the silly questions, but I have just one more if you could help me understand what I'm doing wrong.
    Everything worked, but when I imported the character back into the original scene and compared to the original, the materials/details don't seem to be the same. I'm uploading a render with them side by side.
    The imported character is on the left, and the original one is right.

    Am I crazy, or is there something I'm missing?
    I made sure to copy and paste all of the skin textures, and I checked the mesh resolution, but everything seems good there.

    I couldn't reproduce the issue with the original scene file that you sent... with the loaded Scene Subset.

    Suggest you tweak the Render Settings showin in below screenshot, i.e. turn off Bloom Filter and Post Denoiser, then change Pixel Filter to mitchell, Pixel Filter Radius to 0.75 ~ 1.00. Then check it again.

    Besides, the figure on the left seems lacking of glossiness on her face... So, also go to Surfaces pane, check settings of Dual Lobe Specular, make sure they're identical to the original one. 

    SNAG-2026-3-4-002.png
    2560 x 1392 - 4M
  • alex.scheadalex.schead Posts: 56
    edited March 4

    Oh I see.
    Thanks for the tips on the render settings, I made those changes.
    But I think I must have found a bug here. I double checked those Surfaces settings and they are the same. I tried manually resetting those number, copying and pasting the whole material settings, and saving then loading the material preset from the one that is working properly and looking good, but the one that I imported continues to look weird like you said, lacking glossiness. It's so weird.
    I should also add, that even if I try to load a different material preset from a different character, no matter which one, it always look weird like that. As if it had little to no glossiness.
    Any ideas what it could be?
    And just to confirm, so for you, both of them always looked idential from the get go, right? You never encountered the glossiness/material issue.

    Thanks, really appreciate the help.

    Screenshot 2026-03-04 065128.png
    2923 x 1919 - 3M
    Screenshot 2026-03-04 065042.png
    2932 x 1917 - 3M
    Post edited by alex.schead on
  • crosswindcrosswind Posts: 9,766

    alex.schead said:

    Oh I see.
    Thanks for the tips on the render settings, I made those changes.
    But I think I must have found a bug here. I double checked those Surfaces settings and they are the same. I tried manually resetting those number, copying and pasting the whole material settings, and saving then loading the material preset from the one that is working properly and looking good, but the one that I imported continues to look weird like you said, lacking glossiness. It's so weird.
    I should also add, that even if I try to load a different material preset from a different character, no matter which one, it always look weird like that. As if it had little to no glossiness.
    Any ideas what it could be?
    And just to confirm, so for you, both of them always looked idential from the get go, right? You never encountered the glossiness/material issue.

    Thanks, really appreciate the help.

    Hmm, yes it's really weird...the looking should be identical. You're using the latest DS 6.2x Beta, correct ?

    Well, I attached the scene file with which I tested. Pls check if you can find the same issue or not .... 

    duf
    duf
    Original Scene 0.duf
    133K
  • alex.scheadalex.schead Posts: 56

    crosswind said:

    alex.schead said:

    Oh I see.
    Thanks for the tips on the render settings, I made those changes.
    But I think I must have found a bug here. I double checked those Surfaces settings and they are the same. I tried manually resetting those number, copying and pasting the whole material settings, and saving then loading the material preset from the one that is working properly and looking good, but the one that I imported continues to look weird like you said, lacking glossiness. It's so weird.
    I should also add, that even if I try to load a different material preset from a different character, no matter which one, it always look weird like that. As if it had little to no glossiness.
    Any ideas what it could be?
    And just to confirm, so for you, both of them always looked idential from the get go, right? You never encountered the glossiness/material issue.

    Thanks, really appreciate the help.

    Hmm, yes it's really weird...the looking should be identical. You're using the latest DS 6.2x Beta, correct ?

    Well, I attached the scene file with which I tested. Pls check if you can find the same issue or not .... 

    Yes, I'm using the latest version of DS 2026 Beta. I attached the screenshot with the exact build, just in case.

    Actually, when I opened your scene, it worked! I didn't change anything, did you make any changes?

    I'm so confused.

    Screenshot 2026-03-04 122451.png
    1269 x 93 - 14K
    Screenshot 2026-03-04 113429.png
    2875 x 1865 - 3M
  • crosswindcrosswind Posts: 9,766

    alex.schead said:

    crosswind said:

    alex.schead said:

    Oh I see.
    Thanks for the tips on the render settings, I made those changes.
    But I think I must have found a bug here. I double checked those Surfaces settings and they are the same. I tried manually resetting those number, copying and pasting the whole material settings, and saving then loading the material preset from the one that is working properly and looking good, but the one that I imported continues to look weird like you said, lacking glossiness. It's so weird.
    I should also add, that even if I try to load a different material preset from a different character, no matter which one, it always look weird like that. As if it had little to no glossiness.
    Any ideas what it could be?
    And just to confirm, so for you, both of them always looked idential from the get go, right? You never encountered the glossiness/material issue.

    Thanks, really appreciate the help.

    Hmm, yes it's really weird...the looking should be identical. You're using the latest DS 6.2x Beta, correct ?

    Well, I attached the scene file with which I tested. Pls check if you can find the same issue or not .... 

    Yes, I'm using the latest version of DS 2026 Beta. I attached the screenshot with the exact build, just in case.

    Actually, when I opened your scene, it worked! I didn't change anything, did you make any changes?

    I'm so confused.

    I changed nothing but just the render settings as I said above ~~  So, maybe it was a glitch on your side I suppose....wink   

  • GrimGrim Posts: 8

    Hey guys, did anyone find a workaround for the DPI scaling viewport problem? Disabling scaling for the app itself doesn't work at all.

  • alex.scheadalex.schead Posts: 56

    crosswind said:

    alex.schead said:

    crosswind said:

    alex.schead said:

    Oh I see.
    Thanks for the tips on the render settings, I made those changes.
    But I think I must have found a bug here. I double checked those Surfaces settings and they are the same. I tried manually resetting those number, copying and pasting the whole material settings, and saving then loading the material preset from the one that is working properly and looking good, but the one that I imported continues to look weird like you said, lacking glossiness. It's so weird.
    I should also add, that even if I try to load a different material preset from a different character, no matter which one, it always look weird like that. As if it had little to no glossiness.
    Any ideas what it could be?
    And just to confirm, so for you, both of them always looked idential from the get go, right? You never encountered the glossiness/material issue.

    Thanks, really appreciate the help.

    Hmm, yes it's really weird...the looking should be identical. You're using the latest DS 6.2x Beta, correct ?

    Well, I attached the scene file with which I tested. Pls check if you can find the same issue or not .... 

    Yes, I'm using the latest version of DS 2026 Beta. I attached the screenshot with the exact build, just in case.

    Actually, when I opened your scene, it worked! I didn't change anything, did you make any changes?

    I'm so confused.

    I changed nothing but just the render settings as I said above ~~  So, maybe it was a glitch on your side I suppose....wink   

    lol probably, thanks again smiley 

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