I just filed a bug on this. I haven't found the beta to be very stable to begin with, and the viewport is still very washed out and unresponsive. Now I have a scene that crashes on every attempt to render, with:
2026-03-06 00:57:14.018 [INFO] :: Loading Layout: C:/Users/noms4/AppData/Roaming/DAZ 3D/Studio6 Public Build/layout.dsx
2026-03-06 00:57:15.580 [WARNING] :: Global include() is deprecated. Refactor "D:/Applications/64-bit/DAZ 3D/DAZStudio6 Public Build/resources/guide pages/Common/PanePage.dsa" to use require().
2026-03-06 00:57:15.593 [WARNING] :: Global include() is deprecated. Refactor "D:/Applications/64-bit/DAZ 3D/DAZStudio6 Public Build/resources/guide pages/Common/GuidePage.dsa" to use require().
2026-03-06 00:57:25.844 [WARNING] :: Global include() is deprecated. Refactor "D:/Applications/64-bit/DAZ 3D/DAZStudio6 Public Build/scripts/support/DAZ/SceneBuilder/dzSceneBuilderSupport.dse" to use require().
2026-03-06 00:42:51.334 [WARNING] :: QObject::disconnect: Unexpected nullptr parameter
2026-03-06 00:42:51.334 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryScenesCbx
2026-03-06 00:42:51.336 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryCharacterCbx
2026-03-06 00:42:51.338 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryPoseCbx
2026-03-06 00:42:51.338 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryFaceCbx
2026-03-06 00:42:51.340 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryHairCbx
2026-03-06 00:42:51.340 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryHandCbx
2026-03-06 00:42:51.342 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryPropCbx
2026-03-06 00:42:51.342 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryLightCbx
2026-03-06 00:42:51.344 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryCameraCbx
2026-03-06 00:42:51.344 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryMaterialsCbx
2026-03-06 00:42:51.344 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryScenesCbx
2026-03-06 00:42:51.346 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryCharacterCbx
2026-03-06 00:42:51.346 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryPoseCbx
2026-03-06 00:42:51.348 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryFaceCbx
2026-03-06 00:42:51.348 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryHairCbx
2026-03-06 00:42:51.350 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryHandCbx
2026-03-06 00:42:51.350 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryPropCbx
2026-03-06 00:42:51.352 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryLightCbx
2026-03-06 00:42:51.352 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryCameraCbx
2026-03-06 00:42:51.353 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryMaterialsCbx
I have submitted crash dumps and logs with the trouble ticket. But Studio seems to becoming less and less usable as it progresses. The only reason I'm even trying to use it is I shelled out two RTX 5000 Ada cards just for DAZ renders.
I just filed a bug on this. I haven't found the beta to be very stable to begin with, and the viewport is still very washed out and unresponsive. Now I have a scene that crashes on every attempt to render, with:
2026-03-06 00:57:14.018 [INFO] :: Loading Layout: C:/Users/noms4/AppData/Roaming/DAZ 3D/Studio6 Public Build/layout.dsx
2026-03-06 00:57:15.580 [WARNING] :: Global include() is deprecated. Refactor "D:/Applications/64-bit/DAZ 3D/DAZStudio6 Public Build/resources/guide pages/Common/PanePage.dsa" to use require().
2026-03-06 00:57:15.593 [WARNING] :: Global include() is deprecated. Refactor "D:/Applications/64-bit/DAZ 3D/DAZStudio6 Public Build/resources/guide pages/Common/GuidePage.dsa" to use require().
2026-03-06 00:57:25.844 [WARNING] :: Global include() is deprecated. Refactor "D:/Applications/64-bit/DAZ 3D/DAZStudio6 Public Build/scripts/support/DAZ/SceneBuilder/dzSceneBuilderSupport.dse" to use require().
2026-03-06 00:42:51.334 [WARNING] :: QObject::disconnect: Unexpected nullptr parameter
2026-03-06 00:42:51.334 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryScenesCbx
2026-03-06 00:42:51.336 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryCharacterCbx
2026-03-06 00:42:51.338 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryPoseCbx
2026-03-06 00:42:51.338 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryFaceCbx
2026-03-06 00:42:51.340 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryHairCbx
2026-03-06 00:42:51.340 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryHandCbx
2026-03-06 00:42:51.342 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryPropCbx
2026-03-06 00:42:51.342 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryLightCbx
2026-03-06 00:42:51.344 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryCameraCbx
2026-03-06 00:42:51.344 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryMaterialsCbx
2026-03-06 00:42:51.344 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryScenesCbx
2026-03-06 00:42:51.346 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryCharacterCbx
2026-03-06 00:42:51.346 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryPoseCbx
2026-03-06 00:42:51.348 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryFaceCbx
2026-03-06 00:42:51.348 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryHairCbx
2026-03-06 00:42:51.350 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryHandCbx
2026-03-06 00:42:51.350 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryPropCbx
2026-03-06 00:42:51.352 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryLightCbx
2026-03-06 00:42:51.352 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryCameraCbx
2026-03-06 00:42:51.353 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryMaterialsCbx
I have submitted crash dumps and logs with the trouble ticket. But Studio seems to becoming less and less usable as it progresses. The only reason I'm even trying to use it is I shelled out two RTX 5000 Ada cards just for DAZ renders.
Those look like issus related to dialogues or UI. What panes/scripts are you using around render time?
Is there going to be any updates on the Scripts and tools that I have paid to use in 4.24 working in 2026, as none of the tools that copy textures to a graft work and error messages appear?
Is there going to be any updates on the Scripts and tools that I have paid to use in 4.24 working in 2026, as none of the tools that copy textures to a graft work and error messages appear?
Whose? I wasn't aware of any of those in Daz products, as far as I know at least one set on renderotica does have an updated version (but I believe in a forum post rather than a product update - perhaps just for now, pendign a final version of DS 6). Updating PA or other store/freebie products will be a matter for the artitsts, not for Daz, and it is likely that they are in many cases waiting until they can be reasonable sure that they won't then have to do the work again following a further update.
Is there going to be any updates on the Scripts and tools that I have paid to use in 4.24 working in 2026, as none of the tools that copy textures to a graft work and error messages appear?
Whose? I wasn't aware of any of those in Daz products, as far as I know at least one set on renderotica does have an updated version (but I believe in a forum post rather than a product update - perhaps just for now, pendign a final version of DS 6). Updating PA or other store/freebie products will be a matter for the artitsts, not for Daz, and it is likely that they are in many cases waiting until they can be reasonable sure that they won't then have to do the work again following a further update.
Has anyone compiled a list of DS4.24 plugins that work or not in DS2026? I recently used SY's Ultimate Clothing Fixers in DS2026 and they work as normal.
Is there going to be any updates on the Scripts and tools that I have paid to use in 4.24 working in 2026, as none of the tools that copy textures to a graft work and error messages appear?
Whose? I wasn't aware of any of those in Daz products, as far as I know at least one set on renderotica does have an updated version (but I believe in a forum post rather than a product update - perhaps just for now, pendign a final version of DS 6). Updating PA or other store/freebie products will be a matter for the artitsts, not for Daz, and it is likely that they are in many cases waiting until they can be reasonable sure that they won't then have to do the work again following a further update.
Has anyone compiled a list of DS4.24 plugins that work or not in DS2026? I recently used SY's Ultimate Clothing Fixers in DS2026 and they work as normal.
You need to make sure you are clear on the difference between plug-ins, scripts, and content - no plug-ins will work without updating, some scripts will and some won't, content should generally work (and it may well be a DS bug if they don't, assuming paths are set correctly). https://www.daz3d.com/rssy-ultimate-clothing-fixer-genesis-9 is a script plus content according to the store page. Plug-ins will have a separate Mac and Windows version, in the product or as separate products, or they will be for one OS only; scripts will use .dse files usually, possibly .dsa, and will not be OS-specific; content wil just be .duf/.dsf files, plus textures (image files) in most cases.
The LOD system v1.3 for instance that does not work and that is very recent!
A DS 6/2026 version will still be up to the PA. In the case of plug-ins they cannot start until they have an SDK, which gives the emans to hok a separately written and compiled aplication extension in to the main application, and although the change log has shown that is being worked on it is not yet done. Scripts are a bit more flexible, and we do have enough information for people to at leasts tart making their scripts work in DS 6, but there is still going to be a wide range of dfficulty in making updated scripts.
In any event, DS 4 is not going away so you would still be able to use tools there and send the scene over to DS 6 once done with their contribution.
The LOD system v1.3 for instance that does not work and that is very recent!
A DS 6/2026 version will still be up to the PA. In the case of plug-ins they cannot start until they have an SDK, which gives the emans to hok a separately written and compiled aplication extension in to the main application, and although the change log has shown that is being worked on it is not yet done. Scripts are a bit more flexible, and we do have enough information for people to at leasts tart making their scripts work in DS 6, but there is still going to be a wide range of dfficulty in making updated scripts.
In any event, DS 4 is not going away so you would still be able to use tools there and send the scene over to DS 6 once done with their contribution.
Thanks Richard, it is how I have been working so far, and just wanted to know if it was being addressed, which it is.
Rendered a beauty canvas today but it saved in appdata/roaming. In DS 4 I'm used to the canvas saving in the same location as the png render.
I've always seen the same behaviour in DS6 as in DS4; at the completion of the render the SDR image (PNG or JPEG as selected) gets saved to the temporary directory (which defaults on Windows to `%appdata%\DAZ 3d\<version>\temp`) with the name `r.png` or `r.jpg` and then a sub-directory is created in the same place called `r_canvases` with the canvases (all with the base name `r`). At this point it is possible to do a manual "save" and the same set of files with a name of your choosing get saved to the "Renders" directory; the later is not version specific (neither is the `temp` directory if you set it in preferences.)
IRC when I first instated DS6 I had to set the `temp` directory; it started out being in `%appdata%`, so maybe that is what you are seeing?
BTW, it can be a **lot** quicker to move the "r" files out of the temporary directory and rename them if you use canvases a lot, depending on disc speed.
I admit this might be a silly question, but after I updated the BETA yesterday, the ALPHA program disappeared. Was this intentional?
Regrettably, the BETA isn't using my 5000 GPU to render like the alpha did.
The ALPHA has progressed to the Beta stage.
What do you mean by not rendering like the ALPHA?
As in, it isn't using my GPU, only my CPU. The ALPHA used my 5000-series GPU.
Did you check your render settings (Hardware tab)? Is your GPU listed, and checked? If the CPU is checked as well, uncheck it as it will automatically fallback to CPU if needed. Are the drivers up to date?
I admit this might be a silly question, but after I updated the BETA yesterday, the ALPHA program disappeared. Was this intentional?
Regrettably, the BETA isn't using my 5000 GPU to render like the alpha did.
The ALPHA has progressed to the Beta stage.
What do you mean by not rendering like the ALPHA?
As in, it isn't using my GPU, only my CPU. The ALPHA used my 5000-series GPU.
Did you check your render settings (Hardware tab)? Is your GPU listed, and checked? If the CPU is checked as well, uncheck it as it will automatically fallback to CPU if needed. Are the drivers up to date?
I checked the hardware tab, the GPU is listed, the drivers are as recent as can be (studio driver, latest from 5th of January) and I've unchecked the cpu.
I'll try to uninstall and reinstall the BETA, hopefully it'll help.
EDIT: I am dumb, I needed to install the 2026 BETA. NOW my GPU works XD
I tried the Alpha version yesterday just before it went into Beta, and the rendering speed is much faster, with much larger iteration packets (tested with an RTX 40 Series).
The only bug I encountered was with .obj imports; the rotation axis was incorrect.
Just found the update for DS6 Beta on DIM and when I opened it, I was pleasently surprised to see the scripts and tools I had set-up at the last update remained, even after I did 'Update and Merge Menus'. Thank you to everyone who has worked on this issue.
I tried the Alpha version yesterday just before it went into Beta, and the rendering speed is much faster, with much larger iteration packets (tested with an RTX 40 Series).
The only bug I encountered was with .obj imports; the rotation axis was incorrect.
I assume you are testing with an OBJ that was right before, otherwise it might just be that the OBJ came from a different application.
Those things are controlled by options in the import options dialogue, that opens after selecting a file - they shouldn't have changed spontaneously, but make sure that they make sense (choosing a different preset from the drop-down in the dialogue will also potentially change any of the settings, of course).
1) I expected the dimming viewport when you move away from the scene center to go away at some point but it's still there in the beta. Do you know if this will remain a 'feature'? I know you can use preview lights to get around this artifact but it's still kind of odd.
2) I attached a screen shot of my toolbar to show that it has two sets of tools including many duplicates. Does anyone know what is causing this? In 4.24 I have a number of products I've purchased added to the tool bar and I hope they will eventually be useful in the new version so I don't want to waste space on the toolbar with duplicates. Note: These duplicates were not inherited from my 4.24 installation because it doesn't happen there and the only customization I've done in 2026 beta is setting up my preferred panes and adding 'Ultimate Zero' in the 'Favorites' menu. I have not customized the tool bar.
1) I expected the dimming viewport when you move away from the scene center to go away at some point but it's still there in the beta. Do you know if this will remain a 'feature'? I know you can use preview lights to get around this artifact but it's still kind of odd.
2) I attached a screen shot of my toolbar to show that it has two sets of tools including many duplicates. Does anyone know what is causing this? In 4.24 I have a number of products I've purchased added to the tool bar and I hope they will eventually be useful in the new version so I don't want to waste space on the toolbar with duplicates. Note: These duplicates were not inherited from my 4.24 installation because it doesn't happen there and the only customization I've done in 2026 beta is setting up my preferred panes and adding 'Ultimate Zero' in the 'Favorites' menu. I have not customized the tool bar.
You need to play with the toolbar options. Right-click it and select the options you want.
1) I expected the dimming viewport when you move away from the scene center to go away at some point but it's still there in the beta. Do you know if this will remain a 'feature'? I know you can use preview lights to get around this artifact but it's still kind of odd.
2) I attached a screen shot of my toolbar to show that it has two sets of tools including many duplicates. Does anyone know what is causing this? In 4.24 I have a number of products I've purchased added to the tool bar and I hope they will eventually be useful in the new version so I don't want to waste space on the toolbar with duplicates. Note: These duplicates were not inherited from my 4.24 installation because it doesn't happen there and the only customization I've done in 2026 beta is setting up my preferred panes and adding 'Ultimate Zero' in the 'Favorites' menu. I have not customized the tool bar.
You need to play with the toolbar options. Right-click it and select the options you want.
Thanks! When I right-click on the tool bar I see is a pop-up menu with three check box items: 'Status Bar', 'Main', and 'Tools'. Is this what you mean? It's not much customization, I expected more options but un-checking 'Tools' removes the duplicate tools and the remaining tools get spread out on the tool bar across the screen in small groups. I expected that this would make the tool bar disappear but it doesn't do that.
I admit this might be a silly question, but after I updated the BETA yesterday, the ALPHA program disappeared. Was this intentional?
Regrettably, the BETA isn't using my 5000 GPU to render like the alpha did.
The ALPHA has progressed to the Beta stage.
What do you mean by not rendering like the ALPHA?
What is the significance of the change from Alpha to Beta? Is it now "feature complete" and ready for testing as a release candidate? I noticed that there is still no render progress bar visible, so does that mean that there Beta is not "feature complete" or that there will no longer be a render progress bar?
Screenshot 2026-03-10 152820 No render progress bar.png
I admit this might be a silly question, but after I updated the BETA yesterday, the ALPHA program disappeared. Was this intentional?
Regrettably, the BETA isn't using my 5000 GPU to render like the alpha did.
The ALPHA has progressed to the Beta stage.
What do you mean by not rendering like the ALPHA?
What is the significance of the change from Alpha to Beta? Is it now "feature complete" and ready for testing as a release candidate? I noticed that there is still no render progress bar visible, so does that mean that there Beta is not "feature complete" or that there will no longer be a render progress bar?
What Style are you using, Highway? Mine is visible in Darkside.
The significance is that the foundation as been laid. As for feature complete, the jury is still out on that.
1) I expected the dimming viewport when you move away from the scene center to go away at some point but it's still there in the beta. Do you know if this will remain a 'feature'? I know you can use preview lights to get around this artifact but it's still kind of odd.
2) I attached a screen shot of my toolbar to show that it has two sets of tools including many duplicates. Does anyone know what is causing this? In 4.24 I have a number of products I've purchased added to the tool bar and I hope they will eventually be useful in the new version so I don't want to waste space on the toolbar with duplicates. Note: These duplicates were not inherited from my 4.24 installation because it doesn't happen there and the only customization I've done in 2026 beta is setting up my preferred panes and adding 'Ultimate Zero' in the 'Favorites' menu. I have not customized the tool bar.
You need to play with the toolbar options. Right-click it and select the options you want.
Thanks! When I right-click on the tool bar I see is a pop-up menu with three check box items: 'Status Bar', 'Main', and 'Tools'. Is this what you mean? It's not much customization, I expected more options but un-checking 'Tools' removes the duplicate tools and the remaining tools get spread out on the tool bar across the screen in small groups. I expected that this would make the tool bar disappear but it doesn't do that.
Window>Workspace>Customise lets you cofnigure the contents of toolbars (and menus), on the right, from the list of available actions, on the left.
And on your issue with lingering drafts - click the gear icon in the bare with the breadcrumb trail and you will see my Drafts, which will take you to https://www.daz3d.com/forums/drafts from wheer you can delete them.
What is the significance of the change from Alpha to Beta? Is it now "feature complete" and ready for testing as a release candidate? I noticed that there is still no render progress bar visible, so does that mean that there Beta is not "feature complete" or that there will no longer be a render progress bar?
What Style are you using, Highway? Mine is visible in Darkside.
The significance is that the foundation as been laid. As for feature complete, the jury is still out on that.
I am using Main Street style. Does the progress bar have the same color as the background of the progress area in styles other than Darkside? If so, that's not good.
I can see the progress bar in Darkside, but barely. it is slightly darker than the progress area background. It certainly doesn't stand out enough to grab my attention, even in Darkside.
I realize I can customize style colors, but that often comes with unintended consequences, when multiple UI elements use the same style color setting. What looks good one place becomes a bad color scheme some other place in the UI.
What do you recommend customizing to make the progress bars more visible?
Edited to add: I tried Highway style. The progress bar is invisible there, too.
I tried the Alpha version yesterday just before it went into Beta, and the rendering speed is much faster, with much larger iteration packets (tested with an RTX 40 Series).
The only bug I encountered was with .obj imports; the rotation axis was incorrect.
I assume you are testing with an OBJ that was right before, otherwise it might just be that the OBJ came from a different application.
Those things are controlled by options in the import options dialogue, that opens after selecting a file - they shouldn't have changed spontaneously, but make sure that they make sense (choosing a different preset from the drop-down in the dialogue will also potentially change any of the settings, of course).
What is the significance of the change from Alpha to Beta? Is it now "feature complete" and ready for testing as a release candidate? I noticed that there is still no render progress bar visible, so does that mean that there Beta is not "feature complete" or that there will no longer be a render progress bar?
What Style are you using, Highway? Mine is visible in Darkside.
The significance is that the foundation as been laid. As for feature complete, the jury is still out on that.
I am using Main Street style. Does the progress bar have the same color as the background of the progress area in styles other than Darkside? If so, that's not good.
I can see the progress bar in Darkside, but barely. it is slightly darker than the progress area background. It certainly doesn't stand out enough to grab my attention, even in Darkside.
I realize I can customize style colors, but that often comes with unintended consequences, when multiple UI elements use the same style color setting. What looks good one place becomes a bad color scheme some other place in the UI.
What do you recommend customizing to make the progress bars more visible?
Edited to add: I tried Highway style. The progress bar is invisible there, too.
What is the significance of the change from Alpha to Beta? Is it now "feature complete" and ready for testing as a release candidate? I noticed that there is still no render progress bar visible, so does that mean that there Beta is not "feature complete" or that there will no longer be a render progress bar?
What Style are you using, Highway? Mine is visible in Darkside.
The significance is that the foundation as been laid. As for feature complete, the jury is still out on that.
I am using Main Street style. Does the progress bar have the same color as the background of the progress area in styles other than Darkside? If so, that's not good.
I can see the progress bar in Darkside, but barely. it is slightly darker than the progress area background. It certainly doesn't stand out enough to grab my attention, even in Darkside.
I realize I can customize style colors, but that often comes with unintended consequences, when multiple UI elements use the same style color setting. What looks good one place becomes a bad color scheme some other place in the UI.
What do you recommend customizing to make the progress bars more visible?
Edited to add: I tried Highway style. The progress bar is invisible there, too.
Confirmed and being investigated.
Thank you. I much prefer the accent color progress bar in DS 4.24. It is very visible at a glance.
Comments
I just filed a bug on this. I haven't found the beta to be very stable to begin with, and the viewport is still very washed out and unresponsive. Now I have a scene that crashes on every attempt to render, with:
2026-03-06 00:57:15.580 [WARNING] :: Global include() is deprecated. Refactor "D:/Applications/64-bit/DAZ 3D/DAZStudio6 Public Build/resources/guide pages/Common/PanePage.dsa" to use require().
2026-03-06 00:57:15.593 [WARNING] :: Global include() is deprecated. Refactor "D:/Applications/64-bit/DAZ 3D/DAZStudio6 Public Build/resources/guide pages/Common/GuidePage.dsa" to use require().
2026-03-06 00:57:25.844 [WARNING] :: Global include() is deprecated. Refactor "D:/Applications/64-bit/DAZ 3D/DAZStudio6 Public Build/scripts/support/DAZ/SceneBuilder/dzSceneBuilderSupport.dse" to use require().
2026-03-06 00:42:51.334 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryScenesCbx
2026-03-06 00:42:51.336 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryCharacterCbx
2026-03-06 00:42:51.338 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryPoseCbx
2026-03-06 00:42:51.338 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryFaceCbx
2026-03-06 00:42:51.340 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryHairCbx
2026-03-06 00:42:51.340 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryHandCbx
2026-03-06 00:42:51.342 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryPropCbx
2026-03-06 00:42:51.342 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryLightCbx
2026-03-06 00:42:51.344 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryCameraCbx
2026-03-06 00:42:51.344 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryMaterialsCbx
2026-03-06 00:42:51.344 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryScenesCbx
2026-03-06 00:42:51.346 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryCharacterCbx
2026-03-06 00:42:51.346 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryPoseCbx
2026-03-06 00:42:51.348 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryFaceCbx
2026-03-06 00:42:51.348 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryHairCbx
2026-03-06 00:42:51.350 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryHandCbx
2026-03-06 00:42:51.350 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryPropCbx
2026-03-06 00:42:51.352 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryLightCbx
2026-03-06 00:42:51.352 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryCameraCbx
2026-03-06 00:42:51.353 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryMaterialsCbx
I have submitted crash dumps and logs with the trouble ticket. But Studio seems to becoming less and less usable as it progresses. The only reason I'm even trying to use it is I shelled out two RTX 5000 Ada cards just for DAZ renders.
Those look like issus related to dialogues or UI. What panes/scripts are you using around render time?
Rendered a beauty canvas today but it saved in appdata/roaming. In DS 4 I'm used to the canvas saving in the same location as the png render.
Is there going to be any updates on the Scripts and tools that I have paid to use in 4.24 working in 2026, as none of the tools that copy textures to a graft work and error messages appear?
Whose? I wasn't aware of any of those in Daz products, as far as I know at least one set on renderotica does have an updated version (but I believe in a forum post rather than a product update - perhaps just for now, pendign a final version of DS 6). Updating PA or other store/freebie products will be a matter for the artitsts, not for Daz, and it is likely that they are in many cases waiting until they can be reasonable sure that they won't then have to do the work again following a further update.
Has anyone compiled a list of DS4.24 plugins that work or not in DS2026? I recently used SY's Ultimate Clothing Fixers in DS2026 and they work as normal.
You need to make sure you are clear on the difference between plug-ins, scripts, and content - no plug-ins will work without updating, some scripts will and some won't, content should generally work (and it may well be a DS bug if they don't, assuming paths are set correctly). https://www.daz3d.com/rssy-ultimate-clothing-fixer-genesis-9 is a script plus content according to the store page. Plug-ins will have a separate Mac and Windows version, in the product or as separate products, or they will be for one OS only; scripts will use .dse files usually, possibly .dsa, and will not be OS-specific; content wil just be .duf/.dsf files, plus textures (image files) in most cases.
The LOD system v1.3 for instance that does not work and that is very recent!
A DS 6/2026 version will still be up to the PA. In the case of plug-ins they cannot start until they have an SDK, which gives the emans to hok a separately written and compiled aplication extension in to the main application, and although the change log has shown that is being worked on it is not yet done. Scripts are a bit more flexible, and we do have enough information for people to at leasts tart making their scripts work in DS 6, but there is still going to be a wide range of dfficulty in making updated scripts.
In any event, DS 4 is not going away so you would still be able to use tools there and send the scene over to DS 6 once done with their contribution.
As long as the Mac version still runs, shaky, though it be, in emulation, in Rosetta 2. And then, yes, it will be going away.
Thanks Richard, it is how I have been working so far, and just wanted to know if it was being addressed, which it is.
I've always seen the same behaviour in DS6 as in DS4; at the completion of the render the SDR image (PNG or JPEG as selected) gets saved to the temporary directory (which defaults on Windows to `%appdata%\DAZ 3d\<version>\temp`) with the name `r.png` or `r.jpg` and then a sub-directory is created in the same place called `r_canvases` with the canvases (all with the base name `r`). At this point it is possible to do a manual "save" and the same set of files with a name of your choosing get saved to the "Renders" directory; the later is not version specific (neither is the `temp` directory if you set it in preferences.)
IRC when I first instated DS6 I had to set the `temp` directory; it started out being in `%appdata%`, so maybe that is what you are seeing?
BTW, it can be a **lot** quicker to move the "r" files out of the temporary directory and rename them if you use canvases a lot, depending on disc speed.
I admit this might be a silly question, but after I updated the BETA yesterday, the ALPHA program disappeared. Was this intentional?
Regrettably, the BETA isn't using my 5000 GPU to render like the alpha did.
The ALPHA has progressed to the Beta stage.
What do you mean by not rendering like the ALPHA?
As in, it isn't using my GPU, only my CPU. The ALPHA used my 5000-series GPU.
Did you check your render settings (Hardware tab)? Is your GPU listed, and checked? If the CPU is checked as well, uncheck it as it will automatically fallback to CPU if needed. Are the drivers up to date?
I checked the hardware tab, the GPU is listed, the drivers are as recent as can be (studio driver, latest from 5th of January) and I've unchecked the cpu.
I'll try to uninstall and reinstall the BETA, hopefully it'll help.
EDIT: I am dumb, I needed to install the 2026 BETA. NOW my GPU works XD
I tried the Alpha version yesterday just before it went into Beta, and the rendering speed is much faster, with much larger iteration packets (tested with an RTX 40 Series).
The only bug I encountered was with .obj imports; the rotation axis was incorrect.
Just found the update for DS6 Beta on DIM and when I opened it, I was pleasently surprised to see the scripts and tools I had set-up at the last update remained, even after I did 'Update and Merge Menus'. Thank you to everyone who has worked on this issue.
I assume you are testing with an OBJ that was right before, otherwise it might just be that the OBJ came from a different application.
Those things are controlled by options in the import options dialogue, that opens after selecting a file - they shouldn't have changed spontaneously, but make sure that they make sense (choosing a different preset from the drop-down in the dialogue will also potentially change any of the settings, of course).
I'm curious about two things:
1) I expected the dimming viewport when you move away from the scene center to go away at some point but it's still there in the beta. Do you know if this will remain a 'feature'? I know you can use preview lights to get around this artifact but it's still kind of odd.
2) I attached a screen shot of my toolbar to show that it has two sets of tools including many duplicates. Does anyone know what is causing this? In 4.24 I have a number of products I've purchased added to the tool bar and I hope they will eventually be useful in the new version so I don't want to waste space on the toolbar with duplicates. Note: These duplicates were not inherited from my 4.24 installation because it doesn't happen there and the only customization I've done in 2026 beta is setting up my preferred panes and adding 'Ultimate Zero' in the 'Favorites' menu. I have not customized the tool bar.
You need to play with the toolbar options. Right-click it and select the options you want.
Thanks! When I right-click on the tool bar I see is a pop-up menu with three check box items: 'Status Bar', 'Main', and 'Tools'. Is this what you mean? It's not much customization, I expected more options but un-checking 'Tools' removes the duplicate tools and the remaining tools get spread out on the tool bar across the screen in small groups. I expected that this would make the tool bar disappear but it doesn't do that.
What is the significance of the change from Alpha to Beta? Is it now "feature complete" and ready for testing as a release candidate? I noticed that there is still no render progress bar visible, so does that mean that there Beta is not "feature complete" or that there will no longer be a render progress bar?
What Style are you using, Highway? Mine is visible in Darkside.
The significance is that the foundation as been laid. As for feature complete, the jury is still out on that.
Window>Workspace>Customise lets you cofnigure the contents of toolbars (and menus), on the right, from the list of available actions, on the left.
And on your issue with lingering drafts - click the gear icon in the bare with the breadcrumb trail and you will see my Drafts, which will take you to https://www.daz3d.com/forums/drafts from wheer you can delete them.
I am using Main Street style. Does the progress bar have the same color as the background of the progress area in styles other than Darkside? If so, that's not good.
I can see the progress bar in Darkside, but barely. it is slightly darker than the progress area background. It certainly doesn't stand out enough to grab my attention, even in Darkside.
I realize I can customize style colors, but that often comes with unintended consequences, when multiple UI elements use the same style color setting. What looks good one place becomes a bad color scheme some other place in the UI.
What do you recommend customizing to make the progress bars more visible?
Edited to add: I tried Highway style. The progress bar is invisible there, too.
It's fixed, thank you.
Confirmed and being investigated.
Thank you. I much prefer the accent color progress bar in DS 4.24. It is very visible at a glance.