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I will demonstrate my level of ignorance by needing to ask:
For DS6 to use my RTX 5070 to render, everything (maps, mesh etc) must be able to fit into its onboard VRAM (8 GB). Available shared GPU memory (15.9 GB) doesn't count - is that right?
While I can see the use for Scene Optimizer (which I bought some time ago but have never used) as and when the DS6 version appears (I don't have enough of a clue what's going on to ask to be a beta tester and get the current DS6 version she's testing), I am thinking that initially with a new scene something like Iray Memory Assistant that gives a ballpark figure for how much VRAM the scene will need would be very handy. On the basis that there's usually more than one person's version of things in the DS world, is there any other utility that will estimate VRAM requirement for a scene that either works in DS6 or is likely to be updated to do so? Otherwise, I suppose it's a case of just starting a render, wait through the lengthy initialising phase, then see if the GPU kicks in ... and look in the Task Manager Performance pane or GPU-Z to see if the RTX's VRAM is full, and how much graphics memory the Intel UHD graphics is using.
I would say this is a valuable forum for people, and your story verifies that! I also know as someone that has run software projects that ignoring a forum like this and asking someone to report somethiing they already feel they wrote of the forum will least mostly to people not bothering, particularly non-technical people. FWIW, I'm not talking about me. I would report things in the correct way, because I think that makes it easier for Daz.
But i would hope Daz is reading this. If not, I would advise them, professionaly, to do so :) (Except they won't see the advice :D)
I have found that i had a slight improvement on windows version by insuring that the programme was recognised by windows fire wall and allowed through. Still very slow / grinds to a halt and freezes, and i cant save any files im getting this (see attachment) cant save scene, scene subsets or even the crash logs.
Ive submitted a ticket and will carry on using 4.25 untill i see that plugins are updated and issues fixed.
Thanks, that's what I had done. I'll also post here.
Okay Daz, Patch Tuesday didn't improve those viewport issues, time to fix it yourselves.
They have ben clear that the various different viiewport issues thata re being reported are being investigated. Some people reported that the update helped, so the suggestion was to try it; it wasn't a matter of their saying this was the only fix needed, or even that it would be a fix of any kind for everyone.
This is a great question! I'd love to know some secret formulas other artists use to cram as much as possible into complex scenes without overflowing VRAM. It doesn't matter if you have 4, 8, 16 or 32. If I had more VRAM, I would just add more to the scenes. (I'm sure that makes the Daz Shop owners happy.)
For me, I try to calculate how much the individual pieces use on their own. I use similar lighting, figure distance, and render settings. Then when I add that sub-scene into a larger scene I have an estimate of how much it might add. But to get as close as possible, I have to keep rendering on the same backdrop but with solo figures. (Not invisible. Deleted.) It's more work than it should be, but the VRAM budget doesn't work on credit. I use Scene Optimizer to reduce some aspect of the scene without dropping its visual quality. A figure far from the camera can exist with much less than 4K textures on thousands of polygons.
The newer assets take advantage of newer video cards and more VRAM. That's not going to slow down. But you can re-shade with lower textures. Several assets out there advertise as "memory friendly" like MMX Resource Saver Shaders Collection 7 for Iray. So you can replace the HD textures with smaller ones. Or you can manually do this using your own image editor by downscaling the image files. Scene Optimizer just makes that easier.
Having a Render What If feature in Daz Studio would be amazing. It seems like a far-fetched dream that Iray Memory Assistant will get updated, but maybe we can get Daz to provide a new plugin... But first, please fix the viewport. And the hotkeys.
While I've been away from this for a while, only started using Iray rather than 3Delight when I came back to wanting to render last year, and am only having to worry about an Nvidia card's VRAM since installing DS6 a couple of days ago, as DS4.24 wouldn't use the RTX 5070 card in the new laptop I bought after my old 2017-vinatge one basically crashed trying to render anything, I still have a Poser 6 runtime and a DS2 content/runtime containing texture folders in which are Victoria 3, Stephanie 3, Michael 3 and David 3 textures (plus assorted clothing textures) I resized much smaller to try to stop my anaemic 2002-vintage Windows XP desktop computer falling over when trying to render anything significant with 3Delight in DS 1, 2 and 3 from 2004-2007! Then there were the 'reduced resolution' versions of V3 and M3 DAZ sold for use in deep background, and rendering parts of a scene with transparent backgrounds and compositing in Photoshop (I only had Elements) or the GIMP. I'm familiar with the techniques. However, what's new for me here is having a hard limit - the VRAM size - I'm trying to keep below so I can get the renders at six to ten times the speed CPU renders are taking. Back then I wasn't having to aim at a specific memory limit.
One more viewport issue I haven't seen reported anywhere else: the handling of transparency in anything other than Iray preview has changed for the worse. I'm trying to pose characters holding drinks, and the glass and liquid inside are both entirely invisible unless I'm in hidden line or wireframe modes or running Iray preview. This makes it very difficult to both pose the fingers correctly and to see how to morph the fluid appropriately (the glass creator provided appropriate morphs). The transparency here is refractive, not cutout.
Are others seeing this?
Yep, I tried the updated scenario and could reproduce the issue.
The culprit is that when you load the saved layout, Main toolbar set as Disabled in Activities in F3 is reset as Enabled (On) for some reason... though the saved Layout was correctly saved.
I think It's a bug related to loading Layout. A ticket is needed loh.
More options were added to Draw Settings to control how materials look in Viewport....
So, with Texture Shaded, load Draw Settings pane, then you can either set Max Refraction Weight to non 1.0 value, e.g. 0.99... or brutally turn off Enable Opacity.
If you choose to turn off Enable Opacity, but see no change in Viewport, you have to move your mouse cursor or Zoom In/Out to refresh Viewport... (It looks like a bug to me...)
You can also use the Universal Drawstyle to mix different modes, which may help (e.g. have the glass in wireframe and the figure in a solid mode so that you can see when the wires start to clip).
Potential D6 bug and shaders.
I have a character I have used for a couple of years now who has a Colorworks shader for her hair color. When I open her in D6 the hair becomes a bright neon ball.
She loads fine in both D4 and the D2026 Public Build too, only issue is in the new D6.
The shader applied is this one https://www.daz3d.com/colorwerks-hair-shaders-for-iray
Hi, all! I noticed quite the increase in memory consumption with Daz 6. I attached a screenshot from task manager showing Daz 4.24 und Daz 6.25 with the exact same scene loaded. It is one of my larger scenes containing 13 characters and ~70,000 UltraScatter-generated instances of various props. As you can see, memory usage more than doubled.
Hoping to see some optimizations here. RAM is currently not exactly cheap.
At least the community can apparently make progress on the Viewport issues.
With the SDK released, plugin developers are taking action:
Orbit Pivot Lock v1.5 — test build
===================================
WHAT IT IS
Daz Studio 6 (2026) has a viewport navigation bug: the orbit pivot drifts off
your character — or collapses onto the camera itself — and never recovers.
Symptoms: orbiting whips the view away from the character, navigation goes
wild after you dolly through a figure or use WASD fly mode, and the viewport
headlamp brightness pumps as you move.
This plugin keeps the orbit pivot on your character automatically:
- When you start a mouse orbit, the pivot is silently placed at the
character's depth (no visible jump).
- A watchdog repairs the collapsed-pivot state (caused by WASD fly mode and
wheel zoom) within half a second.
- Works with the selected bone (select the head to orbit the face), the
selected figure (pivots on its hip), or the first figure in the scene if
nothing is selected.
After several hours of testing, it appears to work around the problem quite nicely. The catch is that you must have at least one object loaded.
Hopefully the dev will make the plugin public after a bit more testing.
Where is this from? In any case, I can't deny it made me chuckle a little. 3D mouse users would've never even noticed.
Hi everyone, this is what I ended up building this morning after finding the Daz 6 SDK. Not a perfect solution, but it fixes the thing that was making Daz 6 unworkable for me and my game dev friend.
You probably know the symptoms. You orbit and the view whips off away from your character. You move through a figure and the camera starts spinning on the spot. It handles worse the further out you get, and the viewport brightness pumps up and down while you move around.
Turns out it's all the same bug. When the camera moves through or past your subject, its focal distance collapses to zero and Daz never puts it back. The orbit pivot is the focal point, so from then on you're orbiting your own lens. Aim doesn't recover it either, that's broken too. Not a GPU thing, happens on anything.
So the plugin just keeps the pivot locked on your subject. Whatever you have selected is the pivot. A figure pivots on its hip, a bone pivots on that bone, and if nothing's selected it grabs the first figure in the scene. There's a panel under Window > Panes with an on/off switch and a few options, the readme in the zip covers the rest.
Side note for SpaceMouse users. I'm running bluejaunte's BJ 3DConnexion plugin (lifesaver, since official support got dropped) and I was getting weird behaviour on tilt as well. Same root cause, the broken focal point was feeding into the rotation. My plugin detects when the SpaceMouse is flying and stays completely out of the way, so the two play nice together. Tilt's been a lot better for me since.
Install is one DLL into the Daz 6 plugins folder with Daz closed. Removing it is deleting that same file. Built against 6.25.2026.14722, Windows only, and that's the only build I've tested. If it doesn't load on yours, it's not for yours.
I only built this to fix my own problem, but hopefully it helps a few of you out as well. Took Daz 6 from unusable to something my friend and I are actually happy working in. Hopefully Daz get to the root cause soon, the digging is all here if anyone there wants it. Over to you, Daz.
https://gofile.io/d/1U2tSY
I was definitely noticing the bugs using the space mouse. But shit, I couldn't even do that without your plugin, so thanks. BTW is your camera manager on Daz 6 or coming to it? I use that thing daily.
My bad, got too excited.
The current Public Build and DS 6 General Release is the same version; 6.25.2026.14722. Does it render correctly?
You did? I never noticed anything like that. That would be surprising since I use direct 3d mouse input with no Daz Studio driven orbits of any kind.
Yeah all my plugins have a DS6 update submitted day 1. Just needs to all get through QA now. Will appear in DIM one of these days.
was working fine now all model disrregard shape and appear as base adult models
I am using Daz Studio with an RTX 5070 graphics card. All the texts in the user interface appear blurry and in low resolution. I didn't experience this issue in previous versions of Daz Studio; it started happening with this current release. How can I fix this UI blurriness problem?
I have an RTX 5070 (laptop) GPU, which Windows is set to use for DS6 (the Program window, not just renders) and I'm not seeing any such problem. So I don't think it's your graphics card.
The text in the pop-up windows looks normal, but the main texts in the interface appears in low resolution. 2K res pc monitor. Windows 11.
Trying to find updates has been very hard. haven't seen anything yet on DIM. and haven't seen any from other sites. So far my only choice is to load everything in Daz 4.24 then save the scene and then open it in Daz 6... this is costing me a lot of time and headach!!!
Trying to find updates has been very hard. haven't seen anything yet on DIM. and haven't seen any from other sites. So far my only choice is to load everything in Daz 4.24 then save the scene and then open it in Daz 6... this is costing me a lot of time and headach!!!
No plug-ins have been updated yet, when they are I am sure it will be announced by their authors. don't know that any scripts have had an update as such, though some work anyway.