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I wonder if the Architools files at DAZ are the most current?..I don't think I was using DIM at the time I installed. The article on Carrara Cafe seems to indicate you need to go to Inagoni website (which has dissappeared) to get 2014 updates.
yeah was the case and many extras were there
...umm, just going with G8 and every new figure afterwards will shut a lot of us on tight budgets out who cannot afford to "upgrade" to the latest and greatest every couple years and repurchase all the character, skin, hair, clothing, and merchant resource content all over again, and again. I'm still slowly picking up G3 and even G2 assets when I can afford them as well as older props and sets and for one am glad they are still available. It's not like this takes up physical space in a warehouse somewhere.
My two zloty's worth: What they really should to do is update and improve Bryce (bringing it into the 64 bit world) as well as continue doing the same with Hexagon, and build a fully interconnected suite of programmes, each focused on their primary strength: Daz for characters and posing, Bryce for large scale environment design, and Hexagon for polygon/vertex modelling.
Yes, one of my favorites has been removed from the vendor list. Fare thee well, Naomi, and thanks for all the great hair products.
Not to mention all the PAs mention they don't start making a living off of DAZ store products they make until they build up a good sized back catalogue. Also DAZ 3D themselves frequently buy out old PA products to make them DO products, presumably PA back catalogue that performs but is nothing that will support the PAs with those particular items in the back catalogue because those PAs don't have enough items in their back catlogue to make a living off of. I've bought myself probably as much back catalogue of Genesis, M4/V4/..., and even Generation 3 product that I use as often as the newest products (except the human models)
I personally think that DAZ needs DS to have a major overhauled in UI and a serious physics engine if they are going to be serious competitors in a few years now that the explosion of the gaming market has happened. That's just my opinion though. They've done fine when all this consumer 3D stuff was just a niche hobby and we know that market hasn't shrank any at all.
When did Daz Studio cost to use it? I have been using Daz Studio since Alpha in 2004 or so. I never remember it costing money. interesting.
Remember back in 2011 or 2012, they briefly charged for it.
I remember the Pro version that cost money, I thought they always had a free version but I could be mis-remembering (or it happened during a long gap on my part).
and Tim Payne.....
2009 - https://web.archive.org/web/20090205135357/http://inagoni.com:80/content.php?content.12
2009 - https://web.archive.org/web/20090204193737/http://inagoni.com:80/news.php
At the end of version 3 and when version 4 first came out, there were three versions: Studio (free), Studio Pro (with more features, for something like .... $80, I think? I don't think I ever bought Pro.), and Studio Advanced (all the bells and whistles activated). That one cost ... a lot. Really a lot, especially considering where prices were seven years ago. (I just looked up my order for 4.5 Advanced. Eyebrows, as they say, were raised.). I started with version 3, moved to 4, eventually decided I was here for the long haul and plunked down for Advanced, since that made sense given how much I was paying for content ... and then three months later they made Advanced completely free. (They did have a prorated refund for store credit, depending on when you paid for it.)
Studio 3 had an Advanced and a Pro version which each cost something. I think Pro came with the content creator tools as well as the standard program, while Advanced didn't. I think there was still a free download version, but it was a very stripped-down program.
I *think* with DS4 they decided to just do a Pro version and let that be free. But I may be disremebering. They went to the free Pro version pretty quickly at any rate.
Question, if daz or a PA pulls something from the store, is it still downloadable for the people who bought it?
Generally yes, you can still find the items in your order history as well, they just don't have a page in the store.
And via DIM or smart content?
Yes, yes for DIM anyway and I imagine yes for smart content, they still want you to have access to the content.
*It's entirely possible there will be some rare non-DIM exceptions, but I would think that those are cases where they were never in DIM, and that would be going back quite a ways if anything like that is still around.
Ah thank you. Good to know
...Daz 3.1 Advanced also was the first version to go 64 bit and include UE2 as part of the programme. I think I paid something like 55$ for it.
Originally Daz 4.0 Pro was priced at around 400$ which kept me from adopting it and moving to Genesis for a while.
I remember an Advanced and a Pro version and both were far more than I was willing to pay full price or even for the sale price. The Pro version seems like it was just under $500 list maybe almost $600 and the Advanced half that so about $250 - $300. When on sale the Advanced seems like it was just under $100 and the Pro version about $200 - $250.
When they did finally make it free I did buy FBX Exporter before the FBX Exporter was free. The Decimator & other plugins I have bought too but only when on big sale.
Looking at my purchases I bought DS advanced I did get a greatly reduced price on it, but I couldn't afford the Pro version which included the Creator tools and Autofit, so I purchased Autofit separately for about $50.
I agree except that a Physics engine is used to animate Physics simulations and niether Daz nor their target demographic have any real interest in animation.
Look at the Thread on the new Fluidos animation product.
This is a powerful add on that simulates the physics of animated fluid dynamics.
Other than known animators ,like Ivy Summers, I dont see much evidence that people are using the plugin to its full potential
and only capturing one frame for still renders.
I honestly see Zero probability of that happening.
Bryce still sits upon a core code base written by French musician Eric Wenger nearly 30 years ago "bringing it into the 64 bit world"
would likely be a huge undertaking probably not worth the effort in terms of moving store products.
My opinion is that Bryce&Hexagon are vestigial relics of a bygone era.
Essentially rotting corpses that Daz has not seen fit to give a decent burial.
If anything they should renovate Carrara
with a PBR rendering engine and a modern Character animation
and motion building/editing/retargeting tools with Maya Human IK Foot contact solver auto lipsinc Zbrush style Modeling & Sculpting, direct interchange/bridge with Daz studio and the latest Genesis models.
You often sayt hat, or words tot hata effect, yet DS does have tools for aniamtors and the hooks in the SDK to add more. It may well be true that there is currently relatively little interest among users - though with dForce added that may well change even if it's true now - but DS is not as animation-free as you imply.
DS 3 had the free Standard and non-free Advanced versions, and a Pro Bundle with Advanced and the content creation tools. DS 4 had the free standard, non-fee Advanced with extra tools, and Pro with the full kit (everything in the free Pro we get now, plus Decimator).
who implied that DS is "animation-free"??
clearly it has animation tools, native,(mimic live,puppeteer) but mostly third party.
GraphMate,KeyMate,aniMate2,Fluidos etc.
I use them all ( except Dforce& Fluidos)
However it is quite obvious that animation is not a priority for Daz as a company.
Ask yourself how Myself and many others were able to loudly complain& criticize Daz for over a year about the the extra twist bones in G3, making application of figure animation Data to G3 in DS, nearly impossible without third party PA plugins & programs Like Iclone & Autodesk motionbuilder.
Yet it took an actual user ( NOT A DAZ EMPLOYEE) to discover that G1 motion data Saved as .Duf inexplicably works NATIVELY on G3 and on even G8 with minimal adjustment.
,I have other dedicated solutions for animating Characters thus
I have no problem with Daz Studio being targeted toward still render creators.
However lets not pretend that Daz studio's target Demographic is anything other than that.
In early 2012 Daz was $429.95 USD for the pro version. See below. When I got it for free along with Bryce and Hexagon I was ecstatic!
Thank you for your recent order from DAZ Productions, Inc.!
You may download your electronic purchases by logging in to your account page here:
https://www.daz3d.com/i/account/showdownloads?
Your order is DAZ order number XXXXXX
Your order contains:
Bryce 7 Pro 1 @ $249.95 = $249.95
DAZ Studio 4 Pro 1 @ $429.95 = $429.95
Hexagon 2.5 - Download... Hexagon - Bo... 1 @ $149.95 = $149.95
Tax: $0.00
Shipping: $0.00
Discount: -$829.85
Paid via Gift Cert/Voucher/other credit: ($0.00)
Total: $0.00
...I love seeing a purchase breakdown like that.
...Bryce is still superior for terrain generation as that is it's primary function. Same for Hexagon and modelling. I am actually quite pleased that Daz development is spending time on fixing and upgrading Hexagon (which I paid a more than just a few zlotys for a decade ago). That 149$ price mentioned in Stinger's post above was what it actually cost when I got into this. I purchased it at a discount (about 50%) thanks to a PC membership and a sale. For myself, that is still a major expense to simply "write off".
As I mentioned, when you try to make a "full featured" programme that does everything but make the coffee, you have to cut corners (functions) to keep it from becoming bloated and unwieldy. I'd rather have three separate tools in the box that are more dedicated to their specific jobs and offer more individual functionality.
Carrara already has a PBR engine available to it, Octane, and it's own render engine is no slouch either (as well as doesn't need an expensive GPU card to use). Carrara is also complex enough the way it is, and there are a lot of users here who don't bother with animation. There are already other more dedicated tools for that available.
I'm one of those "artists" who doesn't need animation, but a physics engine to get stuff like cloth, hair and whatever to behave like there was gravity is essential even for still renders imho. DForce is a start, but it still has way too many problems and limitations.
Not having to use a "simulate" effect that sometimes starts counting 1's and 0's for ages, before it breaks down with "sorry, can't do it... restart DAZ and better not try again" it would be great to just set global values for gravity, wind strength and direction, maybe put in some direct wind sources and then just see the effects on the hair the instant you move the head from the left to the right, or change the position of the figure...
I'd say, that would be a Physics Simulation EVERY DAZ user would love to be able to use, even if s/he doesn't do any animation.
"Superior" is a relative term. for some then.
Yes it makes some decent mountains and hill meshes.
Not seeing how a 32 bit progam that can not address more than ..what.. 4 gigs of RAM??,is "superior" to anything in 2018.
I we all have Bryce 7 in our product libraries
Bryce renders today look that same as Bryce renders in 2001,
It's implementation of HDR is probably the worst & slowest of any program on the planet.
No Daz PA is using Bryce to render product shots because it abilty to render human skin& hair is abysmal .
IRay quality is the standard.
I dont imagine anyone buys a new Genesis Character or stonemason set becuas of how it will look imported to bryce for rendering.
Indeed there are nature/landscape artists in this community
However the core user base & buyersof store content are Figure/ Character artists
Bryce simply does not contribute to store sales for Daz as 3D content company.
It is dead weight.
LOL!!! asking for a physics engine that does not involve some linear animation to take the cloth /particle/fluid effect from one stage to another is like demanding baked pastries without all of that bothersome....baking.
"Realtime" hair & cloth physics already exist in game engines
but they use alot of cheats
( Pre-baked, light maps, Cached calls etc) and you need the proper high end hardware of course.