Daz Studio 2025 ALPHA - version 6.25.2025.32308! (Updated November 20, 2025)

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  • ImagoImago Posts: 5,650
    edited April 24

    Totte said:

    kept a bunch of legacy code via translation bridge code and API overlays

    Yes, it's what I was trying to say... I really hope there's a way to keep the old code alive, especially because many of the scripts' creator are disappeared or, sadly, dead. Or simply not interested into fixing that stuff.

    I loaded one of the non-working scripts in the IDE panel in DAZ Studio 6 and when I try to run it, one of the code lines gives me an error with a very bad omen: "It has been deprecated".

    Post edited by Imago on
  • SquishySquishy Posts: 706

    Richard Haseltine said:

    Squishy said:

    Yeah this is actually also headlamp lighting, because the render options also force it by default. This isn't the same as the preview lighting available in current and all previous versions (which seems to be just gone). The difference is you have no contrast with headlamp lighting so it makes it much harder to perceive volume and shape.

    There isn't a "preview light". When Preview Lights is on the non-PBR drawstyles attempt to do that, preview the lights (actual light nodes, not emissives or environment). When Preview Lights is off it uses a non-rendering headlamp-stylelight. The command is still in the Window menu, and it does work if there are light nodes (but I don't get a dark scene if I turn Preview Lights on in a scene with no lights in Texture Shaded mode).

    Yeah that's what I dislike. This is a big change from earlier versions, in that you currently don't need any light nodes and can work in preview with just material based lighting. Now to duplicate this, I have to manually add a distant light - sure, fine, not a big deal - but I have to toggle it on and off with every render or when using Iray preview. Really baffling user hostile change.

  • jjb24jjb24 Posts: 33

    I found a bug in the DAZ Studio 2025 alpha that I'd like to report. Unfortunately when I tried to work with a complex scene I use frequently in my current project I encountered the bug which made it impossible to use the scene in DAZ Studio 2025 alpha. The scene works normally in DAZ Studio 4.23.

    The announcement of the alpha build provides a link to this forum and nothing else. Is this where you report bugs? I'd like to provide screen shots, notes, etc. about the bug but I don't want to waste my time reproducing the bug to get screen shots and writing up a detailed descption if I don't know how to report the bug. Also, if I write up a description what file format should I use? I've done this before in Word and Powerpoint and either can print to a PDF file if that's better.

    On another note, I'm one of the unfortunate and uninformed people who didn't know that DAZ Studio 4.23 would not work on the new 50xx series of Nvidia graphics cards. About 4 weeks ago I was fortunate enough to have an opportunity to purchase a new PC with a 5090 graphics card and it's 32GB of VRAM so I stretched my budget and bought it. When the PC arrived and I set it up to see what it could do I was crushed when I learned the 5090 was a paper weight as far as DAZ Studio 4.23 was concerned. When DAZ Studio 2025 alpha was announced I decided to try it because I can do real work on my old PC and experiment with the new version on my new PC.

    For my first test I used a scene that my old PC had to resort to CPU rendering because it didn't fit in 12GB of VRAM. Normally I use Scene Optimizer if a scene is close to fitting on 12 GB of VRAM but I knew that this scene was so far over 12GB that using Scene Optimizer to make it fit would make an ugly image so I just started the render and went to bed (I never checked the log to know how long it took). On the new PC using DAZ Studio 2025 alpha where the new 5090 is no longer a paper weight I learned that the scene used about 27GB of VRAM and the render took 3 minutes. I knew the scene was way over 12GB but I didn't realize it was also over 24GB. This is exactly what I was hoping for when I bought the new PC, making large scenes that include many characters without jumping through hoops.

  • ImagoImago Posts: 5,650

    https://bugs.daz3d.com/hc/en-us

    Here you can report the bugs.

  • pixelquackpixelquack Posts: 321

    "Scroll down to “Release Channel Tags” and confirm that the “Public Build” box is checked off. If it’s not, click to check it off. Then hit “Accept”."
    Various people read that as "box needs to be not checked". 

    If someone comes up with a script or howto "import as many settings from DS4 as possible so I have all my content libs and workspaces" etc please let me know.

  • Ryuu@AMcCFRyuu@AMcCF Posts: 772

    Hey!

    Kind of a heady trip to be able to run 3 DAZ Studios at the same time! laugh

    No opportunity to see what bugs or issues the Alpha has ATT, but I'm looking forward to being able to play with this.

    Can't wait for the day when we can load as many DS sessions to fill up your entire RAM like you can with Blender.

  • TotteTotte Posts: 14,677

    Imago said:

    Totte said:

    kept a bunch of legacy code via translation bridge code and API overlays

    Yes, it's what I was trying to say... I really hope there's a way to keep the old code alive, especially because many of the scripts' creator are disappeared or, sadly, dead. Or simply not interested into fixing that stuff.

    I loaded one of the non-working scripts in the IDE panel in DAZ Studio 6 and when I try to run it, one of the code lines gives me an error with a very bad omen: "It has been deprecated".

    Yes, thats because ECMA standard has moved from ECMA 5 (in DS 4) to a much more modern version, just like every programming langauge evolves. I have about 100 scripts that needs love, some less, some more.
     

     

  • PuzzesGnHPuzzesGnH Posts: 0

    Not sure if this is where I should post this, but I'm running into a bug where keyboard navigation(WASD) becomes a single nudge per press. When I open the program it works correctly (hold to continuously move in the pressed direction), but after using mouse control (like orbit or pan) holding down a key acts the same as simply pressing the key once. (i.e. if I hold down the W key the viewport nudges forward and stops as though it was pressed once). I did rebind orbit to the middle mouse button, and pan to ctrl + middle mouse button. Not sure if that's part of the problem, but I had done the same thing in Daz 4.23 and it has never been an issue. Anyone experiencing the same thing or know of a fix?

  • Richard HaseltineRichard Haseltine Posts: 107,868

    Squishy said:

    Richard Haseltine said:

    Squishy said:

    Yeah this is actually also headlamp lighting, because the render options also force it by default. This isn't the same as the preview lighting available in current and all previous versions (which seems to be just gone). The difference is you have no contrast with headlamp lighting so it makes it much harder to perceive volume and shape.

    There isn't a "preview light". When Preview Lights is on the non-PBR drawstyles attempt to do that, preview the lights (actual light nodes, not emissives or environment). When Preview Lights is off it uses a non-rendering headlamp-stylelight. The command is still in the Window menu, and it does work if there are light nodes (but I don't get a dark scene if I turn Preview Lights on in a scene with no lights in Texture Shaded mode).

    Yeah that's what I dislike. This is a big change from earlier versions, in that you currently don't need any light nodes and can work in preview with just material based lighting. Now to duplicate this, I have to manually add a distant light - sure, fine, not a big deal - but I have to toggle it on and off with every render or when using Iray preview. Really baffling user hostile change.

    I would suspect this is a bug rather than an intended feature, given that it isn't in the Evergreen thread on features. Have you tried adding a light and setting Visible in Render to off?

  • Richard HaseltineRichard Haseltine Posts: 107,868
    edited April 24

    PuzzesGnH said:

    Not sure if this is where I should post this, but I'm running into a bug where keyboard navigation(WASD) becomes a single nudge per press. When I open the program it works correctly (hold to continuously move in the pressed direction), but after using mouse control (like orbit or pan) holding down a key acts the same as simply pressing the key once. (i.e. if I hold down the W key the viewport nudges forward and stops as though it was pressed once). I did rebind orbit to the middle mouse button, and pan to ctrl + middle mouse button. Not sure if that's part of the problem, but I had done the same thing in Daz 4.23 and it has never been an issue. Anyone experiencing the same thing or know of a fix?

    Ah, so that is the key - I had tried yesterday or the day before when people first reported the one-stepWASD move issue and mine worked but as you say, it requires using the keyboard and mouse modifiers or the buttons at top-right to navigate first.

    Post edited by Richard Haseltine on
  • jbowlerjbowler Posts: 841

    Ryuu@AMcCF said:

    Kind of a heady trip to be able to run 3 DAZ Studios at the same time! laugh

    You can run as many as you want.  The instructions are here:

    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/tech_articles/command_line_options/application_instancing/start

    I have a windows shortcut on the taskbar that supplies the required arguments.

    The real limit is that if you have large scenes doing two Iray renders at once it probably won't work and even one slows down somewhat if you use the Iray preview in another.

    Can't wait for the day when we can load as many DS sessions to fill up your entire RAM like you can with Blender.

    I typically run up to two sessions.  One for a complex render and one to edit while it is going on.  DAZ does not access the file path after it has loaded so far as I can see but I still open the previous (now rendering) path and save to a new one in the second instance just to be safe.  CPU RAM is not an issue at all unless you do what I do which is to disable Windows paging; this is not a normal thing to do :-)

    John Bowler

  • jbowlerjbowler Posts: 841
    edited April 25

    pixelquack said:

    If someone comes up with a script or howto "import as many settings from DS4 as possible so I have all my content libs and workspaces" etc please let me know.

     

    EDIT: See Richard Haseltine's comment a few posts below this.  My method is almost certainly not going to work in the future because it copies stuff which may be DS4 specific.  It also doesn't change the "temporary" and "DSON" directories (see preferences, i.e. F2) and that could be a problem anyway.

    Not a script but a copy/paste.  It could be written into a script of course; it's just a copy, but I'm not that good (at all) at PowerShell.  So:

    • Windows Explorer (folder viewer), type `%AppData%\DAZ 3D` into the naviation bar and click return.  You will be looking at a directory with a name something like _C:\Users\jbowl\AppData\Roaming\DAZ 3D_
    • Open either _Studio4_ (the general release) or _Studio 4 Public Build_ (the DS4 beta).  Copy the entire contents.
    • Open _Studio6 Public Build_ in the original directory, paste what you just copied.  Say yes to the questions about overwriting thiings.

    This is what I did and it "fixed" everything except the CMS directories.  The latter is a long-standing issue.  The current CMS directories are stored in the Windows registry; it would be possible to add regedit commands to copy the DS4 settings into the corresponding DS6 registry names but I think it is much simpler to use the "Content Directory Manager..." from the "Content Library" tab menu or from Preferences/Content (F2, select the "content" tab, click the button at the bottom).  Using that pane in your favourite version of DS4 (not 6), select "Current Directories" and then "Copy" at the left.  You get a new set "Current Directory Copy", accept, exit DS4 **then** do the copy as above.  Finally when you open DS6 after the copy you can check "Current Directory Copy", accept that, and all the directories will be restored.

    You can change the content manager directories between DS versions (DS4 release, DS4 public, DS6 public) **and** you can change them between _named_ instances within a version but I have yet to find a way to run more than one Postgre (the SQL database implementation) at once.  I haven't tried changing the port number though; that would obviously be required.

    Post edited by jbowler on
  • plopsplops Posts: 97

    butterflyfish said:

    Richard Haseltine said:

    Visuimag said:

    SnowSultan said:

    Please put the colors back on the Camera Cube, pronto.   ;)

    Here you go!

    Change this in the Workspace > Customize Interface Style menu

    You can just Alt-click the colour bar headers (with the label) as that restores to default, which iss till the coloured version.

    Thank you, both. That was driving me crazy. 

    Pardon me for being thick but i can't find this panel, the only "Workspace" menu i can find is under the "Window" dropdown menu on the top row, and doesn't have a "Customize" option.

    Please help.

  • namffuaknamffuak Posts: 4,403

    plops said:

    butterflyfish said:

    Richard Haseltine said:

    Visuimag said:

    SnowSultan said:

    Please put the colors back on the Camera Cube, pronto.   ;)

    Here you go!

    Change this in the Workspace > Customize Interface Style menu

    You can just Alt-click the colour bar headers (with the label) as that restores to default, which iss till the coloured version.

    Thank you, both. That was driving me crazy. 

    Pardon me for being thick but i can't find this panel, the only "Workspace" menu i can find is under the "Window" dropdown menu on the top row, and doesn't have a "Customize" option.

    Please help.

    Window -> Style -> Customize Style.

  • plopsplops Posts: 97

    namffuak said:

    plops said:

    butterflyfish said:

    Richard Haseltine said:

    Visuimag said:

    SnowSultan said:

    Please put the colors back on the Camera Cube, pronto.   ;)

    Here you go!

    Change this in the Workspace > Customize Interface Style menu

    You can just Alt-click the colour bar headers (with the label) as that restores to default, which iss till the coloured version.

    Thank you, both. That was driving me crazy. 

    Pardon me for being thick but i can't find this panel, the only "Workspace" menu i can find is under the "Window" dropdown menu on the top row, and doesn't have a "Customize" option.

    Please help.

    Window -> Style -> Customize Style.

    Thanks very much, I actually just found it, (as usual when you relax) but it looked so different to the example because everything was still charcoal grey.  TA.

  • Is there anyway to adjust the display font size? I can't find any kind of preferences pain and the default size is very close to unusable on my MacBookPro. 

    Also, there's no way I can find to edit the content library settings, so most of my content doesn't show up.

  • Richard HaseltineRichard Haseltine Posts: 107,868
    edited April 24

    pixelquack said:

    "Scroll down to “Release Channel Tags” and confirm that the “Public Build” box is checked off. If it’s not, click to check it off. Then hit “Accept”."
    Various people read that as "box needs to be not checked". 

    If someone comes up with a script or howto "import as many settings from DS4 as possible so I have all my content libs and workspaces" etc please let me know.

    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/file_io/save_mapped_paths/start run in the source version will create a script that can be run in the destination to give it the same content directories.

    We are told that http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/general_ui/copy_ui_from_channel/start could be modified slightly - replace aVersion[ 0 ] with "4" to copy a layout

    Post edited by Richard Haseltine on
  • Richard HaseltineRichard Haseltine Posts: 107,868

    aaráribel caađo said:

    Is there anyway to adjust the display font size? I can't find any kind of preferences pain and the default size is very close to unusable on my MacBookPro. 

    Not at the moment, anyway. The Qt update was a requirement for a scalable UI but that doesn't been it's a do one, get the other free situation.

    Also, there's no way I can find to edit the content library settings, so most of my content doesn't show up.

    Daz Studio>Preferences, go to Content tab, click Content Directory Manager - or just use the first script from my post immediately above this.

  • HavosHavos Posts: 5,573

    I have only done a few experiments with the alpha so far, but I have not had any significant issues, and no crashes. For me, using a 4080 GPU, I have not detected any significant lag in either the viewport or Iray preview.

    One issue I did note was that I do not have a toolbar with quick access to the standard tools, like navigation options, render etc. Someone posted a screenshot where their toolbar was showing. Anyone any idea what you have to do to make it visible?

  • PuzzesGnHPuzzesGnH Posts: 0

    Richard Haseltine said:

    PuzzesGnH said:

    Not sure if this is where I should post this, but I'm running into a bug where keyboard navigation(WASD) becomes a single nudge per press. When I open the program it works correctly (hold to continuously move in the pressed direction), but after using mouse control (like orbit or pan) holding down a key acts the same as simply pressing the key once. (i.e. if I hold down the W key the viewport nudges forward and stops as though it was pressed once). I did rebind orbit to the middle mouse button, and pan to ctrl + middle mouse button. Not sure if that's part of the problem, but I had done the same thing in Daz 4.23 and it has never been an issue. Anyone experiencing the same thing or know of a fix?

    Ah, so that is the key - I had tried yesterday or the day before when people first reported the one-stepWASD move issue and mine worked but as you say, it requires using the keyboard and mouse modifiers or the buttons at top-right to navigate first.

    Glad I could add some context, and also glad it's not just happening to me haha.

  • Richard HaseltineRichard Haseltine Posts: 107,868

    Havos said:

    I have only done a few experiments with the alpha so far, but I have not had any significant issues, and no crashes. For me, using a 4080 GPU, I have not detected any significant lag in either the viewport or Iray preview.

    One issue I did note was that I do not have a toolbar with quick access to the standard tools, like navigation options, render etc. Someone posted a screenshot where their toolbar was showing. Anyone any idea what you have to do to make it visible?

    Window>Workspace>Load layout, or Window>Workspace>Customise and in the Activities tab on the right right-click on the desired toolbar(s) to enable them (if they aren't, and assuming the layout does have the right toolbars)

  • ArtAngelArtAngel Posts: 1,937

    Taoz said:

    Ron Knights said:

    Pardon my confusion. What could be considered the minimum GPU needed for DAZ Studio 2025?! Are we talking the 50XX video cards?

    My old GTX 1070 with driver 552.22 works as such (can render), but there may be issues which I'm not aware of.

    Thank-you. Good to see someone finally answer this.
  • barbultbarbult Posts: 26,156
    edited April 25

    I copied a Workspace and Style from DS 4.23.1.47 to DS 2025. When I use F3 to modify a tool bar (e.g. to remove ?? items for plugins that don't work for 2025), Toolbars that I have disabled in the Activities get reenabled. I have to disable them again. But then as I continue to edit toolbars, the toolbars get enabled again. This happens over and over and is very frustrating.
    This may be an issue with saving a Workspace and reloading it.

    • Is saving a Workspace properly saving the Toolbar enabled/disabled status? 
    • Is the reload properly setting the Toolbar enabled/disabled status? 
    • Is this a problem caused by starting with a DS 4.23 Workspace in Ds 2025?
    • Is it a problem with the currently used workspace/toolbars not being saved and reloaded properly when the application is closed and reopened?
    Post edited by barbult on
  • xmasrosexmasrose Posts: 1,409

    Just FYI I just tried Daz 2025 with a 980 card on Win10 and it seems to work flawlessly.

  • Richard HaseltineRichard Haseltine Posts: 107,868

    pixelquack said:

    "Scroll down to “Release Channel Tags” and confirm that the “Public Build” box is checked off. If it’s not, click to check it off. Then hit “Accept”."
    Various people read that as "box needs to be not checked". 

    If someone comes up with a script or howto "import as many settings from DS4 as possible so I have all my content libs and workspaces" etc please let me know.

    The blog text has now been updated, hopefull;y removing confusion. Thank you for pointing it out.

  • HavosHavos Posts: 5,573
    edited April 25

    Richard Haseltine said:

    Havos said:

    I have only done a few experiments with the alpha so far, but I have not had any significant issues, and no crashes. For me, using a 4080 GPU, I have not detected any significant lag in either the viewport or Iray preview.

    One issue I did note was that I do not have a toolbar with quick access to the standard tools, like navigation options, render etc. Someone posted a screenshot where their toolbar was showing. Anyone any idea what you have to do to make it visible?

    Window>Workspace>Load layout, or Window>Workspace>Customise and in the Activities tab on the right right-click on the desired toolbar(s) to enable them (if they aren't, and assuming the layout does have the right toolbars)

    That worked, thanks Richard.

    Post edited by Havos on
  • memcneil70memcneil70 Posts: 5,237

    When I downloaded Daz Studio 2025, I did it on my MacMini M4 without issue. But now that I am done with a project I went to DIM and even though my settings in the Download Tab are the same, I am not seeing DAZ Studio 2025 available for download or installation. Is this a case of only one copy availabe per user for the Alpha testing? Or am I doing something else wrong on my Windows 11 computer?

  • TotteTotte Posts: 14,677
    edited April 25

    memcneil70 said:

    When I downloaded Daz Studio 2025, I did it on my MacMini M4 without issue. But now that I am done with a project I went to DIM and even though my settings in the Download Tab are the same, I am not seeing DAZ Studio 2025 available for download or installation. Is this a case of only one copy availabe per user for the Alpha testing? Or am I doing something else wrong on my Windows 11 computer?

    Did you enable it in the download filters? (The are "per DIM" and not per user.)

    Post edited by Totte on
  • memcneil70memcneil70 Posts: 5,237
    edited April 25

    I have DAZ Studio 2025 (6.x) and under Platform Tags, Windows 64-bit ticked. On my Macs, I have the same program but Mac 64-bit selected. It worked on the MacMini, but I also found the MacBook Pro M1 didn't have it in DIM either. But I am only interested in seeing it on the Windows 11, with the RTX 4090 installed. That way I can compare the two formats.

    Post edited by memcneil70 on
  • jjb24jjb24 Posts: 33

    I normally use the 'Texture Shaded' view with the 'Preview Lights' in the main Viewport when I'm working on a scene and I'm curious about the changes to the lighting. It's typically much darker than it was in 4.23 which makes it harder to work on the scene. It does appear to be more realistic, i.e. closer to what a render will look like, because when you look at places that are not near lights in the scene it gets darker. I want a view that is well lit regardless of the scene lighting when I work on it. You can't see small clothing poke through problems or feet slightly off the floor in the dark. When I want to see a more realistic view I change to 'Filament' or 'NVIDIA Iray' view. I'm not sure if this is related to the lighting change making it more realistic but moving the view around or zooming in and out are much slower in 2025 than they are in 4.23 which is frustrating when working on a scene.

    Am I missing something? There must be some advantage to the change but I don't know what it is. Also, is there a way to lighten things up so I can see everything clearly when working on the scene? Perhaps there is another view setting I should be using instead of 'Texture Shaded'?

    On a positive note, I was unaware that 4.23 would not use a 50xx graphics card and stretched my budget way out of shape a month ago to buy a new PC with a 5090 and I'm glad it's no longer a very expensive paper weight. My first challenge for DAZ Studio 2025 was a scene that used 27BG of VRAM and it rendered in 3 minutes. (Previously I used the CPU to render the scene and went to bed while it worked.) Unless someone has some good advice for me about the Viewport my plan is to build scenes in 4.23 and then render them in 2025 alpha.

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