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

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Comments

  • Richard HaseltineRichard Haseltine Posts: 107,857

    jjb24 said:

    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.

    The old Texture Shaded preview didn't do faqlloff on lights (or shadows) so a more sophisticated version is likely to be dimmer. Turning Preview Lights off is the way you are intended to get a clear light for scene setup without regard to the actual lighting.

  • DonnenaDonnena Posts: 13

    + Alpha +  is currently not displaying the larger popup of the Jpg applied to various places on the Surfaces pallet.    Additionally, the path is missing.  

    THANKS for All your hard work on our behalf!

    Missing popup.png
    477 x 275 - 79K
  • memcneil70memcneil70 Posts: 5,235

    I have found an update to DAZ Studio 2025 to v6.25.2025.11417. When I opened it on my MacMini Pro M4 I merged menus and instead of the icons showing on the tools, the upper grey file menu at the top duplicated the files 'File Edit Create Tools Render Connect Window Help' again, but the drop down offerings in Window changed. The original one now only has 'Always on Top' 'Full Screen Mode' and '(check mark) Preview Lights' and the second Window had complete offerings. A quick scan of the other files show differences between the two sets. Is it possible the new update didn't clear out the old version of file labels?

    I had opened this because I wanted to incorporate changes to my Style selections. I liked what Richard had noted as a muting for the florescent colors. They have always caused my eyes problems. I also fixed parameters bars. Thank you all. I notice the little cube in the circles is colored now. Appreciate that.

  • greywolfgreywolf Posts: 132

    Richard Haseltine said:

    Third-parties are almost certainly going to wait for the SDK to settle (I would imagine it may change through the alpha stages) and be released before they can tackle updating - otherwise they'd be trying to hit a moving target. I would not be surprised if many also wait out the beta stages, assuming Daz doesn't wait for a general release before issuing an SDK.

    Richard, hi!  You pointed me to some scripts that you wrote which went to the previous/next camera, which could then be given as custom actions, which could then be bound to keystrokes.  With the new scripting version requirements, will those scripts need to be rewritten or will they work as is?

  • Richard HaseltineRichard Haseltine Posts: 107,857

    greywolf said:

    Richard Haseltine said:

    Third-parties are almost certainly going to wait for the SDK to settle (I would imagine it may change through the alpha stages) and be released before they can tackle updating - otherwise they'd be trying to hit a moving target. I would not be surprised if many also wait out the beta stages, assuming Daz doesn't wait for a general release before issuing an SDK.

    Richard, hi!  You pointed me to some scripts that you wrote which went to the previous/next camera, which could then be given as custom actions, which could then be bound to keystrokes.  With the new scripting version requirements, will those scripts need to be rewritten or will they work as is?

    They seem to be working for me.

  • greywolfgreywolf Posts: 132

    @rbtwhiz quoth:

    Iray 2024.0.0 beta, build 377400.955

    Known Issues and Restrictions

    ...

    • In addition, the improved scheduler does not implement support for "unlimited" frame buffer sizes anymore, meaning all frame buffers (including all LPEs, AOVs, etc) must completely fit into GPU(s) memory. ...

    ...

    I have some scenes that completely run my card out of Cuda cores and possibly exceed GPU memory, so I have to use the CPU fallback.  Is this no longer going to be possible?  Is this related to the above, or is it orthogonal?

    Inquiring minds want to know!™

    [i.e. I'm gonna be pretty put out if I have to burn $3k on a 24G RTX 50x0 card to do anything meaningful with DAZ :( ]  I have a RTX 3080Ti (12G) that I got for a decent price (and my system has 128GB of RAM in it which I would hope it would be able to co-utilise), so upgrading is not on the table for me.

     

  • jjb24jjb24 Posts: 33

    Richard Haseltine said:

    jjb24 said:

    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.

    The old Texture Shaded preview didn't do faqlloff on lights (or shadows) so a more sophisticated version is likely to be dimmer. Turning Preview Lights off is the way you are intended to get a clear light for scene setup without regard to the actual lighting.

    You are probably correct but what I said is actually what I do so I was confused. I decided to test my settings in both 4.23 and 2025. In each version I set the view to 'Texture Shaded' and then turned the 'Preview Lights' on and off a few times. What I found is that 'Preview Lights' does not make any difference in either 4.23 or 2025. My best guess is that the menu item "Window > Preview Lights (Ctrl+L)" does not have any effect when in 'Texture Shaded' mode and that in 4.23 the behavior is 'Preview Lights' OFF and in 2025 the behavior is 'Preview Lights' ON. I'm not sure about this but the bottom line is that in 4.23 when I zoom in on a scene in a dark corner it remains light and I can see everything clearly but in 2025 when I zoom in on a scene in a dark corner it gets dark and I can no longer see anything. I'm attaching a PDF file showing the effect clearly.
     

    pdf
    pdf
    Texture Shaded and Preview Lights.pdf
    799K
  • memcneil70memcneil70 Posts: 5,235

    memcneil70 said:

    I have found an update to DAZ Studio 2025 to v6.25.2025.11417. When I opened it on my MacMini Pro M4 I merged menus and instead of the icons showing on the tools, the upper grey file menu at the top duplicated the files 'File Edit Create Tools Render Connect Window Help' again, but the drop down offerings in Window changed. The original one now only has 'Always on Top' 'Full Screen Mode' and '(check mark) Preview Lights' and the second Window had complete offerings. A quick scan of the other files show differences between the two sets. Is it possible the new update didn't clear out the old version of file labels?

    I had opened this because I wanted to incorporate changes to my Style selections. I liked what Richard had noted as a muting for the florescent colors. They have always caused my eyes problems. I also fixed parameters bars. Thank you all. I notice the little cube in the circles is colored now. Appreciate that.

    An update to this on the upper grey files, I had to shut down the system and go out. When I reopened DAZ 2025 about an hour later, there was one set of File Headers again. Weird. 

  • Richard HaseltineRichard Haseltine Posts: 107,857

    jjb24 said:

    Richard Haseltine said:

    jjb24 said:

    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.

    The old Texture Shaded preview didn't do faqlloff on lights (or shadows) so a more sophisticated version is likely to be dimmer. Turning Preview Lights off is the way you are intended to get a clear light for scene setup without regard to the actual lighting.

    You are probably correct but what I said is actually what I do so I was confused. I decided to test my settings in both 4.23 and 2025. In each version I set the view to 'Texture Shaded' and then turned the 'Preview Lights' on and off a few times. What I found is that 'Preview Lights' does not make any difference in either 4.23 or 2025. My best guess is that the menu item "Window > Preview Lights (Ctrl+L)" does not have any effect when in 'Texture Shaded' mode and that in 4.23 the behavior is 'Preview Lights' OFF and in 2025 the behavior is 'Preview Lights' ON. I'm not sure about this but the bottom line is that in 4.23 when I zoom in on a scene in a dark corner it remains light and I can see everything clearly but in 2025 when I zoom in on a scene in a dark corner it gets dark and I can no longer see anything. I'm attaching a PDF file showing the effect clearly.

    Do youn in fact have light nodes (Point, Spot, or Distant) in the scene? Those are the only ones that DS will try to preview, so if you don't have any of them disabling preview Lights will have no effect on them. If you do have the ehadlamp on the Preivew Lights off will look the same as Preview Lights on.

  • Richard HaseltineRichard Haseltine Posts: 107,857

    greywolf said:

    @rbtwhiz quoth:

    Iray 2024.0.0 beta, build 377400.955

    Known Issues and Restrictions

    ...

    • In addition, the improved scheduler does not implement support for "unlimited" frame buffer sizes anymore, meaning all frame buffers (including all LPEs, AOVs, etc) must completely fit into GPU(s) memory. ...

    ...

    I have some scenes that completely run my card out of Cuda cores and possibly exceed GPU memory, so I have to use the CPU fallback.  Is this no longer going to be possible?  Is this related to the above, or is it orthogonal?

    Inquiring minds want to know!™

    [i.e. I'm gonna be pretty put out if I have to burn $3k on a 24G RTX 50x0 card to do anything meaningful with DAZ :( ]  I have a RTX 3080Ti (12G) that I got for a decent price (and my system has 128GB of RAM in it which I would hope it would be able to co-utilise), so upgrading is not on the table for me.

    CPU is still supported - I am not entirely sure what that means, but I think it is referring to a requirement for the GPU to be used - so it may mean that you are more likely to drop to CPU in some cases (but I don't know that it will matter for vanilla rendering, rather than featues using Canvasses).

  • jjb24jjb24 Posts: 33

    Richard Haseltine said:

    jjb24 said:

    Richard Haseltine said:

    jjb24 said:

    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.

    The old Texture Shaded preview didn't do faqlloff on lights (or shadows) so a more sophisticated version is likely to be dimmer. Turning Preview Lights off is the way you are intended to get a clear light for scene setup without regard to the actual lighting.

    You are probably correct but what I said is actually what I do so I was confused. I decided to test my settings in both 4.23 and 2025. In each version I set the view to 'Texture Shaded' and then turned the 'Preview Lights' on and off a few times. What I found is that 'Preview Lights' does not make any difference in either 4.23 or 2025. My best guess is that the menu item "Window > Preview Lights (Ctrl+L)" does not have any effect when in 'Texture Shaded' mode and that in 4.23 the behavior is 'Preview Lights' OFF and in 2025 the behavior is 'Preview Lights' ON. I'm not sure about this but the bottom line is that in 4.23 when I zoom in on a scene in a dark corner it remains light and I can see everything clearly but in 2025 when I zoom in on a scene in a dark corner it gets dark and I can no longer see anything. I'm attaching a PDF file showing the effect clearly.

    Do youn in fact have light nodes (Point, Spot, or Distant) in the scene? Those are the only ones that DS will try to preview, so if you don't have any of them disabling preview Lights will have no effect on them. If you do have the ehadlamp on the Preivew Lights off will look the same as Preview Lights on.

    I have components in the scene that emit light that came with products used to build the scene but I did not add any point, spot, or distant lights and none of these items appear in the 'Scene' tab. Perhaps that is why 'Preview Lights' has no effect.

    Regarding 'Headlamps' I was using the 'Perspective View' in my examples which is not a camera. I believe headlamps apply only to cameras but perhaps I'm mistaken? Is there a 'Headlamp' setting that works when you are using 'Perspective View'?

    I'll be the first to admit that I don't understand how things work in DAZ Studio very well but I was doing exactly the same thing using the exact same scene with the exact same components and the behavior in 2025 is quite different than it is in 4.23. I'd like to know if there are any settings I can change in 2025 to make it behave the same way that 4.23 does.

  • jjb24jjb24 Posts: 33

    I'm sorry, I neglected to say "thank you" to Richard Haseltine who is taking a lot of time trying to help me.

  • barbultbarbult Posts: 26,156
    edited April 25

    I ran Update and Merge Menus and lost all my custom menus entirely and the Scripts Menu contents again. This issue had been fixed in DS 4.23 Public Build, but now seems to be back in the 2025 Alpha.
    I think this is the oid ?? problem again. Because plugins don't work now, I have a lot of ?? in my menus.

    Post edited by barbult on
  • Dolce SaitoDolce Saito Posts: 196
    edited April 25

    I copied my layout from v4, it didn't work. I use 2 different screen, one has %175 scale, the other %125. When I load my v4 layout, neither my layout's existing tabs show up nor viewport is properly positioned. Then I tried to set at least viewport on the bigger (%175 scaled) monitor. I can't even stretch it over half of the width of the monitor. When I click "Fit to the screen width", it doesn't even go beyond half of the screen width.

    Seems to me the high DPI features are not mature enough yet. The v4 could fit the floating viewport window to the screen width properly (with enabled dpi compatibility option).

    Since I couldn't even set anything, I will simply wait for the next build.

    Post edited by Dolce Saito on
  • Richard HaseltineRichard Haseltine Posts: 107,857

    jjb24 said:

    Richard Haseltine said:

    jjb24 said:

    Richard Haseltine said:

    jjb24 said:

    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.

    The old Texture Shaded preview didn't do faqlloff on lights (or shadows) so a more sophisticated version is likely to be dimmer. Turning Preview Lights off is the way you are intended to get a clear light for scene setup without regard to the actual lighting.

    You are probably correct but what I said is actually what I do so I was confused. I decided to test my settings in both 4.23 and 2025. In each version I set the view to 'Texture Shaded' and then turned the 'Preview Lights' on and off a few times. What I found is that 'Preview Lights' does not make any difference in either 4.23 or 2025. My best guess is that the menu item "Window > Preview Lights (Ctrl+L)" does not have any effect when in 'Texture Shaded' mode and that in 4.23 the behavior is 'Preview Lights' OFF and in 2025 the behavior is 'Preview Lights' ON. I'm not sure about this but the bottom line is that in 4.23 when I zoom in on a scene in a dark corner it remains light and I can see everything clearly but in 2025 when I zoom in on a scene in a dark corner it gets dark and I can no longer see anything. I'm attaching a PDF file showing the effect clearly.

    Do youn in fact have light nodes (Point, Spot, or Distant) in the scene? Those are the only ones that DS will try to preview, so if you don't have any of them disabling preview Lights will have no effect on them. If you do have the ehadlamp on the Preivew Lights off will look the same as Preview Lights on.

    I have components in the scene that emit light that came with products used to build the scene but I did not add any point, spot, or distant lights and none of these items appear in the 'Scene' tab. Perhaps that is why 'Preview Lights' has no effect.

    Regarding 'Headlamps' I was using the 'Perspective View' in my examples which is not a camera. I believe headlamps apply only to cameras but perhaps I'm mistaken? Is there a 'Headlamp' setting that works when you are using 'Perspective View'?

    The Headlamp is, by default, on when there are no actual light nodes (as oposed to emissive objects or the environmrnt map or sun/sky) in the scene, regardless of whether you are viewing through a camera or a view. It can be switched off or on in Render Settings>Editor tab, in the General group, which will afect anything but cameras with a local setting overriding the global.

    I'll be the first to admit that I don't understand how things work in DAZ Studio very well but I was doing exactly the same thing using the exact same scene with the exact same components and the behavior in 2025 is quite different than it is in 4.23. I'd like to know if there are any settings I can change in 2025 to make it behave the same way that 4.23 does.

  • Richard HaseltineRichard Haseltine Posts: 107,857

    Richard Haseltine said:

    greywolf said:

    @rbtwhiz quoth:

    Iray 2024.0.0 beta, build 377400.955

    Known Issues and Restrictions

    ...

    • In addition, the improved scheduler does not implement support for "unlimited" frame buffer sizes anymore, meaning all frame buffers (including all LPEs, AOVs, etc) must completely fit into GPU(s) memory. ...

    ...

    I have some scenes that completely run my card out of Cuda cores and possibly exceed GPU memory, so I have to use the CPU fallback.  Is this no longer going to be possible?  Is this related to the above, or is it orthogonal?

    Inquiring minds want to know!™

    [i.e. I'm gonna be pretty put out if I have to burn $3k on a 24G RTX 50x0 card to do anything meaningful with DAZ :( ]  I have a RTX 3080Ti (12G) that I got for a decent price (and my system has 128GB of RAM in it which I would hope it would be able to co-utilise), so upgrading is not on the table for me.

    CPU is still supported - I am not entirely sure what that means, but I think it is referring to a requirement for the GPU to be used - so it may mean that you are more likely to drop to CPU in some cases (but I don't know that it will matter for vanilla rendering, rather than featues using Canvasses).

    It has been pointed out to me that the Iray notes, which come straight from nVidia include statements thata re not directly relevant to DS, as stated in the first post

    *Note: The entries below come directly from the NVIDIA Iray release notes. Some entries, such as the mention of Linux, Python, etc, currently have no bearing on Daz Studio itself but are included for completeness.

  • jjb24jjb24 Posts: 33

    Richard Haseltine said:

    jjb24 said:

    Richard Haseltine said:

    jjb24 said:

    Richard Haseltine said:

    jjb24 said:

    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.

    The old Texture Shaded preview didn't do faqlloff on lights (or shadows) so a more sophisticated version is likely to be dimmer. Turning Preview Lights off is the way you are intended to get a clear light for scene setup without regard to the actual lighting.

    You are probably correct but what I said is actually what I do so I was confused. I decided to test my settings in both 4.23 and 2025. In each version I set the view to 'Texture Shaded' and then turned the 'Preview Lights' on and off a few times. What I found is that 'Preview Lights' does not make any difference in either 4.23 or 2025. My best guess is that the menu item "Window > Preview Lights (Ctrl+L)" does not have any effect when in 'Texture Shaded' mode and that in 4.23 the behavior is 'Preview Lights' OFF and in 2025 the behavior is 'Preview Lights' ON. I'm not sure about this but the bottom line is that in 4.23 when I zoom in on a scene in a dark corner it remains light and I can see everything clearly but in 2025 when I zoom in on a scene in a dark corner it gets dark and I can no longer see anything. I'm attaching a PDF file showing the effect clearly.

    Do youn in fact have light nodes (Point, Spot, or Distant) in the scene? Those are the only ones that DS will try to preview, so if you don't have any of them disabling preview Lights will have no effect on them. If you do have the ehadlamp on the Preivew Lights off will look the same as Preview Lights on.

    I have components in the scene that emit light that came with products used to build the scene but I did not add any point, spot, or distant lights and none of these items appear in the 'Scene' tab. Perhaps that is why 'Preview Lights' has no effect.

    Regarding 'Headlamps' I was using the 'Perspective View' in my examples which is not a camera. I believe headlamps apply only to cameras but perhaps I'm mistaken? Is there a 'Headlamp' setting that works when you are using 'Perspective View'?

    The Headlamp is, by default, on when there are no actual light nodes (as oposed to emissive objects or the environmrnt map or sun/sky) in the scene, regardless of whether you are viewing through a camera or a view. It can be switched off or on in Render Settings>Editor tab, in the General group, which will afect anything but cameras with a local setting overriding the global.

    I'll be the first to admit that I don't understand how things work in DAZ Studio very well but I was doing exactly the same thing using the exact same scene with the exact same components and the behavior in 2025 is quite different than it is in 4.23. I'd like to know if there are any settings I can change in 2025 to make it behave the same way that 4.23 does.

    Thank you for pointing out the setting for 'Auto Headlamp' on the 'Render Settings' tab. If I ever knew about it I've forgotten! Unfortunately this doesn't address my problem because this setting is set to 'Never' in my scene so it was off in both 4.23 and 2025 unless somehow the setting is overwritten.

    You have been very helpful, thank you for taking the time to chat about this issue. DAZ is complex software and it's nice to chat with someone who knows it far better than I do. I feel bad for taking so much of your time and for all the posts on the same subject. Thanks again!

  • TromNekTromNek Posts: 41

    The following seems to be fixed in 2025 (I have a GeForce RTX 2060 SUPER 8GB)

    Using DS 4.23, when I would render a very large scene that maxed out my GPU memory, after the scene was rendered, I could not render again without exiting DS to free the trapped memory (about 3.5GB), restart and reload the scene for another render.

    In preparation for the 2025 installation, I upgraded my drivers to 576.02.

    I tested rendering again with 4.23 and the same problem existed.

    I installed 2025, and now I don't have that problem. It seems to know how to re-use that trapped memory. I don't know if this is fixed by the DS 2025 or the upgraded NVIDIA Iray 2024.1

    But I'm very happy

     

  • gramgram Posts: 68
    edited April 26

    TromNek said:

    The following seems to be fixed in 2025 (I have a GeForce RTX 2060 SUPER 8GB)

    Using DS 4.23, when I would render a very large scene that maxed out my GPU memory, after the scene was rendered, I could not render again without exiting DS to free the trapped memory (about 3.5GB), restart and reload the scene for another render.

    In preparation for the 2025 installation, I upgraded my drivers to 576.02.

    I tested rendering again with 4.23 and the same problem existed.

    I installed 2025, and now I don't have that problem. It seems to know how to re-use that trapped memory. I don't know if this is fixed by the DS 2025 or the upgraded NVIDIA Iray 2024.1

    But I'm very happy

     

    That is great, it was in the iray release notes for 2024  that it should handle out of memory situations better.
    Very good if its fixed as I got bit by here and there. Especially crashing on older Daz was quite annoying as scene loading and all could take quite a long time as well.

    from iray notes: "Fixed various issues regarding device management (en/disabling, or lost/out-of-memory devices)"

    Post edited by gram on
  • dragotxdragotx Posts: 1,147
    I'm running into a bug where if you set the Daz connect library to anything other than default Studio crashes when you hit accept. I've confirmed it on two different PCs, running Win11
  • barbultbarbult Posts: 26,156

    dragotx said:

    I'm running into a bug where if you set the Daz connect library to anything other than default Studio crashes when you hit accept. I've confirmed it on two different PCs, running Win11

    If you read this thread, you sill see that some other people have experienced the same problem. Look for comments about this from Richard Haseltine. He suggests a possible timiing issue with user actions.

  • rodgvrodgv Posts: 0

    I'm having a problem with anti-aliasing in my renders. As you can see in the images, the red ball is perfectly round with no problems in the image(left) generated in version 4.23, but in version 6.25 the image(right) shows absurd aliasing at the edges.

     

    daz4.23.png
    1920 x 1080 - 1M
    daz6.25.png
    1920 x 1080 - 1M
  • ElorElor Posts: 3,128
    edited April 26

    It could be because it's still only a little bit over 8AM here, but your two pictures seem identical to my eyes.

    Post edited by Elor on
  • icemage1993icemage1993 Posts: 80

    Hey Richard, is it possible to bring back HD morphs creation for non-PA users? Or just make it a  Daz Studio Premier feature, please. 

  • Dude3DLabDude3DLab Posts: 38

    Sorry for being noob, but there is a way to see the changelogs for the updates?

  • barbultbarbult Posts: 26,156

    alexandremarques2000 said:

    Sorry for being noob, but there is a way to see the changelogs for the updates?

    http://docs.daz3d.com/doku.php/public/software/dazstudio/6/start

    But there really isn't much to see yet.

  • barbultbarbult Posts: 26,156
    edited April 26

    This isn't helpful. Is there anything there to see, if I had permission?

    http://docs.daz3d.com/doku.php/public/software/dazstudio/6/referenceguide/start

    Screenshot 2025-04-26 053816 DS 6 Reference Guide.jpg
    1198 x 688 - 115K
    Post edited by barbult on
  • gramgram Posts: 68

    rodgv said:

    I'm having a problem with anti-aliasing in my renders. As you can see in the images, the red ball is perfectly round with no problems in the image(left) generated in version 4.23, but in version 6.25 the image(right) shows absurd aliasing at the edges.

    I had the same issue - disabling scaling in windows display dpi settings fixed it for me. There is some weird bug that the iray viewports are affected by windows display scaling settings.

  • @Richard This new version still doesn't respect system font scaling -- menu and properties fonts are unreadable on high resolution displays unless you have eagle 20/20 vision.

  • gramgram Posts: 68
    edited April 26

    Small bug; sometimes the text filter for scene tab appears to be case sensitive.
     Then after you re-type there a few times it goes back to case-insensitive. 

     

    Also adjusting translation/rotation of models   via the sliders in parameters tab is often quite wonky.
    Moving things on the viewport is about as you'd expect, but using the sliders is very "jumpy" or so. 
    Like I click&hold on the slider and move mouse a lot and the value adjusts maybe just by  very small amount up/down.

    I think it mostly affects when you try to move a whole model around / rotate them. Sliders for posing body parts behave quite normal.

    Post edited by gram on
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