Probably because the reference guide isn't complete yet and is only available for devs to edit, not public viewing. Seen that in many places on the Daz Docs in different places.
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.
Those two images are almost identical. The DS6 one has compressed data which is 19kbytes longer than the DS4, but that's only 1.7% of the DS4 size. This suggests that the render termination conditions were different. I always use Render Quality enabled with an RQ parameter of 100% and max samples/max time of -1 and with PNG output the size of the PNG consistently decreases as the render nears completion (100% "converged"). I did a diff in PhotoShop and almost all the differences were less than 5/255. Here's the result with the differences multiplied up so that 12/255 comes out as full intensity:
That looks like a lack of convergence to me.
One way of getting bad aliasing that I have noticed is to set the gaussian filter width (in the render settings tab) to less than 1. That would cause the edge of the ball to be aliased.
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. ...
...
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).
Doesn't it refer to the prior ability to offload the frame buffers to CPU memory? That was certainly a major improvement for me when it was introduced because I do renders at 4k or 8k, sometimes 16k for light domes. Prior to the offload capability the full image had to fit into the GPU memory and since I only have 24GByte of memory that was a major limitation; Iray renders would fail at the start with the log message corresponding to the allocation of the frame buffer. These are the messages from 4.23 (latest beta) with an 8K render. CPU rendering (fallback) was disabled:
2025-04-22 20:19:02.222 Iray (Scene Access) : Retrieving device lens data
2025-04-22 20:19:02.248 Iray [INFO] - IRAY:RENDER :: 1.13 IRAY rend info : JIT-linking wavefront kernel in 19.477 ms
2025-04-22 20:19:02.258 Iray [INFO] - IRAY:RENDER :: 1.28 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 4090): Scene processed in 4.161s
2025-04-22 20:19:02.273 Iray [INFO] - IRAY:RENDER :: 1.28 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 4090): Allocated 720.000 MiB for frame buffer
2025-04-22 20:19:02.274 Iray [INFO] - IRAY:RENDER :: 1.28 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 4090): Allocated 2.086 GiB of work space (2048k active samples in 0.000s)
2025-04-22 20:19:04.027 Iray [INFO] - IRAY:RENDER :: 1.28 IRAY rend info : Allocating 1-layer frame buffer
2025-04-22 20:19:04.214 Iray [INFO] - IRAY:RENDER :: 1.28 IRAY rend progr: CUDA device 0 (NVIDIA GeForce RTX 4090): guidance merge/update for: #caches = 73
With DS6 and pretty much the same scene this is what happens except that in this case CPU rendering fallback was on (so, yes, CPU fallback is supported):
2025-04-25 06:29:09.501 Iray (Scene Access) : Retrieving device lens data
2025-04-25 06:29:09.519 Iray [INFO] - IRAY:RENDER :: 1.16 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 4090): JIT-linking kernel in 14.013 ms
2025-04-25 06:29:09.523 Iray [INFO] - IRAY:RENDER :: 1.16 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 4090): Allocating wavefront memory of size 2.094 GiB.
2025-04-25 06:29:11.258 Iray [INFO] - IRAY:RENDER :: 1.5 IRAY rend progr: CUDA device 0 (NVIDIA GeForce RTX 4090): guidance update 1 for: #caches = [73/73]
2025-04-25 06:29:11.258 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00001.00 iteration after 6.080 s.
2025-04-25 06:29:11.258 Iray [INFO] - IRAY:RENDER :: 1.5 IRAY rend info : Freeing temporary rendering resources
2025-04-25 06:29:11.258 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Rendering with 2 devices:
2025-04-25 06:29:11.258 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : CPU
2025-04-25 06:29:11.258 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 4090) (FB master) (guidance master)
2025-04-25 06:29:11.258 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Caustic sampling disabled, Guidance enabled, Firefly Filter 1.695e+04
2025-04-25 06:29:11.258 Iray [INFO] - IRAY:RENDER :: 1.16 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 4090): Allocating wavefront memory of size 2.094 GiB.
2025-04-25 06:29:12.965 Iray [INFO] - IRAY:RENDER :: 1.5 IRAY rend progr: CUDA device 0 (NVIDIA GeForce RTX 4090): guidance update 2 for: #caches = [252/252]
,/p>
The messages have changed and it is no longer clear to me where the framebuffer(s) get allocated.
It's available only though DIM, like betas. Check your DIM filters in the settings to make sure you have "Public Build" release channel selected, then search for "Daz Studio 2025" in the downloads.
@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.
Seems to work for me - what GPU is driving the DS display, assuming you have more than one?
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. ...
...
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).
Doesn't it refer to the prior ability to offload the frame buffers to CPU memory? That was certainly a major improvement for me when it was introduced because I do renders at 4k or 8k, sometimes 16k for light domes. Prior to the offload capability the full image had to fit into the GPU memory and since I only have 24GByte of memory that was a major limitation; Iray renders would fail at the start with the log message corresponding to the allocation of the frame buffer. These are the messages from 4.23 (latest beta) with an 8K render. CPU rendering (fallback) was disabled:
2025-04-22 20:19:02.222 Iray (Scene Access) : Retrieving device lens data
2025-04-22 20:19:02.248 Iray [INFO] - IRAY:RENDER :: 1.13 IRAY rend info : JIT-linking wavefront kernel in 19.477 ms
2025-04-22 20:19:02.258 Iray [INFO] - IRAY:RENDER :: 1.28 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 4090): Scene processed in 4.161s
2025-04-22 20:19:02.273 Iray [INFO] - IRAY:RENDER :: 1.28 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 4090): Allocated 720.000 MiB for frame buffer
2025-04-22 20:19:02.274 Iray [INFO] - IRAY:RENDER :: 1.28 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 4090): Allocated 2.086 GiB of work space (2048k active samples in 0.000s)
2025-04-22 20:19:04.027 Iray [INFO] - IRAY:RENDER :: 1.28 IRAY rend info : Allocating 1-layer frame buffer
2025-04-22 20:19:04.214 Iray [INFO] - IRAY:RENDER :: 1.28 IRAY rend progr: CUDA device 0 (NVIDIA GeForce RTX 4090): guidance merge/update for: #caches = 73
With DS6 and pretty much the same scene this is what happens except that in this case CPU rendering fallback was on (so, yes, CPU fallback is supported):
2025-04-25 06:29:09.501 Iray (Scene Access) : Retrieving device lens data
2025-04-25 06:29:09.519 Iray [INFO] - IRAY:RENDER :: 1.16 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 4090): JIT-linking kernel in 14.013 ms
2025-04-25 06:29:09.523 Iray [INFO] - IRAY:RENDER :: 1.16 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 4090): Allocating wavefront memory of size 2.094 GiB.
2025-04-25 06:29:11.258 Iray [INFO] - IRAY:RENDER :: 1.5 IRAY rend progr: CUDA device 0 (NVIDIA GeForce RTX 4090): guidance update 1 for: #caches = [73/73]
2025-04-25 06:29:11.258 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00001.00 iteration after 6.080 s.
2025-04-25 06:29:11.258 Iray [INFO] - IRAY:RENDER :: 1.5 IRAY rend info : Freeing temporary rendering resources
2025-04-25 06:29:11.258 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Rendering with 2 devices:
2025-04-25 06:29:11.258 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : CPU
2025-04-25 06:29:11.258 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 4090) (FB master) (guidance master)
2025-04-25 06:29:11.258 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Caustic sampling disabled, Guidance enabled, Firefly Filter 1.695e+04
2025-04-25 06:29:11.258 Iray [INFO] - IRAY:RENDER :: 1.16 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 4090): Allocating wavefront memory of size 2.094 GiB.
2025-04-25 06:29:12.965 Iray [INFO] - IRAY:RENDER :: 1.5 IRAY rend progr: CUDA device 0 (NVIDIA GeForce RTX 4090): guidance update 2 for: #caches = [252/252]
,/p>
The messages have changed and it is no longer clear to me where the framebuffer(s) get allocated.
John Bowler
Sorry, I don't (currently) know the answer to this.
Some dforce hairs are crashing DS25 the moment I click on the simulate button. Hel Hair and Navarro Hair. They both show access violations, but in different locations. I have most of my content library on a drive labeled G.
Are there actually any improvements for rendering Filament on Windows, regarding some of the issues with lights, especially emissive surfaces and the need to be refreshed? I don't see any mention so I think its not worth testing in my case.
Some dforce hairs are crashing DS25 the moment I click on the simulate button. Hel Hair and Navarro Hair. They both show access violations, but in different locations. I have most of my content library on a drive labeled G.
( follow up on View Port in Texture Shaded mode black/nolights with Preview Lights On)
I experienced this and figured out (in my case) there is a change in DS6 where (now) Parameters->Display->'Visible In Viewport', must also be 'On' for the lights to light up a scene in 'Texture Shaded'
In DS4.23, I could have the Visible:On and 'Visible in Viewport':Off so that lights worked and my scene was not filled up (cluttered) displaying all my lights.And I could easily toggle on and off lighting with the 'Visible' setting.
Now in DS6, I have to have both those settings On for the lighting to work.
I think the change was to make the Viewport 'Texture Shaded' work exactly like 'Filament' in DS4.23 where you had to have both settings on for lighting work in 'Filament'.
But I really did like the old DS4.23 way for Texture Shading because I could use lots of lights in a scene and not the the display outlines of them cluttering up things (sometimes it way too much clutter to see anything)
I know that the new 2025 is a pretty extensive rewrite, but I do wish there was a way to keep some plugins... There are a few that are no longer available, and only via subscription. Sigh...
I wished, DAZ had upgraded the mesh smoothing, beeing able to work with more than one collision Item, which would be helpful for more layers of clothes.
Hopefully, the lights are more accurate now, since with more light sources*, it make it harder to get realistic images.
Thanks for the link to the blog. However, the blog didn't mention what things were left behind. Examples: 3delight rendering, and older GPUs.
I assume my 1060 video card won't do the trick.
I do think it is very important to stress those factors so people like me can plan how to get ready for DAZ Studio 2025.
Some previously suported cards are deprecated - that doesn't mean they no longer work, it does mean they are likely not to be supported fairly soon (so don't upgrade without checking). Of coruse memory be an issue even if the card is supported in a literal sense, but that has been true for a while.
I wished, DAZ had upgraded the mesh smoothing, beeing able to work with more than one collision Item, which would be helpful for more layers of clothes.
Maybe they will, this is an alpha and therefore no featue complete (which doesn't mean I have seen the to-do list and the feature is on it).
Hopefully, the lights are more accurate now, since with more light sources*, it make it harder to get realistic images.
(*proccedual AND mesh lights.)
Emissive and environment lights still don't show in Texture Shaded.
I know that the new 2025 is a pretty extensive rewrite, but I do wish there was a way to keep some plugins... There are a few that are no longer available, and only via subscription. Sigh...
I recently installed DAZ Studio Alpha release, and the viewport it's literally grey. I can't see nothing in my viewport, trying select a dimension preset like 16:9 or 1:1 in render settings is'n working, i tried everything but still in this stupid grey viewport
I recently installed DAZ Studio Alpha release, and the viewport it's literally grey. I can't see nothing in my viewport, trying select a dimension preset like 16:9 or 1:1 in render settings is'n working, i tried everything but still in this stupid grey viewport
So, what is your hardware? Do you have an on-CPU GPU (especially one from Intel) that is handling the drawing of the Daz Studio window (set, if youi also have an AMD or nVidia GPU, in the stand-alone GPU's control panel)?
When my Viewport is in Filament draw style and my Render Settings are set to Viewport, Why do I get an OpenGL warning message?
Why does the Render Settings pane show all sorts of settings that are Iray related in this case?
(This is on Windows 10 with an Nvidia 3080 graphics card and a driver version above the minimum 57X.)
Comments
Probably because the reference guide isn't complete yet and is only available for devs to edit, not public viewing. Seen that in many places on the Daz Docs in different places.
Those two images are almost identical. The DS6 one has compressed data which is 19kbytes longer than the DS4, but that's only 1.7% of the DS4 size. This suggests that the render termination conditions were different. I always use Render Quality enabled with an RQ parameter of 100% and max samples/max time of -1 and with PNG output the size of the PNG consistently decreases as the render nears completion (100% "converged"). I did a diff in PhotoShop and almost all the differences were less than 5/255. Here's the result with the differences multiplied up so that 12/255 comes out as full intensity:
That looks like a lack of convergence to me.
One way of getting bad aliasing that I have noticed is to set the gaussian filter width (in the render settings tab) to less than 1. That would cause the edge of the ball to be aliased.
John Bowler
Doesn't it refer to the prior ability to offload the frame buffers to CPU memory? That was certainly a major improvement for me when it was introduced because I do renders at 4k or 8k, sometimes 16k for light domes. Prior to the offload capability the full image had to fit into the GPU memory and since I only have 24GByte of memory that was a major limitation; Iray renders would fail at the start with the log message corresponding to the allocation of the frame buffer. These are the messages from 4.23 (latest beta) with an 8K render. CPU rendering (fallback) was disabled:
2025-04-22 20:19:02.222 Iray (Scene Access) : Retrieving device lens data2025-04-22 20:19:02.248 Iray [INFO] - IRAY:RENDER :: 1.13 IRAY rend info : JIT-linking wavefront kernel in 19.477 ms
2025-04-22 20:19:02.258 Iray [INFO] - IRAY:RENDER :: 1.28 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 4090): Scene processed in 4.161s
2025-04-22 20:19:02.273 Iray [INFO] - IRAY:RENDER :: 1.28 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 4090): Allocated 720.000 MiB for frame buffer
2025-04-22 20:19:02.274 Iray [INFO] - IRAY:RENDER :: 1.28 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 4090): Allocated 2.086 GiB of work space (2048k active samples in 0.000s)
2025-04-22 20:19:04.027 Iray [INFO] - IRAY:RENDER :: 1.28 IRAY rend info : Allocating 1-layer frame buffer
2025-04-22 20:19:04.214 Iray [INFO] - IRAY:RENDER :: 1.28 IRAY rend progr: CUDA device 0 (NVIDIA GeForce RTX 4090): guidance merge/update for: #caches = 73
With DS6 and pretty much the same scene this is what happens except that in this case CPU rendering fallback was on (so, yes, CPU fallback is supported):
2025-04-25 06:29:09.501 Iray (Scene Access) : Retrieving device lens data2025-04-25 06:29:09.519 Iray [INFO] - IRAY:RENDER :: 1.16 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 4090): JIT-linking kernel in 14.013 ms
2025-04-25 06:29:09.523 Iray [INFO] - IRAY:RENDER :: 1.16 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 4090): Allocating wavefront memory of size 2.094 GiB.
2025-04-25 06:29:11.258 Iray [INFO] - IRAY:RENDER :: 1.5 IRAY rend progr: CUDA device 0 (NVIDIA GeForce RTX 4090): guidance update 1 for: #caches = [73/73]
2025-04-25 06:29:11.258 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00001.00 iteration after 6.080 s.
2025-04-25 06:29:11.258 Iray [INFO] - IRAY:RENDER :: 1.5 IRAY rend info : Freeing temporary rendering resources
2025-04-25 06:29:11.258 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Rendering with 2 devices:
2025-04-25 06:29:11.258 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : CPU
2025-04-25 06:29:11.258 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 4090) (FB master) (guidance master)
2025-04-25 06:29:11.258 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Caustic sampling disabled, Guidance enabled, Firefly Filter 1.695e+04
2025-04-25 06:29:11.258 Iray [INFO] - IRAY:RENDER :: 1.16 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 4090): Allocating wavefront memory of size 2.094 GiB.
2025-04-25 06:29:12.965 Iray [INFO] - IRAY:RENDER :: 1.5 IRAY rend progr: CUDA device 0 (NVIDIA GeForce RTX 4090): guidance update 2 for: #caches = [252/252]
,/p>
The messages have changed and it is no longer clear to me where the framebuffer(s) get allocated.
John Bowler
So where is it at, I can't find daz studio 2025
I really doubt it, as it was never meant to be available for non-PA users, and the Premier Membership FAQ says it won't become a premier feature.
It's available only though DIM, like betas. Check your DIM filters in the settings to make sure you have "Public Build" release channel selected, then search for "Daz Studio 2025" in the downloads.
ok i found it, i thought that i had public build checked, i do now
Seems to work for me - what GPU is driving the DS display, assuming you have more than one?
Sorry, I don't (currently) know the answer to this.
Correct, it is an exclusive tool developed by Daz and only available to PA's and products created with it are only allowed to be sold on Daz 3D.
I finally installed DAZ Studio 2025. I actually installed it on my mini computer that is setup on a desk in front of my recliner.
That's the computer I use the most. But it's really best for multimedia.
I have a better computer setup on the 6 foot computer desk. But it only has a 1060 GPU. I'll install DAZ Studio 2025 on that computer on Saturday.
I rarely use DAZ Studio any more. But curiosity got the best of me.
I plan to use that HP Envy desktop more for making Youtube videos. I made hundreds of YouTube videos years ago. I want to start making videos again.
since it came up in DIM, I did install it, but it doesn't render, likely because I don't have the very latest driver,
the latest one ignores my MSI Afterburner profile which I need to undervollt my GPU or it with draw too much power and blackscreen
so that's not happening
so unlikely I will be using it
Some dforce hairs are crashing DS25 the moment I click on the simulate button. Hel Hair and Navarro Hair. They both show access violations, but in different locations. I have most of my content library on a drive labeled G.
Are there actually any improvements for rendering Filament on Windows, regarding some of the issues with lights, especially emissive surfaces and the need to be refreshed? I don't see any mention so I think its not worth testing in my case.
It has been fixed, update to the latest version.
So, in a nutshell, DS 2025 alpha is all about Iray and Nvidea 50x0 support?
Does it still make sense, to ask for other improvements?
It includes the newer version of NVIDIA Iray, which in turn supports the 5xxx series. But, it is much more than just that. See the Evergreen thread.
https://www.daz3d.com/forums/discussion/727631/daz-studio-2025-6-25-2025-x-evergreen
That Evergreen section is way above my ability to understand. Does anyone care to translate?!
( follow up on View Port in Texture Shaded mode black/nolights with Preview Lights On)
I experienced this and figured out (in my case) there is a change in DS6 where (now) Parameters->Display->'Visible In Viewport', must also be 'On' for the lights to light up a scene in 'Texture Shaded'
In DS4.23, I could have the Visible:On and 'Visible in Viewport':Off so that lights worked and my scene was not filled up (cluttered) displaying all my lights.And I could easily toggle on and off lighting with the 'Visible' setting.
Now in DS6, I have to have both those settings On for the lighting to work.
I think the change was to make the Viewport 'Texture Shaded' work exactly like 'Filament' in DS4.23 where you had to have both settings on for lighting work in 'Filament'.
But I really did like the old DS4.23 way for Texture Shading because I could use lots of lights in a scene and not the the display outlines of them cluttering up things (sometimes it way too much clutter to see anything)
If you want a less technical post I suggest checking the blog announcement which has a summary of the improvements so far: https://www.daz3d.com/blog/daz-studio-2025-alpha-release
I know that the new 2025 is a pretty extensive rewrite, but I do wish there was a way to keep some plugins... There are a few that are no longer available, and only via subscription. Sigh...
Thanks for the link to the blog. However, the blog didn't mention what things were left behind. Examples: 3delight rendering, and older GPUs.
I assume my 1060 video card won't do the trick.
I do think it is very important to stress those factors so people like me can plan how to get ready for DAZ Studio 2025.
I wished, DAZ had upgraded the mesh smoothing, beeing able to work with more than one collision Item, which would be helpful for more layers of clothes.
Hopefully, the lights are more accurate now, since with more light sources*, it make it harder to get realistic images.
(*proccedual AND mesh lights.)
Some previously suported cards are deprecated - that doesn't mean they no longer work, it does mean they are likely not to be supported fairly soon (so don't upgrade without checking). Of coruse memory be an issue even if the card is supported in a literal sense, but that has been true for a while.
Maybe they will, this is an alpha and therefore no featue complete (which doesn't mean I have seen the to-do list and the feature is on it).
Emissive and environment lights still don't show in Texture Shaded.
You can still use them in DS 4.
I recently installed DAZ Studio Alpha release, and the viewport it's literally grey. I can't see nothing in my viewport, trying select a dimension preset like 16:9 or 1:1 in render settings is'n working, i tried everything but still in this stupid grey viewport
So, what is your hardware? Do you have an on-CPU GPU (especially one from Intel) that is handling the drawing of the Daz Studio window (set, if youi also have an AMD or nVidia GPU, in the stand-alone GPU's control panel)?
When my Viewport is in Filament draw style and my Render Settings are set to Viewport, Why do I get an OpenGL warning message?
Why does the Render Settings pane show all sorts of settings that are Iray related in this case?
(This is on Windows 10 with an Nvidia 3080 graphics card and a driver version above the minimum 57X.)
Filament does share many settings with iray, though that doesn't necessarily mean those all belong.