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

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Comments

  • Richard HaseltineRichard Haseltine Posts: 107,880

    Distasnt lights have direction but not placement, as far as ilumination goes - that is why they are called distant lights.

  • HavosHavos Posts: 5,573
    edited April 30

    jjb24 said:

    Since I have a 5090 video card that's a paper weight in 4.23 I created a kluge workaround for the change in the way lighting works in Texture Shaded mode in DAZ Studio 2025 alpha. I don't always need it but when I want to place or pose objects in a shadowed area of a scene in Texture Shaded mode the image becomes so dark I can't see anything in it. My kluge is pretty silly but it's working for me and I thought I'd share it. It's intended to allow you to work on poses and placements with plenty of light but should always be hidden when rendering the scene. 

    I created a group of lights containing 4 distant lights in a square shape all pointing towards the center of the square. I can move the group of lights around in the scene in x, y, and z to place the center of the square on the part of the scene I'm working on. The square is large enough that anything in the vicinity will be well lit from all directions. My square is 400 x 400 and my lights are set at 2500 lumens but you can make the square any size and the lights any intensity that works for you. Using this tool an area in a scene that is too dark to work on can be made easily visible if you turn preview lights on. Moving the group of lights around in large scenes and remembering to hide them before rendering are extra steps in the workflow but for me it's worth it. I saved the group of lights as a scene subset so I can easily bring them into any scene I'm working on.

    Of course I'd prefer not to use my kluge so if anyone has a better way to bring light into dark spaces when in Texture Shaded view mode I'd love to learn about it. I'm sort of hoping the final version of DAZ Studio 2025 has a button to toggle Texture Shaded mode between the way 4.23 works and the new way that 2025 works but that may be asking too much.

    If the scene is getting darker as you zoom in this could be due to camera settings. I have seen this effect before and it is down to the focal length of the camera dropping to near zero as you zoom in. Try looking in the camera settings for the focal length, and if it is really small, try increasing it to 50 or more. You can then lock the value to stop further zooms from making it too small again.

    Post edited by Havos on
  • Viewport is heavily lagging when loading Scnes.In some Scenes the lag is worse and in some Scenes its less worse. In 4.24.the same Scenes are loading & running lagfree and smooth. I use an RTX 5070ti.

  • barbultbarbult Posts: 26,160

    Havos said:

    jjb24 said:

    Since I have a 5090 video card that's a paper weight in 4.23 I created a kluge workaround for the change in the way lighting works in Texture Shaded mode in DAZ Studio 2025 alpha. I don't always need it but when I want to place or pose objects in a shadowed area of a scene in Texture Shaded mode the image becomes so dark I can't see anything in it. My kluge is pretty silly but it's working for me and I thought I'd share it. It's intended to allow you to work on poses and placements with plenty of light but should always be hidden when rendering the scene. 

    I created a group of lights containing 4 distant lights in a square shape all pointing towards the center of the square. I can move the group of lights around in the scene in x, y, and z to place the center of the square on the part of the scene I'm working on. The square is large enough that anything in the vicinity will be well lit from all directions. My square is 400 x 400 and my lights are set at 2500 lumens but you can make the square any size and the lights any intensity that works for you. Using this tool an area in a scene that is too dark to work on can be made easily visible if you turn preview lights on. Moving the group of lights around in large scenes and remembering to hide them before rendering are extra steps in the workflow but for me it's worth it. I saved the group of lights as a scene subset so I can easily bring them into any scene I'm working on.

    Of course I'd prefer not to use my kluge so if anyone has a better way to bring light into dark spaces when in Texture Shaded view mode I'd love to learn about it. I'm sort of hoping the final version of DAZ Studio 2025 has a button to toggle Texture Shaded mode between the way 4.23 works and the new way that 2025 works but that may be asking too much.

    If the scene is getting darker as you zoom in this could be due to camera settings. I have seen this effect before and it is down to the focal length of the camera dropping to near zero as you zoom in. Try looking in the camera settings for the focal length, and if it is really small, try increasing it to 50 or more. You can then lock the value to stop further zooms from making it too small again.

    This doesn't make sense to me. Focal Length of a camera increases as you zoom in. How could it get near zero?

  • jjb24jjb24 Posts: 33

    Havos said:

    jjb24 said:

    Since I have a 5090 video card that's a paper weight in 4.23 I created a kluge workaround for the change in the way lighting works in Texture Shaded mode in DAZ Studio 2025 alpha. I don't always need it but when I want to place or pose objects in a shadowed area of a scene in Texture Shaded mode the image becomes so dark I can't see anything in it. My kluge is pretty silly but it's working for me and I thought I'd share it. It's intended to allow you to work on poses and placements with plenty of light but should always be hidden when rendering the scene. 

    I created a group of lights containing 4 distant lights in a square shape all pointing towards the center of the square. I can move the group of lights around in the scene in x, y, and z to place the center of the square on the part of the scene I'm working on. The square is large enough that anything in the vicinity will be well lit from all directions. My square is 400 x 400 and my lights are set at 2500 lumens but you can make the square any size and the lights any intensity that works for you. Using this tool an area in a scene that is too dark to work on can be made easily visible if you turn preview lights on. Moving the group of lights around in large scenes and remembering to hide them before rendering are extra steps in the workflow but for me it's worth it. I saved the group of lights as a scene subset so I can easily bring them into any scene I'm working on.

    Of course I'd prefer not to use my kluge so if anyone has a better way to bring light into dark spaces when in Texture Shaded view mode I'd love to learn about it. I'm sort of hoping the final version of DAZ Studio 2025 has a button to toggle Texture Shaded mode between the way 4.23 works and the new way that 2025 works but that may be asking too much.

    If the scene is getting darker as you zoom in this could be due to camera settings. I have seen this effect before and it is down to the focal length of the camera dropping to near zero as you zoom in. Try looking in the camera settings for the focal length, and if it is really small, try increasing it to 50 or more. You can then lock the value to stop further zooms from making it too small again.

    Thanks for the reply and your comments but I'm not using a camera, I'm in perspective view which doesn't have a focal length. Some posts back I included a file showing the effect using one of my scenes and I've seen someone else complain about this effect too. The behavior of lighting in 4.23 and DAZ Studio 2025 alpha is different when in texture shaded view mode. In 4.23 with preview lights off the scene is well lit everywhere and in all directions regardless of the scene lighting. In 2025 with preview lights off you can see that the scene lighting is being used in some way because there is directional lighting visible, it's kinid of like rendering modes. It's more realistic for sure but when I'm carefully trying to put fingers in the right place realism is not helping me.

  • jjb24jjb24 Posts: 33
    edited May 1

    Richard Haseltine said:

    Distasnt lights have direction but not placement, as far as ilumination goes - that is why they are called distant lights.

    As usual, you know way more than I do about DAZ :) It's always good to learn things.

    Being the curious sort I moved my 4 directional lights very far away and behind walls and nothing changed. Then I put all 4 directional lights in the same place and nothing changed. As you said, the position of the lights is irrelevant. There is so much in DAZ studio and I learn new things every time I use it  and also when people are amused by my naive posts.

    Regardless, even if I was wrong about how it works having light coming from 4 directions avoids shadows which are what I'm having trouble with. Cheers!

    Post edited by jjb24 on
  • jjb24jjb24 Posts: 33

    squall6leonhart said:

    Viewport is heavily lagging when loading Scnes.In some Scenes the lag is worse and in some Scenes its less worse. In 4.24.the same Scenes are loading & running lagfree and smooth. I use an RTX 5070ti.

    Have you seen the post by Dude3DLab on page 13? His discovery reduced viewport lag a lot. I don't know why but it's very helpful. 

  • wooridooriwooridoori Posts: 11

    The menus are adding endlessly! 

    I'm not sure, but I'm guessing it's growing every time I change one setting in the settings.

    스크린샷 2025-05-01 오전 10.58.57.png
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  • KRISHANKOKRISHANKO Posts: 97

    i dont like that the XYX colors were sacked, i work a bit far from the screen so i was mostly guided by color. now i have to get in close to know which is which because in a few models the order is different.

  • LeanaLeana Posts: 12,735
    edited May 1

    KRISHANKO said:

    i dont like that the XYX colors were sacked, i work a bit far from the screen so i was mostly guided by color. now i have to get in close to know which is which because in a few models the order is different.

    You can change it by customizing Midnight style, or you could use another of the styles.

    See this post for how to customize it: https://www.daz3d.com/forums/discussion/comment/9153066/#Comment_9153066

    Post edited by Leana on
  • jjb24 said:

    squall6leonhart said:

    Viewport is heavily lagging when loading Scnes.In some Scenes the lag is worse and in some Scenes its less worse. In 4.24.the same Scenes are loading & running lagfree and smooth. I use an RTX 5070ti.

    Have you seen the post by Dude3DLab on page 13? His discovery reduced viewport lag a lot. I don't know why but it's very helpful.

     

    Yes I tried his trick but it didnt work. Same lag as before. I also tried several NVIDIA drivers, but that didnt changed anything.

  • DarknoteDarknote Posts: 7

    squall6leonhart said:

    jjb24 said:

    squall6leonhart said:

    Viewport is heavily lagging when loading Scnes.In some Scenes the lag is worse and in some Scenes its less worse. In 4.24.the same Scenes are loading & running lagfree and smooth. I use an RTX 5070ti.

    Have you seen the post by Dude3DLab on page 13? His discovery reduced viewport lag a lot. I don't know why but it's very helpful.

     

    Yes I tried his trick but it didnt work. Same lag as before. I also tried several NVIDIA drivers, but that didnt changed anything.

    I tried it as well, and while closing the Aux viewport gives some frames back to the Textured Shaded view, it is still terrible. For now, I reverted back to using my old PC to setup scenes, and split the workload between the stations via renders/animations.

  • bjr  a quand la mise a jour pour le plugin blender

  • Richard HaseltineRichard Haseltine Posts: 107,880

    jjb24 said:

    Havos said:

    jjb24 said:

    Since I have a 5090 video card that's a paper weight in 4.23 I created a kluge workaround for the change in the way lighting works in Texture Shaded mode in DAZ Studio 2025 alpha. I don't always need it but when I want to place or pose objects in a shadowed area of a scene in Texture Shaded mode the image becomes so dark I can't see anything in it. My kluge is pretty silly but it's working for me and I thought I'd share it. It's intended to allow you to work on poses and placements with plenty of light but should always be hidden when rendering the scene. 

    I created a group of lights containing 4 distant lights in a square shape all pointing towards the center of the square. I can move the group of lights around in the scene in x, y, and z to place the center of the square on the part of the scene I'm working on. The square is large enough that anything in the vicinity will be well lit from all directions. My square is 400 x 400 and my lights are set at 2500 lumens but you can make the square any size and the lights any intensity that works for you. Using this tool an area in a scene that is too dark to work on can be made easily visible if you turn preview lights on. Moving the group of lights around in large scenes and remembering to hide them before rendering are extra steps in the workflow but for me it's worth it. I saved the group of lights as a scene subset so I can easily bring them into any scene I'm working on.

    Of course I'd prefer not to use my kluge so if anyone has a better way to bring light into dark spaces when in Texture Shaded view mode I'd love to learn about it. I'm sort of hoping the final version of DAZ Studio 2025 has a button to toggle Texture Shaded mode between the way 4.23 works and the new way that 2025 works but that may be asking too much.

    If the scene is getting darker as you zoom in this could be due to camera settings. I have seen this effect before and it is down to the focal length of the camera dropping to near zero as you zoom in. Try looking in the camera settings for the focal length, and if it is really small, try increasing it to 50 or more. You can then lock the value to stop further zooms from making it too small again.

    Thanks for the reply and your comments but I'm not using a camera, I'm in perspective view which doesn't have a focal length. 

    The Perspective View does hae a focal length, which can be adjusted using the non-dolly zoom. It isn't visible in the UI, because perspective View doesn't have a node, but it is there and is accessible to scripting.

    Some posts back I included a file showing the effect using one of my scenes and I've seen someone else complain about this effect too. The behavior of lighting in 4.23 and DAZ Studio 2025 alpha is different when in texture shaded view mode. In 4.23 with preview lights off the scene is well lit everywhere and in all directions regardless of the scene lighting. In 2025 with preview lights off you can see that the scene lighting is being used in some way because there is directional lighting visible, it's kinid of like rendering modes. It's more realistic for sure but when I'm carefully trying to put fingers in the right place realism is not helping me.

  • hzrhzr Posts: 208

    Viewport lag is indeed massive. Not sure if we need the basic flat specularity display in viewport. Texture quality in shaded mode is worse than before aswell. I am using same settings for the new version as I use in regular 4.x Guess the devs have some homework to do before you can even call this an upgrade. Load times seem just as long as before and apart from that I do not yet see anything that sets this apart as a new version. 

    Is there any documentation for the new scripting?

  • HavosHavos Posts: 5,573

    barbult said:

    Havos said:

    jjb24 said:

    Since I have a 5090 video card that's a paper weight in 4.23 I created a kluge workaround for the change in the way lighting works in Texture Shaded mode in DAZ Studio 2025 alpha. I don't always need it but when I want to place or pose objects in a shadowed area of a scene in Texture Shaded mode the image becomes so dark I can't see anything in it. My kluge is pretty silly but it's working for me and I thought I'd share it. It's intended to allow you to work on poses and placements with plenty of light but should always be hidden when rendering the scene. 

    I created a group of lights containing 4 distant lights in a square shape all pointing towards the center of the square. I can move the group of lights around in the scene in x, y, and z to place the center of the square on the part of the scene I'm working on. The square is large enough that anything in the vicinity will be well lit from all directions. My square is 400 x 400 and my lights are set at 2500 lumens but you can make the square any size and the lights any intensity that works for you. Using this tool an area in a scene that is too dark to work on can be made easily visible if you turn preview lights on. Moving the group of lights around in large scenes and remembering to hide them before rendering are extra steps in the workflow but for me it's worth it. I saved the group of lights as a scene subset so I can easily bring them into any scene I'm working on.

    Of course I'd prefer not to use my kluge so if anyone has a better way to bring light into dark spaces when in Texture Shaded view mode I'd love to learn about it. I'm sort of hoping the final version of DAZ Studio 2025 has a button to toggle Texture Shaded mode between the way 4.23 works and the new way that 2025 works but that may be asking too much.

    If the scene is getting darker as you zoom in this could be due to camera settings. I have seen this effect before and it is down to the focal length of the camera dropping to near zero as you zoom in. Try looking in the camera settings for the focal length, and if it is really small, try increasing it to 50 or more. You can then lock the value to stop further zooms from making it too small again.

    This doesn't make sense to me. Focal Length of a camera increases as you zoom in. How could it get near zero?

    Sorry, I meant the Focal Distance. It is this that drops as you zoom in, and makes the scene go dark.

  • WandWWandW Posts: 2,890
    edited May 1

    I really like the speed and interface improvements. smiley

    However, there is currently no support for my 3DConnexion Space Mouse Pro, which works well in DS 4.24   I hope that support will be incorporated into later builds.

    Post edited by WandW on
  • memcneil70memcneil70 Posts: 5,242
    edited May 1

    I looked at the Windows version of DS 2025's Content Directories and was shocked to see that C: drive was all over the place, along with the Cloud. I had moved all my directories off of C: to D:, E:, and F: to protect them and shut down anything to do with the Cloud. It's a nightmare. After I fixed the directories and my Window/Style settings I checked to see how the categorization screen looked and found a blank screen. I may have accidentally turned off the CMS, turned it back on. I thought to reboot the computer and as I went to close DS, it crashed. I did reboot and when I came up all my settings and directories were okay, and the categorization screen was okay. 

    This happened on my Windows 11, with 64gb RAM, latest updates from Microsoft, and an RTX-4090, studio driver v 576.02.

    I checked DIM and DS 4.24 and they still reflected the correct Content Directories that I expected to see. I have no idea how or where DS 2025 got this input. On my MacMini Pro M4 installation this did not happen.

    Edit to correct word usage.

    Post edited by memcneil70 on
  • DoctorJellybeanDoctorJellybean Posts: 9,585

    barbult said:

    jjb24 said:

    A few days ago I reported an issue with DAZ Studio 2025 alpha by submitting a 'Request' but the person who responded told me that all '2025' issues should be reported by posting here. I asked if they would send the information in my request where it needed to go but they didn't reply. This post may be redundant if they forwarded the information.

    The problem involves a change in the way some objects are hidden (the 'eyeball' icon under 'V' in the 'Scene' tab) for a particular product. I have not encountered the problem with any other products during my time working in DAZ Studio 2025 alpha so I don't know if it's only this product or if other products have the problem too. I described the problem with screen shots in a powerpoint presentation and I'm attaching a PDF version of the presentation.

    I've been struggling with confusion about the eyeball icon. Like you said, the visibility of the item changes, but the eyeball icon doesn't immediately change to reflect that change. It has been very confusing. Thanks for the tip about making the viewport update to make the eyeball icon update.

    That is on the to-do list .

  • barbultbarbult Posts: 26,160
    Oh, so someone IS listening!
  • gramgram Posts: 68

     

    Thanks for the reply and your comments but I'm not using a camera, I'm in perspective view which doesn't have a focal length. Some posts back I included a file showing the effect using one of my scenes and I've seen someone else complain about this effect too. The behavior of lighting in 4.23 and DAZ Studio 2025 alpha is different when in texture shaded view mode. In 4.23 with preview lights off the scene is well lit everywhere and in all directions regardless of the scene lighting. In 2025 with preview lights off you can see that the scene lighting is being used in some way because there is directional lighting visible, it's kinid of like rendering modes. It's more realistic for sure but when I'm carefully trying to put fingers in the right place realism is not helping me.

    Richard hinted me earlier that you can use scripts to create a 'proxy' node to the viewports and through these proxy nodes parameters you get access to focal length and other normal camera settings in the scene - and it works!
    They do not save with the scene though, but its still quite handy. 

    The scripts I used are here:  http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/elements/post_load_view_proxy_create/start

     

    IMO this behaviour should be default for the normal viewports. The benefit for viewports is that they do not "pollute" the undo history unlike if you'd work a lot through camera views

  • jjb24jjb24 Posts: 33

    This will be my last post about the screen going dark in texture shaded mode when "zooming in" because my kluge workaround works for me even if it is stupid. I know much less about how DAZ Studio 4.23 and 2025 work than most of you and my ignorance results in me making incorrect statements in my posts that seem to distract readers from considering the actual issue. Since I have a workaround that's easy enough I no longer care if anyone understands the issue or if it ever gets fixed. There are so many steps involved in creating scenes in DAZ that adding one more is trivial.

    Before I decided to forget about this issue I tried to characterize it thinking the information might help programmers trying to fix it. I wrote a slide deck with lots of screen shots demonstrating the issue in fine detail and saved it as a PDF. It's a very large file and I couldn't attach it until I compressed it into a ZIP file. I'm pretty sure most of you will not be interested and that's OK.

    At this point I'm happily working in DAZ Studio 2025 alpha and the only thing I miss is some of the workspace customizations I did in 4.23.

    Cheers!

    zip
    zip
    viewport darkening in DAZ Studio 2025 alpha.zip
    7M
  • jjb24jjb24 Posts: 33

    gram said:

     

    Thanks for the reply and your comments but I'm not using a camera, I'm in perspective view which doesn't have a focal length. Some posts back I included a file showing the effect using one of my scenes and I've seen someone else complain about this effect too. The behavior of lighting in 4.23 and DAZ Studio 2025 alpha is different when in texture shaded view mode. In 4.23 with preview lights off the scene is well lit everywhere and in all directions regardless of the scene lighting. In 2025 with preview lights off you can see that the scene lighting is being used in some way because there is directional lighting visible, it's kinid of like rendering modes. It's more realistic for sure but when I'm carefully trying to put fingers in the right place realism is not helping me.

    Richard hinted me earlier that you can use scripts to create a 'proxy' node to the viewports and through these proxy nodes parameters you get access to focal length and other normal camera settings in the scene - and it works!
    They do not save with the scene though, but its still quite handy. 

    The scripts I used are here:  http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/elements/post_load_view_proxy_create/start

     

    IMO this behaviour should be default for the normal viewports. The benefit for viewports is that they do not "pollute" the undo history unlike if you'd work a lot through camera views

    Thanks for the reply to my post but I have to be honest and say that what you said went right over my head. I've never written any scripts and when you started talking about 'proxy' you lost me. No worries though, I have a workaround for my issue and I don't really care about it any longer. Cheers!

  • KRISHANKOKRISHANKO Posts: 97

    were scripts disabled in this version? i have installed the daz to blender bridge but whenever i click on the scripts thingy nothing shows

  • Richard HaseltineRichard Haseltine Posts: 107,880

    KRISHANKO said:

    were scripts disabled in this version? i have installed the daz to blender bridge but whenever i click on the scripts thingy nothing shows

    No, but some scripts work better than others. Plug-ins, however,  are not working unless specifically updated.

  • eligodesigneligodesign Posts: 78

    i dont see anything in the viewport. it's all gray and can't access it

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    1920 x 1020 - 223K
  • DoctorJellybeanDoctorJellybean Posts: 9,585

    eligodesign said:

    i dont see anything in the viewport. it's all gray and can't access it

    Please provide more detail, e.g. you can't access it?

  • LeanaLeana Posts: 12,735

    eligodesign said:

    i dont see anything in the viewport. it's all gray and can't access it

    what kind of GPU do you have?
  • nonesuch00nonesuch00 Posts: 18,714

    REPOSTING to the correct thread:

     

    In DIM, I have a "Public Build Install Modules" that fails to install. What is it?

    See the DIM log file below. It is looking in the wrong location. To help protect it from theft, my DIM data is on multiple USB drives called "DAZ Installer Files (Y:)" : Y:\Documents\3D\DAZ 3D\InstallManager

    Also note: in my Y:\Documents\3D\DAZ 3D\InstallManager directory, there is no directory called InstallModules, i.e. Y:\Documents\3D\DAZ 3D\InstallManager\InstallModules

    2025-04-30 11:21:30.494 [INFO] :: Installing: 109051-1 : Public Build Install Modules2025-04-30 11:21:30.511 [WARNING] :: Could not create folder: C:/Users/Public/Documents/DAZ 3D/InstallManager/InstallModules2025-04-30 11:21:30.511 [WARNING] :: Error opening save file "C:/Users/Public/Documents/DAZ 3D/InstallManager/InstallModules/Public Build.json.ztmp" : could not open file2025-04-30 11:21:30.511 [WARNING] :: Extract File Failed - : C:/Users/Public/Documents/DAZ 3D/InstallManager/InstallModules/Public Build.json2025-04-30 11:21:30.514 [WARNING] :: Install Failed: Public Build Install Modules2025-04-30 11:21:30.517 [INFO] :: Install Queue Finished: 0 min 0.0 sec2025-04-30 11:21:36.580 [VERBOSE] :: Requesting keep-alive...2025-04-30 11:21:36.996 [VERBOSE] :: Keep-alive successful2025-04-30 11:21:36.996 [VERBOSE] :: Requesting current notification data...2025-04-30 11:21:36.996 [VERBOSE] :: Requesting default notification data...2025-04-30 11:21:37.348 [VERBOSE] :: Local cache contains current notification data2025-04-30 11:21:37.367 [VERBOSE] :: Local cache contains default notification data

     

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