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

1171820222355

Comments

  • barbultbarbult Posts: 26,160
    edited May 22

    DoctorJellybean said:

    barbult said:

    DoctorJellybean said:

    barbult said:

    My batch rendering solution is ManFriday's Render Queue 3 in DS 4.24. That won't work for you, because you need the DS 2025 Alpha for your 5080, and I don't think Daz sells Render Queue 3 anymore anyway. Daz bought it out from ManFriday and turned it into a Premier-Member-Only tool for DS 4.24. I don't think that tool is updated for DS 2025 yet. When/if it does get updated for DS 2025, you would have to pay for Premier membership to use it.

    It has been updated for DS 2025.

    Was that announced someplace?

    As far as I'm aware, it has been available since day 1. Some has been tweaked further, e.g. Render Queue.

    The Evergreen thread doesn't list any working  Daz 3D Developed Plugins. It only lists Pending, Questionable, and Retired. Was I to infer that everything else worked? I inferred that nothing worked, because nothing was listed as working or complete.

    We've been repeatedly warned that plugins don't work and a completed SDK is needed first. Does that apply only to PA plugins?

     

    Post edited by barbult on
  • ElorOnceDarkElorOnceDark Posts: 154
    edited May 22

    I downloaded the latest Alpha Version 6.25.2025.14115 from 5/21/25  through Install Manager.  When I try to iinstall it however, it seems to crash mid-install.  I'll close Install manager, and when I start it up again, it shows as ready to install.

    Post edited by ElorOnceDark on
  • Richard HaseltineRichard Haseltine Posts: 107,883

    barbult said:

    DoctorJellybean said:

    barbult said:

    DoctorJellybean said:

    barbult said:

    My batch rendering solution is ManFriday's Render Queue 3 in DS 4.24. That won't work for you, because you need the DS 2025 Alpha for your 5080, and I don't think Daz sells Render Queue 3 anymore anyway. Daz bought it out from ManFriday and turned it into a Premier-Member-Only tool for DS 4.24. I don't think that tool is updated for DS 2025 yet. When/if it does get updated for DS 2025, you would have to pay for Premier membership to use it.

    It has been updated for DS 2025.

    Was that announced someplace?

    As far as I'm aware, it has been available since day 1. Some has been tweaked further, e.g. Render Queue.

    The Evergreen thread doesn't list any working  Daz 3D Developed Plugins. It only lists Pending, Questionable, and Retired. Was I to infer that everything else worked? I inferred that nothing worked, because nothing was listed as working or complete.

    We've been repeatedly warned that plugins don't work and a completed SDK is needed first. Does that apply only to PA plugins?

    DIM should show the ones that are working (they will be separate installers).

  • barbultbarbult Posts: 26,160

    Richard Haseltine said:

    barbult said:

    DoctorJellybean said:

    barbult said:

    DoctorJellybean said:

    barbult said:

    My batch rendering solution is ManFriday's Render Queue 3 in DS 4.24. That won't work for you, because you need the DS 2025 Alpha for your 5080, and I don't think Daz sells Render Queue 3 anymore anyway. Daz bought it out from ManFriday and turned it into a Premier-Member-Only tool for DS 4.24. I don't think that tool is updated for DS 2025 yet. When/if it does get updated for DS 2025, you would have to pay for Premier membership to use it.

    It has been updated for DS 2025.

    Was that announced someplace?

    As far as I'm aware, it has been available since day 1. Some has been tweaked further, e.g. Render Queue.

    The Evergreen thread doesn't list any working  Daz 3D Developed Plugins. It only lists Pending, Questionable, and Retired. Was I to infer that everything else worked? I inferred that nothing worked, because nothing was listed as working or complete.

    We've been repeatedly warned that plugins don't work and a completed SDK is needed first. Does that apply only to PA plugins?

    DIM should show the ones that are working (they will be separate installers).

    I'm not a Premier member. I don't see them in DIM.

  • Just upgrade to newest 6.25.2025.14115, viewport still very lag like fps 5~10(with 5090+9950X3D), is it possible to make viewport smooth again like 4.24?

  • IceCrMnIceCrMn Posts: 2,319
    edited May 23

    The new "Show Hidden Nodes" option in the context menu for the Scene pane doesn't seem to be working for me, or I'm using it wrong.

    How I tested;

    load scene...for example a sofa with pillows parented to it.

    Hide a pillow using the "eye" icon in Scene pane next to it's name.

    Uncheck everything except for "Show Hidden Nodes"

    Scene pane will be empty nothing showing.

    Check "Show Objects" and the whole thing reappears in Scene pane.

     

    This will be a fantastic utility feature for busy scenes where one must hide a wall that's buried deep in a group and one can't recall the name of the wall.

    Post edited by IceCrMn on
  • wsterdanwsterdan Posts: 3,042
    edited May 25

     

    Where is the best place to request a feature... here, open a ticket with someone...?

    The one thing that would kick this up a level for me would be the ability to have multiple audio files in a scene (okay, it would also be great to have  64-bit version of the lip sync in DAZ Studio, but at this point I figure that request is a bridge too far).

    Post edited by wsterdan on
  • RexRedRexRed Posts: 1,493
    edited May 23

    Can someone provide the link to the changelog for Daz Studio 2025 v6?

    Post edited by RexRed on
  • DoctorJellybeanDoctorJellybean Posts: 9,585
    edited May 23

    RexRed said:

    Can someone supply the link to the changelog for Daz Studio 2025 v6?

    http://docs.daz3d.com/doku.php/public/software/dazstudio/6/change_log#6_25_2025_14115

    Post edited by DoctorJellybean on
  • barbultbarbult Posts: 26,160

    Can someone explain why Update and Merge Menus wipes out all PA custom menus (completely removes them from the interface) and empties the favorites and Bookmarks menus? Is it something (what?) wrong with my menus? Is Update and Merge Menus not implemented yet? Is it a known problem that will eventually be fixed?

  • Was about to write the same, my viewport in ALPHA 2025 is very, very, very laggy, especially compared to old Daz. The difference is like night and day, same scene, same Filament mode, using 5070Ti with newest drivers installed.

  • I realized that Display Optimization and Per Pixel Shading does not work in 2025 Alpha Version, running 5070Ti on newest nvidia studio drivers, any idea when you will implement those? Viewport is pretty painful to use with 10-15FPS, it's smooth 60+ on old Daz version. 

    Changing settings to None/Better/Best doesn't do ANYTHING, Could other people test this too and let me know if this doesn't change anything for them in ALPHA too.

    Changing Per Pixel Shading and clicking Accept, when going back to the window it automatically switches to Off.

    Cheers.

     

     

     

    dazzzz.png
    401 x 876 - 39K
  • memcneil70memcneil70 Posts: 5,253

    Yeah, thank you @barbult, just updated and was coming here again to report this too. Also the duplicating ot the menu at the grey header. Thankfully I have only loaded 3 scripts to test this issue, so since they are Code66 scripts they are easy to put back. I have attached what it looked like before Window>Workspace>Update and Merge Menus.

    Mary

     

    Screenshot 2025-05-23 at 14.21.42.png
    3928 x 552 - 623K
    Screenshot 2025-05-23 at 14.22.11.png
    3904 x 688 - 716K
  • Richard HaseltineRichard Haseltine Posts: 107,883

    IceCrMn said:

    The new "Show Hidden Nodes" option in the context menu for the Scene pane doesn't seem to be working for me, or I'm using it wrong.

    How I tested;

    load scene...for example a sofa with pillows parented to it.

    Hide a pillow using the "eye" icon in Scene pane next to it's name.

    Uncheck everything except for "Show Hidden Nodes"

    Scene pane will be empty nothing showing.

    Check "Show Objects" and the whole thing reappears in Scene pane.

     

    This will be a fantastic utility feature for busy scenes where one must hide a wall that's buried deep in a group and one can't recall the name of the wall.

    Nodes can be hidden so that they don't show in the Scene pane, rather than so that they are not visible in the Viewport (which is controlled by the eye icon and the Visible button in Parameters). For example the dForms that handled a lot of the work usually done by JCMs on Victoria 4 were hidden nodes so that they didn't clutter the Scene pane and couldn't be selected and accidentally adjusted in a way that would stop them from workiing. The Show Hidden Nodes allows such nodes to be seen on the rare occasions that they do need to be interacted with, and has been there for a long time (since http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log_4_6_2_120#4_6_2_112 we are told, though I think it was possible to acces them in some way before that).

  • Richard HaseltineRichard Haseltine Posts: 107,883

    alexjackson1095 said:

    I realized that Display Optimization and Per Pixel Shading does not work in 2025 Alpha Version, running 5070Ti on newest nvidia studio drivers, any idea when you will implement those? Viewport is pretty painful to use with 10-15FPS, it's smooth 60+ on old Daz version. 

    Changing settings to None/Better/Best doesn't do ANYTHING, Could other people test this too and let me know if this doesn't change anything for them in ALPHA too.

    Changing Per Pixel Shading and clicking Accept, when going back to the window it automatically switches to Off.

    Cheers.

    The next build will remove a number of redundant preferences, including these, we are told.

  • Richard HaseltineRichard Haseltine Posts: 107,883

    NamelessxPeasant said:

    Just upgrade to newest 6.25.2025.14115, viewport still very lag like fps 5~10(with 5090+9950X3D), is it possible to make viewport smooth again like 4.24?

    Same Drawstyle and settings in Edit>Preferences>Interface? What are the drawstyle and settings?

  • NamelessxPeasantNamelessxPeasant Posts: 31
    edited May 24

    Richard Haseltine said:

    NamelessxPeasant said:

    Just upgrade to newest 6.25.2025.14115, viewport still very lag like fps 5~10(with 5090+9950X3D), is it possible to make viewport smooth again like 4.24?

    Same Drawstyle and settings in Edit>Preferences>Interface? What are the drawstyle and settings?

    Yes it's basically the default setting, I also tried to tweak some setting but seems none helping.

    I was running 3090+5950 in Daz 4.24, viewport only laggy(like 30 fps) in big scene(3~4 character, an enviroment), while 5090+9950X3D in Daz 2025 is basically unuseable in the same scene(5~10fps).

    Hide objects will help a bit(this is now I'm doing, hide all other object and pose the remain one, only show all when render), but still really frustrating, Daz 2025's render speed is amazing, and other's seems good as well, but the viewport lag problem is so annoying, it's like you got a best sniper rifle in the world but somehow it keep shaking make you unable to aim.
     

    qwe.png
    979 x 1266 - 208K
    Post edited by NamelessxPeasant on
  • gramgram Posts: 68
    edited May 24

    Richard Haseltine said:

    NamelessxPeasant said:

    Just upgrade to newest 6.25.2025.14115, viewport still very lag like fps 5~10(with 5090+9950X3D), is it possible to make viewport smooth again like 4.24?

    Same Drawstyle and settings in Edit>Preferences>Interface? What are the drawstyle and settings?

     

    I'd add my vote for this also, it is quite laggy, compared to 4.24 and older Daz.
    For me it seems the main culprit is Aux viewport. If I have aux viewport visible, (no matter what renderer it has) all  operations on the main viewport get notably slower.
    closing the aux viewport helps a lot. All in all it is still slower than older Daz was.

    I'm just used to have aux viewport with iray visible for quick previews, and the difference in all operations to older daz is quite obvious.

    Post edited by gram on
  • And Preview Lights still isn't configurable to default to off instead of on... sigh.

  • barbultbarbult Posts: 26,160
    edited May 25

    i can't get the UVView to work at all. The cursor just spins and spins. I finally have to kill the process with Task Manager. I had G9 Base selected in the Scene Pane. Neither UV by material or node would work. I can get UVView to work on objects with minimal geometry, like a LowPi character.

    Post edited by barbult on
  • KenYanoKenYano Posts: 135

    I tried out the alpha. Looks really good and shaping up nicely. The font is so much more readable. I have it set to city limits. The new texture shaded mode looks sweet. It's better than Filament lol. Animation playback in the timeline works well for me. it's smooth and plays quicker than current Daz. Genesis 8 figures move around so easy! It works like Genesis 2,3 and 9 now and like Genesis 8 on my M1 Mac. I'm so happy about that. It's a dream to pose with the Uni Tool and Active Pose tool. Obviously not all scripts are working. hope they transfer over, like Limbstick, Heels Control, etc., etc. So far I'm having a little trouble selecting the bend, twist, side to side guide circles when I have the universal tool active. Hope to see Animate 2 and aniblocks return for my current backlog. I'll post more feedback as I encounter any bugs, issues, and so on.

    My rig is a 2022 ASUS M16 Laptop with 12th Gen Core i9 and RTX 3080Ti w/ 16GB of Vram if that info is necessary. Thanks Daz!

  • ImagoImago Posts: 5,651

    Quick request to the devs: It's possible to give Filament a rendering interface like the other engines, with a progress bar and a settings pane?

    Right now if I start an image serie render with Filament on Viewport, it goes without any kind of "progession bar" and the only way to stop it is by pressing ESC.

    Also, having a settings pane just for it would make easier set its own domensions and destination path for each engine.

  • memcneil70memcneil70 Posts: 5,253

    Imago said:

    Quick request to the devs: It's possible to give Filament a rendering interface like the other engines, with a progress bar and a settings pane?

    Right now if I start an image serie render with Filament on Viewport, it goes without any kind of "progession bar" and the only way to stop it is by pressing ESC.

    Also, having a settings pane just for it would make easier set its own domensions and destination path for each engine.

    @Imago, a question for you and anyone in the know, on a Mac we can't move any 'progress bar/pop-up' out of the center of the screen, so with Filament, would that mean we would always have an it added to our Filament/toon renders?

    For developers, is there anyway you can get that pop-up scripted so it can be moved by Mac users? It gets in the way when we do simulations and keeps us from knowing just when an explosion is starting. Very aggravating. 

  • ImagoImago Posts: 5,651

    memcneil70 said:

    @Imago, a question for you and anyone in the know, on a Mac we can't move any 'progress bar/pop-up' out of the center of the screen, so with Filament, would that mean we would always have an it added to our Filament/toon renders?

    Of course I mean only when you press the "render" button, not constantly. Like for IRay, the interface is constantly "re-rendered" but you have no progress bar popup until you press the render button.

    I do animations so I often render hundreds of frames and have a progress bar for Filament would help keeping track of the operations.

  • Richard HaseltineRichard Haseltine Posts: 107,883
    edited May 26

    Imago said:

    Quick request to the devs: It's possible to give Filament a rendering interface like the other engines, with a progress bar and a settings pane?

    Right now if I start an image serie render with Filament on Viewport, it goes without any kind of "progession bar" and the only way to stop it is by pressing ESC.

    Also, having a settings pane just for it would make easier set its own domensions and destination path for each engine.

    Remember that Filament is a Drawstyle, not a render Engine per se.

    If you have the Timeline open the playhead will advance as the sequence is rendered, so it functions as a progress bar to an extent.

    Post edited by Richard Haseltine on
  • ImagoImago Posts: 5,651

    Richard Haseltine said:

    Remember that Filament is a Drawstyle, not a render Engine per se.

    If you have the Timeline open the playhead will advance as the sequence is rendered, so it functions as a progress bar to an extent.

    I know but a lot of people is using that as a "render engine", so why don't make it more easy and user-friendly?

    I'm not asking it to become a full-fledged render engine (I'm still wondering why it can't act like IRaysurprise), just having it have a progress bar while rendering image sequences since I can't always see the timeline.

     

  • Richard HaseltineRichard Haseltine Posts: 107,883
    edited May 26

    Imago said:

    Richard Haseltine said:

    Remember that Filament is a Drawstyle, not a render Engine per se.

    If you have the Timeline open the playhead will advance as the sequence is rendered, so it functions as a progress bar to an extent.

    I know but a lot of people is using that as a "render engine", so why don't make it more easy and user-friendly?

    I'm not asking it to become a full-fledged render engine (I'm still wondering why it can't act like IRaysurprise), just having it have a progress bar while rendering image sequences since I can't always see the timeline.

    That kind of in-this-situation-only thing is unlikely to be done - especially as the OpenGL drawstyles do have the issue with obscuring the Viewport mentioned earlier, so that would need another layer of in-this-situation-only.

    Post edited by Richard Haseltine on
  • Richard HaseltineRichard Haseltine Posts: 107,883
    edited May 26

    memcneil70 said:

    For developers, is there anyway you can get that pop-up scripted so it can be moved by Mac users? It gets in the way when we do simulations and keeps us from knowing just when an explosion is starting. Very aggravating. 

    Apparently this is the base MacOS behaviour for modal dialogues and trying to change it can cause issues.

    Post edited by Richard Haseltine on
  • plopsplops Posts: 97

    Hi! Just playing with "Alpha" and found that Null displayed in very confident mood, like this:---

     

    Null display in Alpha Studio 01.jpg
    1076 x 1429 - 128K
  • memcneil70memcneil70 Posts: 5,253

    Richard Haseltine said:

    memcneil70 said:

    For developers, is there anyway you can get that pop-up scripted so it can be moved by Mac users? It gets in the way when we do simulations and keeps us from knowing just when an explosion is starting. Very aggravating. 

    Apparently this is the base MacOS behaviour for modal dialogues and trying to change it can cause issues.

    Thank you Richard, I didn't realize that. I will cuss out Apple when I get pissy at it in the future now. ;-)

     Mary

Sign In or Register to comment.