Add another to the Won't Load Scenes column for the current build. I left it for ~15 minutes with no result.
*Scene loads fine on the current stable release; scene was made in the previous alpha release and rendered in that build without issues.
*Loaded in stable, saved without compression to rule that out. Problem persists.
*Saved some figures out as individual subsets to try isolating either figure or the environment as the source of the issue. Problem persists.
*The log file doesn't show any errors or anything consistent; it reaches different points before the log stops.
*Loading basic figures and even some pre-mades appears to work fine, as well as adding individual clothing pieces. Saved a test file with this very basic composition and it also re-loaded fine. But obviously I'm hesitant to put much work into making anything until this is figured out, since I have no idea what's in the problem scenes that is causing this.
-----
*After some extensive (and tedious) testing I finally isolated the problem to a strand-based/dforce hair model parented to a figure, which is itself parented (not fit-to) a main figure's head.
I tried changing the viewport tesselation to 0 but that didn't fix whatever is breaking it from loading.
If I omit just the dforce hair I can load everything else from that subset. When I try to recreate a custom strand-based hair to replace the missing element, I can make the hair node but I'm unable to edit it (edit->object->edit strand-based hair does nothing).
Worth reiterating this scene was made entirely in the previous alpha build and didn't have any of these issues.
------
SEMI-WORKAROUND:
Finally, in the current stable release, I located everything using dforce hair and remade the hair using the strand-based tool in that.
Once I set it up, sculpted it, saved it, I was able to load it in this current alpha (though still couldn't edit the hair in that, and it obviously lacks the dforce component to simulate hair behavior).
Add another to the Won't Load Scenes column for the current build. I left it for ~15 minutes with no result.
*Scene loads fine on the current stable release; scene was made in the previous alpha release and rendered in that build without issues.
*Loaded in stable, saved without compression to rule that out. Problem persists.
*Saved some figures out as individual subsets to try isolating either figure or the environment as the source of the issue. Problem persists.
*The log file doesn't show any errors or anything consistent; it reaches different points before the log stops.
*Loading basic figures and even some pre-mades appears to work fine, as well as adding individual clothing pieces. Saved a test file with this very basic composition and it also re-loaded fine. But obviously I'm hesitant to put much work into making anything until this is figured out, since I have no idea what's in the problem scenes that is causing this.
-----
*After some extensive (and tedious) testing I finally isolated the problem to a strand-based/dforce hair model parented to a figure, which is itself parented (not fit-to) a main figure's head.
I tried changing the viewport tesselation to 0 but that didn't fix whatever is breaking it from loading.
If I omit just the dforce hair I can load everything else from that subset. When I try to recreate a custom strand-based hair to replace the missing element, I can make the hair node but I'm unable to edit it (edit->object->edit strand-based hair does nothing).
Worth reiterating this scene was made entirely in the previous alpha build and didn't have any of these issues.
------
SEMI-WORKAROUND:
Finally, in the current stable release, I located everything using dforce hair and remade the hair using the strand-based tool in that.
Once I set it up, sculpted it, saved it, I was able to load it in this current alpha (though still couldn't edit the hair in that, and it obviously lacks the dforce component to simulate hair behavior).
Okay, talk about your basic, "One step forward, two steps back".
On the Mac, the new version 6.25.2025.26119 (September 19, 2025):
Fixed an issue with the selection of composite keys in the Timeline pane dopesheet view
Hooray! Yes, a step forward!
HOWEVER, now I can't import my audio files, something that's worked since the very first ALPH (but hasn't for a decade in the 4.xx.xx versions). I can *see* the .wav files in the selection box, but they're all greyed out.
Is it enough to list this here, or do I need to report it somewhere else?
I submitted a help request about a Daz Studio crash that occurs in both DS6 and DS4. The help requests contains more detail and steps to reproduce the problem, as well as a DS6 crash log and the shaders demonstrating the problem.
Request #479811
Daz Studio Crash with Emissiive VDB products and Shader Mixer Shader
I own Daz Store emission VDB products from KindredArts and DimensionTheory. Those VDBs props conflict with several other Daz Store products, and the result is a Daz Studio crash when rendering the scene. I have tracked the conflict down to the use of emission in those VDBs, and a specific custom shader used in the other products. I have verified that this crash occurs in DS 4.24.0.3 and DS 6.25.2025.26119 Public Build. The crash is consistently repeatable.
I also have some sample VDBs with emission from OpenVDB (fire and explosion). I can use those VDBs instead of the commercial VDBs from KindredArts and DimensionTheory, and Daz Studio renders the scene fine without crashing. I don't know what is different between the Daz VDB products and the OpenVDB samples that result in the crash with the Daz products but not with the OpenVDB samples. Everything else is identical in the scene.
To get to the gist of the VDB/shader conflict, a PA friend created simplified versions of the product shaders that conflict with the VDBs. He created two Shader Mixer shaders, one which demonstrates the crash with the Daz Store VDBs, and a second one which does not crash with the Daz Store VDBs. The only difference between these 2 shaders is how the Cutout Opacity texture map is connected to the Uber Add Geometry brick.
Anyone noticed the quality of the render and the viewport, it looks like its not been anti aliased (when rendering/the IRAY quality looks awful in Daz Studio ALPHA - the final render looks fine but it makes it difficult to guage the image when editing... anyone else - I have Ryzen 9 9950X3D and a 5090. Is this because this software is still in ALPHA?
Anyone noticed the quality of the render and the viewport, it looks like its not been anti aliased (when rendering/the IRAY quality looks awful in Daz Studio ALPHA - the final render looks fine but it makes it difficult to guage the image when editing... anyone else - I have Ryzen 9 9950X3D and a 5090. Is this because this software is still in ALPHA?
I don't see a persistent problem, and I only have a 3080. Is your Nvidia card doing the Iray preview? Are you letting the viewport settle for a few seconds or constantly moving around? I suggest that you check your Draw Settings for Nvidia Iray. Is your Draw Settings mode Photoreal? I use Manipulation Resolution of 1/2. I don't know what the best setting would be for a 5090.
hmm, Quality is determined when the image is saved, not during rendering, which can be misleading. Okay, I didn't say anything, but it's disturbing.
Conclusion:
The preview iray looks great (after settings/preferences,Apart from the fact that sometimes you can move the camera while the preview is displayed, and sometimes you move the camera and the preview remains fixed until you have finished moving the camera for it to update.).
The preview rendering looks awful.
And the final image is perfect.
Anyone noticed the quality of the render and the viewport, it looks like its not been anti aliased (when rendering/the IRAY quality looks awful in Daz Studio ALPHA - the final render looks fine but it makes it difficult to guage the image when editing... anyone else - I have Ryzen 9 9950X3D and a 5090. Is this because this software is still in ALPHA?
Anyone noticed the quality of the render and the viewport, it looks like its not been anti aliased (when rendering/the IRAY quality looks awful in Daz Studio ALPHA - the final render looks fine but it makes it difficult to guage the image when editing... anyone else - I have Ryzen 9 9950X3D and a 5090. Is this because this software is still in ALPHA?
Do you have display scaling set to bigger than 100% in windows settings?
That caused this kind of issue to me sometimes. Try setting it to 100% if you have.
Anyone noticed the quality of the render and the viewport, it looks like its not been anti aliased (when rendering/the IRAY quality looks awful in Daz Studio ALPHA - the final render looks fine but it makes it difficult to guage the image when editing... anyone else - I have Ryzen 9 9950X3D and a 5090. Is this because this software is still in ALPHA?
Do you have display scaling set to bigger than 100% in windows settings?
That caused this kind of issue to me sometimes. Try setting it to 100% if you have.
Yeah, 100% or nothing. Just 110 destabilizes the interface; it's not good to have an ultra-wide screen with DAZ 2025.
Anyone noticed the quality of the render and the viewport, it looks like its not been anti aliased (when rendering/the IRAY quality looks awful in Daz Studio ALPHA - the final render looks fine but it makes it difficult to guage the image when editing... anyone else - I have Ryzen 9 9950X3D and a 5090. Is this because this software is still in ALPHA?
Anyone noticed the quality of the render and the viewport, it looks like its not been anti aliased (when rendering/the IRAY quality looks awful in Daz Studio ALPHA - the final render looks fine but it makes it difficult to guage the image when editing... anyone else - I have Ryzen 9 9950X3D and a 5090. Is this because this software is still in ALPHA?
I have a 5090 and Ryzen 9 9950X, mine looks fine.
There is no benefit with AMD GPUs in DAZ Studio.
??? The 5090 is a top of the line NVIDIA GPU. The Ryzen 9 is a CPU. This discussion is not about AMD GPUs.
Hello I'm just following up on a request for assistance/information regarding dForce not working and throwing up an error when I attempt to simulate using ALPHA. Below I have the error log of what I am getting. I never received an answer if it is my GPU Drivers or Daz or if there is some sort of addon I need to get to make dForce work or any kind of settings.
What I am using:
-GPU: GeForce RTX 5070 (Driver: Game Ready Driver 581.29)
-CPU: Ryzen 7 9700X
Daz3D Log Excerpt:
2025-09-23 10:17:36.316 [INFO] :: Shortest spring had length: 0.0142699
2025-09-23 10:17:36.448 [WARNING] :: \src\pluginsource\DzDynamics\dzopenclkernelfactory.cpp(32): Open CL notify: Unknown error executing clFlush on NVIDIA GeForce RTX 5070 (Device 0).
2025-09-23 10:17:36.450 [WARNING] :: \src\pluginsource\DzDynamics\dzopenclkernelfactory.cpp(32): Open CL notify: Unknown error executing clFlush on NVIDIA GeForce RTX 5070 (Device 0).
2025-09-23 10:17:36.450 [WARNING] :: \src\pluginsource\DzDynamics\dzopenclkernelfactory.cpp(32): Open CL notify: Unknown error executing clFlush on NVIDIA GeForce RTX 5070 (Device 0).
2025-09-23 10:17:36.450 [WARNING] :: \src\pluginsource\DzDynamics\dzopenclkernelfactory.cpp(32): Open CL notify: Unknown error executing clFlush on NVIDIA GeForce RTX 5070 (Device 0).
2025-09-23 10:17:36.450 [WARNING] :: \src\pluginsource\DzDynamics\dzopenclkernelfactory.cpp(32): Open CL notify: Unknown error executing clFlush on NVIDIA GeForce RTX 5070 (Device 0).
2025-09-23 10:17:36.450 [WARNING] :: \src\pluginsource\DzDynamics\dzopenclkernelfactory.cpp(32): Open CL notify: Unknown error executing clFlush on NVIDIA GeForce RTX 5070 (Device 0).
Anyone noticed the quality of the render and the viewport, it looks like its not been anti aliased (when rendering/the IRAY quality looks awful in Daz Studio ALPHA - the final render looks fine but it makes it difficult to guage the image when editing... anyone else - I have Ryzen 9 9950X3D and a 5090. Is this because this software is still in ALPHA?
Do you have display scaling set to bigger than 100% in windows settings?
That caused this kind of issue to me sometimes. Try setting it to 100% if you have.
Yeah, 100% or nothing. Just 110 destabilizes the interface; it's not good to have an ultra-wide screen with DAZ 2025.
Ah, ok, that might be the issue, I am using a 34" ultrawide - I'll try it on my other screen.
I have a 4k monitor and with the Windows 11 scaling set to 100% everything is really tiny and hard to see. So I have my scaling set to 150% to make it more comfortable to read text, and see the icons.
Scaling set at 100% does fix the problem, but causes another.
I guess I could go through the settings and increase the font and icon sizes. The Windows forced DPI scaling thing was just convenient for a general "make it work" type fix.
With 5k,6k, and even 8k monitors becoming available; maybe it's time Windows gets a handle on these things, because at 8k the fonts are going to be microscopic with the way they handle them now.
Yeah I dont think earlier daz had this bug, the ui didnt scale with higher scaling settings but it didnt mess up iray previews like what happens with alpha.
Hopefully some kind of fix can be had, at least for the iray previews pixelating.
With the alpha I sometimes saw the ui scaling "properly" and sometimes not. I think its more an issue with QT than windows.
yea, I've been fiddling with Windows font settings and I just can't make it usable with scaling set to 100%.
The ALPHA does a good job with fonts at the lower scaling.
That is a very welcome change.
In 4.24 at 100% scaling the fonts are so tiny I simply can't read them.
I'm just going to go with the 150% scaling and live with the jagged edges in ALPHA for now.
Like @gram said, hopefully something can be done with the scaling problems.
Though I think it's a Windows issued and not a Daz Studio issue because Studio isn't the only application that suffers from the way Windows handles fonts and UI scaling.
I tried using other apps and the scaling was different for nearly all of them.
Even Windows own file manager didn't have all the elements and fonts scaled uniformly. It was all over the place with tiny fonts in some places, huge fonts in others. Icons were the same. It's a hot mess.
Oh. Just looking at this. Texture Shaded is nice. You should remove Filament . Not sure what Universal is. Maybe answered in this thread. Somehow does seem to load characters faster.
Comments
Add another to the Won't Load Scenes column for the current build. I left it for ~15 minutes with no result.
*Scene loads fine on the current stable release; scene was made in the previous alpha release and rendered in that build without issues.
*Loaded in stable, saved without compression to rule that out. Problem persists.
*Saved some figures out as individual subsets to try isolating either figure or the environment as the source of the issue. Problem persists.
*The log file doesn't show any errors or anything consistent; it reaches different points before the log stops.
*Loading basic figures and even some pre-mades appears to work fine, as well as adding individual clothing pieces. Saved a test file with this very basic composition and it also re-loaded fine. But obviously I'm hesitant to put much work into making anything until this is figured out, since I have no idea what's in the problem scenes that is causing this.
-----
*After some extensive (and tedious) testing I finally isolated the problem to a strand-based/dforce hair model parented to a figure, which is itself parented (not fit-to) a main figure's head.
I tried changing the viewport tesselation to 0 but that didn't fix whatever is breaking it from loading.
If I omit just the dforce hair I can load everything else from that subset. When I try to recreate a custom strand-based hair to replace the missing element, I can make the hair node but I'm unable to edit it (edit->object->edit strand-based hair does nothing).
Worth reiterating this scene was made entirely in the previous alpha build and didn't have any of these issues.
------
SEMI-WORKAROUND:
Finally, in the current stable release, I located everything using dforce hair and remade the hair using the strand-based tool in that.
Once I set it up, sculpted it, saved it, I was able to load it in this current alpha (though still couldn't edit the hair in that, and it obviously lacks the dforce component to simulate hair behavior).
dForce hair is a known issue, apparently fixed in a forthcoming build http://docs.daz3d.com/doku.php/public/software/dazstudio/6/change_log#6_25_2025_26107
Update just came.
Testing results;
-Tiger loads just fine now.
-The fur renders just fine now,too.
Latest build's viewport in Iray Preview mode is again more responsive on RTX 5090 (zoom, pan). Character moving is still lagging.
Okay, talk about your basic, "One step forward, two steps back".
On the Mac, the new version 6.25.2025.26119 (September 19, 2025):
Fixed an issue with the selection of composite keys in the Timeline pane dopesheet view
Hooray! Yes, a step forward!
HOWEVER, now I can't import my audio files, something that's worked since the very first ALPH (but hasn't for a decade in the 4.xx.xx versions). I can *see* the .wav files in the selection box, but they're all greyed out.
Is it enough to list this here, or do I need to report it somewhere else?
how do I update to version 6.25.2025.26119? the update notice didn't push to my DIM
Is this a bug or just happening to me? My Local User folder shows perfectly in Daz 4.24 but in v2025 it is gone...
Is this an issue with v2025? If not, how do I get it back?
Check the post on page 34: https://www.daz3d.com/forums/discussion/comment/9268381/#Comment_9268381
This was very helpful indeed! Fixed my issue in under a minute! Thank you Crosswind!!!!
I submitted a help request about a Daz Studio crash that occurs in both DS6 and DS4. The help requests contains more detail and steps to reproduce the problem, as well as a DS6 crash log and the shaders demonstrating the problem.
Request #479811
Daz Studio Crash with Emissiive VDB products and Shader Mixer Shader
I own Daz Store emission VDB products from KindredArts and DimensionTheory. Those VDBs props conflict with several other Daz Store products, and the result is a Daz Studio crash when rendering the scene. I have tracked the conflict down to the use of emission in those VDBs, and a specific custom shader used in the other products. I have verified that this crash occurs in DS 4.24.0.3 and DS 6.25.2025.26119 Public Build. The crash is consistently repeatable.
I also have some sample VDBs with emission from OpenVDB (fire and explosion). I can use those VDBs instead of the commercial VDBs from KindredArts and DimensionTheory, and Daz Studio renders the scene fine without crashing. I don't know what is different between the Daz VDB products and the OpenVDB samples that result in the crash with the Daz products but not with the OpenVDB samples. Everything else is identical in the scene.
The VDB products I tested with are:
VDB Apocalypse https://www.daz3d.com/vdb-apocalypse (KindredArts)
Pro Pyro - Fire and Flame VDBs https://www.daz3d.com/pro-pyro--fire-and-flame-vdbs (DimensionTheory)
The OpenVDB samples are from https://www.openvdb.org/download/
To get to the gist of the VDB/shader conflict, a PA friend created simplified versions of the product shaders that conflict with the VDBs. He created two Shader Mixer shaders, one which demonstrates the crash with the Daz Store VDBs, and a second one which does not crash with the Daz Store VDBs. The only difference between these 2 shaders is how the Cutout Opacity texture map is connected to the Uber Add Geometry brick.
The backbunch hair loads now, but instantly crashes the ALPHA if you click to start the iray preview render.
https://www.daz3d.com/dforce-backbunch-hair-for-genesis-8-and-81-females
https://www.daz3d.com/dforce-backbunch-hair-extensions-for-genesis-8-and-81-females
To reproduce this just load one of the backbunch hairs, even in an otherwise empty scene, and start the iray preview.
Note: They work just fine in 4.24
Anyone noticed the quality of the render and the viewport, it looks like its not been anti aliased (when rendering/the IRAY quality looks awful in Daz Studio ALPHA - the final render looks fine but it makes it difficult to guage the image when editing... anyone else - I have Ryzen 9 9950X3D and a 5090. Is this because this software is still in ALPHA?
I don't see a persistent problem, and I only have a 3080. Is your Nvidia card doing the Iray preview? Are you letting the viewport settle for a few seconds or constantly moving around? I suggest that you check your Draw Settings for Nvidia Iray. Is your Draw Settings mode Photoreal? I use Manipulation Resolution of 1/2. I don't know what the best setting would be for a 5090.
Same problem with 3090
Iray preview are a large better quality than render, why not
I tested with driver settings but nothing helps, last beta
hmm, Quality is determined when the image is saved, not during rendering, which can be misleading. Okay, I didn't say anything, but it's disturbing.
Conclusion:
The preview iray looks great (after settings/preferences,Apart from the fact that sometimes you can move the camera while the preview is displayed, and sometimes you move the camera and the preview remains fixed until you have finished moving the camera for it to update.).
The preview rendering looks awful.
And the final image is perfect.
I have a 5090 and Ryzen 9 9950X, mine looks fine.
Do you have display scaling set to bigger than 100% in windows settings?
That caused this kind of issue to me sometimes. Try setting it to 100% if you have.
Yeah, 100% or nothing. Just 110 destabilizes the interface; it's not good to have an ultra-wide screen with DAZ 2025.
There is no benefit with AMD GPUs in DAZ Studio.
Hello I'm just following up on a request for assistance/information regarding dForce not working and throwing up an error when I attempt to simulate using ALPHA. Below I have the error log of what I am getting. I never received an answer if it is my GPU Drivers or Daz or if there is some sort of addon I need to get to make dForce work or any kind of settings.
What I am using:
-GPU: GeForce RTX 5070 (Driver: Game Ready Driver 581.29)
-CPU: Ryzen 7 9700X
Daz3D Log Excerpt:
2025-09-23 10:17:36.316 [INFO] :: Shortest spring had length: 0.0142699
2025-09-23 10:17:36.448 [WARNING] :: \src\pluginsource\DzDynamics\dzopenclkernelfactory.cpp(32): Open CL notify: Unknown error executing clFlush on NVIDIA GeForce RTX 5070 (Device 0).
2025-09-23 10:17:36.450 [WARNING] :: \src\pluginsource\DzDynamics\dzopenclkernelfactory.cpp(32): Open CL notify: Unknown error executing clFlush on NVIDIA GeForce RTX 5070 (Device 0).
2025-09-23 10:17:36.450 [WARNING] :: \src\pluginsource\DzDynamics\dzopenclkernelfactory.cpp(32): Open CL notify: Unknown error executing clFlush on NVIDIA GeForce RTX 5070 (Device 0).
2025-09-23 10:17:36.450 [WARNING] :: \src\pluginsource\DzDynamics\dzopenclkernelfactory.cpp(32): Open CL notify: Unknown error executing clFlush on NVIDIA GeForce RTX 5070 (Device 0).
2025-09-23 10:17:36.450 [WARNING] :: \src\pluginsource\DzDynamics\dzopenclkernelfactory.cpp(32): Open CL notify: Unknown error executing clFlush on NVIDIA GeForce RTX 5070 (Device 0).
2025-09-23 10:17:36.450 [WARNING] :: \src\pluginsource\DzDynamics\dzopenclkernelfactory.cpp(32): Open CL notify: Unknown error executing clFlush on NVIDIA GeForce RTX 5070 (Device 0).
(It continues on like this for a while.)
2025-09-23 10:17:36.456 [WARNING] :: \src\pluginsource\DzDynamics\dzdynamicsengine.cpp(3304): ERROR: clFinish (-36)
2025-09-23 10:17:36.456 [WARNING] :: \src\pluginsource\DzDynamics\dzopenclkernelfactory.cpp(32): Open CL notify: Unknown error executing clFlush on NVIDIA GeForce RTX 5070 (Device 0).
2025-09-23 10:17:36.456 [WARNING] :: \src\pluginsource\DzDynamics\dzopenclkernelfactory.cpp(32): Open CL notify: Unknown error executing clFlush on NVIDIA GeForce RTX 5070 (Device 0).
2025-09-23 10:17:36.456 [WARNING] :: \src\pluginsource\DzDynamics\dzopenclkernelfactory.cpp(32): Open CL notify: Unknown error executing clFlush on NVIDIA GeForce RTX 5070 (Device 0).
2025-09-23 10:17:36.456 [WARNING] :: \src\pluginsource\DzDynamics\dzopenclkernelfactory.cpp(32): Open CL notify: Unknown error executing clFlush on NVIDIA GeForce RTX 5070 (Device 0).
2025-09-23 10:17:36.456 [WARNING] :: \src\pluginsource\DzDynamics\dzopenclkernelfactory.cpp(32): Open CL notify: Unknown error executing clFlush on NVIDIA GeForce RTX 5070 (Device 0).
2025-09-23 10:17:36.456 [WARNING] :: \src\pluginsource\DzDynamics\dzopenclkernelfactory.cpp(32): Open CL notify: Unknown error executing clFlush on NVIDIA GeForce RTX 5070 (Device 0).
(Continues on to the end of the log.)
2025-09-23 10:17:36.500 [INFO] :: Total Simulation Time: 7.34 seconds
Any assistance in this matter would be really appreciated.
Ah, ok, that might be the issue, I am using a 34" ultrawide - I'll try it on my other screen.
Problem solved
I have a 4k monitor and with the Windows 11 scaling set to 100% everything is really tiny and hard to see. So I have my scaling set to 150% to make it more comfortable to read text, and see the icons.
Scaling set at 100% does fix the problem, but causes another.
I guess I could go through the settings and increase the font and icon sizes. The Windows forced DPI scaling thing was just convenient for a general "make it work" type fix.
With 5k,6k, and even 8k monitors becoming available; maybe it's time Windows gets a handle on these things, because at 8k the fonts are going to be microscopic with the way they handle them now.
Yeah I dont think earlier daz had this bug, the ui didnt scale with higher scaling settings but it didnt mess up iray previews like what happens with alpha.
Hopefully some kind of fix can be had, at least for the iray previews pixelating.
With the alpha I sometimes saw the ui scaling "properly" and sometimes not. I think its more an issue with QT than windows.
yea, I've been fiddling with Windows font settings and I just can't make it usable with scaling set to 100%.
The ALPHA does a good job with fonts at the lower scaling.
That is a very welcome change.
In 4.24 at 100% scaling the fonts are so tiny I simply can't read them.
I'm just going to go with the 150% scaling and live with the jagged edges in ALPHA for now.
Like @gram said, hopefully something can be done with the scaling problems.
Though I think it's a Windows issued and not a Daz Studio issue because Studio isn't the only application that suffers from the way Windows handles fonts and UI scaling.
I tried using other apps and the scaling was different for nearly all of them.
Even Windows own file manager didn't have all the elements and fonts scaled uniformly. It was all over the place with tiny fonts in some places, huge fonts in others. Icons were the same. It's a hot mess.
This also solves the aliasing problem when previewing the rendering.
It is impossible to delete a material. Well, I managed to do it once, but I can't remember how.
Have you selected its polygons ((clicked the + next to the anme, for example)?
Oh. Just looking at this. Texture Shaded is nice. You should remove Filament
. Not sure what Universal is. Maybe answered in this thread. Somehow does seem to load characters faster.