Daz Studio 2025 ALPHA - version 6.25.2025.35308! (Updated December 19, 2025)

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Comments

  • Pickle Renderer said:

    Oh.  Just looking at this.  Texture Shaded is nice.  You should remove Filament laugh.   Not sure what Universal is.  Maybe answered in this thread.  Somehow does seem to load characters faster. 

    Filament is not likely to go away, it is a very popular option (Mac users were very happy to get it with DS 2025). Texture Sahded is useful too, and does require fewer system resources. Use the one that suits your needs.

  • crosswindcrosswind Posts: 9,564
    edited September 23

    gelstat said:

    It is impossible to delete a material. Well, I managed to do it once, but I can't remember how.

     

    Tested but couldn't delete Surface either, so it's a bug ~ Face groups and Regions can be deleted. Ticket filled ~

    Post edited by crosswind on
  • gelstatgelstat Posts: 14
    edited September 24

    Richard Haseltine said:

    gelstat said:

    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)? 

     + , - , selected, unselected, export/import. You cannot delete a material with or without polygons. 

    A dialog box does appear when you try to delete it, but the tab remains.

    You can create a new one, but you can't delete it.

    2025-09-24 06_20_13-Daz Studio 2025 (6.25) Public Build.png
    278 x 408 - 8K
    Post edited by gelstat on
  • gelstatgelstat Posts: 14
    edited September 24

    crosswind said:

    gelstat said:

    It is impossible to delete a material. Well, I managed to do it once, but I can't remember how.

     

    Tested but couldn't delete Surface either, so it's a bug ~ Face groups and Regions can be deleted. Ticket filled ~

     Thanks. (Oops, I was still on page 43, didn't see your reply ;)

     

    Post edited by gelstat on
  • jjb24jjb24 Posts: 33

    Pickle Renderer said:

    Oh.  Just looking at this.  Texture Shaded is nice.  You should remove Filament laugh.   Not sure what Universal is.  Maybe answered in this thread.  Somehow does seem to load characters faster. 

    I realize you're joking with the smiley face but I find both texture shaded and filament useful because they interpret colors differently. I am currently working on a scene where a character's clothing and the couch they are sitting on are the same color in texture shaded making it hard to pose the character but in filament they look quite different making it much easier to pose the character. I also don't know what universal is and perhaps I'm missing something subtle but to me it looks the same as texture shaded.

  • wsterdanwsterdan Posts: 3,061

    I'd mentioned that the latest version won't let me insert an audio file, something I've been doing a lot of since the Alpha was first released. Could at least one other Windows and Mac user take 20-30 seconds and see if they're able to insert an audio file using the Edit/Audio menu option so I'll know if it's an acutal bug or just something happening to me that I can try and sort out?

    As mentioned, for me all of the files are greyed out.

  • wsterdan said:

    I'd mentioned that the latest version won't let me insert an audio file, something I've been doing a lot of since the Alpha was first released. Could at least one other Windows and Mac user take 20-30 seconds and see if they're able to insert an audio file using the Edit/Audio menu option so I'll know if it's an acutal bug or just something happening to me that I can try and sort out?

    As mentioned, for me all of the files are greyed out.

    It does appear to be the case, but could you please post a screenshot of what you get\see. Thanks. 

  • wsterdanwsterdan Posts: 3,061
    edited September 24

    DoctorJellybean said:

    wsterdan said:

    I'd mentioned that the latest version won't let me insert an audio file, something I've been doing a lot of since the Alpha was first released. Could at least one other Windows and Mac user take 20-30 seconds and see if they're able to insert an audio file using the Edit/Audio menu option so I'll know if it's an acutal bug or just something happening to me that I can try and sort out?

    As mentioned, for me all of the files are greyed out.

    It does appear to be the case, but could you please post a screenshot of what you get\see. Thanks. 

    Thanks for the confirmation, much appreciated.

    As posted above, this is what I see in my selection box when I choose "Edit/Audo", all the .wav options are greyed out.
     

    Here's what it looks like in every earlier version of the Alpha:

    DAZ audio import -- Old.jpg
    2606 x 1064 - 322K
    Post edited by wsterdan on
  • wsterdanwsterdan Posts: 3,061
    edited September 24

    No need for a Mac uster to also test it, thanks.

    Post edited by wsterdan on
  • jjb24 said:

    Pickle Renderer said:

    Oh.  Just looking at this.  Texture Shaded is nice.  You should remove Filament laugh.   Not sure what Universal is.  Maybe answered in this thread.  Somehow does seem to load characters faster. 

    I realize you're joking with the smiley face but I find both texture shaded and filament useful because they interpret colors differently. I am currently working on a scene where a character's clothing and the couch they are sitting on are the same color in texture shaded making it hard to pose the character but in filament they look quite different making it much easier to pose the character. I also don't know what universal is and perhaps I'm missing something subtle but to me it looks the same as texture shaded.

    For Universal, see https://www.daz3d.com/forums/discussion/comment/9137796/#Comment_9137796

  • jjb24jjb24 Posts: 33

    Richard Haseltine said:

    jjb24 said:

    Pickle Renderer said:

    Oh.  Just looking at this.  Texture Shaded is nice.  You should remove Filament laugh.   Not sure what Universal is.  Maybe answered in this thread.  Somehow does seem to load characters faster. 

    I realize you're joking with the smiley face but I find both texture shaded and filament useful because they interpret colors differently. I am currently working on a scene where a character's clothing and the couch they are sitting on are the same color in texture shaded making it hard to pose the character but in filament they look quite different making it much easier to pose the character. I also don't know what universal is and perhaps I'm missing something subtle but to me it looks the same as texture shaded.

    For Universal, see https://www.daz3d.com/forums/discussion/comment/9137796/#Comment_9137796

    While I appreciate the reference I have to admit I don't understand what it says or how to use it. No need to explain it, I don't think I have the skills or a need to use it anyway. I'm set using texture shaded to build scenes, filament in rare situations when texture shaded makes different objects look too similar, and I render using iray. Cheers!

  • IceCrMnIceCrMn Posts: 2,319

    With Universal you can set your sofa to a different draw style than your character so it's easier to see both so you can do your posing.

    Select one of them, the sofa for example, and on the Parameters" pane look for "DrawStyle Override"

    Change that something like "Hidden line" or one of the other drawstyles.

    Now when you select "Universal" your sofa will draw with a different drawstyle than the other things in the scene.

    {A7A2D388-DA2D-4C55-8C33-710A2B6A45F0}.png
    3840 x 2093 - 2M
  • jjb24jjb24 Posts: 33

    IceCrMn said:

    With Universal you can set your sofa to a different draw style than your character so it's easier to see both so you can do your posing.

    Select one of them, the sofa for example, and on the Parameters" pane look for "DrawStyle Override"

    Change that something like "Hidden line" or one of the other drawstyles.

    Now when you select "Universal" your sofa will draw with a different drawstyle than the other things in the scene.

    Interesting, thanks. I can see that helping during posing, the result is similar to what I've been doing by switching to filament when things look too similar in texture shaded. I'll try it if I ever find a situation where my normal methods aren't working for me. Cheers! 

  • At this point, we seem to be paying for blank errors on scene loads and pure feature regressions. Viewport performance is still atrocious, too. 

  • comradenikola92 said:

    At this point, we seem to be paying for blank errors on scene loads and pure feature regressions. Viewport performance is still atrocious, too. 

    In the current build? What is that screenshot showing? What were you doing at the time?

  • barbultbarbult Posts: 26,234

    At this point, we seem to be paying for blank errors on scene loads and pure feature regressions. Viewport performance is still atrocious, too. 

    This Alpha is free. We're not paying anything for it.
  • gelstatgelstat Posts: 14
    edited September 27

    We need to click on "OK" for save and "Cancel" for cancel the saving after click "add to custom color" but in daz 2024 just the button "add to custom colors" save the color. It was better to avoid changing the current color inadvertently.

    Basically, on DAZ 2024, you can save custom colors while using the cancel button, but that's no longer the case.

     

    2025-09-27 10_35_20-Torso_ SSS Color.png
    550 x 170 - 11K
    2025-09-27 10_35_44-Torso_ SSS Color.png
    548 x 183 - 12K
    Post edited by gelstat on
  • gelstat said:

    We need to click on "OK" for save and "Cancel" for cancel the saving after click "add to custom color" but in daz 2024 just the button "add to custom colors" save the color. It was better to avoid changing the current color inadvertently.

    Basically, on DAZ 2024, you can save custom colors while using the cancel button, but that's no longer the case.

    Ds 4.x rather than DS 2024, I assume?

  • gelstatgelstat Posts: 14

    Richard Haseltine said:

    gelstat said:

    We need to click on "OK" for save and "Cancel" for cancel the saving after click "add to custom color" but in daz 2024 just the button "add to custom colors" save the color. It was better to avoid changing the current color inadvertently.

    Basically, on DAZ 2024, you can save custom colors while using the cancel button, but that's no longer the case.

    Ds 4.x rather than DS 2024, I assume?

    yes, xd

  • Richard HaseltineRichard Haseltine Posts: 108,072
    edited September 27

    gelstat said:

    Richard Haseltine said:

    gelstat said:

    We need to click on "OK" for save and "Cancel" for cancel the saving after click "add to custom color" but in daz 2024 just the button "add to custom colors" save the color. It was better to avoid changing the current color inadvertently.

    Basically, on DAZ 2024, you can save custom colors while using the cancel button, but that's no longer the case.

    Ds 4.x rather than DS 2024, I assume?

    yes, xd

    Unfortuantely this is a thing over which Daz has no or little control - Qt has changed the way the Colour Widget works, for which some tweaks have been made by Daz, but the actual Colour Dialogue is a clossed box - it gives no signals to which the application could respond by capturing colour data, it just works and then returns Accept or Cancel with no opportunity to recover modified colour values for the latter (though cancelling should not make chnages, in general). See

    http://docs.daz3d.com/doku.php/public/software/dazstudio/6/change_log#6_25_2025_16907
    http://docs.daz3d.com/doku.php/public/software/dazstudio/6/change_log#6_25_2025_17107

    https://doc.qt.io/qt-6/qcolordialog.html

    Post edited by Richard Haseltine on
  • JDJD Posts: 31
    edited September 27

    I would like to make a suggestion for the dev team to add the option to toggle "Hardware Anti-Aliasing" in the Preferences > Interface section. In my experience and reading from the forums, I used to have Hardware Anti-Aliasing turned on for Daz Studios 4.24.0.3. When I worked with a big environment that had a large amount of geometry, it slowed down my navigation and posing. Turning Hardware Anti-Aliasing off instantly improved performance for scene navigation and posing.

    With the current ALPHA version 6.25.2025.26119, there is no option to toggle Hardware Anti-Aliasing. Just by looking at the smooth edges of the viewport geometry, I believe it looks like it is set to on by default. Are there any plans to add this option back? I would like to see what the performance boosts are if there was an option to toggle Hardware Anti-Aliasing to off.


    Also, the "Scene" tab still does not sort properly. It is placing each node randomly, despite the naming order priority. I guess this has something to do with that new "C" column? I honestly would like to have the option to disable that column because I'm not sure how it would be useful in my workflow. And as someone mentioned it previously, it takes up more screen space that further clutters more of the Scene tab since some assets have many bones, such as chains.


    Are there any plans to update the icons dpi? Now that the ALPHA builds are based on the new QT software, it would be great to also have the icons be updated with new crispy sharp icons that are on the same level as the updated fonts.


    One more thing to mention, is there anyway to have another focus ability that is similar to Blender where it changes the focus/orbit origin to where the mouse cursor is?

    The current Frame icon works, but has some quirks. I noticed when working on a bigger scene where an object is placed far away from the world center origin (0,0,0) the focus will react strangely. It will zoom in far or close depending on the rotation angle of the selected object you are looking at. This appears to have an anchor point in relation with the world center origin, causing the frame focus to zoom far and close depending on the current view orbit location.


    The last thing I want to say is that it is a big improvement that the IK bones loading instantly. It is a big improvement when moving bones of a character when using the universal tool in the ALPHA build, which feels more intuitive and natural. This used to lag and take some time to load for older Daz versions 4.24.0.3. So posing in the ALPHA build has improved in that aspect.

    Post edited by JD on
  • I still do a lot of work in 424 because I use mesh grabber a lot for building modifications
    I do a building in 424 with some mesh grabber changes
    save the building as a scene and a subset but reading into 2025 the changes disappear.
    First image the buidling and render in 424 Second image done in 2025.
    Same issue whether a subset is loaded into 25 or a scene is opened in 25. 
    It would appear the fact there is no meshgrabber in 25 may be the problem? 
    3rd image is building saved as an object opened in 2025 
    Shape lis retained corrrectly but the sign which renders correctly in the second does not and of course the lights don't function with the object save. 
    Because 25 doesn't have mesh grabber or thickener which I use a lot I only render in 25 but this is the build for 25 from last week that I just installed yesterday 
    if theres a new one I'll see what happens 
    The rendering goes well. But the building with the meshgrabber tweaks would be the first time one was in the versin of alpha I was using. 

    open in 424.jpg
    3400 x 1311 - 1M
    2025 open.jpg
    3400 x 1193 - 994K
    2025 as an object.jpg
    3400 x 1193 - 1013K
    city ruins night 5-2.jpg
    2000 x 1000 - 1M
  • crosswindcrosswind Posts: 9,564

    alan bard newcomer said:

    I still do a lot of work in 424 because I use mesh grabber a lot for building modifications
    I do a building in 424 with some mesh grabber changes
    save the building as a scene and a subset but reading into 2025 the changes disappear.
    First image the buidling and render in 424 Second image done in 2025.
    Same issue whether a subset is loaded into 25 or a scene is opened in 25. 
    It would appear the fact there is no meshgrabber in 25 may be the problem? 
    3rd image is building saved as an object opened in 2025 
    Shape lis retained corrrectly but the sign which renders correctly in the second does not and of course the lights don't function with the object save. 
    Because 25 doesn't have mesh grabber or thickener which I use a lot I only render in 25 but this is the build for 25 from last week that I just installed yesterday 
    if theres a new one I'll see what happens 
    The rendering goes well. But the building with the meshgrabber tweaks would be the first time one was in the versin of alpha I was using. 

    That's right, because there's no plugin of Mesh Grabber in 2025. If you saved the delta as morphs with Mesh Grabber in 4.24, the deltas could be retained and then opened in 2025. 

  • gelstatgelstat Posts: 14
    edited September 28

    Richard Haseltine said:

    gelstat said:

    Richard Haseltine said:

    gelstat said:

    We need to click on "OK" for save and "Cancel" for cancel the saving after click "add to custom color" but in daz 2024 just the button "add to custom colors" save the color. It was better to avoid changing the current color inadvertently.

    Basically, on DAZ 2024, you can save custom colors while using the cancel button, but that's no longer the case.

    Ds 4.x rather than DS 2024, I assume?

    yes, xd

    Unfortuantely this is a thing over which Daz has no or little control - Qt has changed the way the Colour Widget works, for which some tweaks have been made by Daz, but the actual Colour Dialogue is a clossed box - it gives no signals to which the application could respond by capturing colour data, it just works and then returns Accept or Cancel with no opportunity to recover modified colour values for the latter (though cancelling should not make chnages, in general). See

    http://docs.daz3d.com/doku.php/public/software/dazstudio/6/change_log#6_25_2025_16907
    http://docs.daz3d.com/doku.php/public/software/dazstudio/6/change_log#6_25_2025_17107

    https://doc.qt.io/qt-6/qcolordialog.html

     Bad points for DAZ 2025.

    Post edited by gelstat on
  • crosswind said:

    alan bard newcomer said:

    I still do a lot of work in 424 because I use mesh grabber a lot for building modifications
    I do a building in 424 with some mesh grabber changes
    save the building as a scene and a subset but reading into 2025 the changes disappear.
    First image the buidling and render in 424 Second image done in 2025.
    Same issue whether a subset is loaded into 25 or a scene is opened in 25. 
    It would appear the fact there is no meshgrabber in 25 may be the problem? 
    3rd image is building saved as an object opened in 2025 
    Shape lis retained corrrectly but the sign which renders correctly in the second does not and of course the lights don't function with the object save. 
    Because 25 doesn't have mesh grabber or thickener which I use a lot I only render in 25 but this is the build for 25 from last week that I just installed yesterday 
    if theres a new one I'll see what happens 
    The rendering goes well. But the building with the meshgrabber tweaks would be the first time one was in the versin of alpha I was using. 

    That's right, because there's no plugin of Mesh Grabber in 2025. If you saved the delta as morphs with Mesh Grabber in 4.24, the deltas could be retained and then opened in 2025. 

    These are things that did'nt become morphs ...  just extending a wall up a little where you can't scale becasue the door would scale too or pulling out a side of a wal for the same reason. 
    exporting as an object looks like it freezes it which means I should make the changes and then export the wall and then import it it. 
    But as noted in 424 the changes stay. So daz should activate the part of the mesh grabber replacement that handles that in 424 in 25 . . that wouldn't be giving away the plug in.  
    I have no idea how many items will fall apart in 2025. But these changes were like using mesh grabber to pull out a quad to fix a poke through etc. 

  • crosswindcrosswind Posts: 9,564

    alan bard newcomer said:

    crosswind said:

    alan bard newcomer said:

    I still do a lot of work in 424 because I use mesh grabber a lot for building modifications
    I do a building in 424 with some mesh grabber changes
    save the building as a scene and a subset but reading into 2025 the changes disappear.
    First image the buidling and render in 424 Second image done in 2025.
    Same issue whether a subset is loaded into 25 or a scene is opened in 25. 
    It would appear the fact there is no meshgrabber in 25 may be the problem? 
    3rd image is building saved as an object opened in 2025 
    Shape lis retained corrrectly but the sign which renders correctly in the second does not and of course the lights don't function with the object save. 
    Because 25 doesn't have mesh grabber or thickener which I use a lot I only render in 25 but this is the build for 25 from last week that I just installed yesterday 
    if theres a new one I'll see what happens 
    The rendering goes well. But the building with the meshgrabber tweaks would be the first time one was in the versin of alpha I was using. 

    That's right, because there's no plugin of Mesh Grabber in 2025. If you saved the delta as morphs with Mesh Grabber in 4.24, the deltas could be retained and then opened in 2025. 

    These are things that did'nt become morphs ...  just extending a wall up a little where you can't scale becasue the door would scale too or pulling out a side of a wal for the same reason. 
    exporting as an object looks like it freezes it which means I should make the changes and then export the wall and then import it it. 
    But as noted in 424 the changes stay. So daz should activate the part of the mesh grabber replacement that handles that in 424 in 25 . . that wouldn't be giving away the plug in.  
    I have no idea how many items will fall apart in 2025. But these changes were like using mesh grabber to pull out a quad to fix a poke through etc. 

    Any deltas made with Mesh Grabber could be saved as Morphs if you own Mesh Grabber Editor plugin. 

  • Richard HaseltineRichard Haseltine Posts: 108,072
    edited September 28

    alan bard newcomer said:

    crosswind said:

    alan bard newcomer said:

    I still do a lot of work in 424 because I use mesh grabber a lot for building modifications
    I do a building in 424 with some mesh grabber changes
    save the building as a scene and a subset but reading into 2025 the changes disappear.
    First image the buidling and render in 424 Second image done in 2025.
    Same issue whether a subset is loaded into 25 or a scene is opened in 25. 
    It would appear the fact there is no meshgrabber in 25 may be the problem? 
    3rd image is building saved as an object opened in 2025 
    Shape lis retained corrrectly but the sign which renders correctly in the second does not and of course the lights don't function with the object save. 
    Because 25 doesn't have mesh grabber or thickener which I use a lot I only render in 25 but this is the build for 25 from last week that I just installed yesterday 
    if theres a new one I'll see what happens 
    The rendering goes well. But the building with the meshgrabber tweaks would be the first time one was in the versin of alpha I was using. 

    That's right, because there's no plugin of Mesh Grabber in 2025. If you saved the delta as morphs with Mesh Grabber in 4.24, the deltas could be retained and then opened in 2025. 

    These are things that did'nt become morphs ...  just extending a wall up a little where you can't scale becasue the door would scale too or pulling out a side of a wal for the same reason. 
    exporting as an object looks like it freezes it which means I should make the changes and then export the wall and then import it it. 
    But as noted in 424 the changes stay. So daz should activate the part of the mesh grabber replacement that handles that in 424 in 25 . . that wouldn't be giving away the plug in.  

    See 

    • Added support for legacy file IO to the “Geometry Sculptor” tool

    DAZ Studio : Incremented build number to 6.25.2025.26119

    http://docs.daz3d.com/doku.php/public/software/dazstudio/6/change_log#6_25_2025_26119

    I don't know how far back Legacy stretches, however.

    I have no idea how many items will fall apart in 2025. But these changes were like using mesh grabber to pull out a quad to fix a poke through etc. 

    Post edited by Richard Haseltine on
  • DouglasDouglas Posts: 14
    edited September 28

    Since 26119 into Content Library tab.
    If I link a Folder (i.e. Genesis 8 Female ) to Scripts menu with "Create custom action", the action wont move to the specified folder.
    Tryed , Update and Merge Menus and rebuild Scripts menus but works only for specific action ( i.e. link to Genesis 8 basic female action).
     

     

    Post edited by Douglas on
  • Richard HaseltineRichard Haseltine Posts: 108,072
    edited September 28

    Douglas said:

    Since 26119 into Content Library tab.
    If I link a Folder (i.e. Genesis 8 Female ) to Scripts menu with "Create custom action", the action wont move to the specified folder.
    Tryed , Update and Merge Menus and rebuild Scripts menus but works only for specific action ( i.e. link to Genesis 8 basic female action).

    The action won't appear in the chosen menu path, or it is there but fails to update the container shown in the pane? Is it any kind of folder, or only certain types (folder on disc, virtual folder under Daz Connect, Category, Product)?

    Post edited by Richard Haseltine on
  • DouglasDouglas Posts: 14
    edited September 28

    Douglas said:

    Richard Haseltine said:

    Douglas said:

    Since 26119 into Content Library tab.
    If I link a Folder (i.e. Genesis 8 Female ) to Scripts menu with "Create custom action", the action wont move to the specified folder.
    Tryed , Update and Merge Menus and rebuild Scripts menus but works only for specific action ( i.e. link to Genesis 8 basic female action).

    The action won't appear in the chosen menu path, or it is there but fails to update the container shown in the pane? Is it any kind of folder, or only certain types (folder on disc, virtual folder under Daz Connect, Category, Product)?

    The action "Folder:Native path... " is present in the Scripts menu but doesnt work, I cant jump into selected folder location of Content Library like previous releases.

    (Also when Create custom Action, is not possible customize text with keyboard characters like (><  /&%$£"!|\ ... ) this is possible edit custom action into  Window->Cutomize->Custom.)

     

     

     

     

    Post edited by Douglas on
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