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

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Comments

  • JDJD Posts: 27
    edited October 10

    ALPHA version 6.25.2025.27507.

    minor bugs report.


    • Saving a layout still crashes and behaves like the previous ALPHA builds. Layout is saved and is loadable. No png image file is saved for the layout preview. (this isn't a major bug to worry about at the moment since the layouts are able to save. Only real issue I see is if someone is unaware about this issue and haven't saved their current working scene and decides to save a layout. Which results in them losing the current working scene due to the crash.

    • When selecting a Node in the Scene tab, the Node is highlighted and there is a rectangle lined selection box over the selected Node. The rectangle is only active on the last selected Node. It cuts off about halfway into the "C" column. I assume this is due to the new "C" column.
    • The spacing of the Columns, (C), (S), and (V) in the Scene tab appears to be aligned centered which is good. However, the icons under those columns appears to be aligned to the far left. I still don't see the benefit of the "Node Color" (C) column. Is this for animation purposes? If it is appropriate, I would like to request a feature to have a way to enable/disable the "Node Color" (C) column.

    While I have been reporting bugs, I am happy to see many good updates based on the QT6 foundation.

    • I would like to note that there is a good improve with the Scene node selection that annoyed me in the past that appears to be working in a better behavior. In the past, when having multiple nodes selected, and then selecting one node to make it active made it have the rename option active. Now that is fixed where if having multiple nodes selected, and then selecting one node makes it active without the rename option. This is a good quality of life update.
    • Also, the previous ALPHA update to this one introduced search options in the "Customize Daz Studio" menu. This is a feature that I have been looking forward to since many other 3D softwares have this feature to quickly find Actions that can be nested deep in its own category. This is a welcomed QoL update :)
    • Posing with the translation tool is far more responsive now that I noticed that IK bones are created instantly and offloaded. In DS 4.x versions, I noticed a lag as the IK bones are created. There wouldn't be any lag if the IK bones were created beforehand, but still, in DS 4.x version, creating IK bones still took a noticable time to load compared to DS 6.x. This is a great update I noticed that is improving my posing.

    Content Library Rename those extra(s) "Manage" tabs?

    • I believe others have mentioned it before, but is there a way to rename any of those [Mange (1)], [Mange (2)], and [Mange (3)] tabs to something like [Hair], [Clothing], and [Characters]? It would be great to be able to rename these tabs for organization purposes. I have been using the Content Library more lately and the extra tabs are an amazing update.
      • Along with the forward/backward history in the Content Library that was introduced several versions ago. (I think it was introduced in DS 4.24?) This is a very helpful method to quickly go back to a folder.
    • I would like to make a request for DS to remember the state of the Content Library to keep the [Info] tab active. Below, there are three tabs, [Tips], [Info], and [Tags]. I personally find [Info] to be useful. However, when closing and reopening DS, it appears that the [Tips] is the default tab in the Content Library.
      • I would like to request a feature to disable the [Tips] tab in the preference settings, as it appears to be geared towards beginner users. Or if not, make it so the [Tips] tab can be rearranged.
      • Comparing [Tips] tab in the ALPHA build compared to 4.24, the [Tips] tab in the ALPHA appears to have nothing.

    A feature request for QoL update

    • I would like to request Daz to work on creating a script that should be standard in the program. The script is the ability to turn all object to base res and back to high res. 3D Universe has created a script that works exactly like this for DS 4.x. However, it does not work in any of the current ALPHA builds from my testing. This should be a standard script at this point, since many users are capable of creating morphs. And this is one of the common mistakes users make when creating morphs, forgetting to set the OBJ to base res for morph creation.
      • Or rather than a script, it would be extremely beneficial to have this be included in the export options. A way to toggle on/off the base/high res during export settings would be great to have. This makes the morph creation far more smoother. I work with Blender and it would make the morph creation pipeline have less steps to remember.
        • Ideally, it would be amazing to have a similar plugin for Blender like there is for the GoZ zbrush plugin.
      • 3D Universe's script is still beneficial since it can be a way to increase viewport responsiveness by having an easy way to toggle everything to base res for easy posing, then toggling it back to high res in order to see how everything looks when using Iray viewport preview render.
    Post edited by JD on
  • Femaur396 said:

    Hey, I don't know if any of you have the same issue, or know how to fix it.

    Most of the stuff works fine for me in the Alpha, however one particular error I have is:
    If using the translate tool in any direction - and the characters moves out of the viewport, the gizmo/translate tool disapears. If I click on the Character again, it comes back - however, if I use it, the viewport cam jumps around, multiple objects in the outliner are selected randomly and it just "undoes" a few steps, sometimes the entire scene is broken after that. I cannot CTRL-Z this. This is a repeateable error and sometimes causes a lot of trouble.

     

    I had the same experience now several times in the last days.

  • crosswindcrosswind Posts: 9,537

    barbult said:

    Richard Haseltine said:

    barbult said:

    DoctorJellybean said:

    barbult said:

    TromNek said:

    I still have a problem with turning off the 'Display in Viewport' in Daz 2025.

    When I do that the light does not emit light in my scene (it used to emit in 4.x)

    I like a lot of lights to light up small little areas in my scene. But without the ability to 'Display in Viewport'->Off, they clutter up my scene and I can't see to manipulate objects well.

    Is there anyway to change the display of the 'white lines' to be invisible ?

    Like add a material to the light and then set transparency to zero ?

    Yes, I have the same issue.  I am interested to hear that I am not the only one unhappy with the change. I believe the developers are aware of it. I don't think it has been determined whether it is a bug in DS6, or a correction to an error in DS4, or something else. We'll have to wait for the developers to investigate it.

    It is not a bug in 6.x, it is a correction to a bug (unintentional) in 4.x

    What 4.x did would be a feature request (making it intentional) for a "Display Avatar" property that could be used to toggle display of a node's avatar - to align it with the Drawing > Draw Avatars property in the Draw Settings pane for the Filament DrawStyle, and the Drawing > Draw Node Avatars property in the Draw Settings pane for the NVIDIA Iray DrawStyles). So explaining that reveals an inconsistency in the labeling of the Draw Avatars vs Draw Node Avatars properties - the Filament DrawStyle property needs to be relabeled to Draw Node Avatars to be consistent.

     

     

    Unfortunately, I don't understand any of that. I don't know what avatars and node avatars are, or what Filament has to do with the issue I see in Texture Shaded mode. I think I initially misunderstood the message I responded to. My problem is with cameras, not spot lights. If the camera selected in the viewport has its visibility eye closed (visibility off) the scene is unlit (black). Toggling Show Preview Lights has no effect. Camera visibility did not affect Texture Shaded scene lighting in DS4. Is that an intentional change in DS6? It has been confusing and frustrating to figure out that camera visibility can make the viewport black and impossible to work in.

    The avatar is the little camera or light mesh that appears in the scene view. You are wanting to be able to hide that, but keep the effect (in this case the light coming from the camera), which is also part of the node drawing, visible. 

    Dr. Jellybean's reply to me talks about Filament and Iray Preview, neither of which I am using. I am using Texture Shaded. His reply talks about Draw Settings pane labeling discrepancies. I don't understand how any of that applies to the problem of the Texture Shaded viewport going black when the selected camera's visibility is off.

    Richard, thank you, now I understand that a "node avatar" refers to the little line drawing representation of that node in the viewport. For example, a camera's location in the viewport is represented by a little drawing of a camera. You can see that camera's node avatar in the viewport when you are viewing the scene from a different camera.  

    But Richard, I am not wanting to keep light coming from a camera. The headlamp is the only light I know that comes from a camera. Even if headlamp is on, it doesn't illuminate the scene when the camera visibility is off. I am wanting a camera whose visibility is OFF to be able to see the scene. I am using Texture Shaded draw style in the viewport. I want the viewport to have the same appearance when viewed through the camera, regardless of whether that camera has its visibility On or Off. I cannot work in a viewport that is all black. I can't imagine a scenario where that is an advantageous implementation of camera visibility. I'm not trying to be argumentative. I'm trying to clarify what I see as a DS6 problem and understand how that could be the intended implementation. There must be something I don't understand yet, maybe related to the statement about "light coming from a camera".

    The reason I noticed this problem in DS6, is that BJ Camera Manager plugin (which I use in DS4) sets camera visibility fo OFF by default for any new camera it creates. The explanation for this is that it reduces viewport clutter. If you have a scene with 10 cameras, when you view your scene through one camera, or perspective view, having 9 or 10 camera node avatars cluttering the viewport makes it more difficult to see the elements you are trying to work with. This works fine in DS4. When the camera visibility is Off, the Texture Shaded view is still visible and toggling Preview Lights works as expected. Now, when I open that saved scene in DS6, the viewport is suddenly black and I can't see my characters, or environment, or props, or anything. Toggling Preview Lights does nothing. It took a long time to figure out that this had to do with CAMERA visibility.

    Although I understand what a node avatar is now, I still don't understand what that has to do with the selected camera not being able to see what is in the scene. Why would camera's node avatar visibility affect what that same camera can see? I never expect to see the selected camera's node avatar in the viewport, because I am viewing the scene through that camera (My "eye" is behind that camera, looking through its viewfinder.)

     

    I second barbult's point.  I don't understand it either. This effect is different from DS 4.24. Why hiding the currently-used Camera (rather than hiding any light sources...) makes the whole scene dark with all xxx Shaded Draw Styles ? but with Filament and Iray preview, no dark scene at all ? 

    Such inconsistency makes no sense to me ~~

     

  • crosswindcrosswind Posts: 9,537

    squall6leonhart said:

    Femaur396 said:

    Hey, I don't know if any of you have the same issue, or know how to fix it.

    Most of the stuff works fine for me in the Alpha, however one particular error I have is:
    If using the translate tool in any direction - and the characters moves out of the viewport, the gizmo/translate tool disapears. If I click on the Character again, it comes back - however, if I use it, the viewport cam jumps around, multiple objects in the outliner are selected randomly and it just "undoes" a few steps, sometimes the entire scene is broken after that. I cannot CTRL-Z this. This is a repeateable error and sometimes causes a lot of trouble.

     

    I had the same experience now several times in the last days.

    How to reproduce the issue ...? drag the manipulator ? 

  • TromNekTromNek Posts: 41

    crosswind said:

    barbult said:

    Richard Haseltine said:

    barbult said:

    DoctorJellybean said:

    barbult said:

    TromNek said:

    I still have a problem with turning off the 'Display in Viewport' in Daz 2025.

    When I do that the light does not emit light in my scene (it used to emit in 4.x)

    I like a lot of lights to light up small little areas in my scene. But without the ability to 'Display in Viewport'->Off, they clutter up my scene and I can't see to manipulate objects well.

    Is there anyway to change the display of the 'white lines' to be invisible ?

    Like add a material to the light and then set transparency to zero ?

    Yes, I have the same issue.  I am interested to hear that I am not the only one unhappy with the change. I believe the developers are aware of it. I don't think it has been determined whether it is a bug in DS6, or a correction to an error in DS4, or something else. We'll have to wait for the developers to investigate it.

    It is not a bug in 6.x, it is a correction to a bug (unintentional) in 4.x

    What 4.x did would be a feature request (making it intentional) for a "Display Avatar" property that could be used to toggle display of a node's avatar - to align it with the Drawing > Draw Avatars property in the Draw Settings pane for the Filament DrawStyle, and the Drawing > Draw Node Avatars property in the Draw Settings pane for the NVIDIA Iray DrawStyles). So explaining that reveals an inconsistency in the labeling of the Draw Avatars vs Draw Node Avatars properties - the Filament DrawStyle property needs to be relabeled to Draw Node Avatars to be consistent.

     

     

    Unfortunately, I don't understand any of that. I don't know what avatars and node avatars are, or what Filament has to do with the issue I see in Texture Shaded mode. I think I initially misunderstood the message I responded to. My problem is with cameras, not spot lights. If the camera selected in the viewport has its visibility eye closed (visibility off) the scene is unlit (black). Toggling Show Preview Lights has no effect. Camera visibility did not affect Texture Shaded scene lighting in DS4. Is that an intentional change in DS6? It has been confusing and frustrating to figure out that camera visibility can make the viewport black and impossible to work in.

    The avatar is the little camera or light mesh that appears in the scene view. You are wanting to be able to hide that, but keep the effect (in this case the light coming from the camera), which is also part of the node drawing, visible. 

    Dr. Jellybean's reply to me talks about Filament and Iray Preview, neither of which I am using. I am using Texture Shaded. His reply talks about Draw Settings pane labeling discrepancies. I don't understand how any of that applies to the problem of the Texture Shaded viewport going black when the selected camera's visibility is off.

    Richard, thank you, now I understand that a "node avatar" refers to the little line drawing representation of that node in the viewport. For example, a camera's location in the viewport is represented by a little drawing of a camera. You can see that camera's node avatar in the viewport when you are viewing the scene from a different camera.  

    But Richard, I am not wanting to keep light coming from a camera. The headlamp is the only light I know that comes from a camera. Even if headlamp is on, it doesn't illuminate the scene when the camera visibility is off. I am wanting a camera whose visibility is OFF to be able to see the scene. I am using Texture Shaded draw style in the viewport. I want the viewport to have the same appearance when viewed through the camera, regardless of whether that camera has its visibility On or Off. I cannot work in a viewport that is all black. I can't imagine a scenario where that is an advantageous implementation of camera visibility. I'm not trying to be argumentative. I'm trying to clarify what I see as a DS6 problem and understand how that could be the intended implementation. There must be something I don't understand yet, maybe related to the statement about "light coming from a camera".

    The reason I noticed this problem in DS6, is that BJ Camera Manager plugin (which I use in DS4) sets camera visibility fo OFF by default for any new camera it creates. The explanation for this is that it reduces viewport clutter. If you have a scene with 10 cameras, when you view your scene through one camera, or perspective view, having 9 or 10 camera node avatars cluttering the viewport makes it more difficult to see the elements you are trying to work with. This works fine in DS4. When the camera visibility is Off, the Texture Shaded view is still visible and toggling Preview Lights works as expected. Now, when I open that saved scene in DS6, the viewport is suddenly black and I can't see my characters, or environment, or props, or anything. Toggling Preview Lights does nothing. It took a long time to figure out that this had to do with CAMERA visibility.

    Although I understand what a node avatar is now, I still don't understand what that has to do with the selected camera not being able to see what is in the scene. Why would camera's node avatar visibility affect what that same camera can see? I never expect to see the selected camera's node avatar in the viewport, because I am viewing the scene through that camera (My "eye" is behind that camera, looking through its viewfinder.)

     

    I second barbult's point.  I don't understand it either. This effect is different from DS 4.24. Why hiding the currently-used Camera (rather than hiding any light sources...) makes the whole scene dark with all xxx Shaded Draw Styles ? but with Filament and Iray preview, no dark scene at all ? 

    Such inconsistency makes no sense to me ~~

    (maybe this is why) If you are using the camera headlamp as your light source. Then (with 2025alpha) when you turn off the camera visibility, your light source is turned off (in Shaded Draw Styles).

  • crosswindcrosswind Posts: 9,537
    edited October 10

    TromNek said:

    crosswind said:

    barbult said:

    Richard Haseltine said:

    barbult said:

    DoctorJellybean said:

    barbult said:

    TromNek said:

    I still have a problem with turning off the 'Display in Viewport' in Daz 2025.

    When I do that the light does not emit light in my scene (it used to emit in 4.x)

    I like a lot of lights to light up small little areas in my scene. But without the ability to 'Display in Viewport'->Off, they clutter up my scene and I can't see to manipulate objects well.

    Is there anyway to change the display of the 'white lines' to be invisible ?

    Like add a material to the light and then set transparency to zero ?

    Yes, I have the same issue.  I am interested to hear that I am not the only one unhappy with the change. I believe the developers are aware of it. I don't think it has been determined whether it is a bug in DS6, or a correction to an error in DS4, or something else. We'll have to wait for the developers to investigate it.

    It is not a bug in 6.x, it is a correction to a bug (unintentional) in 4.x

    What 4.x did would be a feature request (making it intentional) for a "Display Avatar" property that could be used to toggle display of a node's avatar - to align it with the Drawing > Draw Avatars property in the Draw Settings pane for the Filament DrawStyle, and the Drawing > Draw Node Avatars property in the Draw Settings pane for the NVIDIA Iray DrawStyles). So explaining that reveals an inconsistency in the labeling of the Draw Avatars vs Draw Node Avatars properties - the Filament DrawStyle property needs to be relabeled to Draw Node Avatars to be consistent.

     

     

    Unfortunately, I don't understand any of that. I don't know what avatars and node avatars are, or what Filament has to do with the issue I see in Texture Shaded mode. I think I initially misunderstood the message I responded to. My problem is with cameras, not spot lights. If the camera selected in the viewport has its visibility eye closed (visibility off) the scene is unlit (black). Toggling Show Preview Lights has no effect. Camera visibility did not affect Texture Shaded scene lighting in DS4. Is that an intentional change in DS6? It has been confusing and frustrating to figure out that camera visibility can make the viewport black and impossible to work in.

    The avatar is the little camera or light mesh that appears in the scene view. You are wanting to be able to hide that, but keep the effect (in this case the light coming from the camera), which is also part of the node drawing, visible. 

    Dr. Jellybean's reply to me talks about Filament and Iray Preview, neither of which I am using. I am using Texture Shaded. His reply talks about Draw Settings pane labeling discrepancies. I don't understand how any of that applies to the problem of the Texture Shaded viewport going black when the selected camera's visibility is off.

    Richard, thank you, now I understand that a "node avatar" refers to the little line drawing representation of that node in the viewport. For example, a camera's location in the viewport is represented by a little drawing of a camera. You can see that camera's node avatar in the viewport when you are viewing the scene from a different camera.  

    But Richard, I am not wanting to keep light coming from a camera. The headlamp is the only light I know that comes from a camera. Even if headlamp is on, it doesn't illuminate the scene when the camera visibility is off. I am wanting a camera whose visibility is OFF to be able to see the scene. I am using Texture Shaded draw style in the viewport. I want the viewport to have the same appearance when viewed through the camera, regardless of whether that camera has its visibility On or Off. I cannot work in a viewport that is all black. I can't imagine a scenario where that is an advantageous implementation of camera visibility. I'm not trying to be argumentative. I'm trying to clarify what I see as a DS6 problem and understand how that could be the intended implementation. There must be something I don't understand yet, maybe related to the statement about "light coming from a camera".

    The reason I noticed this problem in DS6, is that BJ Camera Manager plugin (which I use in DS4) sets camera visibility fo OFF by default for any new camera it creates. The explanation for this is that it reduces viewport clutter. If you have a scene with 10 cameras, when you view your scene through one camera, or perspective view, having 9 or 10 camera node avatars cluttering the viewport makes it more difficult to see the elements you are trying to work with. This works fine in DS4. When the camera visibility is Off, the Texture Shaded view is still visible and toggling Preview Lights works as expected. Now, when I open that saved scene in DS6, the viewport is suddenly black and I can't see my characters, or environment, or props, or anything. Toggling Preview Lights does nothing. It took a long time to figure out that this had to do with CAMERA visibility.

    Although I understand what a node avatar is now, I still don't understand what that has to do with the selected camera not being able to see what is in the scene. Why would camera's node avatar visibility affect what that same camera can see? I never expect to see the selected camera's node avatar in the viewport, because I am viewing the scene through that camera (My "eye" is behind that camera, looking through its viewfinder.)

     

    I second barbult's point.  I don't understand it either. This effect is different from DS 4.24. Why hiding the currently-used Camera (rather than hiding any light sources...) makes the whole scene dark with all xxx Shaded Draw Styles ? but with Filament and Iray preview, no dark scene at all ? 

    Such inconsistency makes no sense to me ~~

    (maybe this is why) If you are using the camera headlamp as your light source. Then (with 2025alpha) when you turn off the camera visibility, your light source is turned off (in Shaded Draw Styles).

    That's not the cause ~~

    I never use headlamp which is pseudo. Headlamp on Cameras are always set as Off, Auto-Headlamp in Render Settings is always set as Never.  There're always light source from HDRI and spotlights in my scenes.

    Post edited by crosswind on
  • squall6leonhart said:

    Femaur396 said:

    Hey, I don't know if any of you have the same issue, or know how to fix it.

    Most of the stuff works fine for me in the Alpha, however one particular error I have is:
    If using the translate tool in any direction - and the characters moves out of the viewport, the gizmo/translate tool disapears. If I click on the Character again, it comes back - however, if I use it, the viewport cam jumps around, multiple objects in the outliner are selected randomly and it just "undoes" a few steps, sometimes the entire scene is broken after that. I cannot CTRL-Z this. This is a repeateable error and sometimes causes a lot of trouble.

     

    I had the same experience now several times in the last days.

    I've that issue from day 1 of using Alpha, but it had seemingly gotten a little less frequent with each release, but happens all the time on the current one.  For me the bigger the scene, the more often it happens.  I've had to go back to creating larger scenes in 4.24 and switching to Alpha to render them.

     

  • NudeFanNudeFan Posts: 47

    I don't know, if this is here somewhere mentioned:
    Currently I'm even not able to load a base G9-Figure in DS. I get the error message:
    Could not find file: /People/Genesis 9/Genesis 9.duf

    With the command line

    "C:\Program Files\DAZ 3D\DAZStudio6 Public Build\DAZStudio.exe" "D:\*****\3D\My DAZ 3D Library\People\Genesis 9\Genesis 9.duf"

    it works fine

  • DoctorJellybeanDoctorJellybean Posts: 9,585
    edited October 11

    NudeFan said:

    I don't know, if this is here somewhere mentioned:
    Currently I'm even not able to load a base G9-Figure in DS. I get the error message:
    Could not find file: /People/Genesis 9/Genesis 9.duf

    With the command line

    "C:\Program Files\DAZ 3D\DAZStudio6 Public Build\DAZStudio.exe" "D:\*****\3D\My DAZ 3D Library\People\Genesis 9\Genesis 9.duf"

    it works fine

    Is the path mapped in Content Directory Manager? ALPHA doesn't inherit the paths from 4.x, you need to specify them. 

    Post edited by DoctorJellybean on
  • NudeFanNudeFan Posts: 47

    I did it and in the previous versions it worked.

    I only noticed from is some versions, that I could not load some hairs

  • Richard HaseltineRichard Haseltine Posts: 107,860

    NudeFan said:

    I did it and in the previous versions it worked.

    I only noticed from is some versions, that I could not load some hairs

    How do you install content? Have you checked the log file for errors after trying to load content (Help>Troubleshooting>View Log File)?

  • lalunameralalunamera Posts: 6
    edited October 13

    I haven't read everything and don't know if it's already been mentioned, but since the last update, ALPHA always crashes after saving and during the shutdown process at 99%. I can still open the error message that appears, but I can no longer save it because it also ‘crashes’.

    Until now, ALPHA has been running without any problems for me, except for the scripts and a few minor issues with the viewport, and it has even been more stable than version 4.24.

    Now, not only does it take forever to load files and, for example, the G9 figure, but moving figures is sometimes slow and jerky.

    I even thought about a faulty installation of the update and reinstalled ALPHA, but unfortunately nothing has changed.

    SOLVED. I had the wrong graphics driver installed - now it's working again.

    I work with
    WIN11
    NVidia Geforce RTX 4070 12 GB GPU
    AMD Ryzen 9 5900X 12-core processor
    64 GB RAM

    Post edited by lalunamera on
  • MoonwincMoonwinc Posts: 13
    edited October 13
    EDIT: Okay I just did testing with a totally blanks scene and the Warning doesn't happen - even with some added objects. ------ so this could be a scene related issue and not script... so I will now do some more investigation into what might kick it off :D

     

    Is there a scripting Chat/forum or something for Daz 2025 (as per normal struggling to find things with the Forum Search).
    I have been writing my own scripts to replace some of the functionality I used the most - for example an Incremental Script. While the original Daz4x script work, I wanted to improve on it to allow for some Quality Life things I was missing.

    While my script is working, what I have noticed however is that I get the following Warning.
    [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters

    Now it is only a warning - so I can ignore it probably......... (nothing ever goes wrong doing that.....) but I wanted to check to see if there is something I am missing.

    But wait there is more

    Funny thing is - I found that Daz3d own SAVEAS command is creating the same warning (using File/SaveAs)

    2025-10-14 12:29:13.393 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:29:13.393 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:18.589 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:18.589 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:18.589 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:18.590 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.140 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.140 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.140 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.140 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.201 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.201 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.201 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.201 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.228 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.229 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.229 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.229 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.281 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.281 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.282 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.282 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.340 [INFO] :: Saved image: H:\TEST\1_001.tip.png
    2025-10-14 12:32:49.408 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.408 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters

    Post edited by Moonwinc on
  • crosswindcrosswind Posts: 9,537

    Moonwinc said:

    EDIT: Okay I just did testing with a totally blanks scene and the Warning doesn't happen - even with some added objects. ------ so this could be a scene related issue and not script... so I will now do some more investigation into what might kick it off :D

     

    Is there a scripting Chat/forum or something for Daz 2025 (as per normal struggling to find things with the Forum Search).
    I have been writing my own scripts to replace some of the functionality I used the most - for example an Incremental Script. While the original Daz4x script work, I wanted to improve on it to allow for some Quality Life things I was missing.

    While my script is working, what I have noticed however is that I get the following Warning.
    [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters

    Now it is only a warning - so I can ignore it probably......... (nothing ever goes wrong doing that.....) but I wanted to check to see if there is something I am missing.

    But wait there is more

    Funny thing is - I found that Daz3d own SAVEAS command is creating the same warning (using File/SaveAs)

    2025-10-14 12:29:13.393 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:29:13.393 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:18.589 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:18.589 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:18.589 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:18.590 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.140 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.140 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.140 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.140 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.201 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.201 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.201 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.201 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.228 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.229 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.229 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.229 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.281 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.281 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.282 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.282 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.340 [INFO] :: Saved image: H:\TEST\1_001.tip.png
    2025-10-14 12:32:49.408 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters
    2025-10-14 12:32:49.408 [WARNING] :: Unknown uniform type or value: QVariant(Invalid) Please check your QParameters

    You can check the change of script engine of 2025 in here: https://www.daz3d.com/forums/discussion/comment/9137806/#Comment_9137806 ;

  • MoonwincMoonwinc Posts: 13

    crosswind said:

    You can check the change of script engine of 2025 in here: https://www.daz3d.com/forums/discussion/comment/9137806/#Comment_9137806 ;

    Thank you very much - that will help a lot because then I can look at differences :D

    Not going to help with the warning I am getting - because I have confirmed it seems to be something to do with textures... not sure why - still trying to work out. Not sure if it in fact happens in 4.XX so will have to test :D

    Weeeee - gotta love programming :D

  • Okay not solved. The problem is back and now it's also when I start ALPHA and close it without loading anything. No figure, no scene. When I close the program the error message apears and crashes before I can open or save it. Anyone any ideas what may cause this? 

    lalunamera said:

    I haven't read everything and don't know if it's already been mentioned, but since the last update, ALPHA always crashes after saving and during the shutdown process at 99%. I can still open the error message that appears, but I can no longer save it because it also ‘crashes’.

    Until now, ALPHA has been running without any problems for me, except for the scripts and a few minor issues with the viewport, and it has even been more stable than version 4.24.

    Now, not only does it take forever to load files and, for example, the G9 figure, but moving figures is sometimes slow and jerky.

    I even thought about a faulty installation of the update and reinstalled ALPHA, but unfortunately nothing has changed.

    SOLVED. I had the wrong graphics driver installed - now it's working again.

    I work with
    WIN11
    NVidia Geforce RTX 4070 12 GB GPU
    AMD Ryzen 9 5900X 12-core processor
    64 GB RAM

  • lalunameralalunamera Posts: 6
    edited October 14

    Finally I managed somehow to save the error message.

    zip
    zip
    DazStudio_error_report_251014-174153.zip
    440K
    Post edited by lalunamera on
  • Richard HaseltineRichard Haseltine Posts: 107,860

    It acvtually seems to be doing something with a time display at that point, which is odd. Last logged action is saving the session layout files (the toolbars) but that may be a bit before whatever is triggering the crash.

  • Ron KnightsRon Knights Posts: 2,026

    I'm sure I'm doing something wrong. For some reason my people have their heads chopped off when I render.

    It's like the camera view and viewport view don't match?! How can I fix this?

     

     

    Buster cutoff.jpg
    1024 x 576 - 48K
  • deepred6502deepred6502 Posts: 388

    I'm also noticing that the Preview Light is showing as normal in DS 4.24 Perspective View but not DS2025a, when I load FG Oktoberfest Bar. Currently I mainly use DS2025a for faster iRay rendering with my new RTX card, and still using DS 4.24 for putting scenes together.

  • barbultbarbult Posts: 26,156

    Ron Knights said:

    I'm sure I'm doing something wrong. For some reason my people have their heads chopped off when I render.

    It's like the camera view and viewport view don't match?! How can I fix this?

    In Render Settings, on the Editor tab, in the General section, you need to set the camera Dimensions. Set it to Active Viewport if you want the render to cover the entire size and shape of the viewport. (This is the same as in DS4.)

    Screenshot 2025-10-15 013901.png
    465 x 539 - 59K
  • Ron KnightsRon Knights Posts: 2,026

    Thank you so much. It's been so long since I setup DS4 that I forgot the settings.

  • barbultbarbult Posts: 26,156

    Ron Knights said:

    Thank you so much. It's been so long since I setup DS4 that I forgot the settings.

    You are welcome, Ron. The forum is the best place to get advice. 

  • DareshiranuDareshiranu Posts: 234

    Through "circumstances" I'm in the process of reinstalling Studio and its assets, with an eye to curating the assets I've accumulated over the years. My secondary issue is that the circumstances forced me to build a new rig, one that has a 5090. My dilemma is that I can't seem to download the beta. I can't even locate the beta. . The one beta I can find was from back when Genesis 2 was the new thing. DIM, using the suggested filter, doesn't display it. So I'm stuck. At a dead end. Since I know 4 won't work with the 5090 (with IRAY in any event) I have zero options that I can see. I welcome advice.

  • Dareshiranu said:

    Through "circumstances" I'm in the process of reinstalling Studio and its assets, with an eye to curating the assets I've accumulated over the years. My secondary issue is that the circumstances forced me to build a new rig, one that has a 5090. My dilemma is that I can't seem to download the beta. I can't even locate the beta. . The one beta I can find was from back when Genesis 2 was the new thing. DIM, using the suggested filter, doesn't display it. So I'm stuck. At a dead end. Since I know 4 won't work with the 5090 (with IRAY in any event) I have zero options that I can see. I welcome advice.

    It is not Beta yet, still ALPHA.

    Install Manager 1.4.1.87 is required and DAZ Studio 2025 (6.x), Software, Plugin, OS 64-bit, and Public Build download filters must be checked/active

  • DareshiranuDareshiranu Posts: 234

    DoctorJellybean said:

    Dareshiranu said:

    Through "circumstances" I'm in the process of reinstalling Studio and its assets, with an eye to curating the assets I've accumulated over the years. My secondary issue is that the circumstances forced me to build a new rig, one that has a 5090. My dilemma is that I can't seem to download the beta. I can't even locate the beta. . The one beta I can find was from back when Genesis 2 was the new thing. DIM, using the suggested filter, doesn't display it. So I'm stuck. At a dead end. Since I know 4 won't work with the 5090 (with IRAY in any event) I have zero options that I can see. I welcome advice.

    It is not Beta yet, still ALPHA.

    Install Manager 1.4.1.87 is required and DAZ Studio 2025 (6.x), Software, Plugin, OS 64-bit, and Public Build download filters must be checked/active

    In Install Manager, if you filter using sku::109051, you should see a package labeled Public Build Install Modules I found this, i'll try it after the remaining terrabyte downloads. It would have been useful to be a little more identifiable. At least it was near the top of one of the pertinant topics, though I had to understand that evergreen had more meaning than it appeared.

  • itinerant said:

    There is a serious problem with the Oct 2 update on a mac.  After a few 3-4 minutes, the memory usage grows so large that the application memory of the computer is filled and the program has to be shut down (over 100GB).  This happened a handful of times, each time with only one or two G9 characters in the scene -- no clothing and no environments.  All I was doing was changing hair and skin textures to find the one I liked best.

    I find I am having the same issue on my MacBook - wild speculation on my part is that it might be related to the undo capability as I've seen some odd behavior with that in previous versions.

    MacBook Info: M3 36GB Ram 

    FWIW the behavior I've seen in previous versions with undo is that it stops recording actions at some point (anecdotally after using the constrained translation handles on the universal manipulator). At that point the universal manipulator disapears. Some arbitrary time later the scene will suddenly reset to the point in time that the undo recording stopped.

  • inquireinquire Posts: 2,416
    edited October 18

    Is there any ETA for an alpha version of a Mac version of this new Daz Studio? I mean, a Mac version that runs on one of the Apple M silicon chips? Is DS ever going to run on an M silicon chip?

    Post edited by inquire on
  • Richard HaseltineRichard Haseltine Posts: 107,860

    inquire said:

    Is there any ETA for an alpha version of a Mac version of this new Daz Studio? I mean, a Mac version that runs on one of the Apple M silicon chips? Is DS ever going to run on an M silicon chip?

    The first post here https://www.daz3d.com/forums/discussion/727631/daz-studio-2025-6-25-2025-x-evergreen#latest says

    • macOS: Monterey (12), Ventura (13), Sonoma (14), Sequoia (15), Tahoe (26)
      • 64-bit Intel (x86_64)
      • Apple Silicon (arm64) is currently supported through Rosetta emulation
        • Native support is pending
  • inquireinquire Posts: 2,416

    Yes, I know it's running in emulation. But it is not running in Tahoe, or Sequoia, or any of the OSes that actually run on the M chip. It's running in Rosetta 2, Which Apple will eventually drop. I was just wondering if there's any ETA for when DAZ Studio will actually run in, for example, Tahoe, and not in Rosetta 2.

    I was further wondering if it might go the way Poser Has gone, and become "Windoes Only." (Poser version 14, soon to be released)

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