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

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Comments

  • IceCrMnIceCrMn Posts: 2,319

    looks like VS code saved that conversation.

    I've copy/pasted the relevant parts to a text file

    Maybe someone with coding experience can make use of this.

    txt
    txt
    VS AI report.txt
    3K
  • TotteTotte Posts: 14,677

    Looks like a crash in Geometry Sculptor to me. @DoctorJellybean, that one is for you ^^

     

  • Richard HaseltineRichard Haseltine Posts: 107,860

    PPM_Geek said:

    Two problems.

    Panes cannot be dragged to move or closed.

    I am not seeing this, make sure that Windoiw>Workspace>Lock Docking/Undocking is not checked.

    Shift+Y cannot be directly operated in the preview screen, it must be operated in the Scene at the top right.

    No sure what you mean - shift Y launches the Symmetry dialogue for me if I have just clicked in the Viewport or Scene pane - of course it won't work if focus is in any text field (e.g. a filter box).

  • IceCrMnIceCrMn Posts: 2,319

    Richard Haseltine said:

    PPM_Geek said:

    Two problems.

    Panes cannot be dragged to move or closed.

    I am not seeing this, make sure that Windoiw>Workspace>Lock Docking/Undocking is not checked.

    Shift+Y cannot be directly operated in the preview screen, it must be operated in the Scene at the top right.

    No sure what you mean - shift Y launches the Symmetry dialogue for me if I have just clicked in the Viewport or Scene pane - of course it won't work if focus is in any text field (e.g. a filter box).

    The Symmetry UI only pops up for me if I have the cursor in the scene pane and I've clicked a bone or node there.

    If I select, for example, a characters left should in the viewport and press shift+Y nothing happens.

    Moving the cursor to the scene pane and clicking the left shoulder again then shift+Y will work properly.

    I reported this a little while back in this thread also.

     

    I can however move panes/tabs around to drag and drop them and also close them without issues.

  • barbultbarbult Posts: 26,156

    IceCrMn said:

    Richard Haseltine said:

    PPM_Geek said:

    Two problems.

    Panes cannot be dragged to move or closed.

    I am not seeing this, make sure that Windoiw>Workspace>Lock Docking/Undocking is not checked.

    Shift+Y cannot be directly operated in the preview screen, it must be operated in the Scene at the top right.

    No sure what you mean - shift Y launches the Symmetry dialogue for me if I have just clicked in the Viewport or Scene pane - of course it won't work if focus is in any text field (e.g. a filter box).

    The Symmetry UI only pops up for me if I have the cursor in the scene pane and I've clicked a bone or node there.

    If I select, for example, a characters left should in the viewport and press shift+Y nothing happens.

    Moving the cursor to the scene pane and clicking the left shoulder again then shift+Y will work properly.

    I reported this a little while back in this thread also.

     

    I can however move panes/tabs around to drag and drop them and also close them without issues.

    I can confirm that Shift Y problem, exactly as described by IceCrMn. 

  • IceCrMnIceCrMn Posts: 2,319

    I'm actually having an issue getting the Premier plugins to load correctly at all.

    When I start the alpha sometimes the plugins are loading but are greyed out.

    I have it set to login automatically on startup so it should be validating every time I start it.

    If I restart it a few times I can get it activate them, but it's rather hit or miss if it works the first try.

    If no-one else is having the same issue I'll delete the packages and do a clean reinstall.

  • So, when are we getting a viewport that we can actually work on and not lag every time we create a pose?

  • Hi there, this is my first post here. 

    I find myself forced to ask to you guys, hoping in can get a fix to this issue that has been troubling me since yesterday. I recently changed PC so i had to start using DAZ 2025 ALPHA. It worked fine for like a month, then yesterday my MAT COPY scripts stopped working. When i click on it i get "An error occurred while reading the file. See the log for more details". This is what i get i the log.

     

    2025-11-09 18:24:49.326 [WARNING] :: Script Error (E:/Daz 3D/Applications/Data/DAZ 3D/My DAZ 3D Library/People/Genesis 8 Male/Anatomy/Dicktator v3/0_GM 8_1/2_Dicktator_Material Copy v3_GM8_1.dse): Line 304
    2025-11-09 18:24:49.326 [WARNING] :: TypeError: Property 'setLabel' of object QVariant(DzTSharedPointer<DzElement>, DzUberIrayMaterial(0x1fff99e0230, name = "Body")) is not a function
    2025-11-09 18:24:49.326 [WARNING] :: Error in script execution: E:/Daz 3D/Applications/Data/DAZ 3D/My DAZ 3D Library/People/Genesis 8 Male/Anatomy/Dicktator v3/0_GM 8_1/2_Dicktator_Material Copy v3_GM8_1.dse

     

    Does anyone knows if there's a fix to this, please?

    Oh, i want to clarify that this happens with everything having a mat copy script such as breastacular, lickalicious and so on so forth.

    Thank you in advance.

     

    I already opened a new thread and got prompted to post here, hope to find a solution :)

     

  • abspetznaz83 said:

    Hi there, this is my first post here. 

    I find myself forced to ask to you guys, hoping in can get a fix to this issue that has been troubling me since yesterday. I recently changed PC so i had to start using DAZ 2025 ALPHA. It worked fine for like a month, then yesterday my MAT COPY scripts stopped working. When i click on it i get "An error occurred while reading the file. See the log for more details". This is what i get i the log.

     

    2025-11-09 18:24:49.326 [WARNING] :: Script Error (E:/Daz 3D/Applications/Data/DAZ 3D/My DAZ 3D Library/People/Genesis 8 Male/Anatomy/Dicktator v3/0_GM 8_1/2_Dicktator_Material Copy v3_GM8_1.dse): Line 304
    2025-11-09 18:24:49.326 [WARNING] :: TypeError: Property 'setLabel' of object QVariant(DzTSharedPointer<DzElement>, DzUberIrayMaterial(0x1fff99e0230, name = "Body")) is not a function
    2025-11-09 18:24:49.326 [WARNING] :: Error in script execution: E:/Daz 3D/Applications/Data/DAZ 3D/My DAZ 3D Library/People/Genesis 8 Male/Anatomy/Dicktator v3/0_GM 8_1/2_Dicktator_Material Copy v3_GM8_1.dse

     

    Does anyone knows if there's a fix to this, please?

    Oh, i want to clarify that this happens with everything having a mat copy script such as breastacular, lickalicious and so on so forth.

    Thank you in advance.

     

    I already opened a new thread and got prompted to post here, hope to find a solution :)

    Did it work in ALPHA 2025 before yesterday, as I suspect that the mat scripts are not compatible with (the current version of) ALPHA 2025.

  • DoctorJellybean said:

    abspetznaz83 said:

    Hi there, this is my first post here. 

    I find myself forced to ask to you guys, hoping in can get a fix to this issue that has been troubling me since yesterday. I recently changed PC so i had to start using DAZ 2025 ALPHA. It worked fine for like a month, then yesterday my MAT COPY scripts stopped working. When i click on it i get "An error occurred while reading the file. See the log for more details". This is what i get i the log.

     

    2025-11-09 18:24:49.326 [WARNING] :: Script Error (E:/Daz 3D/Applications/Data/DAZ 3D/My DAZ 3D Library/People/Genesis 8 Male/Anatomy/Dicktator v3/0_GM 8_1/2_Dicktator_Material Copy v3_GM8_1.dse): Line 304
    2025-11-09 18:24:49.326 [WARNING] :: TypeError: Property 'setLabel' of object QVariant(DzTSharedPointer<DzElement>, DzUberIrayMaterial(0x1fff99e0230, name = "Body")) is not a function
    2025-11-09 18:24:49.326 [WARNING] :: Error in script execution: E:/Daz 3D/Applications/Data/DAZ 3D/My DAZ 3D Library/People/Genesis 8 Male/Anatomy/Dicktator v3/0_GM 8_1/2_Dicktator_Material Copy v3_GM8_1.dse

     

    Does anyone knows if there's a fix to this, please?

    Oh, i want to clarify that this happens with everything having a mat copy script such as breastacular, lickalicious and so on so forth.

    Thank you in advance.

     

    I already opened a new thread and got prompted to post here, hope to find a solution :)

    Did it work in ALPHA 2025 before yesterday, as I suspect that the mat scripts are not compatible with (the current version of) ALPHA 2025.

    To be completely honest i'm not entirely sure, i have my characters already set up, yesterday i was making a new one and couldn't set the grafts of the right mats. Is there an alternative way? I already tried to set the new character on old DAZ version, the one i used for the last 3 years but then, when i load it in 2025 ALPHA it's still messed up, i'm completely clueless, lol

  • DoctorJellybeanDoctorJellybean Posts: 9,585
    edited November 9

    abspetznaz83 said:

    abspetznaz83 said:

    DoctorJellybean said:

    abspetznaz83 said:

    Hi there, this is my first post here. 

    I find myself forced to ask to you guys, hoping in can get a fix to this issue that has been troubling me since yesterday. I recently changed PC so i had to start using DAZ 2025 ALPHA. It worked fine for like a month, then yesterday my MAT COPY scripts stopped working. When i click on it i get "An error occurred while reading the file. See the log for more details". This is what i get i the log.

     

    2025-11-09 18:24:49.326 [WARNING] :: Script Error (E:/Daz 3D/Applications/Data/DAZ 3D/My DAZ 3D Library/People/Genesis 8 Male/Anatomy/Dicktator v3/0_GM 8_1/2_Dicktator_Material Copy v3_GM8_1.dse): Line 304
    2025-11-09 18:24:49.326 [WARNING] :: TypeError: Property 'setLabel' of object QVariant(DzTSharedPointer<DzElement>, DzUberIrayMaterial(0x1fff99e0230, name = "Body")) is not a function
    2025-11-09 18:24:49.326 [WARNING] :: Error in script execution: E:/Daz 3D/Applications/Data/DAZ 3D/My DAZ 3D Library/People/Genesis 8 Male/Anatomy/Dicktator v3/0_GM 8_1/2_Dicktator_Material Copy v3_GM8_1.dse

     

    Does anyone knows if there's a fix to this, please?

    Oh, i want to clarify that this happens with everything having a mat copy script such as breastacular, lickalicious and so on so forth.

    Thank you in advance.

     

    I already opened a new thread and got prompted to post here, hope to find a solution :)

    Did it work in ALPHA 2025 before yesterday, as I suspect that the mat scripts are not compatible with (the current version of) ALPHA 2025.

    To be completely honest i'm not entirely sure, i have my characters already set up, yesterday i was making a new one and couldn't set the grafts of the right mats. Is there an alternative way? I already tried to set the new character on old DAZ version, the one i used for the last 3 years but then, when i load it in 2025 ALPHA it's still messed up, i'm completely clueless, lol

    Edit: sorry for the double post, not sure what happened

    You can create and apply the mats in the General Version (4.24), save the scenes\figures, etc, and load them in ALPHA 2025. 

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

    abspetznaz83 said:

    Hi there, this is my first post here. 

    I find myself forced to ask to you guys, hoping in can get a fix to this issue that has been troubling me since yesterday. I recently changed PC so i had to start using DAZ 2025 ALPHA. It worked fine for like a month, then yesterday my MAT COPY scripts stopped working. When i click on it i get "An error occurred while reading the file. See the log for more details". This is what i get i the log.

     

    2025-11-09 18:24:49.326 [WARNING] :: Script Error (E:/Daz 3D/Applications/Data/DAZ 3D/My DAZ 3D Library/People/Genesis 8 Male/Anatomy/Dicktator v3/0_GM 8_1/2_Dicktator_Material Copy v3_GM8_1.dse): Line 304
    2025-11-09 18:24:49.326 [WARNING] :: TypeError: Property 'setLabel' of object QVariant(DzTSharedPointer<DzElement>, DzUberIrayMaterial(0x1fff99e0230, name = "Body")) is not a function
    2025-11-09 18:24:49.326 [WARNING] :: Error in script execution: E:/Daz 3D/Applications/Data/DAZ 3D/My DAZ 3D Library/People/Genesis 8 Male/Anatomy/Dicktator v3/0_GM 8_1/2_Dicktator_Material Copy v3_GM8_1.dse

     

    Does anyone knows if there's a fix to this, please?

    Oh, i want to clarify that this happens with everything having a mat copy script such as breastacular, lickalicious and so on so forth.

    Thank you in advance.

     

    I already opened a new thread and got prompted to post here, hope to find a solution :)

     

    The vendor updated the scripts for DS 2025 three months ago. Check the support thread on Meipe's sub-forum on renderotica ~~ 

  • inquireinquire Posts: 2,416

    Well, now it's been five years since Apple introduced its new M silicon chips, and there's still no version of DAZ Studio that runs natively on a McIntosh with one of these chips. Is this ever going to happen?
     

     

  • estheresther Posts: 639

    I have mac too and would love to see more M chip support.

  • wsterdanwsterdan Posts: 3,041

    As has been mentioned a few times recently, it's being worked on, so yes, the plan is still for it to be released, eventually.

  • TotteTotte Posts: 14,677
    edited November 11

    To distill what I know about it down to something "understandable", it looks like this.

    (1) The old DS 4 code could never be ported to the Apple Arm64 architecture due to a lot of incompatibilities and other impossible constraints,
    (2) The Evergreen thread clearly states that Apple Silicon support is pending, meaning AFAIK "it will come". My guess is it will propbably be dealt with when DS 6 rolls over from being Alpha to Being Beta, meaning it is feature complete, just having bugs to iron out.

    The big issues when moving to Arm64 / Mx architecture is that a binry cannot be "multi-plattorm", but support muitple plattforms. Thsi bascially means that the Universal binary format ( in the foundation of Mach-O) supports complete binaries and libraries for different plattform arcitectures in the same file, But, it also means that all binaries linked for one application must be in the same architecture.

    This simplye means that you can distribute an application that run natively on x86_64 and Arm64 ( You can theoretically cate an application that runs nativey on PPC_32, PPC_64,  x86_32, x86_64 and Arm64 if you really really want to.

    But this means that every library (.a or .dylib)  used by the application must be in the same architacture as the application you are about to run. So, until you have every library ported over to Arm64, this including Iray, all different image format handlers etc, you cant launch the application on Arm64.

    I hope this cleared up some of the frustration and missunderstandings regarding getting Studio natively on Arm64 ( which is Apples internal code for Apple Silicon )
     

    Post edited by Totte on
  • inquireinquire Posts: 2,416

    @Totte: thank you very much.

  • jmtbankjmtbank Posts: 187
    edited November 12

    Installed the new version today. 6.25.something.

     Scene navigator works for a single right click then stops working. Back to 4.24 again.

    Edit: Seen the posts on the 4th discussing the issue. Can't believe this hasn't been fixed within a week as it's a game breaker.

    Post edited by jmtbank on
  • jmtbank said:

    Installed the new version today. 6.25.something.

     Scene navigator works for a single right click then stops working. Back to 4.24 again.

    Edit: Seen the posts on the 4th discussing the issue. Can't believe this hasn't been fixed within a week as it's a game breaker.

    There is a fix being tested: http://docs.daz3d.com/doku.php/public/software/dazstudio/6/change_log#6_25_2025_30908 It will; be released if it seems to work in the hands of the smaller private testing group.

  • Personally, 2025 Alpha is the only version of the software that renders properly for me now.  Since I upgraded to NVIDIA 5070ti I've never been able to get 4.24 to work and yes I have tried all the supposed fixes.  So, if the Alpha is the only option for newer cards, what happens on the next gen of GPU's?  

    Come on, you know there's a new gen already cooking for AMD and Nvidia.  Just how far behind are they going to get before stepping up their game?

  • belcris71 said:

    Personally, 2025 Alpha is the only version of the software that renders properly for me now.  Since I upgraded to NVIDIA 5070ti I've never been able to get 4.24 to work and yes I have tried all the supposed fixes.  So, if the Alpha is the only option for newer cards, what happens on the next gen of GPU's?  

    What fixes? DS 4.x.x.x is not and annot be compatible with the 50x0 cards due to a change in the way nVidia compiled the Iray code. There is no reason to think nVidia will do this again, in the near to mid-future - this seems to have been a decision forced by other factors (there was a version of Iray using the same API that supported the new generation but it had show-stopped bugs) that we may reasonably hope will not happen again.

    Come on, you know there's a new gen already cooking for AMD and Nvidia.  Just how far behind are they going to get before stepping up their game?

    "They" who? Daz does not code Iray and has no control over its development.

  • Some feedback about Daz Studio in general (not really 2025 Alpha-specific) - viewport navigation and object selection in Daz feels very compared to any modern 3D game engine like Unreal Engine, Unity or even Godot. I want to be able to easily fly the camera around my scene, select things, move things, duplicate things, etc. without having to manually toggle the look around mode back on.and such. Overall the UX in Daz is pretty painful and imo the things one does in Daz are more similar to the things you do editing levels in Unreal Editor than a dedicated 3D modeling app like Blender or Maya (but even those have friendlier navigation, selection and manipulation tools.) Of course, I'm biased because I'm a game designer and not a professional artist, but still... I've used a lot of 3D software over the years.

    Anyway, thanks, it's meant as constructive feedback. I know there have been some efforts to create layouts in Daz that feel more like Unity, etc. but they were still pretty half-baked the last time I checked. Would be great to have at least one "industry standard" mode for basic viewport navigation, selection and object transform tools.

  • Scoremonger said:

    Some feedback about Daz Studio in general (not really 2025 Alpha-specific) - viewport navigation and object selection in Daz feels very compared to any modern 3D game engine like Unreal Engine, Unity or even Godot. I want to be able to easily fly the camera around my scene, select things, move things, duplicate things, etc. without having to manually toggle the look around mode back on.and such. Overall the UX in Daz is pretty painful and imo the things one does in Daz are more similar to the things you do editing levels in Unreal Editor than a dedicated 3D modeling app like Blender or Maya (but even those have friendlier navigation, selection and manipulation tools.) Of course, I'm biased because I'm a game designer and not a professional artist, but still... I've used a lot of 3D software over the years.

    Please describe what you thinkwould be better, there isn't much here that really explains what you want to see and why it would be better - which is what constructive criticism needs to offer.

    Anyway, thanks, it's meant as constructive feedback. I know there have been some efforts to create layouts in Daz that feel more like Unity, etc. but they were still pretty half-baked the last time I checked. Would be great to have at least one "industry standard" mode for basic viewport navigation, selection and object transform tools.

  • ScoremongerScoremonger Posts: 17
    edited November 14

    Richard Haseltine said:

    Scoremonger said:

    Some feedback about Daz Studio in general (not really 2025 Alpha-specific) - viewport navigation and object selection in Daz feels very compared to any modern 3D game engine like Unreal Engine, Unity or even Godot. I want to be able to easily fly the camera around my scene, select things, move things, duplicate things, etc. without having to manually toggle the look around mode back on.and such. Overall the UX in Daz is pretty painful and imo the things one does in Daz are more similar to the things you do editing levels in Unreal Editor than a dedicated 3D modeling app like Blender or Maya (but even those have friendlier navigation, selection and manipulation tools.) Of course, I'm biased because I'm a game designer and not a professional artist, but still... I've used a lot of 3D software over the years.

    Please describe what you thinkwould be better, there isn't much here that really explains what you want to see and why it would be better - which is what constructive criticism needs to offer.

    Anyway, thanks, it's meant as constructive feedback. I know there have been some efforts to create layouts in Daz that feel more like Unity, etc. but they were still pretty half-baked the last time I checked. Would be great to have at least one "industry standard" mode for basic viewport navigation, selection and object transform tools.

    Sure. My disclaimers will be: that I have not explored the massive array of Daz workspace customizations exhaustively, so for all I know it may be possible to reconfigure my workspace to give me what I want (but it definitely doesn't work that way by default.) I am also used to a number of other 3D tools, especially game editors and 3D modeling tools, that more or less have standardized controls for basic things and which I have used far, far longer than Daz Studio, so I know that what drives me insane might be more acceptable to someone who has been using Daz exclusively or for a long time.

    First, the simplest feedback - Daz has some of the most finnicky transform manipulator handle selection I've seen. You must be very precise when selecting a Daz manipulator handle. Like, down to the pixel. If you want to drag the object along the X axis, you must put your mouse pointer directly over the (fairly tiny) arrow on the manipulator. The manipulators in every other package out there, from Maya to Blender or any of the game engines I listed, have MUCH more forgiving manipulator selection. You can click somewhere in the general vicinity of the handle and drag, and the object will move, rotate or scale. In Daz it's unforgiving.

    Regarding the camera, what I would like is a more easily accessible camera mode in which you can fly the camera around the scene, make object selections, and switch between manipulators easily with minimal keyboard or mouse inputs and zero clicking on buttons in the interface, exactly like the standard fly camera, selection and manipulation controls in all the freely-available major game engines. Fast camera mode switching, object selection and manipulation greatly improve workflow speed, paricularly when building out a scene (AKA level design.) The things that always jump out at me first when working on a Daz scene are "wow it's painful to navigate the scene" and "wow it's painful to move things around in the scene."

    (I realize Daz does have the "Scene Navigator Tool" which is similar, but it's clunky to use by default and does things in a somewhat non-standard way. It also seems glitchy to me - I find the camera sometimes jerkily rotates along its forward vector while I'm using WASD, etc. - especially in DS 2025 where it seems to be an unfinished feature.)

    This is the *game industry-standard behavior for fly cam in level editors because of the workflow speed advantage for environmental layout:

    • Right click and hold to enter fly cam mode. WASD keys to move the camera around the scene. Manipulator hotkeys are disabled while flying around. It's similar to the Scene Navigator Tool, but incredibly easy to toggle. 
      • Note that at least in Unreal's case, they still support a right click context menu in the viewport while also supporting this fly cam feature - the context menu just requires a normal right mouse button click + release, but holding the button enables the fly cam.
    • Holding shift either accelerates or decelerates the camera's flight speed, depending on the engine - like a sprint modifier in a video game.
    • Mousewheel up and down either increases or decreases the camera's top speed, making it easy to fly around tiny areas of the world or massive ones.
    • When you're done moving the camera, releasing the right mouse button returns to the default camera and selection mode instantly.

    The viewport cameras in these engines have easy non-fly modes too - the standard orbit, panning, zooming stuff that Blender, Daz, Maya etc. do. For example, in Unreal it's very similar to Maya - you can hit F to focus selection on an object and then hold Alt+LMB and drag to orbit the object. In Godot it's the same except you hold MMB and drag to orbit. They all support similar panning, etc. This part is not quite as standard across engines. My main point here though is that the fly cam doesn't have to feel quite as modal as what Daz has implemented. The camera modes in these game engines are super fast to cycle between, and there's no setup or workspace reconfiguration required. And they haven't sacrificed any of the more traditional camera controls that Daz has.

    Finally, back to manipulator tools, it's very common to have the manipulator hotkeys be WER by default, thanks to Maya's influence. That's what all the game engines I listed do, not just because those are the standard Maya hotkeys, but because they are almost the same keys used for flying the camera. So as you switch between camera movement, object selection, and the manipulators, you're barely moving your left hand on the keyboard. It's a fast, easy and efficient combination of features that are used constantly when building out a space. That's also why I'm fixated on these kinds of features - they are used over and over again second by second. Small optimizations to features like these that are used so often can be super helpful.

    Anyway, I know that DS is a big piece of software with a bunch of users with a bunch of preferences and an absolute mountain of tech to maintain, and I assume the dev team isn't too big. So I know it's not as easy as snapping your fingers to make things just the way I prefer. But I wanted to call these particular low level workflow issues out because each time I come back to DS, these are the things that make me want to quit again.

    Post edited by Scoremonger on
  • Hi, I'm just opening Daz ZStudio Alpha 2026, which uses over 3.6GB of memory. 

  • Sorry, I overstated, the memory consumption was (on startup—empty stage) was 3,2GB.

  • Hi, I loaded both the Alpha and the current versions of Daz Studio; the difference on startup with an empty scene is dramatic.

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  • jjb24jjb24 Posts: 33

    manselrex said:

    Hi, I loaded both the Alpha and the current versions of Daz Studio; the difference on startup with an empty scene is dramatic.

    I'm surprised you say that because I experience quite the opposite. Running Windows 11 I launched both 4.24.0.3 and 6.25.2025.30407 at the same time without doing anything in either app and I attached a screen shot showing what Task Manager reports. (I have a lot of browser windows open right now so MS Edge is using more memory than both apps combined.) I don't know if this matters but both apps are using the same 2 libraries: my DAZ library with all products I purchase from DAZ and my "3rd party products" library for things I get elsewhere.

     

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  • In the Alpha SBH Editor, is there a way to remove the reflectivity on the haircaps while in Paint mode?

    They make it difficult to see what you have painted.

    It does not matter which Drawystyle you are using, the issue is on all Drawstyles

    Temporary solution: If you turn the Base Color of the haircap to Black, they go away.  I assume we shouldnt have to do this...  This was not an issue in the previous SBH Editor.

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  • UncannyValetUncannyValet Posts: 264
    edited November 14

    Is there a way to avoid this issue with hair strand display amount?

    Often sections of hair will disappear while in the editor. They do generate on the SBH itself, but not visible in Editor.

    This issue occurs even when using a low Density value (e.g., 5). The amount of hairs shown is not consistent - when returning or refreshing the tab the amount/parttern of hairs shown will be different each time.

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    Post edited by UncannyValet on
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