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

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  • memcneil70memcneil70 Posts: 5,235

    @Totte, another bit of data for DS6.25.2025.32308 on the MacMini M4 64GB with Tahoe 26.1 - I had created a render in DS4.24.0.3 then saved, closed and rebooted my computer and opened DS6 and opened that scene file. After rendering (noticed the memory pressure again stayed between 10 to 15GB) I decided to do a close-up of the necklace and added a 20x24 1200mm camera and then noticed issues and had to adjuste the dress which the necklace was on. The character was PHX Margo for G9 which loads as Render SubDLevel of 5 which I had reduced to 3. I had no lag making that adjustment and the second render didn't take very long either. Again, the Memory Pressure stay at a moderate level.

    Mary

  • johndoe_36eb90b0 said:

    @Richard

    People using DDU and uninstalling drivers in general in Windows 10 and 11 are making a big mistake. I used to do that all the time back in Windows 7 and 8.1 but Windows 10 and 11 are different beasts.

    Namely, Windows 10 and 11 come with NVIDIA (Intel, AMD) display drivers and the OS updates them through Windows Update.

    If you want to install official driver from OEM (say NVIDIA) YOU DO NOT UNINSTALL WINDOWS DRIVER -- you just install it over existing one (and don't check Clean Install either).

    That way the OS knows not to touch the driver anymore.

    But if you uninstall or do clean install then Windows will fight you and try to install its own driver back (and in most cases succeed sooner or later leading to things being broken as you usually don't even realize the driver has been rolled back).

    Well, I did (following the advice on the support pages) install the desired driver after using DDU with the ethernet cable unplugged, so Windows couldn't fioght me immediately. So far it is shwoing the version I installed, but I will bear this in mind once I have built my new system (when Scan sends me the parts).

  • TotteTotte Posts: 14,676

    memcneil70 said:

    @Totte, another bit of data for DS6.25.2025.32308 on the MacMini M4 64GB with Tahoe 26.1 - I had created a render in DS4.24.0.3 then saved, closed and rebooted my computer and opened DS6 and opened that scene file. After rendering (noticed the memory pressure again stayed between 10 to 15GB) I decided to do a close-up of the necklace and added a 20x24 1200mm camera and then noticed issues and had to adjuste the dress which the necklace was on. The character was PHX Margo for G9 which loads as Render SubDLevel of 5 which I had reduced to 3. I had no lag making that adjustment and the second render didn't take very long either. Again, the Memory Pressure stay at a moderate level.

    Mary

    Where you on the 4K or 2K screen with the DS viewport?
    I still have wild memory chewing with DS 6 macOS 26.1 M4 Max.

     

  • memcneil70memcneil70 Posts: 5,235
    edited November 22

    The 2K, Pavilion 27xi is where D|S was. I had moved the render screen as it formed over to the 4k. I also closed most of my tabs except the Activity Monitor and D|S.

    I will note one issue, I wasn't able to see the skullcap on the hair until I posted a closeup on the forums. So I got to do a revised render after closong the eye for the skullcap.

    Post edited by memcneil70 on
  • TotteTotte Posts: 14,676

    memcneil70 said:

    The 2K, Pavilion 27xi is where D|S was. I had moved the render screen as it formed over to the 4k. I also closed most of my tabs except the Activity Monitor and D|S.

    I will note one issue, I wasn't able to see the skullcap on the hair until I posted a closeup on the forums. So I got to do a revised render after closong the eye for the skullcap.

    Memory leaks only happens on 4K displays. 

  • memcneil70memcneil70 Posts: 5,235
    edited November 22

    Okay, I moved my DS6 to sit on my Mac Standard Monitor 4k and when it opened it was at 40.67 GB when I loaded Thomas 9 HD. Clothes, some hair, and a walking pose took it to 230 GB, an old Stonemason set and juggling it around to get Thomas's feet to plant reasonable on the sidewalk (and then I didn't include in the render) it popped up a bit. An HDRI, some lights and render. The render took 1 min. 17 sec. and memory flexed between 235 and 236 GB. I did do a couple of test spot renders and had a double image thing which was weird. I was able to catch it this time. 

    Memory has reduced now to 230.80 GB as I type this on the 2k monitor on the site.

    The render is on the left, the weird double thing on the right. I don't believe I have even seen this in the Beta.

    Edit to add: After I saved the file, I deleted it and Daz crashed. If the crash report is useful, I saved it as a plain text document.

    Mary

    Thomas 9 HD.png
    602 x 975 - 730K
    Screenshot 2025-11-22 at 16.03.57.png
    1686 x 1898 - 968K
    Post edited by memcneil70 on
  • TotteTotte Posts: 14,676

    Crash due to running out of memory is my guess, but another "proof" of my theory that 4K is the issue.

  • memcneil70memcneil70 Posts: 5,235

    Could be but here is the file. If it can help. Good.

    txt
    txt
    Translated Report DAZStudio quit unexpectedly 2025_11_22_16-17.txt
    425K
  • gramgram Posts: 68
    edited November 25

    I still hit the issue with the right click context menu not appearing but only after using the program for like 4 hours. So not a huge issue, when it happened though I could not make right click menu appear at all - had to restart.

     

    edit: This so far has been a single occurence as well, so very rare. Still, it was odd I just couldnt make the context menu ever visible again, outside of restarting daz.

    Post edited by gram on
  • o8055246o8055246 Posts: 19

    Totte sagte:

    Ich vermute, der Absturz ist auf Speichermangel zurückzuführen, aber das ist ein weiterer "Beweis" für meine Theorie, dass 4K das Problem ist.

    Hello!

    To test this, I connected an additional Full HD monitor to my Mac Mini M4 with a 4K display (via a 6-port USB-C hub with an HDMI port). The startup MacOS system is now displayed on the 4K display, with the Full HD monitor serving as a supplement. I then launched the latest DAZ Alpha version, which was displayed on the 4K monitor. Next, I moved the DAZ window to the Full HD monitor, opened a Genesis 8 Dev Load, and moved the Viewport View Tool (Cube) for a while. Memory usage remained consistently low (around 4 GB). I also performed several poses, all without any issues. Now, I moved the DAZ window to the 4K monitor and only moved the Viewport View Tool (Cube) a few times, and the memory usage immediately skyrocketed (over 100 GB) until a memory error message appeared and the Mac froze.

    Your assumption seems to be correct; the 4K display is apparently the problem. Therefore, it seems all Mac users with a 4K display are experiencing this issue. The operating system version didn't seem to matter for me. I had the memory problem with Sequoia and also with the current Tahoe version. Since the problem has existed since the beginning of October, I've been able to try a few things. Incidentally, this problem didn't exist in versions prior to 6.25.2025.27507 (October 2, 2025).

    Hardware used:

    Base Mac Mini M4 (MacOS Sequoia 15.7.2)
    LG 4K monitor with a resolution of 2560 x 1440
    Acer Full HD monitor as an additional setup

     

  • o8055246 said:

    Totte sagte:

    Ich vermute, der Absturz ist auf Speichermangel zurückzuführen, aber das ist ein weiterer "Beweis" für meine Theorie, dass 4K das Problem ist.

    Hello!

    To test this, I connected an additional Full HD monitor to my Mac Mini M4 with a 4K display (via a 6-port USB-C hub with an HDMI port). The startup MacOS system is now displayed on the 4K display, with the Full HD monitor serving as a supplement. I then launched the latest DAZ Alpha version, which was displayed on the 4K monitor. Next, I moved the DAZ window to the Full HD monitor, opened a Genesis 8 Dev Load, and moved the Viewport View Tool (Cube) for a while. Memory usage remained consistently low (around 4 GB). I also performed several poses, all without any issues. Now, I moved the DAZ window to the 4K monitor and only moved the Viewport View Tool (Cube) a few times, and the memory usage immediately skyrocketed (over 100 GB) until a memory error message appeared and the Mac froze.

    Your assumption seems to be correct; the 4K display is apparently the problem. Therefore, it seems all Mac users with a 4K display are experiencing this issue. The operating system version didn't seem to matter for me. I had the memory problem with Sequoia and also with the current Tahoe version. Since the problem has existed since the beginning of October, I've been able to try a few things. Incidentally, this problem didn't exist in versions prior to 6.25.2025.27507 (October 2, 2025).

    Hardware used:

    Base Mac Mini M4 (MacOS Sequoia 15.7.2)
    LG 4K monitor with a resolution of 2560 x 1440
    Acer Full HD monitor as an additional setup

    This issue is being actively investigated by Daz.

  • Hey guys do we got any news on AniMate for Daz 2025? Or there is any place to get news about that plugin?

  • Dude3DLab said:

    Hey guys do we got any news on AniMate for Daz 2025? Or there is any place to get news about that plugin?

    Not yet. 3rd Party plugins should be updated once the SDK is available, depending on the creator. 

  • cain-xcain-x Posts: 206

    Tugpsx said:

    I think one of the most coveted features in Daz animation is reverse playback and forward speed control. With the current features of Studio 6 and Scripting/SDK still under development. I have worked on a few quick fixes.
    I know we are using an Alpha and therefore things will change as we move along. As pointed out sometimes the UNDO stacks dont produce the desired results during script building.

    Here is a snipplet of a few things in the works for Alpha. I may need to grab a few beta testers from the Alpha users.

     

    I am very happy to see animation getting some attention in DAZ again. It definitely needs some love (and AI assistance).

    The latest ALPHA build still has inconsistent start/stop playback when using the spacebar (if you have the timeline in focus with items or keyframes selected). Still better than what it was in 4.24.

    Any new work done on Puppeteer?

  • MKeyesMKeyes Posts: 474

    Please excuse me for being a pain in the butt - but I've been trying download the latest DS 2025 Alpha - most current version? How do I get it? The one in my orders is inactive no links to put in shopping cart.

  • MKeyesMKeyes Posts: 474
    edited November 23

    MKeyes said:

    Please excuse me for being a pain in the butt - but I've been trying download the latest DS 2025 Alpha - most current version? How do I get it? The one in my orders is inactive no links to put in shopping cart.

    LMBO! See, I have to do that, to ask, and then... I find what I'm looking for. If I hadn't asked, I'd still be looking... LOL

    Post edited by Richard Haseltine on
  • TotteTotte Posts: 14,676

    MKeyes said:

    MKeyes said:

    Please excuse me for being a pain in the butt - but I've been trying download the latest DS 2025 Alpha - most current version? How do I get it? The one in my orders is inactive no links to put in shopping cart.

    LMBO! See, I have to do that, to ask, and then... I find what I'm looking for. If I hadn't asked, I'd still be looking... LOL

    It's called the U2 syndrome.... 

  • MKeyes said:

    Please excuse me for being a pain in the butt - but I've been trying download the latest DS 2025 Alpha - most current version? How do I get it? The one in my orders is inactive no links to put in shopping cart.

    "Inactive" means it is not to be displayed as a product in store, it has nothing to do with its been the current version - which the files on the server will be. But you cannot access non-general release versions through the product Library pages, you must use DIM.

  • inquireinquire Posts: 2,414

    Just read that in OS 27, coming next year, Apple is dropping support for Rosetta. This means that unless there is a version of DAZ Studio that can run on one of the Apple Silicon M Chips, DAZ Studio will not run on a McIntosh. so I really hope that we will soon see a version of DS that runs directly in OS26.

    is that going to happen when the Alpha version of this new DS goes to Beta?

     

  • TotteTotte Posts: 14,676

    inquire said:

    Just read that in OS 27, coming next year, Apple is dropping support for Rosetta. This means that unless there is a version of DAZ Studio that can run on one of the Apple Silicon M Chips, DAZ Studio will not run on a McIntosh. so I really hope that we will soon see a version of DS that runs directly in OS26.

    is that going to happen when the Alpha version of this new DS goes to Beta?

     

    When it happens, only the gods of development knows, but that it will happen is we know.

  • IceCrMnIceCrMn Posts: 2,319

    Environment and Tonemapper option settings don't appear in Render settings if you leave "Viewport" selected for the render engine when you shutdown Studio.

    I noticed this becasue I was using Filatoon and simply shutdown Studio. The next time I'd start it, I couldn't get the Environment/Tone options to appear under Render Settings.

    To reproduce.

    ******

    Under "Render Settings" select "Viewport" for the engine.

    Restart Studio

    ******

    at this point the Environment and Tonemapper options nodes will appear in the Scene if you start Iray Preivew renderer but will not appear under Render Settings.

    The engine setting doesn't switch to Iray automaticly when you start Iray preview.

    Even if you manually switch it the options won't appear in Render Settings.

    This will happen if you have anything loaded into the Scene or not. It's not nessicary to have any assets loaded to trigger this.

    Loading a New Scene, or saved scene/scene sub-set will not recover from the bug.

    Manually adding the Environment and Tonemapper options nodes won't recover either. 

     

    So far, the only way I've found to recover is to set the Engine to "NVIDIA Iray(MDL)" and restart Studio.

  • wintoonswintoons Posts: 391

    Ok Guys, I need some feedback and help here.
    I've been playing around with the latest alpha version and I've noticed I can't seem to add Genesis 8 clothing onto Genesis 9 figures and vice versa. 
    Is anyone else getting this?

  • windli3356windli3356 Posts: 287
    edited November 25

    DoctorJellybean said:

    windli3356 said:

    How do we update our Daz Aplha public build to the latest? Mine version stuck at 6.25.050427 for awhile now.  

    It should appear as an update in DIM. 

    It would with all version prior 4.24, public build 6.25 update just never pop up.

    Edit: found how, it's in "setting" -> "install modules" - "public build" and then update, and it shows up, for anyone who's looking to update their 6.25, I wish it can be more friendly.  

    Post edited by windli3356 on
  • windli3356windli3356 Posts: 287

    wintoons said:

    Ok Guys, I need some feedback and help here.
    I've been playing around with the latest alpha version and I've noticed I can't seem to add Genesis 8 clothing onto Genesis 9 figures and vice versa. 
    Is anyone else getting this?

    G9's cloth on G8 isn't natively supported, you likely have done it in 4.24 or earlier version via a script or plugin product, which aren't supported in 6.25 yet.  

  • wintoonswintoons Posts: 391

    windli3356 said:

    wintoons said:

    Ok Guys, I need some feedback and help here.
    I've been playing around with the latest alpha version and I've noticed I can't seem to add Genesis 8 clothing onto Genesis 9 figures and vice versa. 
    Is anyone else getting this?

     

    G9's cloth on G8 isn't natively supported, you likely have done it in 4.24 or earlier version via a script or plugin product, which aren't supported in 6.25 yet.  

    Ok, so what you're saying is, it's not avaliable yet?

     

  • LeanaLeana Posts: 12,735

    windli3356 said:

    wintoons said:

    Ok Guys, I need some feedback and help here.
    I've been playing around with the latest alpha version and I've noticed I can't seem to add Genesis 8 clothing onto Genesis 9 figures and vice versa. 
    Is anyone else getting this?

    G9's cloth on G8 isn't natively supported, you likely have done it in 4.24 or earlier version via a script or plugin product, which aren't supported in 6.25 yet.  

    Actually autofitting clothes from G9 to G8 it is natively supported, there was an update to G8 essentials around the time 4.23 was released to add a G9 clone. And 3rd-party clones like MMX still work.

    Now if what you're trying to use is the RSSY clothing converters, then yes there's a good chance those won't work in DS2025 as is (IIRC they're scripts not plugins. If they were plugins then they 100% wouldn't work, for scripts it depends)

  • memcneil70memcneil70 Posts: 5,235

    Leana said:

    windli3356 said:

    wintoons said:

    Ok Guys, I need some feedback and help here.
    I've been playing around with the latest alpha version and I've noticed I can't seem to add Genesis 8 clothing onto Genesis 9 figures and vice versa. 
    Is anyone else getting this?

    G9's cloth on G8 isn't natively supported, you likely have done it in 4.24 or earlier version via a script or plugin product, which aren't supported in 6.25 yet.  

    Actually autofitting clothes from G9 to G8 it is natively supported, there was an update to G8 essentials around the time 4.23 was released to add a G9 clone. And 3rd-party clones like MMX still work.

    Now if what you're trying to use is the RSSY clothing converters, then yes there's a good chance those won't work in DS2025 as is (IIRC they're scripts not plugins. If they were plugins then they 100% wouldn't work, for scripts it depends)

    But if you have converted items, be they clothing, hair, environments (3DL to Iray) those conversions should be available in DS6.

     

  • memcneil70memcneil70 Posts: 5,235

    IceCrMn said:

    Environment and Tonemapper option settings don't appear in Render settings if you leave "Viewport" selected for the render engine when you shutdown Studio.

    I noticed this becasue I was using Filatoon and simply shutdown Studio. The next time I'd start it, I couldn't get the Environment/Tone options to appear under Render Settings.

    To reproduce.

    ******

    Under "Render Settings" select "Viewport" for the engine.

    Restart Studio

    ******

    at this point the Environment and Tonemapper options nodes will appear in the Scene if you start Iray Preivew renderer but will not appear under Render Settings.

    The engine setting doesn't switch to Iray automaticly when you start Iray preview.

    Even if you manually switch it the options won't appear in Render Settings.

    This will happen if you have anything loaded into the Scene or not. It's not nessicary to have any assets loaded to trigger this.

    Loading a New Scene, or saved scene/scene sub-set will not recover from the bug.

    Manually adding the Environment and Tonemapper options nodes won't recover either. 

     

    So far, the only way I've found to recover is to set the Engine to "NVIDIA Iray(MDL)" and restart Studio.

    This happens in DS4.24 also. A great PITA but if you create a clean scene file with the options you want to appear always and save it in 'Preferences/Scene/Load File' and accept and apply. I am on my MacOS so the Windows version may be slightly different. Just be careful about accidentally saving that base scene file with something else in the scene or removing something and saving over it. I did it a few days ago and had to figure out why two characters kept loading! Had to delete them and resave that base file again. 

  • memcneil70memcneil70 Posts: 5,235

    memcneil70 said:

    IceCrMn said:

    Environment and Tonemapper option settings don't appear in Render settings if you leave "Viewport" selected for the render engine when you shutdown Studio.

    I noticed this becasue I was using Filatoon and simply shutdown Studio. The next time I'd start it, I couldn't get the Environment/Tone options to appear under Render Settings.

    To reproduce.

    ******

    Under "Render Settings" select "Viewport" for the engine.

    Restart Studio

    ******

    at this point the Environment and Tonemapper options nodes will appear in the Scene if you start Iray Preivew renderer but will not appear under Render Settings.

    The engine setting doesn't switch to Iray automaticly when you start Iray preview.

    Even if you manually switch it the options won't appear in Render Settings.

    This will happen if you have anything loaded into the Scene or not. It's not nessicary to have any assets loaded to trigger this.

    Loading a New Scene, or saved scene/scene sub-set will not recover from the bug.

    Manually adding the Environment and Tonemapper options nodes won't recover either. 

     

    So far, the only way I've found to recover is to set the Engine to "NVIDIA Iray(MDL)" and restart Studio.

    This happens in DS4.24 also. A great PITA but if you create a clean scene file with the options you want to appear always and save it in 'Preferences/Startup/Load File' and accept and apply. I am on my MacOS so the Windows version may be slightly different. Just be careful about accidentally saving that base scene file with something else in the scene or removing something and saving over it. I did it a few days ago and had to figure out why two characters kept loading! Had to delete them and resave that base file again. 

    Edited to correct Tab from Scene to Startup.  

  • IceCrMn said:

    Environment and Tonemapper option settings don't appear in Render settings if you leave "Viewport" selected for the render engine when you shutdown Studio.

    I noticed this becasue I was using Filatoon and simply shutdown Studio. The next time I'd start it, I couldn't get the Environment/Tone options to appear under Render Settings.

    To reproduce.

    ******

    Under "Render Settings" select "Viewport" for the engine.

    Restart Studio

    ******

    at this point the Environment and Tonemapper options nodes will appear in the Scene if you start Iray Preivew renderer but will not appear under Render Settings.

    The engine setting doesn't switch to Iray automaticly when you start Iray preview.

    Even if you manually switch it the options won't appear in Render Settings.

    This will happen if you have anything loaded into the Scene or not. It's not nessicary to have any assets loaded to trigger this.

    Loading a New Scene, or saved scene/scene sub-set will not recover from the bug.

    Manually adding the Environment and Tonemapper options nodes won't recover either. 

     

    So far, the only way I've found to recover is to set the Engine to "NVIDIA Iray(MDL)" and restart Studio.

    According to the Change Log, it has been fixed. 

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