Daz Studio 2026 Beta - version 6.25.2026.4408! (Updated February 18, 2026)

1525355575865

Comments

  • Ron KnightsRon Knights Posts: 2,356
    edited November 2025

    I get a Send to zbrush error when I load DS 2025. Help?!

    I don't use Zbrush and never asked for this action.

     

    sendtozbrush.png
    520 x 120 - 11K
    Post edited by Ron Knights on
  • Ron Knights said:

    I get a Send to zbrush error when I load DS 2025. Help?!

    I don't use Zbrush and never asked for this action.

     

    Presumably you installed GoZ, though if you don't have an application path set for ZBrush in Install Manager that should not have been possible.

  • Ron KnightsRon Knights Posts: 2,356

    Thanks, Richard. Turns out that I mistakenly installed GoZ. It probably happened when a bunch of items were automatically offered for downloads, whatevet.

    I looked for "GoZ," and found it! Problem solved.

  • Hi everyone! I have a 5070ti that I got before I knew more about Iray and Daz so, I'm stuck with the alpha. That being said, I love it so far. It's made learning 3D much more intuitive.
    Anyway, I was wondering if anyone is able to run aniMate2 with it. I know there are a few scripts that don't run well or at all with it yet, but I was wondering if it's one of those that works already.

    Thanks!

  • memcneil70memcneil70 Posts: 5,537

    The last I heard it no. That is a PA script and depends on the PA's rewriting it. Some are working on their scripts now, others are waiting for the Beta stage of DS6. Or that is what we are led to understand. Not every PA has communicated their status.

  • LeanaLeana Posts: 12,913

    memcneil70 said:

    The last I heard it no. That is a PA script and depends on the PA's rewriting it. Some are working on their scripts now, others are waiting for the Beta stage of DS6. Or that is what we are led to understand. Not every PA has communicated their status.

    Animate 2 is a plugin, not just a script. The PA will need the new DS2025 SDK to create a version for DS2025, but it's not available yet.

  • Leana said:

    memcneil70 said:

    The last I heard it no. That is a PA script and depends on the PA's rewriting it. Some are working on their scripts now, others are waiting for the Beta stage of DS6. Or that is what we are led to understand. Not every PA has communicated their status.

    Animate 2 is a plugin, not just a script. The PA will need the new DS2025 SDK to create a version for DS2025, but it's not available yet.

    Oh I see. Well, I guess we have to wait and see then. Fingers crossed it'll be available sooner rather than later.
    Thank you so much Leana and memcneil70, appreciate it.

  • The only info we have on AniMate is in the first post of https://www.daz3d.com/forums/discussion/727631/daz-studio-2025-6-25-2025-x-evergreen, under Third-party plug-ins.

  • memcneil70memcneil70 Posts: 5,537

    Leana said:

    memcneil70 said:

    The last I heard it no. That is a PA script and depends on the PA's rewriting it. Some are working on their scripts now, others are waiting for the Beta stage of DS6. Or that is what we are led to understand. Not every PA has communicated their status.

    Animate 2 is a plugin, not just a script. The PA will need the new DS2025 SDK to create a version for DS2025, but it's not available yet.

    Sorry about that. I never can get plug-in vs script straight. Especially since my favorite scripts have morphed to plug-ins. 

  • Richard HaseltineRichard Haseltine Posts: 109,124
    edited November 2025

    memcneil70 said:

    Leana said:

    memcneil70 said:

    The last I heard it no. That is a PA script and depends on the PA's rewriting it. Some are working on their scripts now, others are waiting for the Beta stage of DS6. Or that is what we are led to understand. Not every PA has communicated their status.

    Animate 2 is a plugin, not just a script. The PA will need the new DS2025 SDK to create a version for DS2025, but it's not available yet.

    Sorry about that. I never can get plug-in vs script straight. Especially since my favorite scripts have morphed to plug-ins. 

    If it has Mac and WIndows versions, as separate products or in the one package, or works on only one then it is almost certainly a plug-in; if there is just the one package, with no OS restrictions, then it is almost certainly a script (or just data). Plug-in files are .dll (Windows) or .dylib (Mac) if you check the filelist, scripts are .dsa/.dsb/.dse (or just .ds for older scripts in ASCII format - which will also use .dsb for both encrytpted and compressed files, while current scripts use .dsb for compressed and .dse for encrypted).

    Post edited by Richard Haseltine on
  • zcgg100zcgg100 Posts: 3
    edited December 2025

    Hello, I am the owner of RTX50 and I have strange problems with DAZ3D ALPHA (the latest version of DIM)

    1. the cursor does not disappear when moving the camera (it twitches slightly but remains on the screen)

    2. strange ghosting from objects when moving the camera (the ghosting looks like there are no textures on the objects)

    3. the camera starts to spin strangely in a semicircle (usually this is together with the second problem)

    4. slow and jerky movement of WASD.

    I would be very glad to have your help (I use Translate)

    Post edited by zcgg100 on
  • zcgg100 said:

    Hello, I am the owner of RTX50 and I have strange problems with DAZ3D ALPHA (the latest version of DIM)

    1. the cursor does not disappear when moving the camera (it twitches slightly but remains on the screen)

    2. strange ghosting from objects when moving the camera (the ghosting looks like there are no textures on the objects)

    3. the camera starts to spin strangely in a semicircle (usually this is together with the second problem)

    4. slow and jerky movement of WASD.

    I would be very glad to have your help (I use Translate)

    I have a 5070ti so I'm in the same boat, and I have the same issues every so often. I think these are probably known bugs by the dev team, but I don't think there's anything we can do but wait for them to finally reach a more stable version. I'm crossing my fingers that it won't take more than another 5-6 months for at least a beta version.

    Speaking of bugs, have any of you saved a character (persona, scene subset, or what have you) and then loaded the same character into an empty scene just to have their shape changed slightly? In my case, the nose of the character was noticibly different. I'm also having trouble saving and loading the material settings (like top coat, or anything else that affects glossiness). My way around it has been to always just use the same scene as the initial starting point, that way my character looks right.

    One last thing, this started happening after this latest update so I was wondering if there's a way for me to rollback to the previous version and skip the current one.

    Thanks!  

  • I'm sorry if this has been asked before, but am I the only one experiencing issues with the viewport not updating unless I move my mouse over the camera controls?

    For some reason, most of the shader and environment parameters (including FilaToon's Shadow Softness and Opacity controls, and most of the Environment's Color Correction and Tone Mapping controls) won't actually show any changes in the viewport unless I wiggle my mouse over the camera controls in the top right corner afterwards, making it incredibly tedious to do any kind of visual tweaks (especially color correction). This was never an issue with the previous version of Daz, so I can't imagine what would be causing this in the 2025 version. I have a GeForce 4090 GTX graphics card, so that shouldn't be the issue.

  • f7eerf7eer Posts: 128

    This issue was fixed in 6.25.2025.32308 (currently the latest version). It was not remarked on in the change log, as far as I could tell.

    TheNathanParable said:

    I'm sorry if this has been asked before, but am I the only one experiencing issues with the viewport not updating unless I move my mouse over the camera controls?

    For some reason, most of the shader and environment parameters (including FilaToon's Shadow Softness and Opacity controls, and most of the Environment's Color Correction and Tone Mapping controls) won't actually show any changes in the viewport unless I wiggle my mouse over the camera controls in the top right corner afterwards, making it incredibly tedious to do any kind of visual tweaks (especially color correction). This was never an issue with the previous version of Daz, so I can't imagine what would be causing this in the 2025 version. I have a GeForce 4090 GTX graphics card, so that shouldn't be the issue.

  • f7eerf7eer Posts: 128

    I should say it was and is no longer an issue when using the "NVIDIA Iray" option in the DrawStyle options menu.

    f7eer said:

    This issue was fixed in 6.25.2025.32308 (currently the latest version). It was not remarked on in the change log, as far as I could tell.

    TheNathanParable said:

    I'm sorry if this has been asked before, but am I the only one experiencing issues with the viewport not updating unless I move my mouse over the camera controls?

    For some reason, most of the shader and environment parameters (including FilaToon's Shadow Softness and Opacity controls, and most of the Environment's Color Correction and Tone Mapping controls) won't actually show any changes in the viewport unless I wiggle my mouse over the camera controls in the top right corner afterwards, making it incredibly tedious to do any kind of visual tweaks (especially color correction). This was never an issue with the previous version of Daz, so I can't imagine what would be causing this in the 2025 version. I have a GeForce 4090 GTX graphics card, so that shouldn't be the issue.

  • TheNathanParableTheNathanParable Posts: 1,089
    edited December 2025

    f7eer said:

    I should say it was and is no longer an issue when using the "NVIDIA Iray" option in the DrawStyle options menu.

    f7eer said:

    This issue was fixed in 6.25.2025.32308 (currently the latest version). It was not remarked on in the change log, as far as I could tell.

    TheNathanParable said:

    I'm sorry if this has been asked before, but am I the only one experiencing issues with the viewport not updating unless I move my mouse over the camera controls?

    For some reason, most of the shader and environment parameters (including FilaToon's Shadow Softness and Opacity controls, and most of the Environment's Color Correction and Tone Mapping controls) won't actually show any changes in the viewport unless I wiggle my mouse over the camera controls in the top right corner afterwards, making it incredibly tedious to do any kind of visual tweaks (especially color correction). This was never an issue with the previous version of Daz, so I can't imagine what would be causing this in the 2025 version. I have a GeForce 4090 GTX graphics card, so that shouldn't be the issue.

    I should've clarified, my issue is with the Filament view mode. But i'll update and see if that fixes it.

    EDIT: Ok, there isn't an update, so unfortunately this is still an issue for me in the current version and hasn't been fixed.

    Post edited by TheNathanParable on
  • JDJD Posts: 35
    edited December 2025

    TheNathanParable said:

    f7eer said:

    I should say it was and is no longer an issue when using the "NVIDIA Iray" option in the DrawStyle options menu.

    f7eer said:

    This issue was fixed in 6.25.2025.32308 (currently the latest version). It was not remarked on in the change log, as far as I could tell.

    TheNathanParable said:

    I'm sorry if this has been asked before, but am I the only one experiencing issues with the viewport not updating unless I move my mouse over the camera controls?

    For some reason, most of the shader and environment parameters (including FilaToon's Shadow Softness and Opacity controls, and most of the Environment's Color Correction and Tone Mapping controls) won't actually show any changes in the viewport unless I wiggle my mouse over the camera controls in the top right corner afterwards, making it incredibly tedious to do any kind of visual tweaks (especially color correction). This was never an issue with the previous version of Daz, so I can't imagine what would be causing this in the 2025 version. I have a GeForce 4090 GTX graphics card, so that shouldn't be the issue.

    I should've clarified, my issue is with the Filament view mode. But i'll update and see if that fixes it.

    EDIT: Ok, there isn't an update, so unfortunately this is still an issue for me in the current version and hasn't been fixed.

    I just experienced a similar problem with the texture shaded view while adjusting a sphere obj's opacity. I had to move the view slightly just like you explained for it to update the obj's surface opacity adjustment.

    Edit: I adjusted a skin texture's opacity on both Genesis 8 male and female figure, and it appears that there is a few second delay in the surface opacity being updated. The behavior of the surface update is not consistent. Sometimes it updates with a delay. Moving the view does help, but sometimes you don't need to for it to update. Sometimes doing nothing after adjusting it does nothing.

    Post edited by JD on
  • JDJD Posts: 35

    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 would like a feature request to bring back the behavior of the camera and spotlight to behave the same as in 4.24.

    My main issue is when I switch to spotlight, with the preview lights off, the whole scene is black. I want it to behave like the perspective where it will see everything lit. Having my scene turn dark provides no benefit when I switch to a spotlight's POV with the preview lights off. The point of going to a spotlight's POV for me is to set up the spotlight easier in the scene.

    barbult's issue is close to mine, as both the camera and spotlight seems to behavior similarly. Reverting to how it behaved in 4.24 as the unintentional bug feels more beneficial compared to the current behavior in the ALPHA build. It doesn't help to have the scene turn dark.

    These are the testings I did on ALPHA build 6.25.2025.32308

    When in perspective view with the...

    • preview lights off,
      • scene is evenly lit (good)
    • preview lights on,
      • you can see the scene with any active lights.

    When in camera view with the...

    • preview lights off,
      • scene is evenly lit (good)
    • preview lights on,
      • you can see the scene with any active lights.
    • camera visibility off
      • scene is dark.

    When in spotlight view with the...

    • preview lights off,
      • scene is dark. (bad) (I want it to work like the perspective and camera view)
    • preview lights on,
      • you can see the scene with any active lights.
    • spotlight visibility off
      • scene is dark.

     

    I believe this issue arise because of scene clutter and control. Giving the user more control will help set up their scenes with a better experience. I mentioned clutter because as TromNek mentioned, there is clutter when setting up a scene with all the display lines. This is something I experienced, which I found a decent solution, but ideally, there can be something better. I like the way Blender does it by having a way to uncheck certain nodes' visibility in order to reduce the clutter in the working viewport, but it shouldn't disable the nodes in the "Scene" tabs.

    Doing this would give the users more control to set up their scenes easier, which I think is what barbult is aiming for with their workflow.

    I think Daz ALPHA is able to build these features to expand more on the "Viewport" tab options. It would help to give a list of spotlights/cameras/etc and you can disable its display visibility in the "viewport" without affecting if it is on/off in the "scene" tab. It would be great for each viewport to have its own "options" to remember. Because I like to work with a 2-4 viewports at various angles. One viewport lets me see the camera's POV which will be the render and it helps to see how the render will look as I adjust the scene around. It helps to disable the clutter of one viewport while allows the display in other viewports in order to move things around as needed.

  • JDJD Posts: 35
    edited December 2025

    Working on the ALPHA build version 6.25.2025.32308.

    One issue that has been bugging me is the behavior of "Frame Selection". This works great when an obj or figure is at the world center coordinates (X [0], Y [0], Z [0]). But when working on larger scenes with big environments, it can be hard to work with for those unaware.

    However, Frame Selection can be improved.

    For example, I am posing a figure that isn't too far from the world center, say to the back left on the ground level. (X [-361], Y [-3], Z [-397]). If I select the head and use Frame Selection (ctrl + F), it will put the head as the orbit point and into view. However, depending on the angle I am looking at the selected figure's bone from the World Center (0, 0, 0), the frame selection will put the selected bone zoomed in or out.

    • Basically, if you look away at an object, the frame selection orbit distance will be zoomed out. If you look towards an object, the frame selection orbit distance will be zoomed in.
    • The issue is more apparent the further away the object is from the world center (0, 0, 0). For example, put the X translate to 10,000 and try testing the Frame Selection at various angles.

    No matter the distance and angle, the Frame Selection should set the orbit distance of a node the same distance for all angle. It should fit the selected node in the screen of the viewport.


    I have mentioned Blender a lot because it is a good free program and there are things that Daz can benefit from if implemented. There is an option called "Center View to Mouse" which creates a new orbit point where the mouse is. I'm not sure how or if this is implementable in Daz ALPHA because Blender appears to be "smart" that it knows the mouse location. However, having this option would help to navigate a scene with ease, as it gives the user more control.

    Post edited by JD on
  • I'm crossing my fingers to see many improvements to the viewport "copying" what Blender does, especially under the hood. 
    The viewport is much better optimized in general and full of smart features. I'd love to fuse both softwares smiley

  • JD 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 would like a feature request to bring back the behavior of the camera and spotlight to behave the same as in 4.24.

    My main issue is when I switch to spotlight, with the preview lights off, the whole scene is black. I want it to behave like the perspective where it will see everything lit. Having my scene turn dark provides no benefit when I switch to a spotlight's POV with the preview lights off. The point of going to a spotlight's POV for me is to set up the spotlight easier in the scene.

    barbult's issue is close to mine, as both the camera and spotlight seems to behavior similarly. Reverting to how it behaved in 4.24 as the unintentional bug feels more beneficial compared to the current behavior in the ALPHA build. It doesn't help to have the scene turn dark.

    These are the testings I did on ALPHA build 6.25.2025.32308

    When in perspective view with the...

    • preview lights off,
      • scene is evenly lit (good)
    • preview lights on,
      • you can see the scene with any active lights.

    When in camera view with the...

    • preview lights off,
      • scene is evenly lit (good)
    • preview lights on,
      • you can see the scene with any active lights.
    • camera visibility off
      • scene is dark.

    Because the camera is off. A way to handle this, as has been mentioned, would be to allow the camera avatar (the thing that appears in the Viewport) to be off separately from having the camera itself on.

    When in spotlight view with the...

    • preview lights off,
      • scene is dark. (bad) (I want it to work like the perspective and camera view)

    The light is off (Preview Lights off) in this view, though not in renders. I'm not sure this copuld be resolved by splitting avatar and function since it is the function that is being switched off.

    • preview lights on,
      • you can see the scene with any active lights.
    • spotlight visibility off
      • scene is dark.

    This one could be resolved by separating avatar visibility and function.

     

    I believe this issue arise because of scene clutter and control. Giving the user more control will help set up their scenes with a better experience. I mentioned clutter because as TromNek mentioned, there is clutter when setting up a scene with all the display lines. This is something I experienced, which I found a decent solution, but ideally, there can be something better. I like the way Blender does it by having a way to uncheck certain nodes' visibility in order to reduce the clutter in the working viewport, but it shouldn't disable the nodes in the "Scene" tabs.

    Doing this would give the users more control to set up their scenes easier, which I think is what barbult is aiming for with their workflow.

    I think Daz ALPHA is able to build these features to expand more on the "Viewport" tab options. It would help to give a list of spotlights/cameras/etc and you can disable its display visibility in the "viewport" without affecting if it is on/off in the "scene" tab. It would be great for each viewport to have its own "options" to remember. Because I like to work with a 2-4 viewports at various angles. One viewport lets me see the camera's POV which will be the render and it helps to see how the render will look as I adjust the scene around. It helps to disable the clutter of one viewport while allows the display in other viewports in order to move things around as needed.

  • I just downloaded the latest 2025 build (6.25.2025.32308).

    In the viewport Nvida Iray mode, the response time moving objects, panning the camera, .... is seriously degraded since the previous build I was using (6.25.2025.30407)

    So slow that I went back to and reinstalled the 6.25.2025.30407 build. This one works pretty good for me.

    Video: Nvidia GeForce RTX 2060 Super, 8GB vram, driver version 581.04

  • felisfelis Posts: 6,079

    If I create a sphere and create a strand-based-hair on that, then I cannot open the editor (selecting just result in nothing). Is that function not developed yet?

  • felis said:

    If I create a sphere and create a strand-based-hair on that, then I cannot open the editor (selecting just result in nothing). Is that function not developed yet?

    You mean Tool Settings with the Strand Based Hair Editor tool active? It works for me, though I seem to have forgotten how to actually make useful edits. 

  • felisfelis Posts: 6,079

    Richard Haseltine said:

    felis said:

    If I create a sphere and create a strand-based-hair on that, then I cannot open the editor (selecting just result in nothing). Is that function not developed yet?

    You mean Tool Settings with the Strand Based Hair Editor tool active? It works for me, though I seem to have forgotten how to actually make useful edits. 

    I am talking about the window that open, if you click Edit > Object > Edit strand based hair, where you paint where the hair is and style it. 

  • felis said:

    Richard Haseltine said:

    felis said:

    If I create a sphere and create a strand-based-hair on that, then I cannot open the editor (selecting just result in nothing). Is that function not developed yet?

    You mean Tool Settings with the Strand Based Hair Editor tool active? It works for me, though I seem to have forgotten how to actually make useful edits. 

    I am talking about the window that open, if you click Edit > Object > Edit strand based hair, where you paint where the hair is and style it. 

    The Starnd Based hair Editor is now a Viewport tool, so you can see other elements in the scene as you work on the placed and posed object. The Edit command just activates the tool now, the same as selecting it from the Tools menu.

     

  • felisfelis Posts: 6,079

    Richard Haseltine said:

    felis said:

    Richard Haseltine said:

    felis said:

    If I create a sphere and create a strand-based-hair on that, then I cannot open the editor (selecting just result in nothing). Is that function not developed yet?

    You mean Tool Settings with the Strand Based Hair Editor tool active? It works for me, though I seem to have forgotten how to actually make useful edits. 

    I am talking about the window that open, if you click Edit > Object > Edit strand based hair, where you paint where the hair is and style it. 

    The Starnd Based hair Editor is now a Viewport tool, so you can see other elements in the scene as you work on the placed and posed object. The Edit command just activates the tool now, the same as selecting it from the Tools menu.

     

    Hadn't considered that. Makes sense. 

  • JDJD Posts: 35
    edited December 2025

    I would love it if we can change the Daz splash screen to a custom image. Sometimes having that inspirational image splash before loading up Daz tickles that special feeling. Just like playing a game and seeing that one logo.

    (I believe Blender allows this option!)

    Edit: One of my favorite Daz splash screen was the image of Victoria 9 ( i think) falling/floating down. Sadly, that image didn't last long and was replaced by the car looking render (which is still cool!). This feature would be a delight since it'll give users a nice experience to customize their Daz to them.

    Post edited by JD on
  • joshua.r.fletcher said:

    One thing I've noticed in all of the alpha versions is that any HDRI over 8k immediately crashed the Alpha version, while 4.24 doesn't have any issues with them.  It hasn't been a big deal for me and I assumed it would get fixed eventually, but with the newest Alpha version, I'm now noticing that instead of immediately crashing, loading an HDRI over 8k now does the sit and spin forever thing until you force Daz to close, similar to what others have been reporting for their scenes.  I'm wondering if for those who are getting this issue, are you using an HDRI that is over 8k?

    I have the exact same problem, on Windows 10 with a 5070ti (DAZ 4.24 lets me use up to 24k HDRI without trouble), and the task manager shows I have plenty ov VRAM left. In fact I´m a bit surprised at how few people seem to have the same issue. I suspect we use some setting that few other people use. If I can find a fix, I´ll post it. It really buggers me to have to save the image without a background and then add a 16k or 24k background rendered somewhere else. 

  • lda255lda255 Posts: 3
    edited December 2025

    Issue: HDRI larger than 8k crash DAZ Alpha.

    I give up. I have the exact same issue on two completely different computers:

    AMD Desktop with 5070ti Win 10
    MSI intel gamer laptop 4070 8Gb VRAM Win 11

    It crashes during the HDRI file loading process as far as I can tell:

           > A tiny grey "Please wait" window with a progression bar appears (Too fast for a screenshot), then DAZ stops respondin
           > The log file does not show the expected "Loaded image: XXXXXXXX.exr"  - it just stops at one of the typical "IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00045.20 iterations after 726.759 ms." 

    - Same issue with EXR and HDRI, 16k or 24k
    - Same issue with Gamer and Studio Nvidia drivers
    - No particular settings in the DAZ preferences, default only. No effect when changing the quality settings.
    - No matter if the scene has objects or is completely empty, it crashes as soon as I load the image file.
    - The rendering mode has no effect, filament, iray or else
    - Changed the screen scaling back to default 100% with original screen resolution. No difference. 
    - Tried with many different domes of course, mostly from Polyhaven.
    - The perf monitor in the Task Manager does not show anything special, I have plenty of RAM, VRAM and CPU/GPU availability when it happens.
    - Of course, no problem whatsoever with DAZ 4.24. Fast and easy, loading the HDRI is no issue. 

    - It did work a couple of times only in the last few months when troubleshooting the issue, and I have no idea why.

    I am stumped, very few people have this issue as far as I can see and I can´t figure out what´s so special AND in common in my two very different computers. Both Windows are regular, legal licence and up to date. 

    I have had this issue with every version of the alpha build, which I have been using for almost a year. It is not a massive constraint - I just render the 16k+ on DAZ 4.24 on the gamer laptop and then apply it as a background. But it really buggers me. I´m not used to fail at troubleshooting ^^'
     

    Post edited by lda255 on
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