Thanks, Richard. Turns out that I mistakenly installed GoZ. It probably happened when a bunch of items were automatically offered for downloads, whatevet.
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.
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.
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.
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 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.
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).
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.
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'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'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'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'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.
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.
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.
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
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.
Comments
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.
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!
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.
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).
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.
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.
I should say it was and is no longer an issue when using the "NVIDIA Iray" option in the DrawStyle options menu.
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.
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...
When in camera view with the...
When in spotlight view with the...
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.
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.
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.
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
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.
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.
This one could be resolved by separating avatar visibility and function.