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

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  • IceDragonArtIceDragonArt Posts: 12,933

    I am expecting a new computer next week.  It has a 4000 series nvidea card(sorry, don't have all the specs yet)  A huge amount of storage I think 15tb of storage and 32gb ram.  Will it run this newest version of Daz? I will have the exact specs next week.  He told me but I was not in a place where I could write it down.

  • nonesuch00nonesuch00 Posts: 18,795

    IceDragonArt said:

    I am expecting a new computer next week.  It has a 4000 series nvidea card(sorry, don't have all the specs yet)  A huge amount of storage I think 15tb of storage and 32gb ram.  Will it run this newest version of Daz? I will have the exact specs next week.  He told me but I was not in a place where I could write it down.

    Yes, it will.

  • IceDragonArtIceDragonArt Posts: 12,933

    nonesuch00 said:

    IceDragonArt said:

    I am expecting a new computer next week.  It has a 4000 series nvidea card(sorry, don't have all the specs yet)  A huge amount of storage I think 15tb of storage and 32gb ram.  Will it run this newest version of Daz? I will have the exact specs next week.  He told me but I was not in a place where I could write it down.

    Yes, it will.

    Thank you.

  • DarkendDarkend Posts: 29
    edited December 2025

    I'm adding a suggestion here to who ever updates this. When releasing a new version, it might be a really good idea to warn everyone to not update if their hardware specs become "unsupported" mainly in terms of graphic cards. In some cases, a lot of us are looking to upgrade machines in the next little while, so we won't mind using an outdated version of daz Studio until we're up to spec, but if suddenly the version update makes our current hardware incompatible we are out of luck, there is no download of older version that I am aware of. If you guys/gals can do that, I'm sure many would appreciate it. Or provide a means of downloading and re-installing an older version in the meantime. Thank you.

    Post edited by Darkend on
  • Richard HaseltineRichard Haseltine Posts: 109,124
    edited December 2025

    Darkend said:

    I'm adding a suggestion here to who ever updates this. When releasing a new version, it might be a really good idea to warn everyone to not update if their hardware specs become "unsupported" mainly in terms of graphic cards. In some cases, a lot of us are looking to upgrade machines in the next little while, so we won't mind using an outdated version of daz Studio until we're up to spec, but if suddenly the version update makes our current hardware incompatible we are out of luck, there is no download of older version that I am aware of. If you guys/gals can do that, I'm sure many would appreciate it. Or provide a means of downloading and re-installing an older version in the meantime. Thank you.

    This is a thread about the DS 2025. In any event, DS 2025 hasn't change compatibility (beyond adding support for the 50x0 cards). The hardware and driver requirements for any Iray update get noted in the release thread, the Iray updates thread, the change log. {edit}amd the Evergreen thread https://www.daz3d.com/forums/discussion/727631/daz-studio-2025-6-25-2025-x-evergreen.

    Post edited by Richard Haseltine on
  • I just tried to export from Daz 2025 alpha a .dae file only to see it doesn't exist. Can someone tell me which version I should reinstall to get .dae export?

  • felisfelis Posts: 6,079

    Darkseal said:

    I just tried to export from Daz 2025 alpha a .dae file only to see it doesn't exist. Can someone tell me which version I should reinstall to get .dae export?

    Anything beside DS 6 (DS 2025) .

  • Thank you felis, I installed the 4.24 and saw it. I just "upgraded" to a rtx 5060ti and it has killed my workflow as the iray compile is from 2022 inside Daz and will not use my gpu for rendering. I wanna cry.

  • felisfelis Posts: 6,079

    You can do all your workflow in DS 4 and save as a scene, and then open that in DS 6 amd render.

  • Darkseal said:

    I just tried to export from Daz 2025 alpha a .dae file only to see it doesn't exist. Can someone tell me which version I should reinstall to get .dae export?

    As noted in the Everygreen thread, the daz .dae exporter has been dropped and the format is now handled through the FBX exporter.  https://www.daz3d.com/forums/discussion/727631/daz-studio-2025-6-25-2025-x-evergreen

  • cain-xcain-x Posts: 210

    The Universal Viewport mode is interesting but will there be parity in lighting/exposure when it comes to changing modes between Iray, Filament, and Texture Shaded? 

  • cain-x said:

    The Universal Viewport mode is interesting but will there be parity in lighting/exposure when it comes to changing modes between Iray, Filament, and Texture Shaded? 

    I am not sure what you are asking. If you mean, will Iay and Filament be item overrides with Universal mode then no - they don't work like other Drawstyles and so cannot be mixed in a single draw.

  • cain-xcain-x Posts: 210
    edited December 2025

    Sorry, I was unclear - When I am working on scenes, switching between Iray and Filament seems to keep the scene decently lit but when I switch to Texture Shaded, it becomes too dark. I have to toggle Preview Lights (Ctrl+L) so the scene would be lit similarly as the other viewport modes. It seems like a bug to me but wanted to be sure I was not seeing some odd behavior or if it was something I did.

    Also, will there be documentation on what surface settings will be able to be previewed in Filament and Texture shaded (i.e. displacement, opacity, normals, etc...)?

    And will shadows be something available in Texture Shaded?

    Post edited by cain-x on
  • There do seem to be issues in Texture Shaded when the camera is much away from the centre of the scene, affecting both lighting and camera behaviour using the modifer-drag method in the Viewport - Daz is aware of this, and as far as I know it is being investigated.

  • barbultbarbult Posts: 26,447

    Richard Haseltine said:

    There do seem to be issues in Texture Shaded when the camera is much away from the centre of the scene, affecting both lighting and camera behaviour using the modifer-drag method in the Viewport - Daz is aware of this, and as far as I know it is being investigated.

    What is the "modifier-drag method" of moving the camera? 

  • I would love to see a far more friendlier timeline. By this I mean have the advanced timeline but give us an intermediate that is more than just a player. 4.10 is a perfect example of what an intermediate should look like and do. I I click on a thigh and the timeline only shows the thigh keyframes, nothing parented to the thigh, none of the thighs children and has a delete and an add keyframe....that work. Too oftern I need to delete a keyframe and it becomes a giant challenge to do because the "skip to keyframe" button wants to stop at every single keyframe from the children of the bone I want to delete, even if I cannot see them. Hoping this newer version is really geared to the animators since the era of needing Daz to make a picture is kind of over with.

  • barbult said:

    Richard Haseltine said:

    There do seem to be issues in Texture Shaded when the camera is much away from the centre of the scene, affecting both lighting and camera behaviour using the modifer-drag method in the Viewport - Daz is aware of this, and as far as I know it is being investigated.

    What is the "modifier-drag method" of moving the camera? 

    Holding down one or more modifier keys (e.g. ctrl alt) and dragging with the elft or right mouse button in the Viewport to adjust the camera - ctrl-alt is Orbit (or possibly Rotate) by default.

  • barbultbarbult Posts: 26,447

    Richard Haseltine said:

    barbult said:

    Richard Haseltine said:

    There do seem to be issues in Texture Shaded when the camera is much away from the centre of the scene, affecting both lighting and camera behaviour using the modifer-drag method in the Viewport - Daz is aware of this, and as far as I know it is being investigated.

    What is the "modifier-drag method" of moving the camera? 

    Holding down one or more modifier keys (e.g. ctrl alt) and dragging with the elft or right mouse button in the Viewport to adjust the camera - ctrl-alt is Orbit (or possibly Rotate) by default.

    Thank you. Do you happen to know where the various options are explained? When I hover over the camera controls in the viewport I see things about using the mouse buttons and dragging, but I don't see tips about using CTRL or ALT (except one mention along with the RMB).

  • barbult said:

    Richard Haseltine said:

    barbult said:

    Richard Haseltine said:

    There do seem to be issues in Texture Shaded when the camera is much away from the centre of the scene, affecting both lighting and camera behaviour using the modifer-drag method in the Viewport - Daz is aware of this, and as far as I know it is being investigated.

    What is the "modifier-drag method" of moving the camera? 

    Holding down one or more modifier keys (e.g. ctrl alt) and dragging with the elft or right mouse button in the Viewport to adjust the camera - ctrl-alt is Orbit (or possibly Rotate) by default.

    Thank you. Do you happen to know where the various options are explained? When I hover over the camera controls in the viewport I see things about using the mouse buttons and dragging, but I don't see tips about using CTRL or ALT (except one mention along with the RMB).

    If you look at the bottom of Window>Workspace>Customise you can select the actions and see the associated key combinations, and edit them if desired. In order to minimise the number of key presses I use ctrl-alt for orbit(LMB)/Rotate(RMB), shift-alt for pan(LMB)/dolly(RMB), and ctrl-shift-alt for zoom(LMB)/bank(RMB). I hope in DS 2025 we will be able to use other keys as modifiers (e.g. space for pan/dolly) - Qt 4 didn't support it, Qt 6 may though that doesn't mean it twill be added as a feature.

  • barbultbarbult Posts: 26,447

    Richard Haseltine said:

    barbult said:

    Richard Haseltine said:

    barbult said:

    Richard Haseltine said:

    There do seem to be issues in Texture Shaded when the camera is much away from the centre of the scene, affecting both lighting and camera behaviour using the modifer-drag method in the Viewport - Daz is aware of this, and as far as I know it is being investigated.

    What is the "modifier-drag method" of moving the camera? 

    Holding down one or more modifier keys (e.g. ctrl alt) and dragging with the elft or right mouse button in the Viewport to adjust the camera - ctrl-alt is Orbit (or possibly Rotate) by default.

    Thank you. Do you happen to know where the various options are explained? When I hover over the camera controls in the viewport I see things about using the mouse buttons and dragging, but I don't see tips about using CTRL or ALT (except one mention along with the RMB).

    If you look at the bottom of Window>Workspace>Customise you can select the actions and see the associated key combinations, and edit them if desired. In order to minimise the number of key presses I use ctrl-alt for orbit(LMB)/Rotate(RMB), shift-alt for pan(LMB)/dolly(RMB), and ctrl-shift-alt for zoom(LMB)/bank(RMB). I hope in DS 2025 we will be able to use other keys as modifiers (e.g. space for pan/dolly) - Qt 4 didn't support it, Qt 6 may though that doesn't mean it twill be added as a feature.

    Thanks again, for the additional details and the examples of how you use it. 

  • felisfelis Posts: 6,079

    I use middle mouse button (MMB) for orbit.

  • 我真的很沮丧。我刚升级到RTX 5090来工作,但DAZ 2025的延迟让我几乎无法创作。我也不能用旧版本来渲染。现在我被迫在旧版本里做所有摆姿势,然后再导入2025来渲染——这是个非常麻烦的变通方法。我需要创作来谋生。请尽快优化并发布稳定版本。

  • crosswindcrosswind Posts: 9,700
    edited December 2025

    632486366 said:

    我真的很沮丧。我刚升级到RTX 5090来工作,但DAZ 2025的延迟让我几乎无法创作。我也不能用旧版本来渲染。现在我被迫在旧版本里做所有摆姿势,然后再导入2025来渲染——这是个非常麻烦的变通方法。我需要创作来谋生。请尽快优化并发布稳定版本。

    没辙,依我个人经验,这所谓稳定版本,你得等上老一阵叻。我之所以没上5090,等60或70系,正是因为双版本干活、互开场景,尤其是大场景DUF,是特么超级麻烦,慢得一批。devil 

    Post edited by crosswind on
  • crosswind said:

    632486366 said:

    我真的很沮丧。我刚升级到RTX 5090来工作,但DAZ 2025的延迟让我几乎无法创作。我也不能用旧版本来渲染。现在我被迫在旧版本里做所有摆姿势,然后再导入2025来渲染——这是个非常麻烦的变通方法。我需要创作来谋生。请尽快优化并发布稳定版本。

    没辙,依我个人经验,这所谓稳定版本,你得等上老一阵叻。我之所以没上5090,等60或70系,正是因为双版本干活、互开场景,尤其是大场景DUF,是特么超级麻烦,慢得一批。devil 

    真的很难过,由于国内的内存条价格疯涨,我不得不把旧电脑的内存条拔下来插到新电脑使用,这导致我的旧电脑完全没办法开机,于是我只能顶着双版本的恶心流程继续工作

  • HamEinarHamEinar Posts: 133

    632486366 said:

    crosswind said:

    632486366 said:

    我真的很沮丧。我刚升级到RTX 5090来工作,但DAZ 2025的延迟让我几乎无法创作。我也不能用旧版本来渲染。现在我被迫在旧版本里做所有摆姿势,然后再导入2025来渲染——这是个非常麻烦的变通方法。我需要创作来谋生。请尽快优化并发布稳定版本。

    没辙,依我个人经验,这所谓稳定版本,你得等上老一阵叻。我之所以没上5090,等60或70系,正是因为双版本干活、互开场景,尤其是大场景DUF,是特么超级麻烦,慢得一批。devil 

    真的很难过,由于国内的内存条价格疯涨,我不得不把旧电脑的内存条拔下来插到新电脑使用,这导致我的旧电脑完全没办法开机,于是我只能顶着双版本的恶心流程继续工作

    Well, we're all pretty much in the same boat - Alpha boat with an engine but no steering...

  • How come this is still in alpha, are they still adding new features. Maybe they should plan some "new" features for later and release a beta so we could get some plugins working again. 

  • Hey everyone, here's a tip for those who used Batch Render to render multiple scenes at the same time, without having to switch back and forth and render manually.

    Use Timeline! I'm still testing it, but so far it works perfectly for scenes that use HDRI or 3D scenery, just characters with different clothes and poses.

    First, set the total number of frames you want to render, then just do each scene in each frame on the timeline.

    As for the clothes, I haven't done any in-depth testing, but just put all the clothes you want to use on the character and go to "Parameters > Display > Rendering > Visible in Render" and leave them checked and unchecked in the frames you want. 

     

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  • bilyatboring said:

    How come this is still in alpha, are they still adding new features. Maybe they should plan some "new" features for later and release a beta so we could get some plugins working again. 

    Plug-ins depend on there being a (stable) SDK developers can work with. As for how stable this verion is, it depends I think on which areas you look at - don't forget that a lot of stuff, that didn't depend on the newer Qt versions, was developed for the later versions of DS4 so that shouldm be pretty polished. On the other hand we know that the Viewport is still not there in at least some  respects.

  • JDJD Posts: 35
    edited December 2025

    Feature Request for DAZ Studio 6 Alpha: Toggle Mesh Resolution


    Please add a toggle button to switch all geometry for Mesh from high resolution to base resolution.


    This would provide a quality of life improvement for user experience working in Daz Studio because it will allow the user to navigate/manipulate geometry heavy scenes. There are ways where users can select all the scene nodes and go to the parameters tab to manually toggle to base res.

    3D Universe's https://www.daz3d.com/daz-studio-4-scene-tools-set-1 is a perfect example that this script should be included into the ALPHA build. It is a simple, but powerful tool that would benefit all Daz users. Not only that, it provides one way for advance users to create morphs easier by toggling selected objects to base res for morph creation for those that do not have ZBrush.

    I have no doubt that 3D Universe will make a new script once Daz 6 is stable, but like I said, this should come default with the Daz Studio program and what better time would it be than now for the upcoming Daz Studio 6.


    Additionally, it would be great if there was a checkbox export setting that allows a simple "export as base" option during the export OBJ process.

    Post edited by JD on
  • JD said:

    Feature Request for DAZ Studio 6 Alpha: Toggle Mesh Resolution


    Please add a toggle button to switch all geometry for Mesh from high resolution to base resolution.


    This would provide a quality of life improvement for user experience working in Daz Studio because it will allow the user to navigate/manipulate geometry heavy scenes. There are ways where users can select all the scene nodes and go to the parameters tab to manually toggle to base res.

    3D Universe's https://www.daz3d.com/daz-studio-4-scene-tools-set-1 is a perfect example that this script should be included into the ALPHA build. It is a simple, but powerful tool that would benefit all Daz users. Not only that, it provides one way for advance users to create morphs easier by toggling selected objects to base res for morph creation for those that do not have ZBrush.

    This is something that could be scripted - a script to turn the resolution property to Base if it wasn't, and add a data entry to that object to mark it changed, and then a script  to restore division to the objects with the data entry. I had a similar script to turn Smoothing Modifiers on/off.

    I have no doubt that 3D Universe will make a new script once Daz 6 is stable, but like I said, this should come default with the Daz Studio program and what better time would it be than now for the upcoming Daz Studio 6.

     


    Additionally, it would be great if there was a checkbox export setting that allows a simple "export as base" option during the export OBJ process.

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