// 4. Check the Script IDE console and the two output files.
//
// Expected: render_091x091.png is 91x91 pixels,
// render_256x256.png is 256x256 pixels.
// Actual : both files are the same size (viewport resolution).
//
// Tested on DAZ Studio 2026.
(Forgive the formatting of the script)
Please see the attached script and be sure to change the path to somewhere you have permissions to write to.
I ran this on the latest DS 6 and this is what I got (just grabbed something into the scene)
// 4. Check the Script IDE console and the two output files.
//
// Expected: render_091x091.png is 91x91 pixels,
// render_256x256.png is 256x256 pixels.
// Actual : both files are the same size (viewport resolution).
//
// Tested on DAZ Studio 2026.
(Forgive the formatting of the script)
Please see the attached script and be sure to change the path to somewhere you have permissions to write to.
I ran this on the latest DS 6 and this is what I got (just grabbed something into the scene)
Can confirm that Code66's Low Poly Crowd scripts work in DS4.24, but in DS2026 when you click to generate a crowd, it does nothing. In the log file there's some kind of error.
Can confirm that Code66's Low Poly Crowd scripts work in DS4.24, but in DS2026 when you click to generate a crowd, it does nothing. In the log file there's some kind of error.
DS4 scripts are not expected to work in DS6. Daz has made many changes that require PAs to rework many of their scirpts for DS6.
Can confirm that Code66's Low Poly Crowd scripts work in DS4.24, but in DS2026 when you click to generate a crowd, it does nothing. In the log file there's some kind of error.
80% of scripts needs to be updated due to major changes in script engine ( Qt's changes, not Daz's changes) between DS 4 and DS 6
Is DAZ 3D using Visual Studio Community 2026 or Visual Studio 2026 (Professional or Enterprise, I don't know) to create DAZ Studiio 6? Whle it's still early and so you don't get stuck for many years with ancient compilere as in the past with DAZ Studio 4.
Is there any compatibility between Daz 6 and Octane Plug-in? Of course Daz looks better in many points, but I can't use it as I mostly work with Octane, and I don't know how to install it for Daz 6. It can work with Daz 4.24 only.
Is there any compatibility between Daz 6 and Octane Plug-in? Of course Daz looks better in many points, but I can't use it as I mostly work with Octane, and I don't know how to install it for Daz 6. It can work with Daz 4.24 only.
It would need an update, like with all other plugins.
Also, scene tab doesn't update selectable/unselectable checkbox when you change the selectable in viewport toggle.
Yes, a number of people have run into that and I believe it is on the list.
It would be nice to see "the list" so we can stop harping about things Daz developers have already acknowledged need to be fixed.
I agree, I mean, I see issues but I don't know if it has been reported somewhere (and the forum is just a nightmare to search something in).
It has seemed that DAZ is not in the business of making things easy for users, and not very forthcoming with much information. They seem to be relying on users to inform each other through these forums. It's a horrible thing to base something on Iray, then let users find out after they spend thousands on new cards that these cards are useless, and wonder if DAZ is ever going to correct the problem while DAZ stays mute.
It has seemed that DAZ is not in the business of making things easy for users, and not very forthcoming with much information. They seem to be relying on users to inform each other through these forums. It's a horrible thing to base something on Iray, then let users find out after they spend thousands on new cards that these cards are useless, and wonder if DAZ is ever going to correct the problem while DAZ stays mute.
I have asked in the scripting forum but I will ask here as well:
Based on the DS 2025/6.x forum documentation, I've noted that l (for QList<T>/QVector<T>) and strct (for QVariantMap) appear as official Hungarian prefixes in your example code, and v appears to be used for variant/unknown types. Can you confirm these are now official prefixes in the DS 2025 naming standard, and are there any others introduced to handle Qt 6 types that no longer auto-convert (e.g., QMap, QHash, QVector)?
Additionally, since DS 2025/6.x automatically wraps all normally-executed scripts in an anonymous function at runtime, does the g_ global variable naming requirement still apply to top-level declarations in a script file - given that they are technically function-scoped within that wrapper and not true globals? Or is g_ now reserved strictly for variables explicitly intended to be shared across modules via exports?
I have asked in the scripting forum but I will ask here as well:
Based on the DS 2025/6.x forum documentation, I've noted that l (for QList<T>/QVector<T>) and strct (for QVariantMap) appear as official Hungarian prefixes in your example code, and v appears to be used for variant/unknown types. Can you confirm these are now official prefixes in the DS 2025 naming standard, and are there any others introduced to handle Qt 6 types that no longer auto-convert (e.g., QMap, QHash, QVector)?
Additionally, since DS 2025/6.x automatically wraps all normally-executed scripts in an anonymous function at runtime, does the g_ global variable naming requirement still apply to top-level declarations in a script file - given that they are technically function-scoped within that wrapper and not true globals? Or is g_ now reserved strictly for variables explicitly intended to be shared across modules via exports?
QVector<T>/QList<T> are now the same class in QT, we have chosen to expose them as List<T> to script, so yes "l" is a good prefix. They are array like but not strictly Array. "v" for Variant is a good standard. With the new module system there should be no cause to have any variable use g_ anymore. The exports object scopes all variables provided by a module so there should be no true global variables in newly written script code other than those provided by the engine itself.
Thank you, that's very helpful! Two quick follow-up questions - is strct confirmed as an official prefix for QVariantMap / struct-like types that don't auto-convert in Qt 6? And beyond l and v, are there any other new prefixes introduced to handle additional Qt 6 types?
Thank you, that's very helpful! Two quick follow-up questions - is strct confirmed as an official prefix for QVariantMap / struct-like types that don't auto-convert in Qt 6? And beyond l and v, are there any other new prefixes introduced to handle additional Qt 6 types?
strct is official.
Not sure of any other new prefixes currently but still adjusting to new engine.
Thank you again, I am working on a standalone tool and QA is asking if it will support DS 2026. If there are changes then I will have to constantly update it. I wonder if it would be best to note the changes for the future and just release the tool for 4.2x and update it once 2026 is no longer Beta. Thanks Doc!
Has the latest version fixed "Save Modified Support Assets" In the version I have (6.25.2025.35308 64bit Public Build) , the tree does not show up. You can't save a morph file. All that shows up is some scary notice about "permanently modifying" an asset, All modified, the main figure and the mouth reaslism modifier. Nothing to expand. Only way to save a morph is to savee the scene and open it in an old version of Daz (that does not support the 5090) when the simple and working "Save Morph Asset" is working and not deprecated. People love to deprecate working things :) Power.
Thank you again, I am working on a standalone tool and QA is asking if it will support DS 2026. If there are changes then I will have to constantly update it. I wonder if it would be best to note the changes for the future and just release the tool for 4.2x and update it once 2026 is no longer Beta. Thanks Doc!
If it is a script, so far script engine in DS 6 hasn't really changed, so you could release a script for DS 6 ( I've done that, dual, DS 4 and DS 6 ), but for plugins, I'll wait until DS 6 SDK is frozen.
Is there a list of known working script assets? I know somw of the PAs have threads where they talk about their assets. Maybe just a list of those threads if there isn't a "big list" on the topic. Thanks
I don't understand why the viewport in 2026 is so garbage (lagging much more even when using the same scenes) compared to the 4.24, I sadly have to use 2026 to render because I have a 50 graphic card, but God 2026 is so horrible, I know it's a BETA but damn..
The skydome is not apearing in any of my renders, you can se it on the following screenshot I also tryed with alternate HDRI maps and non shows up. on the render, just a transparent layer
The skydome is not apearing in any of my renders, you can se it on the following screenshot I also tryed with alternate HDRI maps and non shows up. on the render, just a transparent layer
Switch the Draw Dome option on the Render Settings pane to On (it is Off in your screenshot).
The skydome is not apearing in any of my renders, you can se it on the following screenshot I also tryed with alternate HDRI maps and non shows up. on the render, just a transparent layer
Switch the Draw Dome option on the Render Settings pane to On (it is Off in your screenshot).
I already did, unfortuntely i uploaded the wrong screenshot
Comments
I ran this on the latest DS 6 and this is what I got (just grabbed something into the scene)
It worked for me as well.
Thats really weird. Im on the latest beta and today it worked? Spooky stuff. Disregard!
Studio works in mysterious ways....
Can confirm that Code66's Low Poly Crowd scripts work in DS4.24, but in DS2026 when you click to generate a crowd, it does nothing. In the log file there's some kind of error.
DS4 scripts are not expected to work in DS6. Daz has made many changes that require PAs to rework many of their scirpts for DS6.
80% of scripts needs to be updated due to major changes in script engine ( Qt's changes, not Daz's changes) between DS 4 and DS 6
Is DAZ 3D using Visual Studio Community 2026 or Visual Studio 2026 (Professional or Enterprise, I don't know) to create DAZ Studiio 6? Whle it's still early and so you don't get stuck for many years with ancient compilere as in the past with DAZ Studio 4.
Hi everyone,
Is there any compatibility between Daz 6 and Octane Plug-in? Of course Daz looks better in many points, but I can't use it as I mostly work with Octane, and I don't know how to install it for Daz 6. It can work with Daz 4.24 only.
It would need an update, like with all other plugins.
Hi All I Just updated my DAZ Studio 2026 version using Daz Install Manager and Then after Opening I am getting this error
What is your OS version?
Try re-installing it.
DS, I assume, not Windows.
Do you get, and approve, the UAC prompt to allow DIMHelper to make chnages on your system when instaling the application?
It has seemed that DAZ is not in the business of making things easy for users, and not very forthcoming with much information. They seem to be relying on users to inform each other through these forums. It's a horrible thing to base something on Iray, then let users find out after they spend thousands on new cards that these cards are useless, and wonder if DAZ is ever going to correct the problem while DAZ stays mute.
Which cards are useless?
I have asked in the scripting forum but I will ask here as well:
Based on the DS 2025/6.x forum documentation, I've noted that l (for QList<T>/QVector<T>) and strct (for QVariantMap) appear as official Hungarian prefixes in your example code, and v appears to be used for variant/unknown types. Can you confirm these are now official prefixes in the DS 2025 naming standard, and are there any others introduced to handle Qt 6 types that no longer auto-convert (e.g., QMap, QHash, QVector)?
Additionally, since DS 2025/6.x automatically wraps all normally-executed scripts in an anonymous function at runtime, does the g_ global variable naming requirement still apply to top-level declarations in a script file - given that they are technically function-scoped within that wrapper and not true globals? Or is g_ now reserved strictly for variables explicitly intended to be shared across modules via exports?
QVector<T>/QList<T> are now the same class in QT, we have chosen to expose them as List<T> to script, so yes "l" is a good prefix. They are array like but not strictly Array. "v" for Variant is a good standard. With the new module system there should be no cause to have any variable use g_ anymore. The exports object scopes all variables provided by a module so there should be no true global variables in newly written script code other than those provided by the engine itself.
Thank you, that's very helpful! Two quick follow-up questions - is strct confirmed as an official prefix for QVariantMap / struct-like types that don't auto-convert in Qt 6? And beyond l and v, are there any other new prefixes introduced to handle additional Qt 6 types?
strct is official.
Not sure of any other new prefixes currently but still adjusting to new engine.
Thank you again, I am working on a standalone tool and QA is asking if it will support DS 2026. If there are changes then I will have to constantly update it. I wonder if it would be best to note the changes for the future and just release the tool for 4.2x and update it once 2026 is no longer Beta. Thanks Doc!
Why does the "overwrite existing file" popup default to "Details" and not "Yes"???
(I downloaded it today. Don't need it for my 4090. Just wanted to take a look and that popup is killing me.)
Has the latest version fixed "Save Modified Support Assets" In the version I have (6.25.2025.35308 64bit Public Build) , the tree does not show up. You can't save a morph file. All that shows up is some scary notice about "permanently modifying" an asset, All modified, the main figure and the mouth reaslism modifier. Nothing to expand. Only way to save a morph is to savee the scene and open it in an old version of Daz (that does not support the 5090) when the simple and working "Save Morph Asset" is working and not deprecated. People love to deprecate working things :) Power.
If it is a script, so far script engine in DS 6 hasn't really changed, so you could release a script for DS 6 ( I've done that, dual, DS 4 and DS 6 ), but for plugins, I'll wait until DS 6 SDK is frozen.
Is there a list of known working script assets? I know somw of the PAs have threads where they talk about their assets. Maybe just a list of those threads if there isn't a "big list" on the topic. Thanks
I don't understand why the viewport in 2026 is so garbage (lagging much more even when using the same scenes) compared to the 4.24, I sadly have to use 2026 to render because I have a 50 graphic card, but God 2026 is so horrible, I know it's a BETA but damn..
The skydome is not apearing in any of my renders, you can se it on the following screenshot I also tryed with alternate HDRI maps and non shows up. on the render, just a transparent layer
Switch the Draw Dome option on the Render Settings pane to On (it is Off in your screenshot).
I already did, unfortuntely i uploaded the wrong screenshot