The latest beta no longer spins fans whenever I point at any object in a viewport, so I guess it's moving in the right direction, performance-wise :) I hope the focus on performance continues now that it's feature-complete.
Add to scene a saved character Genesis 8 Male, with an attached Anatomy "Genesis 8 Genetilia". The main image flickers around the shoulders pretty severely. There is a progress bar on the lower right that goes crazy and the system is pretty much unresponsive as the %s rolls constantly. To fix this, select the genetilia and then sort by "Currently Used", then look at "Render SubD Level (Minimum)" Mine is set to 3. Move the slider to 0 and the recursive % progress bar stops and the image is responsive again. Unfortunatley, while the interface is working, trying to use the camera icon to draw the image creates a crash.
Add to scene a saved character Genesis 8 Male, with an attached Anatomy "Genesis 8 Genetilia". The main image flickers around the shoulders pretty severely. There is a progress bar on the lower right that goes crazy and the system is pretty much unresponsive as the %s rolls constantly. To fix this, select the genetilia and then sort by "Currently Used", then look at "Render SubD Level (Minimum)" Mine is set to 3. Move the slider to 0 and the recursive % progress bar stops and the image is responsive again. Unfortunatley, while the interface is working, trying to use the camera icon to draw the image creates a crash.
The figure and genitalia, both from DAZ?
Yes on both.
Could you please state your hardware, and which viewport mode.
Think of how this seems to an Apple Macintosh user when scripts don't work in DS 4 and the software runs in emulation, and Rosetta 2, the emulation tool, will soon be dropped by Apple.
This may sound treasonous, but has anyone tried animating a Daz produced render with an AI app? In moments, you can have an animation.
I've been doing extensive experimenting with animating Daz renders in AI and I can say that generating a sequence in "moments" is not a thing. Unless you have a GB200 under your desk. Please Powerball, please... You can burn through iterations with a 5090, RTX 6000, or HX200, at half rez pretty quick, but the intial pass will still take a couple of minutes. And bumping up to 1920x1080 will give a significant time increase.
I'm try attempting to use this latest Beta version and having a problem and the 'Search Forums' or even Google search of the DAZ Forum is absolutly useless, and reading back through changes that may not apply anymore is a waste of time.
So, using the !DAZ Uber setting for glass, I've found the Viewport "Universal" (which seems to be the replacement for 'Texture Shaded') doesn't show the glass shaders, in fact it seems quite useless to have anything made of glass or a liquid at that.
in image 1... note the glass containers and now tell me which ones have wine in them...
I know Viewport is totally broken and because of that the WASD is disabled. But are they working to turn that feature back on? I use WASD to move my camera around and I hate that I have to now click and drag around while loosing the Light as I move.
I'm try attempting to use this latest Beta version and having a problem and the 'Search Forums' or even Google search of the DAZ Forum is absolutly useless, and reading back through changes that may not apply anymore is a waste of time.
So, using the !DAZ Uber setting for glass, I've found the Viewport "Universal" (which seems to be the replacement for 'Texture Shaded') doesn't show the glass shaders, in fact it seems quite useless to have anything made of glass or a liquid at that.
in image 1... note the glass containers and now tell me which ones have wine in them...
Now, let me render it out... refer to image 2.
Is this a known flaw with in the Beta?
Looking into it, but the Depth shows glass. Not the liquid itself though.
For me Texture Shaded is still there, Universal is after it. Universal is not limited to oen of the ex-OpenGL drwastyles, it can freely mix-and-match them so that you can (for example) have a prop in Wireframe and a figure in Smooth Shaded to make it easy to see when they intersect, or to make it easier to see what you are doing with a dForm or Push Modifier to fix poke-through.
For me Texture Shaded is still there, Universal is after it. Universal is not limited to oen of the ex-OpenGL drwastyles, it can freely mix-and-match them so that you can (for example) have a prop in Wireframe and a figure in Smooth Shaded to make it easy to see when they intersect, or to make it easier to see what you are doing with a dForm or Push Modifier to fix poke-through.
Richard, I kind of figured you would suggest using other Viewport drop downs, Both Texture Shaded and Universal appear to act the same, I kind of figured Texture Shaded is on the way out, if not, it's not a concern here.
Glass Shader viewability is.
I'm looking at a much larger picture. DAZ3D wants to entice new users to come and use their software, sure this version is still in Beta, but one day it will not, and shouldn't glass shaders as a whole be fully seen across the board by ALL viewport drop down options? Or has this question been addressed earlier and the solution was presented...without switching viewport styles?
Being a grahic novel artist, I tend to deal in scifi aspects and in reproduced images like Barbarella where parts of the outfit have transparent / glass panels, even those are not able to be seen in the general view port other than working in full render. Shouldn't glass / transparent material be viewable across the board much the same as they were in 4.24?
Richard, with your set up, are you seeing glass shaders as fully viewable? Such as drinking glasses with liquids inside, or the level of water in a pool scene? If so, how? (without switching viewport styles and not using Nvidia Iray as the choice work viewport.) if you can, what boolean setting needs to be changed with in Studio, so as not to disrupt the work flow of not just this graphic artist, but all other current and new users?
For me Texture Shaded is still there, Universal is after it. Universal is not limited to oen of the ex-OpenGL drwastyles, it can freely mix-and-match them so that you can (for example) have a prop in Wireframe and a figure in Smooth Shaded to make it easy to see when they intersect, or to make it easier to see what you are doing with a dForm or Push Modifier to fix poke-through.
Richard, I kind of figured you would suggest using other Viewport drop downs, Both Texture Shaded and Universal appear to act the same, I kind of figured Texture Shaded is on the way out, if not, it's not a concern here.
Glass Shader viewability is.
I'm looking at a much larger picture. DAZ3D wants to entice new users to come and use their software, sure this version is still in Beta, but one day it will not, and shouldn't glass shaders as a whole be fully seen across the board by ALL viewport drop down options? Or has this question been addressed earlier and the solution was presented...without switching viewport styles?
Being a grahic novel artist, I tend to deal in scifi aspects and in reproduced images like Barbarella where parts of the outfit have transparent / glass panels, even those are not able to be seen in the general view port other than working in full render. Shouldn't glass / transparent material be viewable across the board much the same as they were in 4.24?
Richard, with your set up, are you seeing glass shaders as fully viewable? Such as drinking glasses with liquids inside, or the level of water in a pool scene? If so, how? (without switching viewport styles and not using Nvidia Iray as the choice work viewport.) if you can, what boolean setting needs to be changed with in Studio, so as not to disrupt the work flow of not just this graphic artist, but all other current and new users?
Is the problem the glasses, which seem visible, or the liquid inside them? If it is the wine, is it a general issue with nested geometry using glass (does it mater which glass shader) or does it affect single mesh items too, such as a cube or sphere?
I just upgraded my GPU to an RTX 5090 and installed Daz Pro 2026 Beta, out of necessity. But neither the render preview nor full render are working at all. Trying to render a simple scene, I get a black render image and this error in the log:
[WARNING] :: \src\pluginsource\DzIrayRender\dzneuraymgr.cpp(373): Iray [ERROR] - IRAY:RENDER :: 1.0 IRAY rend error: Cannot render: found no usable devices. Please update your NVIDIA driver (www.nvidia.com) to at least 537.13, or enable CPU rendering.
My driver is up to date, I have NVIDIA Game Ready Driver 596.49. I've also tried the Studio driver but only got the same results from that.
I have GPU checked in the render hardware tab, where Daz does recognize my 5090. I can't for the life of me understand what is going wrong. Anybody know the fix for this?
I just upgraded my GPU to an RTX 5090 and installed Daz Pro 2026 Beta, out of necessity. But neither the render preview nor full render are working at all. Trying to render a simple scene, I get a black render image and this error in the log:
[WARNING] :: \src\pluginsource\DzIrayRender\dzneuraymgr.cpp(373): Iray [ERROR] - IRAY:RENDER :: 1.0 IRAY rend error: Cannot render: found no usable devices. Please update your NVIDIA driver (www.nvidia.com) to at least 537.13, or enable CPU rendering.
My driver is up to date, I have NVIDIA Game Ready Driver 596.49. I've also tried the Studio driver but only got the same results from that.
I have GPU checked in the render hardware tab, where Daz does recognize my 5090. I can't for the life of me understand what is going wrong. Anybody know the fix for this?
I just upgraded my GPU to an RTX 5090 and installed Daz Pro 2026 Beta, out of necessity. But neither the render preview nor full render are working at all. Trying to render a simple scene, I get a black render image and this error in the log:
[WARNING] :: \src\pluginsource\DzIrayRender\dzneuraymgr.cpp(373): Iray [ERROR] - IRAY:RENDER :: 1.0 IRAY rend error: Cannot render: found no usable devices. Please update your NVIDIA driver (www.nvidia.com) to at least 537.13, or enable CPU rendering.
My driver is up to date, I have NVIDIA Game Ready Driver 596.49. I've also tried the Studio driver but only got the same results from that.
I have GPU checked in the render hardware tab, where Daz does recognize my 5090. I can't for the life of me understand what is going wrong. Anybody know the fix for this?
Have you tried rebooting?
Yes, but I figured out that the problem is that I'm dumb and was trying to use the 4.24 BETA, not Pro 2026 BETA. Rendering is working ok now.
I just upgraded my GPU to an RTX 5090 and installed Daz Pro 2026 Beta, out of necessity. But neither the render preview nor full render are working at all. Trying to render a simple scene, I get a black render image and this error in the log:
[WARNING] :: \src\pluginsource\DzIrayRender\dzneuraymgr.cpp(373): Iray [ERROR] - IRAY:RENDER :: 1.0 IRAY rend error: Cannot render: found no usable devices. Please update your NVIDIA driver (www.nvidia.com) to at least 537.13, or enable CPU rendering.
My driver is up to date, I have NVIDIA Game Ready Driver 596.49. I've also tried the Studio driver but only got the same results from that.
I have GPU checked in the render hardware tab, where Daz does recognize my 5090. I can't for the life of me understand what is going wrong. Anybody know the fix for this?
Have you tried rebooting?
Yes, but I figured out that the problem is that I'm dumb and was trying to use the 4.24 BETA, not Pro 2026 BETA. Rendering is working ok now.
Have fun rendering with the 5090, it is so much faster.
I ended up downgrading from the 5090 back to my 3090 so i could use 4.24 again, being able to work more quickly/smoothly in the viewport for production outweighed the 3x faster render times since I can queue those. $3000 paperweight sitting on my desk until things hopefully improve .
Cool to see the new Alpha update! Got a few issues I'd like to flag up that are still ongoing issues (I've posted about them ages ago, so just want to keep them in the cycle in case they've been forgotten about).
Please don't take this as me being negative or complaining, I understand this is a whole process and am night trying to throw shade at all, this is purely me pointing out the pressure points I run into the most
1. Keyboard shortcuts are still broken, a couple in particular that I use a lot in my workflow that works strangely:
-I have 'collapse all' bound to a keyboard letter (c), and if I am using the scene panel and press it, nothing happens. The ony way to make it work is to click elsewhere such as the viewport and THEN press it to make the thing collapse.
-Same with the keybinds I have for the scene tools. I have to specifically have to click on the viewport first for them to work, which makes it very frustrating if I'm for example fiddling with the sliders in parameters, then hit the shirtcut for my tool I want to use and then go to use it... but don't realise nothing happened to I end up dragging my character instead which locks up the computer while it 'thinks' and then I have to undo it... ugh. Can be so frustrating!
-None of this is an issue in the 4.24 version as keybinds work anywhere, so if I'm missing something like a box I need to tick somewhere to make keyboard shortcuts work anywhere, I'd love to know!
2. There is still a very frustrating issue (this is actually with ALL the DAZ versions) where if I open the program, there is roughly about a 50/50 shot on if it gives me the Premiere tools or not.
I pay for Premiere and it's attached to my account and all that, but for example it happens often where I'll open DAZ, load a scene (you guys know that's not a short process and I work with big scenes), then during my work I go to tuse the Geometry Sculpter tool for example and it's just not there as an option. In order to fix this I have to close DAZ completely and reopen it again and hope this time it 'registers' and then re-load that scene all over again.
Not only that, but if I've opened a scene that's has a prop or clothing or whatever that had the GS tool used on it, those changes are reset. This is a big issue when I render out a whole bunch of panels over night (I'm a comic artist so this is a common practice) and in the morning I see that when I loaded the Alpha version to render out, I hadn't checked to see if GS was 'active' and so all the GS effects are missing and I have to re-render them.
3. Just adding on to the discussion above about the glass shaders, I have this issue constantly too, not just for glass though.
I use 'slime' shaders a lot, and it happens with those too where I can see and pose a 'slime' shaded figure or prop fine in 4.24, but then if I flip to Alpha to review it I can either not see it until the bounding box is there, or there's only like a... 'sheen'?... like a ghostly reflection mark on the outside rim of the object almost like just the specular highlight?
it makes tweaking any poses very difficult to see and do. If anyone has the 'lady goo' gifure for Gen 9, or 'nightmare ooze' kit or any of those, it's very easy to see what I mean with that... basically any fluids are impossible to see when you load in the prop.
And none of the viewport options work other than MAYBE filament?... but it's very marinally better (of course you can see it in iray, but making poses with iray is so slow it's essentially uselss)
4. Lastly the spotlights being 'blacked out' is one of my other frustrations.
If you have more than like... 8 or so spotlights in a scene, the 'preview lights' (control+L) simply doesn't work on any of the spotlights beyond that.
I know that sounds like a lot of spotlights, but I frequently use spotlights to light environments to create pockets of light and other effects, as well as use them as 'three point lighting' on characters, and when you have multiple characters in a scene they add up!
It seems like DAZ picks the first 8 (or however many it is) lights to be viewable in the 'preview lights' toggle, and the rest are completely black. This makes that feature essentially useless for me which is fine when just working on the scene and posing... but then when I want to adjust the spotlights on the characters I usually select them in the viewport to 'look through them' to line up where it is pointing and hitting the character. In this mode if that spotlight isn't one of those first 8 or so, then it's completely pitch black dark, and if there is none of 'first 8' lights around this area, then the figure is ALSO completely black and so I literally can't see anything in the scene and can't line up the lights without going to iray... which means the whole process takes AGES because moving stuff in iray CHUGS.
Some possibly solutions would be:
-Allow us to expand the amount of 'preview' cablable lights in the viewport settings like we can adjust the texture quality
-Somehow allow us to toggle which spotlights are the viewable ones instead of the first 8 or however, because currently the only "solution" would be to delete all the env lights so that the 3-point ones are "first", and then re-set up the env lights which is super annoying... and also still breaks if I then want to add more lights in future comic panels as I'd have to do that all again...
-Just have it behave like the camera does where if you toggle the 'preview lights' it does the usual blackness thing, but if it's NOT toggled you can just universally see everything in a flat light so I can actually see whenre it's pointing
So they are my current pressure points of friction!
As I said before, don't take this as me bitching or throwing shade, this is meant to be me just making sure these issues aren't lost in the noise.
I totally get that it's an Alpha an you guys are doing a great job bringing consistent updates! I do follow a lot of the conversation that happens in here and I see when there's people who 'blow up' about their frustrations, and I think although sometimes the response of it's an Alpha, it's to be expected' is valid... this is a very different situation than say a game Alpha where testing it out is volountary. This Alpha is forced on anyone with a 5000 series, and people may not have the ability to 'wait it out' for a while if it's their livelihood (such as myself), so the frictions can be a lot more grinding than if it was a video game Alpha or something.
So thank you for your hard work, and I look forward to more updates! For such a small software dev team (from what I hear), you're doing a great job
Cool to see the new Alpha update! Got a few issues I'd like to flag up that are still ongoing issues (I've posted about them ages ago, so just want to keep them in the cycle in case they've been forgotten about).
Please don't take this as me being negative or complaining, I understand this is a whole process and am night trying to throw shade at all, this is purely me pointing out the pressure points I run into the most
1. Keyboard shortcuts are still broken, a couple in particular that I use a lot in my workflow that works strangely:
-I have 'collapse all' bound to a keyboard letter (c), and if I am using the scene panel and press it, nothing happens. The ony way to make it work is to click elsewhere such as the viewport and THEN press it to make the thing collapse.
-Same with the keybinds I have for the scene tools. I have to specifically have to click on the viewport first for them to work, which makes it very frustrating if I'm for example fiddling with the sliders in parameters, then hit the shirtcut for my tool I want to use and then go to use it... but don't realise nothing happened to I end up dragging my character instead which locks up the computer while it 'thinks' and then I have to undo it... ugh. Can be so frustrating!
-None of this is an issue in the 4.24 version as keybinds work anywhere, so if I'm missing something like a box I need to tick somewhere to make keyboard shortcuts work anywhere, I'd love to know!
2. There is still a very frustrating issue (this is actually with ALL the DAZ versions) where if I open the program, there is roughly about a 50/50 shot on if it gives me the Premiere tools or not.
I pay for Premiere and it's attached to my account and all that, but for example it happens often where I'll open DAZ, load a scene (you guys know that's not a short process and I work with big scenes), then during my work I go to tuse the Geometry Sculpter tool for example and it's just not there as an option. In order to fix this I have to close DAZ completely and reopen it again and hope this time it 'registers' and then re-load that scene all over again.
Not only that, but if I've opened a scene that's has a prop or clothing or whatever that had the GS tool used on it, those changes are reset. This is a big issue when I render out a whole bunch of panels over night (I'm a comic artist so this is a common practice) and in the morning I see that when I loaded the Alpha version to render out, I hadn't checked to see if GS was 'active' and so all the GS effects are missing and I have to re-render them.
3. Just adding on to the discussion above about the glass shaders, I have this issue constantly too, not just for glass though.
I use 'slime' shaders a lot, and it happens with those too where I can see and pose a 'slime' shaded figure or prop fine in 4.24, but then if I flip to Alpha to review it I can either not see it until the bounding box is there, or there's only like a... 'sheen'?... like a ghostly reflection mark on the outside rim of the object almost like just the specular highlight?
it makes tweaking any poses very difficult to see and do. If anyone has the 'lady goo' gifure for Gen 9, or 'nightmare ooze' kit or any of those, it's very easy to see what I mean with that... basically any fluids are impossible to see when you load in the prop.
And none of the viewport options work other than MAYBE filament?... but it's very marinally better (of course you can see it in iray, but making poses with iray is so slow it's essentially uselss)
4. Lastly the spotlights being 'blacked out' is one of my other frustrations.
If you have more than like... 8 or so spotlights in a scene, the 'preview lights' (control+L) simply doesn't work on any of the spotlights beyond that.
I know that sounds like a lot of spotlights, but I frequently use spotlights to light environments to create pockets of light and other effects, as well as use them as 'three point lighting' on characters, and when you have multiple characters in a scene they add up!
It seems like DAZ picks the first 8 (or however many it is) lights to be viewable in the 'preview lights' toggle, and the rest are completely black. This makes that feature essentially useless for me which is fine when just working on the scene and posing... but then when I want to adjust the spotlights on the characters I usually select them in the viewport to 'look through them' to line up where it is pointing and hitting the character. In this mode if that spotlight isn't one of those first 8 or so, then it's completely pitch black dark, and if there is none of 'first 8' lights around this area, then the figure is ALSO completely black and so I literally can't see anything in the scene and can't line up the lights without going to iray... which means the whole process takes AGES because moving stuff in iray CHUGS.
Some possibly solutions would be:
-Allow us to expand the amount of 'preview' cablable lights in the viewport settings like we can adjust the texture quality
-Somehow allow us to toggle which spotlights are the viewable ones instead of the first 8 or however, because currently the only "solution" would be to delete all the env lights so that the 3-point ones are "first", and then re-set up the env lights which is super annoying... and also still breaks if I then want to add more lights in future comic panels as I'd have to do that all again...
-Just have it behave like the camera does where if you toggle the 'preview lights' it does the usual blackness thing, but if it's NOT toggled you can just universally see everything in a flat light so I can actually see whenre it's pointing
So they are my current pressure points of friction!
As I said before, don't take this as me bitching or throwing shade, this is meant to be me just making sure these issues aren't lost in the noise.
I totally get that it's an Alpha an you guys are doing a great job bringing consistent updates! I do follow a lot of the conversation that happens in here and I see when there's people who 'blow up' about their frustrations, and I think although sometimes the response of it's an Alpha, it's to be expected' is valid... this is a very different situation than say a game Alpha where testing it out is volountary. This Alpha is forced on anyone with a 5000 series, and people may not have the ability to 'wait it out' for a while if it's their livelihood (such as myself), so the frictions can be a lot more grinding than if it was a video game Alpha or something.
So thank you for your hard work, and I look forward to more updates! For such a small software dev team (from what I hear), you're doing a great job
2) Premier will require that you login to your account regularly, as that is hot it checks that your subscription is still valid.
4) If you go to "About Your Video Card" under Help->Troubleshooting, you see how many light sources your videocard supports in preview ( Open GL/ DriectX / Metal ) mode.
Comments
The latest beta no longer spins fans whenever I point at any object in a viewport, so I guess it's moving in the right direction, performance-wise :) I hope the focus on performance continues now that it's feature-complete.
Yes on both.
Could you please state your hardware, and which viewport mode.
I've been doing extensive experimenting with animating Daz renders in AI and I can say that generating a sequence in "moments" is not a thing. Unless you have a GB200 under your desk. Please Powerball, please... You can burn through iterations with a 5090, RTX 6000, or HX200, at half rez pretty quick, but the intial pass will still take a couple of minutes. And bumping up to 1920x1080 will give a significant time increase.
Nice new icon and splash screen. Now I can pin both DS4 and DS6 to my taskbar and tell them apart. That little thing is a big thing to me. Thanks
I have been putting them apart so i could tell, which which is which
This new icon helps a lot.
I tried that once, but I still got confused.
There is still a quite a bit delay (5-20 sec) when minimizing the daz and maximizing it, just for an empty scene
I've just updated DS2026, and the text now looks a bit smaller and blurrier, even with default colour schemes.
Change the Icon:
Right Click on the icon, go to properties, go to Change Icon...
Isn't this the old logo? I feel like it's what we had before that single color one. It looks very familiar somehow.
for developers.
is daz3d seriously trying to fix it?
currently daz3d crashes constantly and unpredictably on windows!
why?
We will need more details than that, e.g. system specs, what you are doing when it crash.
I'm try attempting to use this latest Beta version and having a problem and the 'Search Forums' or even Google search of the DAZ Forum is absolutly useless, and reading back through changes that may not apply anymore is a waste of time.
So, using the !DAZ Uber setting for glass, I've found the Viewport "Universal" (which seems to be the replacement for 'Texture Shaded') doesn't show the glass shaders, in fact it seems quite useless to have anything made of glass or a liquid at that.
in image 1... note the glass containers and now tell me which ones have wine in them...
Now, let me render it out... refer to image 2.
Is this a known flaw with in the Beta?
I know Viewport is totally broken and because of that the WASD is disabled. But are they working to turn that feature back on? I use WASD to move my camera around and I hate that I have to now click and drag around while loosing the Light as I move.
Looking into it, but the Depth shows glass. Not the liquid itself though.
For me Texture Shaded is still there, Universal is after it. Universal is not limited to oen of the ex-OpenGL drwastyles, it can freely mix-and-match them so that you can (for example) have a prop in Wireframe and a figure in Smooth Shaded to make it easy to see when they intersect, or to make it easier to see what you are doing with a dForm or Push Modifier to fix poke-through.
Richard, I kind of figured you would suggest using other Viewport drop downs, Both Texture Shaded and Universal appear to act the same, I kind of figured Texture Shaded is on the way out, if not, it's not a concern here.
Glass Shader viewability is.
I'm looking at a much larger picture. DAZ3D wants to entice new users to come and use their software, sure this version is still in Beta, but one day it will not, and shouldn't glass shaders as a whole be fully seen across the board by ALL viewport drop down options? Or has this question been addressed earlier and the solution was presented...without switching viewport styles?
Being a grahic novel artist, I tend to deal in scifi aspects and in reproduced images like Barbarella where parts of the outfit have transparent / glass panels, even those are not able to be seen in the general view port other than working in full render. Shouldn't glass / transparent material be viewable across the board much the same as they were in 4.24?
Richard, with your set up, are you seeing glass shaders as fully viewable? Such as drinking glasses with liquids inside, or the level of water in a pool scene? If so, how? (without switching viewport styles and not using Nvidia Iray as the choice work viewport.) if you can, what boolean setting needs to be changed with in Studio, so as not to disrupt the work flow of not just this graphic artist, but all other current and new users?
Is the problem the glasses, which seem visible, or the liquid inside them? If it is the wine, is it a general issue with nested geometry using glass (does it mater which glass shader) or does it affect single mesh items too, such as a cube or sphere?
Here is a cube with the glass shader part of default ressources.
The issue as I see it, is if an object has 100 % refraction, it will be invisible in texture shaded, no matter refraction index or colors.
I just upgraded my GPU to an RTX 5090 and installed Daz Pro 2026 Beta, out of necessity. But neither the render preview nor full render are working at all. Trying to render a simple scene, I get a black render image and this error in the log:
[WARNING] :: \src\pluginsource\DzIrayRender\dzneuraymgr.cpp(373): Iray [ERROR] - IRAY:RENDER :: 1.0 IRAY rend error: Cannot render: found no usable devices. Please update your NVIDIA driver (www.nvidia.com) to at least 537.13, or enable CPU rendering.
My driver is up to date, I have NVIDIA Game Ready Driver 596.49. I've also tried the Studio driver but only got the same results from that.
I have GPU checked in the render hardware tab, where Daz does recognize my 5090. I can't for the life of me understand what is going wrong. Anybody know the fix for this?
Have you tried rebooting?
Yes, but I figured out that the problem is that I'm dumb and was trying to use the 4.24 BETA, not Pro 2026 BETA. Rendering is working ok now.
Have fun rendering with the 5090, it is so much faster.
I ended up downgrading from the 5090 back to my 3090 so i could use 4.24 again, being able to work more quickly/smoothly in the viewport for production outweighed the 3x faster render times since I can queue those. $3000 paperweight sitting on my desk until things hopefully improve
.
Cool to see the new Alpha update! Got a few issues I'd like to flag up that are still ongoing issues (I've posted about them ages ago, so just want to keep them in the cycle in case they've been forgotten about).
Please don't take this as me being negative or complaining, I understand this is a whole process and am night trying to throw shade at all, this is purely me pointing out the pressure points I run into the most
1. Keyboard shortcuts are still broken, a couple in particular that I use a lot in my workflow that works strangely:
-I have 'collapse all' bound to a keyboard letter (c), and if I am using the scene panel and press it, nothing happens. The ony way to make it work is to click elsewhere such as the viewport and THEN press it to make the thing collapse.
-Same with the keybinds I have for the scene tools. I have to specifically have to click on the viewport first for them to work, which makes it very frustrating if I'm for example fiddling with the sliders in parameters, then hit the shirtcut for my tool I want to use and then go to use it... but don't realise nothing happened to I end up dragging my character instead which locks up the computer while it 'thinks' and then I have to undo it... ugh. Can be so frustrating!
-None of this is an issue in the 4.24 version as keybinds work anywhere, so if I'm missing something like a box I need to tick somewhere to make keyboard shortcuts work anywhere, I'd love to know!
2. There is still a very frustrating issue (this is actually with ALL the DAZ versions) where if I open the program, there is roughly about a 50/50 shot on if it gives me the Premiere tools or not.
I pay for Premiere and it's attached to my account and all that, but for example it happens often where I'll open DAZ, load a scene (you guys know that's not a short process and I work with big scenes), then during my work I go to tuse the Geometry Sculpter tool for example and it's just not there as an option. In order to fix this I have to close DAZ completely and reopen it again and hope this time it 'registers' and then re-load that scene all over again.
Not only that, but if I've opened a scene that's has a prop or clothing or whatever that had the GS tool used on it, those changes are reset. This is a big issue when I render out a whole bunch of panels over night (I'm a comic artist so this is a common practice) and in the morning I see that when I loaded the Alpha version to render out, I hadn't checked to see if GS was 'active' and so all the GS effects are missing and I have to re-render them.
3. Just adding on to the discussion above about the glass shaders, I have this issue constantly too, not just for glass though.
I use 'slime' shaders a lot, and it happens with those too where I can see and pose a 'slime' shaded figure or prop fine in 4.24, but then if I flip to Alpha to review it I can either not see it until the bounding box is there, or there's only like a... 'sheen'?... like a ghostly reflection mark on the outside rim of the object almost like just the specular highlight?
it makes tweaking any poses very difficult to see and do. If anyone has the 'lady goo' gifure for Gen 9, or 'nightmare ooze' kit or any of those, it's very easy to see what I mean with that... basically any fluids are impossible to see when you load in the prop.
And none of the viewport options work other than MAYBE filament?... but it's very marinally better (of course you can see it in iray, but making poses with iray is so slow it's essentially uselss)
4. Lastly the spotlights being 'blacked out' is one of my other frustrations.
If you have more than like... 8 or so spotlights in a scene, the 'preview lights' (control+L) simply doesn't work on any of the spotlights beyond that.
I know that sounds like a lot of spotlights, but I frequently use spotlights to light environments to create pockets of light and other effects, as well as use them as 'three point lighting' on characters, and when you have multiple characters in a scene they add up!
It seems like DAZ picks the first 8 (or however many it is) lights to be viewable in the 'preview lights' toggle, and the rest are completely black. This makes that feature essentially useless for me which is fine when just working on the scene and posing... but then when I want to adjust the spotlights on the characters I usually select them in the viewport to 'look through them' to line up where it is pointing and hitting the character. In this mode if that spotlight isn't one of those first 8 or so, then it's completely pitch black dark, and if there is none of 'first 8' lights around this area, then the figure is ALSO completely black and so I literally can't see anything in the scene and can't line up the lights without going to iray... which means the whole process takes AGES because moving stuff in iray CHUGS.
Some possibly solutions would be:
-Allow us to expand the amount of 'preview' cablable lights in the viewport settings like we can adjust the texture quality
-Somehow allow us to toggle which spotlights are the viewable ones instead of the first 8 or however, because currently the only "solution" would be to delete all the env lights so that the 3-point ones are "first", and then re-set up the env lights which is super annoying... and also still breaks if I then want to add more lights in future comic panels as I'd have to do that all again...
-Just have it behave like the camera does where if you toggle the 'preview lights' it does the usual blackness thing, but if it's NOT toggled you can just universally see everything in a flat light so I can actually see whenre it's pointing
So they are my current pressure points of friction!
As I said before, don't take this as me bitching or throwing shade, this is meant to be me just making sure these issues aren't lost in the noise.
I totally get that it's an Alpha an you guys are doing a great job bringing consistent updates! I do follow a lot of the conversation that happens in here and I see when there's people who 'blow up' about their frustrations, and I think although sometimes the response of it's an Alpha, it's to be expected' is valid... this is a very different situation than say a game Alpha where testing it out is volountary. This Alpha is forced on anyone with a 5000 series, and people may not have the ability to 'wait it out' for a while if it's their livelihood (such as myself), so the frictions can be a lot more grinding than if it was a video game Alpha or something.
So thank you for your hard work, and I look forward to more updates! For such a small software dev team (from what I hear), you're doing a great job
2) Premier will require that you login to your account regularly, as that is hot it checks that your subscription is still valid.
4) If you go to "About Your Video Card" under Help->Troubleshooting, you see how many light sources your videocard supports in preview ( Open GL/ DriectX / Metal ) mode.
/ Totte