Daz Studio 2026 Beta - version 6.25.2026.14219! (Updated May 23, 2026)

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  • DoctorJellybeanDoctorJellybean Posts: 9,906

    felis said:

    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.

     Glass only show's it's reflection. If you want to see it outside of reflection you can set "Max Refraction Weight" in draw settings to a value less than 1 or you can use universal and set it's override to wireframe.

  • SensuSensu Posts: 13
    edited May 26

    Why is the Viewport Texture Shaded still single and lonely? A 3D artist girl's case with "lazy" processor threads... 

    Hi everyone!wink

    I’d love to get some clarity on Viewport performance, because working in Texture Shaded mode lately feels like a bit of an unpredictable adventure. I’m honestly pulling my hair out due to the constant slideshow effect, and I’d really love to understand the whys before I go completely bald and have to wear a wig in front of the monitor.

    As I’ve been digging through the technical spheres, I’ve started to get the picture: Daz—my dear, stubborn little favorite—insists on assigning just a single thread to calculate character movement and outfit adjustments, while leaving the others to rest. It’s almost as if it were saying: "We deal with one thing at a time, if you please!"

    My Beast (my PC) is certainly not the latest luxury model, but it’s far from a potato: it’s a Dual Xeon system (20 cores, 40 threads) running the studio, loaded with 128 GB of RAM. In theory, it should be purring like a satisfied kitten, but instead, it acts more like a moody little tiger that only moves when it really has to.

    But the thing that actually makes me smile... OH WAIT, NO! :) I’m looking at the stats, and I see a single poor thread sweating, but curiously, not even at 100%, while the other 39 threads are cheering on that one poor soul from their comfy armchairs with a beer in hand, as it tries to move that pesky character outfit. Real teamwork, right!

    Is there anyone here who could be my hero and explain to a mortal artist: what is the technical reason why Daz is so loyal to this single-threaded technique in the Viewport? Is there any beautiful hope that in the future, the other threads might join in on this little game? Or, if anyone has heard any juicy gossip from the developers regarding modernization, don’t keep it to yourself—bring it on!

    If anyone knows a secret spell (or just has a well-proven tip) on how I could convince my "crew" to work together, please share! I’d be very grateful!

    Thanks a lot to any clever gentleman or experienced colleague who can gift me some knowledge—or at least a little bit of hope!

    Post edited by Sensu on
  • Richard HaseltineRichard Haseltine Posts: 110,191

    Unfortunately not every process can be multi-threaded - that requires that the process can be slit down into separate bits that can each be worked on without needing information from any other bit. In the case of adjusting a pose or shape then there are a lot of linked ramifications (one property that may be linked to another) and they al need to be traced through to get a final value, from which the shape can be calculated.

  • bluejauntebluejaunte Posts: 2,096

    Two hands could let you pour water and stir at the same time. You're not gonna handwrite twice as fast with two hands though. Single vs multithreading.

  • I just upgraded DAZ 6 to the latest version (6.25.2026.14219) and I updated to the NVidia drivers to the very latest version (610.47 - Release: Tue May 26, 2026) and now Daz 6 won't render. See Troubleshootng info below:

    2026-05-27 08:57:21.969 [WARNING] :: \src\pluginsource\DzIrayRender\dzneuraymgr.cpp(418): Iray [ERROR] - IRAY:RENDER ::&nbsp; &nbsp;1.0&nbsp; &nbsp;IRAY&nbsp; &nbsp;rend error: Cannot render: found no usable devices. Please update your NVIDIA driver (www.nvidia.com) to at least 576.02, or enable CPU rendering.<br /> 2026-05-27 08:57:21.971 [ERROR] Iray :: Invalid parameters (null pointer).<br /> 2026-05-27 08:57:22.081 [INFO] :: Saved image: C:\Users\jande\AppData\Roaming\DAZ 3D\Studio6 Public Build\temp\render\r.png<br /> 2026-05-27 08:57:22.081 [INFO] :: Finished rendering.<br /> 2026-05-27 08:57:22.095 [INFO] :: Total Rendering Time: 1.55 seconds

    As I'm pretty sure I got an NVidia driver version >576.02 I'm at a loss here.
    Should I downgrade the Nvidia driver? Or is there another solution available? Thanks for help/guidance!

     

  • DoctorJellybeanDoctorJellybean Posts: 9,906

    mosjeschwartzman said:

    I just upgraded DAZ 6 to the latest version (6.25.2026.14219) and I updated to the NVidia drivers to the very latest version (610.47 - Release: Tue May 26, 2026) and now Daz 6 won't render. See Troubleshootng info below:

    2026-05-27 08:57:21.969 [WARNING] :: \src\pluginsource\DzIrayRender\dzneuraymgr.cpp(418): 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 576.02, or enable CPU rendering.
    2026-05-27 08:57:21.971 [ERROR] Iray :: Invalid parameters (null pointer).
    2026-05-27 08:57:22.081 [INFO] :: Saved image: C:\Users\jande\AppData\Roaming\DAZ 3D\Studio6 Public Build\temp\render\r.png
    2026-05-27 08:57:22.081 [INFO] :: Finished rendering.
    2026-05-27 08:57:22.095 [INFO] :: Total Rendering Time: 1.55 seconds

    As I'm pretty sure I got an NVidia driver version >576.02 I'm at a loss here.
    Should I downgrade the Nvidia driver? Or is there another solution available? Thanks for help/guidance!

    Is your GPU listed in Render Settings - Hardware tab? 

  • DoctorJellybean said:

    mosjeschwartzman said:

    I just upgraded DAZ 6 to the latest version (6.25.2026.14219) and I updated to the NVidia drivers to the very latest version (610.47 - Release: Tue May 26, 2026) and now Daz 6 won't render. See Troubleshootng info below:

    2026-05-27 08:57:21.969 [WARNING] :: \src\pluginsource\DzIrayRender\dzneuraymgr.cpp(418): 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 576.02, or enable CPU rendering.
    2026-05-27 08:57:21.971 [ERROR] Iray :: Invalid parameters (null pointer).
    2026-05-27 08:57:22.081 [INFO] :: Saved image: C:\Users\jande\AppData\Roaming\DAZ 3D\Studio6 Public Build\temp\render\r.png
    2026-05-27 08:57:22.081 [INFO] :: Finished rendering.
    2026-05-27 08:57:22.095 [INFO] :: Total Rendering Time: 1.55 seconds

    As I'm pretty sure I got an NVidia driver version >576.02 I'm at a loss here.
    Should I downgrade the Nvidia driver? Or is there another solution available? Thanks for help/guidance!

    Is your GPU listed in Render Settings - Hardware tab? 

    Yes, it is; see screenshot attached. And while looking it up, I also noticed the checkbox "Check GPU driver version". If I uncheck this, Daz 6 renders.

    However, I don't think this is the correct behaviour... The new driver is newer than the required driver, so, it should not throw an error if this checkbox is checked...

    Schermafbeelding 2026-05-27 092648.png
    555 x 1303 - 63K
  • DoctorJellybeanDoctorJellybean Posts: 9,906

    mosjeschwartzman said:

    DoctorJellybean said:

    mosjeschwartzman said:

    I just upgraded DAZ 6 to the latest version (6.25.2026.14219) and I updated to the NVidia drivers to the very latest version (610.47 - Release: Tue May 26, 2026) and now Daz 6 won't render. See Troubleshootng info below:

    2026-05-27 08:57:21.969 [WARNING] :: \src\pluginsource\DzIrayRender\dzneuraymgr.cpp(418): 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 576.02, or enable CPU rendering.
    2026-05-27 08:57:21.971 [ERROR] Iray :: Invalid parameters (null pointer).
    2026-05-27 08:57:22.081 [INFO] :: Saved image: C:\Users\jande\AppData\Roaming\DAZ 3D\Studio6 Public Build\temp\render\r.png
    2026-05-27 08:57:22.081 [INFO] :: Finished rendering.
    2026-05-27 08:57:22.095 [INFO] :: Total Rendering Time: 1.55 seconds

    As I'm pretty sure I got an NVidia driver version >576.02 I'm at a loss here.
    Should I downgrade the Nvidia driver? Or is there another solution available? Thanks for help/guidance!

    Is your GPU listed in Render Settings - Hardware tab? 

    Yes, it is; see screenshot attached. And while looking it up, I also noticed the checkbox "Check GPU driver version". If I uncheck this, Daz 6 renders.

    However, I don't think this is the correct behaviour... The new driver is newer than the required driver, so, it should not throw an error if this checkbox is checked...

    It could be the actual driver itself. There have been issues in the past with new drivers, which were then fixed with the next driver update.

  • DoctorJellybeanDoctorJellybean Posts: 9,906

    Sensu said:

    Why is the Viewport Texture Shaded still single and lonely? A 3D artist girl's case with "lazy" processor threads... 

    Hi everyone!wink

    I’d love to get some clarity on Viewport performance, because working in Texture Shaded mode lately feels like a bit of an unpredictable adventure. I’m honestly pulling my hair out due to the constant slideshow effect, and I’d really love to understand the whys before I go completely bald and have to wear a wig in front of the monitor.

    As I’ve been digging through the technical spheres, I’ve started to get the picture: Daz—my dear, stubborn little favorite—insists on assigning just a single thread to calculate character movement and outfit adjustments, while leaving the others to rest. It’s almost as if it were saying: "We deal with one thing at a time, if you please!"

    My Beast (my PC) is certainly not the latest luxury model, but it’s far from a potato: it’s a Dual Xeon system (20 cores, 40 threads) running the studio, loaded with 128 GB of RAM. In theory, it should be purring like a satisfied kitten, but instead, it acts more like a moody little tiger that only moves when it really has to.

    But the thing that actually makes me smile... OH WAIT, NO! :) I’m looking at the stats, and I see a single poor thread sweating, but curiously, not even at 100%, while the other 39 threads are cheering on that one poor soul from their comfy armchairs with a beer in hand, as it tries to move that pesky character outfit. Real teamwork, right!

    Is there anyone here who could be my hero and explain to a mortal artist: what is the technical reason why Daz is so loyal to this single-threaded technique in the Viewport? Is there any beautiful hope that in the future, the other threads might join in on this little game? Or, if anyone has heard any juicy gossip from the developers regarding modernization, don’t keep it to yourself—bring it on!

    If anyone knows a secret spell (or just has a well-proven tip) on how I could convince my "crew" to work together, please share! I’d be very grateful!

    Thanks a lot to any clever gentleman or experienced colleague who can gift me some knowledge—or at least a little bit of hope!

     It may not be what you want to hear, but here goes.

    Studio multithreads the update of individual figures and props in a scene when the geometry on a node is large enough to justify it. However, Studio does not currently multithread the processing of the entire scene node list due to potential inter-dependencies between nodes. They may reexamine this methodology in the future.

  • ArtRouladeArtRoulade Posts: 45

    Richard Haseltine said:

    Unfortunately not every process can be multi-threaded - that requires that the process can be slit down into separate bits that can each be worked on without needing information from any other bit. In the case of adjusting a pose or shape then there are a lot of linked ramifications (one property that may be linked to another) and they al need to be traced through to get a final value, from which the shape can be calculated.

    Techniques like breadth-first parallelization - grouping by hierarchy depth or decoupling morphing from skinning could resolve these bottlenecks without compromising data integrity.
    Moving toward a more data-oriented design would allow the software to leverage modern multi-core and GPU performance, which current high-poly characters clearly demand. I hope to see the architecture evolve in this direction.

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