Daz Studio 6.25[.0.x], General Release!

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  • LeanaLeana Posts: 13,238

    DavidGB said:

    DoctorJellybean said:

    Iray in 4.x doesn't support Bakewell GPUs.  

    Well, as the only Bakewell I know is Bakewell tarts .. 

    I presume that's some version of GPU. So DS4.24 couldn't use a version of GPU that was out last summer? Except Task Manager showed/shows DS4.24 IS using the RTX 5070 a little, just not much.

    The version of Iray in DS4.24 can't use 50xx cards to render, the little use you saw was probably using the card for display.
    The newer versions of Iray supporting 50xx cards can't be integrated into DS4 due to technical changes Nvidia made which are not compatible with DS4 code base (well, to be exact the first version supporting them was compatible, but it had major bugs so that wasn't a good option. And fixing those bugs is what introduced the aforementioned technical changes).
    That is one of the reasons Daz finally released DS6.

  • Richard HaseltineRichard Haseltine Posts: 110,390
    edited June 6

    Sunkissed Papayas said:

    I'm not one bit impressed by this release at all. First things first, I actually purchased a newly released pose pack for expressions that claims its Compatible Software: Daz Studio 6.x, Daz Studio 4.24 It actually only works in 4.24, how's that work.

    Is it plain poses or does it use scripts (check the file type listed on the product page, or in the info tab in a content pane with one of the psoe presets selected)?

    I actually loaded up Victoria 9 in DAZ 6.X and she looks more like a dude than a female. You'd think that if a company is going to release a newer program that supposably better and faster than the previous, the things they sell in their store would work in the new release. I've purchased alot of stuff through DAZ in the past year and some of it works and some of it doesn't. So, if some of it works and some doesn't that means there is a way to design the program to use those previous versions of stuff without the creators having to redo their previous creations. I've checked alot of my Genesis 9 Cgaracters and they all seem to be the same way as to looking like a dude. Seems to be less options in the parameters tab for customizing the characters too.  

    That sounds like a plain content issue - a morph is loading with a non-zero value even though it isn't meant to be applied. Load the Genesis 9 Base, is it the same? If so does Edit>Figure>Zero>Zero Figure Shape fix it?

    Now I will say I do like the speed that it loads up the characters and the speed that it renders them.  

    Makes me wonder if all the Genesis 9 characters purchased in the last year or longer are going to not work and now you have to start spending more to purchase ones developed in and for DAZ 6.x. I've looked at some of the ones created recently and am not impressed by them. 

    Think I'll keep using 4.24 until all the bugs are worked out of this supposably new and improved version.

     

     

    Post edited by Richard Haseltine on
  • Richard HaseltineRichard Haseltine Posts: 110,390

    pixelquack said:

    DoctorJellybean said:

    maravthemaker said:

    I am interested what are the implications for privacy with the AI chatbot integration. Does it spy on what I do with the software, learn from me, whatever? Is my art spied on, copied, used ofr AI training etc?

    The AI Chatbot is only there to answer your questions, it doesn't spy or learn from you. Any training is done elsewhere. 

    Are you providing this answer in capacity of Daz3D staff? 

    He is providing correct answers. DS does not use locala ctivity to train the AI, Victoria is (as far as I know) the same as the store chat bot/assistant.

  • Richard HaseltineRichard Haseltine Posts: 110,390

    stef3d said:

    DAZ 6 doesn't recognize the paths to my various content files. It won't load my scenes (it says the data can't be found), and if I try to load a simple Genesis 8 model, it displays it as boxes and tells me it can't find the corresponding data and that I need to install it!!! Yet I've configured DAZ 6 to recognize my content. I’m going back to 4.24—that version finds the paths...

    Please post screenshots showing the current paths in DS 4 and DS 6 (Edit>Preferences>Content>Content Directory Manager)

  • Richard HaseltineRichard Haseltine Posts: 110,390

    Leana said:

    DavidGB said:

    DoctorJellybean said:

    Iray in 4.x doesn't support Bakewell GPUs.  

    Well, as the only Bakewell I know is Bakewell tarts .. 

    I presume that's some version of GPU. So DS4.24 couldn't use a version of GPU that was out last summer? Except Task Manager showed/shows DS4.24 IS using the RTX 5070 a little, just not much.

    The version of Iray in DS4.24 can't use 50xx cards to render, the little use you saw was probably using the card for display.
    The newer versions of Iray supporting 50xx cards can't be integrated into DS4 due to technical changes Nvidia made which are not compatible with DS4 code base (well, to be exact the first version supporting them was compatible, but it had major bugs so that wasn't a good option. And fixing those bugs is what introduced the aforementioned technical changes).
    That is one of the reasons Daz finally released DS6.

    DrJ meant Brockwell, I think

  • DavidGBDavidGB Posts: 586

    Leana said:

    DavidGB said:

    DoctorJellybean said:

    Iray in 4.x doesn't support Bakewell GPUs.  

    Well, as the only Bakewell I know is Bakewell tarts .. 

    I presume that's some version of GPU. So DS4.24 couldn't use a version of GPU that was out last summer? Except Task Manager showed/shows DS4.24 IS using the RTX 5070 a little, just not much.

    The version of Iray in DS4.24 can't use 50xx cards to render, the little use you saw was probably using the card for display.
    The newer versions of Iray supporting 50xx cards can't be integrated into DS4 due to technical changes Nvidia made which are not compatible with DS4 code base (well, to be exact the first version supporting them was compatible, but it had major bugs so that wasn't a good option. And fixing those bugs is what introduced the aforementioned technical changes).
    That is one of the reasons Daz finally released DS6.

    Ah, OK. Guess I need to speed test in DS6 some of the scenes that were taking me an hour in DS4.24 last year. Although they're probably too memory heavy for the RTX 50770 ... I haven't timed it, but DS6, while still taking some time to load scenes, is loading them faster than 4.24, and is closing much faster.

  • HavosHavos Posts: 5,667

    prixat said:

    yonashald said:

    prixat said:

    yonashald said:

    So i made a video regarding the lag/stutter in the viewport where I show the difference betwen 6 and 4.24 and why it is such a big deal 

     

    Can you see if your CPU spikes when you do that manipulation in the 'Texture Shaded' view?

    It does, goes from like nothing to like 20-25%  when i move the arm up and down in ds 6

    That sounds similar to the problem in Gaming, where older games still used 32bit Compute commands. Since the 5000 series no longer has any 32bit hardware or software, those calls are rejected and dumped to the CPU, showing up as CPU spikes and much slower, single core, performance. Which fits with my old RTX3060 having no problems in DS 6.

    Gamers faced with the same problem got special support from nVidia on a per game basis, while others produced their own 'translation DLLs' to get 64bit Compute calls that work.

    Anyways, that's my guess.

    I am also struggling to reproduce the issue that yonashald is suffering. Both DS 4 and DS 6 seem to be about as smooth as each other when I moved the limb around like he did in the video. Looking at CPU usage, for me it shot up to around 10% when I was moving the arm. I think CPU usage was a bit lower in 4.6, but it did not greatly effect the visual appearence. I have a RTX 4080. It would be unfortunate if it is the 5 series of cards that suffer, since they are the ones that have to use 6. Are any other 5 series users suffering the viewport lag, or indeed anyone with a 5 series that is not suffering it?

  • kreutzerkreutzer Posts: 12
    edited June 6

    DavidGB said:

    It appears that DS4.24 barely uses my Nvidia RTX card and mostly uses the CPU, while DS6 makes full use of the Nvidia card,

    DS 4 does not support Nviidias 5xxx-Series at all. DS 6 does.

    Edit: While the post now could be saved, there are answers to that yet. Sorry for this redundant post.

    Post edited by kreutzer on
  • It's times like these that make me happy not to have a 50xx card. 

  • Richard HaseltineRichard Haseltine Posts: 110,390

    martin_stewart_d62a949f8f said:

    It's times like these that make me happy not to have a 50xx card. 

    Not everyone wth a 50x0 card is having the same issues, certainly not those with non-Iray drawstytles. There was a suggestion iin the beta thread that Drawstyle or soem of the GPU acceleration/upsmapling features may be part of the issue.

  • alofaroalofaro Posts: 40

    DavidGB said:

    I really thought it ought to render faster, but never got to look into it before changes in my domestic situation put my 'return' to DS on hold again. Now that's resolved into a 'new normal' I'm just coming back again, and couldn't help trying this DS 6. And I've just found a rather staggering performance difference I don't understand at all.

    So I just tested DS6 rendering versus DS4.24 with what I was at immediately before life got in the way again, which was working up my first G9 character while deciding whether to stick with the G8s or go to G9. So, scene with one G9, morphed and textured, PBRSkin materials, and hair; and NOTHING else except for a ruler prop that I've been using since I was using Poser 4 before the public release of DS 0.9! No clothes, other props, set or background, and just the default environment light and the headlamp of the default camera I was rendering through. Simple. Render settings still at 1000 max samples, Quality 300. But get this ...

    DS 4.24: 9 mins 38 secs. Task Manager showed 8.6% GPU, ~90% CPU

    DS 6 with EXACTLY the same Render Settings, both Editor and Hardware screens: 1 minute 29 secs, Task Manager showed the exact opposite - 90% GPU 8.something percent CPU. 

    (DS6 with GPU turned off in the Hardware was 11 minutes 59 secs.)

    1m 29s DS6 versus 9m 38s DS4.24

    WT-actual-F?

    It appears that DS4.24 barely uses my Nvidia RTX card and mostly uses the CPU, while DS6 makes full use of the Nvidia card, despite it being the same equipment, the same scene, and the same render settings in both DS4.24 and DS6. Why is DS 4.24 only using 8.6% GPU while DS6 is using 90%?

    Actually, according to DAZ (and apparently, NVIDIA itself, I did not check but others indicated it), you are like that DS4 uses the GPU at all - the RTX5070 is part of the gamer/consumer Blackwell range, in theory Blackwell are not supported at all by DS 4. Considering that, and the percentages of utilisation you indicate, I am a bit underwhelmed by ther RTX5070 performances - but then it may be my fault, I should check what are supposed to be its theoretical performances.

    @doctorjellybean and @leana thank you for the drivers indication, actually, as a general rule I use the Studio drivers, even on the machine that mixes a GeForce and a Quadro , because using the "right" version, it is compatible (well, in that case, the GeForce is actually a Titan V, which originally was made for "AI" research and researchers in general, as visible by the double precision performances). 

       I have older cards I want to use for some experiment in older machines, plus a machine that has integrated an older GPU, but my GPUs on the main DAZ machine are Volta and Ampére.

      Volta is out of support from CUDA (13.x), not just deprecated (but the latest 12.x, 12.9 still supported it fine), but not from the drivers: for the Titan V the latest studio is 581.57 (OK, lagging behind the Geforce, which is 582.53), for the GV100 and the Ampére Quadro, the studio is 582.53. 

      The news that came out last year of the complete demise of anything older than the last couple of generations have been greatly exagerated, as Twain would say ;-).

       My guess is that NVIDIA realised that somebody spending thousands on a GPU would not be so keen on throwing it away, even more considering the Blackwell "Pro" high end are still maintaining high prices due to low availability, so they made a compromise - CUDA support out, so they can concentrate on the newer cards (but in reality, most software out is really based on the previous CUDA versions, even if it can compile on the new one), drivers support still OK for at last some time even for the cards a bit older.
       It is true that for Daz I have a mixed GPU configuration, but they are still useful (actually, for some specific use, much better than the newer cards, due to the double precision performance).  
     

  • DavidGBDavidGB Posts: 586

    OK, I'm completely lost. I used to be quite a smart fellow, but ever since the disability hit me in 2007 and I ended up permanently on pain medications, one having me in a permanent brain fog, and another affecting my memory both long term and moment to moment, I've had a functional IQ of about 70 on a good day. And I'm really lost as to what's going on and what to do about it.

    I'm trying to time a render in DS6 of one of the scenes I did last year for the series I put on DeviantArt rendering then in DS4.24 and they mostly took a little under an hour each to render in DS4.24. First attempt in DS6 with the same settings as then except I went to the Render Settings > Hardware and unticked the two CPU settings. It claimed to have finished after just over five minutes, but only showed it had done 20 iterations when it's set for max samples 1000, and the skin of the G8F and G8M look like flat plastic. Tried again, turning the CPU options back on, so all the settings are the same as last year in DS4.24, and this time it stopped after 6m 8s with high GPU and CPU use and does show it as having done 1000 iterations. But again the skin looks like slightly shiny flat plastic and an underarm hair figure has vanished. Both G8F and G8M are supposed to be using the Iray Uber Shader for their skin, G8F with an added topcoat and metallicity sweat effect. I can't understand what's happened to the skin. It's as if ... a completely different shader is being used. Or something's missing. I mean, I know with G9 it's all PBRSkin shader, and in my trial render on the G9 character I was working on before with PBRSkin shader skin it looked fine, but on G8F I'm using the DAZ Sahira 8 materials (though not that shape) which are Iray Uber, and surely they should still work and not look plastic? I really don't get what's going on or what to do about it. Is there something wrong or missing in the DS6 Iray Uber shader?

  • golem841golem841 Posts: 194

    Honestly the release of D6 is a real disaster. I'm impressed by the loading of scenes, rendering  is way faster : all good !

    The lack of support from all very basic plugins and scripts is absolutely horrible. Daz should have waited for plugins and scripts migration !

    My rig is not top notch : a 4060 16 Gb card : I couldn't afford a 5090 given the inflated prices. Intel Core i9-14900F, 192 Gb of RAM.  Both OS and Daz are on NVME drives.

     

  • AndrewJJPAndrewJJP Posts: 775
    edited June 6

    chevybabe25 said:

    "Are there any known isssues with the Geometry Scultptor on strand-based hair? Basically, I cannot get it to work."

     

    For strand hair you have to select vertices.. is that what you are doing?

    Trying again. You are right, in 4.24 I was selecting the hair, and in 6.25, the base. Stupid mistake - thanks! :D

    BUT, it still doesn't work.

    • In 4.24  I can drag the hair. The machine lets me edit it no trouble at all. It's pretty much instant and completely respnsive.
    • In 6.25 a dialog appears briefly to say it' building the geometry (which is not an issue). I then click on the hair. The UI freezes completely for an extended period before it eventually recovers.

    I've done this a few tiems. The shortest freeze was 20 seconds, the longest around a minute. The operating system displays the ghost window and the Daz title bad changes to "not responding" indicating that Daz has frozen and cannot process its message queue. It's a proper freeze. Since this works well in 4.24, there is no issue with the hardware. In both cases, I am using texture shading in the viewport.

    You cannot move the hair. It is 100% reproducible for me, and I class this as a bug, not a performance issue since it completely prevents the feature from beingused. For me anyway. I wonder if anyone else sees this?

     

    Post edited by AndrewJJP on
  • MrRogerSmithMrRogerSmith Posts: 165

    Render Queue has a feature to "suppress loading errors." This feature doesn't work in Daz Studio 6.  Even when checked, the entire queue will stop to alert me that I am missing textures and will not open that scene until I've clicked to acknowledge the error.

  • dbz91007dbz91007 Posts: 16

    butterflyfish said:

    Richard Haseltine said:

    dbz91007 said:

    Richard Haseltine said:

    dbz91007 said:

    I'm experiencing trouble with posing a G9 figure. By posing, I mean select a body part, go to Posing tab and drag a slider. This is a scene file created in BETA. Just one figure at world origin. The viewport is set to Wireframe or Lit Wireframe to eliminate Iray Preview issues. It's agonizingly slow. I've re-saved the file in 6, shut down and restarted. No improvement. Very odd because I never experienced this in the ALPHA or BETA.

    Would you post the .duf file please (with a note of any additional content needed)?

    Thanks for the offer. I was deleting everything I could in order to provide the least amount of requirements to test and discovered that it was something related to how I used Akhelloos' Iridessa Hair for G9 (Conforming and Posable). When I delete the hair, posing is fine. Undo the delete, posing is bad. Delete the hair and add it again as a new object, posing is fine.

    I've attached the DUF file with the bad version of the hair. It needs Jennie 9 and Akhelloos Iridessa Hair.

    EDIT: I also moved the bad hair to a new Genesis 9 figure, straight off the assembly line, and same poor pose performance.

    I don't have that hair, so my testing won't achieve much. Perhaps someone else will be able to verify.

    I have Jennie 9 and Iridessa hair. I'm not able to verify this behavior in your scene (wireframe or lit wireframe). Everything seems fine to me. 

    Thank you for trying! I'm not sure what the problem was. Maybe something wrong in the .DUF that wouldn't resolve with a re-save. If it happens again, the solution is straightforward: delete object, re-apply.

  • crosswindcrosswind Posts: 9,799

    Richard Haseltine said:

    Stezza said:

    I can't find the transfer from triax to blended weight option... has Daz removed it or is it hidden somewhere in the bowels of this new version that no one knows about? angry

    It does seem to be gone, I couldn't find it in Window>Workspace>Customise either. It might be worth reporting as a possible bug (Technical Support ticket) though it may have been removed as it can't be an exact conversion (which is why the later figures need twist and bend bones)

    No relevant info. has been found in the change log but Victoria convincingly said the funcitons were removed "by design"... (if that was true ~~) 

    SNAG-2026-6-7-001.png
    720 x 728 - 60K
  • Probably not  allowed to complain. 
    I spent a lot of dollars on plugins and scripts etc.
    Perhaps needs to have a line in their deal with PAs that Daz can upgrade tools and plugins?
    Or if within x amount of time they aren't upgraded the .dlls and scripts become unlocked for daz to fix them. 
    ---
    And how long until our 424s will no longer work with windows?

  • DavidGBDavidGB Posts: 586

    Well ... mostly good news for me with DS6, though one remaining puzzle. I've now rendered in DS6 another five of the 50 odd scenes in a story-telling sequence I did last year in DS4.24 - not to use, but as a comparison test. In DS4.24, which as we've established couldn't use my RTX 5070 for rendering, the scenes all took between 48m and a bit over 60m to render. In DS6 they ranged from 6m to 7m 30s, with the Nvidia GPU jumping up and down between 30% and 100%. That's a HUGE bonus for me. I was thinking for the next sequence in the story, I might be rendering in DS6 while working up the next scene in DS4.24, but at only 6 minutes or so per render instead of an hour I'm not going to get much working up of the next scene done during the renders! The remaining puzzle is that one scene of the 6 I've rendered in DS6 which has the plastic-looking skin, and just happened to be the first one I tried ... it's as if the bump and normal maps aren't applying on rendering that scene, even though they are there in the surface tab just like with the other 5 scenes I've done renders of in DS6. But in the other 5 scenes, the skin of the G8F and G8M are as I expect and look like they did in the original DS4.24 renders. It's just that one - and I even tried rendering it again in between some of the others in case DS6 had been left in some weird state earlier before the first time I rendered it again. But no, plastic-looking skin again in that one scene, but not in DS4.24, which I spent 48 minutes rendering it with again to check. It's just that one scene in DS6 of the 6 I've rendered. I can't find any reason why DS6, but not 4.24, renders the skin all plastic in that one scene, but not in the rest. Which is worrying as I don't know what to avoid when setting up new scenes, or what to change to fix it if the effect rears its head again.

  • Sunkissed PapayasSunkissed Papayas Posts: 32
    edited 1:57AM

    Richard Haseltine said:

    Sunkissed Papayas said:

    I'm not one bit impressed by this release at all. First things first, I actually purchased a newly released pose pack for expressions that claims its Compatible Software: Daz Studio 6.x, Daz Studio 4.24 It actually only works in 4.24, how's that work.

    Is it plain poses or does it use scripts (check the file type listed on the product page, or in the info tab in a content pane with one of the psoe presets selected)?

    I actually loaded up Victoria 9 in DAZ 6.X and she looks more like a dude than a female. You'd think that if a company is going to release a newer program that supposably better and faster than the previous, the things they sell in their store would work in the new release. I've purchased alot of stuff through DAZ in the past year and some of it works and some of it doesn't. So, if some of it works and some doesn't that means there is a way to design the program to use those previous versions of stuff without the creators having to redo their previous creations. I've checked alot of my Genesis 9 Cgaracters and they all seem to be the same way as to looking like a dude. Seems to be less options in the parameters tab for customizing the characters too.  

    That sounds like a plain content issue - a morph is loading with a non-zero value even though it isn't meant to be applied. Load the Genesis 9 Base, is it the same? If so does Edit>Figure>Zero>Zero Figure Shape fix it?

    Now I will say I do like the speed that it loads up the characters and the speed that it renders them.  

    Makes me wonder if all the Genesis 9 characters purchased in the last year or longer are going to not work and now you have to start spending more to purchase ones developed in and for DAZ 6.x. I've looked at some of the ones created recently and am not impressed by them. 

    Think I'll keep using 4.24 until all the bugs are worked out of this supposably new and improved version.

     

    Richard 

    I tried to zero the figure shape in DAZ 6 x like you said and nothing. I also deleted SAGA FOR SIGRID thinking she might be a problem again and that was a no. Seems like each one of my G9 Female figures has the same problems. attached a photo of the differences between versions. I used Amelia and Victoria.

    The one with the Expressions is a one click file to load the pose. Works in DAZ 4.24 and not in DAZ 6. It's these poses--->  Z Sensuous Expressions for Genesis 9 . 

    Going to uninstall daz 6 and try and reload. After uninstalling it twice and the reinstalling it again it is functioning correctly. 

    Post edited by Sunkissed Papayas at
  • AlienRendersAlienRenders Posts: 806

    Richard Haseltine said:

    AlienRenders said:

    I tried DAZ 6. I was noticing my CPU kept going to 100%. You have to go in the hardware tab of the Render Settings tab and disable CPU rendering.

    Yes, this is the first entry in a new release channel (DS 6 General reelase) so it has default settings.

    Default shouldn't have CPU rendering enabled when GPU is also available. Should at least be one or the other. Also, how many reports of sluggishness are due to someone not knowing this setting even exists? It's quite well hidden.

    I did notice that loading scenes and applying poses is instant. With DAZ 4, the more morphs you had, the slower the loading of poses got. DAZ 4 can take up to 10 minutes to apply a pose. DAZ 6 doesn't seem to care and is instant. For me, this is the biggest improvement.

    Crashes every so often. And when it does, it forgets all changes to the scripts menu, render settings, tabs, layout, etc.

    Close DS and reopen, or save the layout from Windows>Workspace. The session layout, with the current settngs, is written as part of an orderly shutdown so it doesn't happen in a crash.

    Yeah, no. I'm a programmer. This is not an acceptable answer or behavior by the software.

    The select all bug in the scene tab still hasn't been fixed.

    Which is?

    When you click a node in the Scene tab. Everything (or almost everything) in the hierarchy will suddenly get selected for no reason. What you wanted to select often doesn't even get selected but it's random. The list moves and then wherever you clicked has a different node underneath it and you likely toggled a bone on/off somewhere completely unrelated. It's really annoying and it's existed for at least 10 years now. Probably past that, but I'm not aware how old this software is. It's always been there for as long as I've used DAZ Studio.

     

    Using iRay in the viewport causes SEVERE lag when rotating or moving the camera. What in the world is going on here? Did no one test it? I have a 5080.

    edit: I'm not getting as much lag rotating and moving the camera in iray viewport anymore, but it's still way worse than DAZ4 was. I think most of the lag was when CPU rendering was on. But it's still impossible to change morph dials while in iray. It just locks up the render completely and won't update. When you let go the mouse, the dial is in a random position.

    Anyone know if it's possible to get the update window back when rendering? Right now, it just does its thing and I have no idea where it's at. I liked seeing the progress.

    You mean the progress bar? You need to drag it to somewhere it will be visible (switch to DS on top instead of the render window, it should stay there in future (as long as DS shuts down cleanly, at least)

    I have no progress bar. There is no other window. In DAZ 4, there was a progress window with a big textbox that showed what iteration it was on. I get nothing, nada, zilch. You say "drag it" what is "it"? Where is "it"? I see nothing.

  • AlienRendersAlienRenders Posts: 806
    edited 4:08AM

    Applying a character preset to a pre-existing figure (like base Genesis 8) in the scene will hang or crash the app. I've only tried this a half dozen times. Sometimes it gets further (says "Reading assets"), but other times it just hangs right away. Not a big deal since the character preset will load the the base character, but if it's a functionality in the app, it shouldn't hang. Also, loading the base figure into the scene is extremely slow. Rather strange since loading a character preset is instant (as long as you're not applying it to a pre-existing figure).

    edit: I take it back. Some character presets can take a while to load. LOL

    Post edited by AlienRenders at
  • camilodiezrcamilodiezr Posts: 5

    I wanted to share my experience with DS 6 (6.25.2026.14722 (64 bit) running on WIN 11 Pro (25H2)

    1. Installation didn't throw any issues or errors. It automatically recognized one (out of several) of my custom content paths.

    2. When first opening the software, was prompted to login, but when I tried I got a pop-up message that reads "Server did not accept username/password". Tried several times, nothing changes

    3. Character:

    • I imported a base HD character (Neanderthal 9 and alt-shapes), without issue.
    • Shaping works OK, including upping the View SubD level to 4 (no crashes nor slowdowns)
    • Changing MATS works OK (tried with Karmen all MAT and Nipples Masculine)

    4. DrawStyles (this is where things start to fall apart for me):

    • The default (filament) works OK.
    • None of the "shaded"  drawstyles work for me (I get an empty bouding box - mouse hover highlights the body parts but nothing else)
    • The (new?) Universal style does not work either (same as with the "shaded" styles)

    5. ViewPort navigation: No issues whatsoever. Feels basically identical to my experience with 4.24 (Filament, wireframe and iray)

    6. Saving and export: Saving scenes (default format) works OK. Haven't tried exporting or bridging (the official Blender Bridge and Diffeomorphic are not compatible with Daz 6 yet)

    7. Rendering: I'm CPU bound at the moment, but iray render does work (also in viewport), no crashes (again, I have only used with one character and default lights, have not done any stress tests whatsoever)

    8. Scripts: I read none currently work with this release so I didn't bother testing.

    Now here's one recurrent issue for me: Whenever i try to close the software, whether by clicking the X or going to File - Exit, I get an error message (Screenshot attached).

    Overall.... It's a mixed bag. While it technically works, not been able to do basic things realiably (like login or closing the software!) doesn't leave a very good first impression. I do hope by the time I get to install for us with 50 series GPUs.

    (Disclaimer: I haven't read this entire thread for any fixes and workarounds to the problems mentioned above)

  • o8055246o8055246 Posts: 21

    Strand based Hair  - DAZ Studio 6 Final Release

     

    Can someone please explain how to paint a selection?

    In Paint mode, a crosshair cursor appears for me, but it doesn't paint.

    What do I need to do to paint a selection?

     

    System: Mac Mini M4 base model, Tahoe 26.5.1

  • o8055246o8055246 Posts: 21

    Map Transfer  - DAZ Studio 6 Final Release

     

    The Bleed Factor in Map Transfer isn't working — see the screenshot.

     

    I don't have any issues with this in DAZ Studio 4.

     

    System: Mac Mini M4 base model, Tahoe 26.5.1

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  • AlienRendersAlienRenders Posts: 806

    Someone asked to describe the type of lag. For me, it's just sluggishness in the viewport when in iray mode. It's really really slow when moving or rotating the camera. But when it just renders, it's quite fast to render. No tool settings affects the speed. I've also noticed that some products will stop iray from updating at all when moving the camera (or rotating). There's Wild Short Hair (G8F) from that other store for example. After appyling a material to the hair, it will cause iray to not render at all until you stop moving the camera. If I toggle it off in the scene, the view renders as normal. But if I set opacity to 0 on all the materials, it has no effect. Iray still doesn't update when moving the camera. It's funny because it renders fine when the camera isn't moving. So it CAN render it. It just doesn't update the view at all when that asset is used. Interative mode does update, but the entire render is ugly as sin.

     

  • PadonePadone Posts: 4,177

    yonashald said:

    So i made a video regarding the lag/stutter in the viewport where I show the difference betwen 6 and 4.24 and why it is such a big deal 

    The cpu going to 20% when posing is normal, happens in DS4 as well. What I noticed is the outfit is using a smoothing modifier, and the stutter is similar to what we get in DS4 if we enable "interactive update". Be sure "interactive update" is off in DS6, that may be the culprit. If that doesn't work you can also try to disable the smoothing modifier all together. Let us know at least this can be a tip for the developers.

    aka The stuttering in DS6 may be due to the smoothing modifier.

  • nsamatixnsamatix Posts: 3
    edited 2:37PM

    The program doesn't recognize my GTX 1650. The developers took the path of least resistance and simply removed the rendering option for all non-RTX video cards. And all versions, 4.26 and below, are as old as a mammoth, and you can't increase the interface size.

    Post edited by Richard Haseltine at
  • PadonePadone Posts: 4,177
    edited 6:20AM

    @nsamatix Be sure your driver is at least 576.80 otherwise it doesn't work with older drivers. Pascal is deprecated but should work in DS6 as far as I understand.

    Post edited by Padone at
  • AndrewJJPAndrewJJP Posts: 775
    edited 6:33AM

    AndrewJJP said:

    chevybabe25 said:

    "Are there any known isssues with the Geometry Scultptor on strand-based hair? Basically, I cannot get it to work."

     

    For strand hair you have to select vertices.. is that what you are doing?

    Trying again. You are right, in 4.24 I was selecting the hair, and in 6.25, the base. Stupid mistake - thanks! :D

    BUT, it still doesn't work.

    • In 4.24  I can drag the hair. The machine lets me edit it no trouble at all. It's pretty much instant and completely respnsive.
    • In 6.25 a dialog appears briefly to say it' building the geometry (which is not an issue). I then click on the hair. The UI freezes completely for an extended period before it eventually recovers.

    I've done this a few tiems. The shortest freeze was 20 seconds, the longest around a minute. The operating system displays the ghost window and the Daz title bad changes to "not responding" indicating that Daz has frozen and cannot process its message queue. It's a proper freeze. Since this works well in 4.24, there is no issue with the hardware. In both cases, I am using texture shading in the viewport.

    You cannot move the hair. It is 100% reproducible for me, and I class this as a bug, not a performance issue since it completely prevents the feature from beingused. For me anyway. I wonder if anyone else sees this?

    I would like to report this as an issue as this is a major reason for my Premier subscription, and reporting it seems the best way to get it fixed. Here is a proper report:

    Environment:

    • Product: DAZ Studio 6
    • Operating System: Windows 11
    • Hardware: Same hardware configuration used for DAZ Studio 4.24 testing (i9 / 64GB / mobile 5090)
    • Reproducibility: 100%

    Description:
    When editing strand-based hair in DAZ Studio 6, the application becomes unresponsive immediately after clicking on the hair geometry. The hang lasts for tens of seconds before control is returned to the user. The hair geometry cannot be  moved.

    During the hang, Windows detects the application as unresponsive and displays a ghost window. The application window becomes pale and the title bar changes to indicate “Not Responding”.

    This behaviour is consistently reproducible and appears to be a regression, as the same workflow functions correctly on the same hardware using DAZ Studio 4.24.

    Steps to Reproduce:

    1. Launch DAZ Studio 6.
    2. Load or create  a scene containing strand-based hair.
    3. Select the Geometry Sculptor.
    4. Select the hair Geometry in the scene navigator.
    5. Click on the hair geometry in the viewport.

    Expected Result:
    The strand-based hair geometry is selected immediately and remains responsive for editing. It is possible to move the geometry by clicking on the arrows that draw in the viewport.

    Actual Result:
    DAZ Studio becomes unresponsive for tens of seconds. The arrows do not appear. Windows displays a ghost window and marks the application as “Not Responding” before responsiveness eventually returns with no change to the location of any hair geometry..

    Regression:
    Yes.

    Additional Notes:

    • Reproduces 100% of the time.
    • Verified on the same hardware that successfully runs the equivalent workflow in DAZ Studio 4.24 without hanging.
    • The issue appears specifically related to interaction with strand-based hair geometry.
    • Hair used for testing is https://www.daz3d.com/dforce-ellie-hair-for-genesis-9
    Post edited by AndrewJJP at
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