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

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  • Richard HaseltineRichard Haseltine Posts: 110,420

    DavidGB said:

    junkgoshere said:

    DavidGB said:

    Oh yes, keep meaning to say:

    Not a big thing, I suppose, but the kind of detail that makes software feel unfinished - DS6, as with DS4, has an option in Preferences>Interface>General to switch the Splash Screen between two images, default and alternate. As I find the default cyberpunk 'babe' distinctly unappealing, I switched to 'alternate', which is ... a completely blank black 'picture'. Which is an improvement over the default to me, but I presume there's supposed to be an actual alternate image, like the pod of leaping orcas in DS4. If it's supposed to be a 'blank' option it should say 'blank' in the preferences rather than 'alternate'.

    I wonder if you can locate that blank black picture and edit it with your own...

     

    I did actually spend a little time yesterday looking through the Program Files and AppData folders of both DS6 and DS4.24 trying to find the splash screen images, but didn't find them.

    I beleive theya re embedded, not stored as image files, so that isn't an option.

  • Richard HaseltineRichard Haseltine Posts: 110,420

    kreutzer said:

    Olo_Ordinaire said:

    I assume the difficulties with texture-shaded viewport performance and other issues will eventually be resolved.  But here's why a move to Studio v6 is not tempting, for me.

    I use Mesh Grabber, a plug-in, a lot -- in almost every render.  If I move to Studio v6, I have to throw all my investment in Mesh Grabber and a handful of other tools away.  Not only that, but if I want to have Mesh Grabber functionality, it now costs $200 PER YEAR just to continue with Mesh Grabber capability.  I have to buy the Premier subscription just to have that tool's equivalent available.

    Since I don't put vampire-ware software on my machine, DAZ Studio 6 won't be an option.  For those that suggest setting up in Studio v4 and rendering in Studio v6, that sounds like a ridiculously complex and error-prone workflow.  Not going to happen.

    I guess, mesh grabber and the other plugins will be portet to ds6?

    Not for the oens Daz purchased and made into Premier-exclusive features, as far as I am aware. Geometry Sculptor will load Mesh Grabber modifiers, but there will not be Mesh Grabber updates as such.

  • Richard HaseltineRichard Haseltine Posts: 110,420

    meaznet said:

    I'm having some issues with MikeD's Icon Creator Pro after installing Studio 6, and I understand that there may be some updates needed from them for it to work properly, but where should I be finding a related Forum?  Would that be here or is there a way to look directly at the particular Creator's Forum?

    Whata re you wanting? Icon Creator is a script rather than a plug-in, so what it requires is harder to know. I am sure the author is aware of the ssues, though he usually has a support thread in the Daz PA Commercial forum here if you want to check for other reports or add your own.

  • LeanaLeana Posts: 13,252
    edited June 8

    kreutzer said:

    Olo_Ordinaire said:

    I assume the difficulties with texture-shaded viewport performance and other issues will eventually be resolved.  But here's why a move to Studio v6 is not tempting, for me.

    I use Mesh Grabber, a plug-in, a lot -- in almost every render.  If I move to Studio v6, I have to throw all my investment in Mesh Grabber and a handful of other tools away.  Not only that, but if I want to have Mesh Grabber functionality, it now costs $200 PER YEAR just to continue with Mesh Grabber capability.  I have to buy the Premier subscription just to have that tool's equivalent available.

    Since I don't put vampire-ware software on my machine, DAZ Studio 6 won't be an option.  For those that suggest setting up in Studio v4 and rendering in Studio v6, that sounds like a ridiculously complex and error-prone workflow.  Not going to happen.

    I guess, mesh grabber and the other plugins will be portet to ds6?

    Whether a plugin or script will get a DS6 version or not will depend on if the vendor creates one.
    We already know that some tools won't get a DS6 version as the PA is not active anymore (for example GenX and the other Dimension3D tools, since the PA passed away)
    In the case of Mesh Grabber and other plugins by ManFriday, since Daz bought several of them as the base to their premier plugins it's unfortunately unlikely that the previous standalone version will get a DS6 update.

    Post edited by Leana on
  • prinzeugenprinzeugen Posts: 40

    what are the system requirments for Daz 6  ? 

  • kreutzerkreutzer Posts: 14

    Leana said:

    kreutzer said:

    Olo_Ordinaire said:

    I assume the difficulties with texture-shaded viewport performance and other issues will eventually be resolved.  But here's why a move to Studio v6 is not tempting, for me.

    I use Mesh Grabber, a plug-in, a lot -- in almost every render.  If I move to Studio v6, I have to throw all my investment in Mesh Grabber and a handful of other tools away.  Not only that, but if I want to have Mesh Grabber functionality, it now costs $200 PER YEAR just to continue with Mesh Grabber capability.  I have to buy the Premier subscription just to have that tool's equivalent available.

    Since I don't put vampire-ware software on my machine, DAZ Studio 6 won't be an option.  For those that suggest setting up in Studio v4 and rendering in Studio v6, that sounds like a ridiculously complex and error-prone workflow.  Not going to happen.

    I guess, mesh grabber and the other plugins will be portet to ds6?

    Whether a plugin or script will get a DS6 version or not will depend on if the vendor creates one.
    We already know that some tools won't get a DS6 version as the PA is not active anymore (for example GenX and the other Dimension3D tools, since the PA passed away)
    In the case of Mesh Grabber and other plugins by ManFriday, since Daz bought several of them as the base to their premier plugins it's unfortunately unlikely that the previous standalone version will get a DS6 update.

    hmmm - bought meshgabber and hoped, that it will work also in ds6 some day...
    so lets hope, that someone develops a compatibility-layer for DS4 in DS6 to use the old software. :)

  • LeanaLeana Posts: 13,252

    prinzeugen said:

    what are the system requirments for Daz 6  ? 

      There is some info about requirements in the first post of the evergreen thread: https://www.daz3d.com/forums/discussion/727631/daz-studio-2025-6-25-2025-x-evergreen

  • stephenschoonstephenschoon Posts: 365

    So DIM insists that you install Daz 6 even though I only wanted to install 4.24...

    Can't see how to disable it so I guess I'll have to install it then even though I was going to wait.

    What did we all learn from Microsoft ? Never install just released software...

    S.

  • Hi all - how is iray preview on the 5XXX Series cards - is it better than DS4 on default settings, has anyone done a comparison? - considering either a 5070ti or a 5080ti (current is 4070S).  If iray was faster I would get more done!

    Thanks

  • DavidGBDavidGB Posts: 592

    kreutzer said:

    Leana said:

    kreutzer said:

    Olo_Ordinaire said:

    I assume the difficulties with texture-shaded viewport performance and other issues will eventually be resolved.  But here's why a move to Studio v6 is not tempting, for me.

    I use Mesh Grabber, a plug-in, a lot -- in almost every render.  If I move to Studio v6, I have to throw all my investment in Mesh Grabber and a handful of other tools away.  Not only that, but if I want to have Mesh Grabber functionality, it now costs $200 PER YEAR just to continue with Mesh Grabber capability.  I have to buy the Premier subscription just to have that tool's equivalent available.

    Since I don't put vampire-ware software on my machine, DAZ Studio 6 won't be an option.  For those that suggest setting up in Studio v4 and rendering in Studio v6, that sounds like a ridiculously complex and error-prone workflow.  Not going to happen.

    I guess, mesh grabber and the other plugins will be portet to ds6?

    Whether a plugin or script will get a DS6 version or not will depend on if the vendor creates one.
    We already know that some tools won't get a DS6 version as the PA is not active anymore (for example GenX and the other Dimension3D tools, since the PA passed away)
    In the case of Mesh Grabber and other plugins by ManFriday, since Daz bought several of them as the base to their premier plugins it's unfortunately unlikely that the previous standalone version will get a DS6 update.

    hmmm - bought meshgabber and hoped, that it will work also in ds6 some day...
    so lets hope, that someone develops a compatibility-layer for DS4 in DS6 to use the old software. :)

    I'm getting flashbacks to 2004-7. As soon as the very first DS - the 0.9 public beta - came out I wanted to use it and abandon Poser completely. But ended up having to keep Poser 6 on the go just because in that I could load figures and props (DAZ back then still produced Poser format cr2 figures and pp2 props, pre DS4 and .duf) into it to delete bits, break props up into parts, and define my own groups on, especially, clothes that I could then magnet/D-Form just that part of the mesh I had defined to make custom morphs in the figures that I could then load and use in DS1-3. Couldn't do any of those things in DS back then, so just had to throw things over into Poser 6, especially to make morphs affecting just the geometry I wanted, to then use in DS. I see it's going to be like that again except keeping DS4.24 to throw things into from DS6 to meshgrab and morph. Plus ça change ...

  • crashworshipcrashworship Posts: 248

    Leana said:

    mjmeyer said:

    b) Is DAZ Studio 6 only a temporary trial version and will I have to subscribe to an expensive plan to really use it?

    No, it's not. It works like DS4 did, there's a free version and if you're a Premier member you have access to more features.

    "Premier member you have access to more features" 

    Eventually, because I've discovered that even though the the Premier plugins have been installed, they are unavailable, at least on my Mac version. No auto save, no pose conversion, no face transfer, no geometry sculpting, no shape transfer. Or, all the things I upgraded to Premier to have available. Daz sure does want you to use that AI feature though. Really wants you to. Why is that? 

  • SaintSaint Posts: 80

    Anonymous Poster said:

    Hi all - how is iray preview on the 5XXX Series cards - is it better than DS4 on default settings, has anyone done a comparison? - considering either a 5070ti or a 5080ti (current is 4070S).  If iray was faster I would get more done!

    Thanks

    Other users I've spoken to have the same experience I do: trivial increases in rendering and simulation speeds, and the same viewport issues as most users have complained about. Not sure about 5090 users--don't know any of those moneybags.

  • DoctorJellybeanDoctorJellybean Posts: 9,964
    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?

     

    Could you please report it.
  • AndrewJJPAndrewJJP Posts: 776
    edited June 8

    Yes, I did report it via ticket. I posted the report above. If you would like to read it, it is the last post on page 9.

    Post edited by AndrewJJP on
  • DavidGBDavidGB Posts: 592

    So, I've finally and very belatedly figured out what to do about a problem ... but it's left me with another puzzle. As explained earlier in this thread, I re-rendered with DS6 a scene I did some months ago and rendered then in 4.24. I found DS6 rendered it in 6 minutes as compared with 48m in 4.24, which was good, but the skin of a G8F and G8M came out looking like smooth plastic, which wasn't. Same laptop, same scene, no settings changed. I hadn't realised until posts in this thread that 4.24 hadn't been able to use the laptop's RTX 5070, so the original render was CPU only, whereas the new one, with the plastic-looking skin, was a GPU render. My brain struggles through brain fog these days, so it took awhile, but it finally occurred to me to look at the 4.24 render and the 6 render at x300% magnification, when it became obvious that the DS4.24 render had lots of tiny dark dots and little lines over the skin in a kind of dither pattern, and that was what made it look 3d-skin-like at x 100% mag, whereas the DS6 GPU render had no dark dots etc and was just pure shades of colour fading into each other, giving it the flat plastic look. Which had me staring blankly at this for some time. Vague thoughts that the DS6 GPU render was being smoothed in some fashion. Then, belatedly, I remembered that some time ago I had turned on the Post Denoiser in Render Settings though back then I hadn't noticed any difference. Turned it off, did a DS6 GPU render of the same scene again, and lo and behold the dithered effect giving 3D-looking-skin reappeared, as in my DS4.24 renders, but in the 6 minutes rather than the 4.24 48 minutes. So, immediate problem solved.

    My remaining question, though, is why the Post Denoiser had no effect on the DS4.24 CPU renders. Do some of those Render Settings only affect GPU renders but not CPU renders? And if so, which settings work on GPU but not CPU renders? There's no indication in the interface.

    Oh yes, second question. I actually had 4 versions of that scene saved from DS4.24, but when I started DS6, loaded one scene, rendered it, loaded another, rendered it, then another, the first rendered using the GPU, but the subsequent ones used the CPU. Er ... I'm wondering if the first one 'filled up' the GPU card's RAM with textures, so it had to fall back to the CPU to do the others. But if that's so, how do I flush the GPU RAM short of closing then re-opening DS6?

  • Richard HaseltineRichard Haseltine Posts: 110,420

    DavidGB said:

    So, I've finally and very belatedly figured out what to do about a problem ... but it's left me with another puzzle. As explained earlier in this thread, I re-rendered with DS6 a scene I did some months ago and rendered then in 4.24. I found DS6 rendered it in 6 minutes as compared with 48m in 4.24, which was good, but the skin of a G8F and G8M came out looking like smooth plastic, which wasn't. Same laptop, same scene, no settings changed. I hadn't realised until posts in this thread that 4.24 hadn't been able to use the laptop's RTX 5070, so the original render was CPU only, whereas the new one, with the plastic-looking skin, was a GPU render. My brain struggles through brain fog these days, so it took awhile, but it finally occurred to me to look at the 4.24 render and the 6 render at x300% magnification, when it became obvious that the DS4.24 render had lots of tiny dark dots and little lines over the skin in a kind of dither pattern, and that was what made it look 3d-skin-like at x 100% mag, whereas the DS6 GPU render had no dark dots etc and was just pure shades of colour fading into each other, giving it the flat plastic look. Which had me staring blankly at this for some time. Vague thoughts that the DS6 GPU render was being smoothed in some fashion. Then, belatedly, I remembered that some time ago I had turned on the Post Denoiser in Render Settings though back then I hadn't noticed any difference. Turned it off, did a DS6 GPU render of the same scene again, and lo and behold the dithered effect giving 3D-looking-skin reappeared, as in my DS4.24 renders, but in the 6 minutes rather than the 4.24 48 minutes. So, immediate problem solved.

    My remaining question, though, is why the Post Denoiser had no effect on the DS4.24 CPU renders. Do some of those Render Settings only affect GPU renders but not CPU renders? And if so, which settings work on GPU but not CPU renders? There's no indication in the interface.

    The Post Render Denoiser uses the GPU, so it isn't available for CPU renders.

    Oh yes, second question. I actually had 4 versions of that scene saved from DS4.24, but when I started DS6, loaded one scene, rendered it, loaded another, rendered it, then another, the first rendered using the GPU, but the subsequent ones used the CPU. Er ... I'm wondering if the first one 'filled up' the GPU card's RAM with textures, so it had to fall back to the CPU to do the others. But if that's so, how do I flush the GPU RAM short of closing then re-opening DS6?

    Had you closed the previous renders? As long as they are open their data is still in GPU memory. 

  • Richard HaseltineRichard Haseltine Posts: 110,420

    stephenschoon said:

    So DIM insists that you install Daz 6 even though I only wanted to install 4.24...

    Can't see how to disable it so I guess I'll have to install it then even though I was going to wait.

    What did we all learn from Microsoft ? Never install just released software...

    S.

    Uncheck everything (or at least evereything you don't want,) make sure the box at bottom left isn't telling it to auto-run the feature, and click Accept (even if you have deselected everythiing). It then won't appear in future.

  • DavidGBDavidGB Posts: 592

    Richard Haseltine said:

    DavidGB said:

     

    My remaining question, though, is why the Post Denoiser had no effect on the DS4.24 CPU renders. Do some of those Render Settings only affect GPU renders but not CPU renders? And if so, which settings work on GPU but not CPU renders? There's no indication in the interface.

    The Post Render Denoiser uses the GPU, so it isn't available for CPU renders.

    So the last part of my question - which settings are GPU only? Is there a list somewhere? You'd think DS could not show, or fade out, options that don't apply to the selected renderer. Or group them under a 'GPU only' heading.

    Oh yes, second question. I actually had 4 versions of that scene saved from DS4.24, but when I started DS6, loaded one scene, rendered it, loaded another, rendered it, then another, the first rendered using the GPU, but the subsequent ones used the CPU. Er ... I'm wondering if the first one 'filled up' the GPU card's RAM with textures, so it had to fall back to the CPU to do the others. But if that's so, how do I flush the GPU RAM short of closing then re-opening DS6?

    Had you closed the previous renders? As long as they are open their data is still in GPU memory. 

    I ... think I'd closed them, but am not sure. As I say, I don't have memory minute to minute as a medication side-effect. I suppose I need to try that again, making sure I close them ... if I can remember what I'm doing and why I'm doing it while I'm doing it, which is not at all guaranteed. 

  • Richard HaseltineRichard Haseltine Posts: 110,420

    DavidGB said:

    Richard Haseltine said:

    DavidGB said:

     

    My remaining question, though, is why the Post Denoiser had no effect on the DS4.24 CPU renders. Do some of those Render Settings only affect GPU renders but not CPU renders? And if so, which settings work on GPU but not CPU renders? There's no indication in the interface.

    The Post Render Denoiser uses the GPU, so it isn't available for CPU renders.

    So the last part of my question - which settings are GPU only? Is there a list somewhere? You'd think DS could not show, or fade out, options that don't apply to the selected renderer. Or group them under a 'GPU only' heading.

    I think it's just the I denoiser. Possbly the alternative progress measure too, but that can't be a stop condition so I am not sure how often people use it.

    Oh yes, second question. I actually had 4 versions of that scene saved from DS4.24, but when I started DS6, loaded one scene, rendered it, loaded another, rendered it, then another, the first rendered using the GPU, but the subsequent ones used the CPU. Er ... I'm wondering if the first one 'filled up' the GPU card's RAM with textures, so it had to fall back to the CPU to do the others. But if that's so, how do I flush the GPU RAM short of closing then re-opening DS6?

    Had you closed the previous renders? As long as they are open their data is still in GPU memory. 

    I ... think I'd closed them, but am not sure. As I say, I don't have memory minute to minute as a medication side-effect. I suppose I need to try that again, making sure I close them ... if I can remember what I'm doing and why I'm doing it while I'm doing it, which is not at all guaranteed. 

    Repeated rendering can be enough to cause it to run out of memory (Iray ddi have a memory leak, but that was a while back) - but unless you were fairly close to the limit of what would fit I am not sure it would have that much impact.

  • DavidGBDavidGB Posts: 592

    Richard Haseltine said:

    DavidGB said:

    Richard Haseltine said:

    DavidGB said:

     

    My remaining question, though, is why the Post Denoiser had no effect on the DS4.24 CPU renders. Do some of those Render Settings only affect GPU renders but not CPU renders? And if so, which settings work on GPU but not CPU renders? There's no indication in the interface.

    The Post Render Denoiser uses the GPU, so it isn't available for CPU renders.

    So the last part of my question - which settings are GPU only? Is there a list somewhere? You'd think DS could not show, or fade out, options that don't apply to the selected renderer. Or group them under a 'GPU only' heading.

    I think it's just the I denoiser. Possbly the alternative progress measure too, but that can't be a stop condition so I am not sure how often people use it.

    Oh yes, second question. I actually had 4 versions of that scene saved from DS4.24, but when I started DS6, loaded one scene, rendered it, loaded another, rendered it, then another, the first rendered using the GPU, but the subsequent ones used the CPU. Er ... I'm wondering if the first one 'filled up' the GPU card's RAM with textures, so it had to fall back to the CPU to do the others. But if that's so, how do I flush the GPU RAM short of closing then re-opening DS6?

    Had you closed the previous renders? As long as they are open their data is still in GPU memory. 

    I ... think I'd closed them, but am not sure. As I say, I don't have memory minute to minute as a medication side-effect. I suppose I need to try that again, making sure I close them ... if I can remember what I'm doing and why I'm doing it while I'm doing it, which is not at all guaranteed. 

    Repeated rendering can be enough to cause it to run out of memory (Iray ddi have a memory leak, but that was a while back) - but unless you were fairly close to the limit of what would fit I am not sure it would have that much impact.

    Hm. Lvl 4 HD G8F and M, clothes, hair, accessories, room with furniture, props and knick-knacks, HDR environment sphere shining in from outside the glass and open end, assorted emissive surfaces and a ghost-light inside ... and even though only part of the G8F and G8M plus a bit of one wall behind them were actually visible in the rendering camera ... I wasn't doing anything to cut down memory requirement like hiding all the things (most of the scene contents) out of view. I find it hard to think through what might affect the light/shadow/reflections in the bit of the scene actually in view.

    I have a vague memory of something, like a script(?), that shows what the GPU memory required by a scene is. Guess I should search the store to see if I can find whatever it is that's behind the vague memory, to see if that might help ... if it works in DS6.

  • DavidGBDavidGB Posts: 592

    DavidGB said:

    I have a vague memory of something, like a script(?), that shows what the GPU memory required by a scene is. Guess I should search the store to see if I can find whatever it is that's behind the vague memory, to see if that might help ... if it works in DS6.

    Bother. After a hunt in the store, I think what I was vaguely thinking of were two products: 'Scene Optimizer', which I have, but it doesn't work in DS 6, and 'Iray Memory Assistant', which I don't have, would get, but I think also doesn't work in DS6. ☹️

  • dbz91007dbz91007 Posts: 17

    DavidGB said:

    DavidGB said:

    I have a vague memory of something, like a script(?), that shows what the GPU memory required by a scene is. Guess I should search the store to see if I can find whatever it is that's behind the vague memory, to see if that might help ... if it works in DS6.

    Bother. After a hunt in the store, I think what I was vaguely thinking of were two products: 'Scene Optimizer', which I have, but it doesn't work in DS 6, and 'Iray Memory Assistant', which I don't have, would get, but I think also doesn't work in DS6. ☹️

    For any of V3Digitimes' products like Scene Optimizer, you want to follow this thread:
    https://www.daz3d.com/forums/discussion/728061/v3digitimes-daz-studio-2025-6-compatibility-status/p1

    I've been editing my scenes in 4.24 and rendering in ALPHA, BETA, 6 to keep using tools and scripts like these. It's painful, but it works.

  • o8055246o8055246 Posts: 22

    Strand based Hair on MacOS - DAZ Studio 6 Final Release

    Strand-based hair isn't working. When I try to paint a selection in the Paint Mode, the crosshair appears, but I can't actually paint a selection with it.

     

    It works in the Windows version, but not in the Mac version.

     

    System: Mac Mini M4 base model, Tahoe 26.5.1

  • PadonePadone Posts: 4,180

    Without the scene optimizer daz studio is unusable, that includes DS6. One would hope DAZ included some "scene optimizer" by default at this stage, at least as a premier feature. But no, we have to rely on PAs for DS to work.

  • yonashaldyonashald Posts: 54

    Sensu 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 


     

    Hi! Thanks for making this video. Since they dropped / are dropping support for my Quadro card, I've been using the beta with a new card for quite a while now, and I'm dealing with this exact same horrible lagging misery too (as I can see, it's the very same version). Reading through the comments here, I see that many of us are having this issue. I don't need smooth movement in Iray, but it would be such a relief if at least the Texture Shaded viewport ran smoothly... To be honest, I don't trust at all that a Microsoft Patch will fix this. It’s about time we got a proper fix for this area because setting up scenes like this is absolute torture.


    P.S.

    I dug into the details a bit, and now I see why this is going to take a long time. Do I get this right?

    1, UI framework replacement: Qt 4/5 -> Qt 6

    2, OpenGL replacement -> Introduction of RHI (Render Hardware Interface)

    3, Single-threaded CPU limits – but let's not even go there.

     

    You're welcome mate, I agree I can live with the iray not being smoth as well but when simple basic viewport that ain't iray, is lagging like this it is unusable.

  • barbultbarbult Posts: 26,978

    crosswind said:

    barbult said:

    I accidentally posted this in the Beta forum, but it is a bug in the Beta, too.

    DS6 General Release Main Toolbar Disable Problem:

    • I customized my layout to disable the Main toolbar in the Activities section.
    • I clicked Apply and the Main toolbar was gone from my toolbar.
    • I clicked Accept.
    • I saved my custom layout.
    • I closed DS6.
    • When I reopen DS6, the Main toolbar is back (Enabled) even though I disabled it.
    • I can reload my saved custom layout and the Main toolbar goes away again.
    • I have to repeat reloading my saved custom layout every time I open DS6.

    Why doesn't DS6 open with the last used layout state when it is reopened? DS4 does not have this problem. My Main tool bar stays properly disabled.

    I followed the steps but couldn't reproduce the issue...

    I'm not aware of the cause by now... but if you go to the folder: %appdata%\DAZ 3D\Studio6 with File Browser, open Layout.dsx with Notepad++, can you locate a code line: <ToolBar Location="Top" Name="Main"/> ?  If you can, it means that the layout was not correctly saved for some reason...

    Alternatively, if you right-click on the toolbar, uncheck Main (screenshot 1), then close / relaunch DS6, see if the issue persists ?

    @crosswind thank you for trying to repeat the problem.

    Yes, the appdata layout.dsx contains   <ToolBar Location="Top" Name="Main"/>. 
    Yes, right click on the toolbar and unchecking main works (temporarily). These are the details of what temporarily means:

    • I can close and reopen DS6 repeatedly without Main toolbar coming back. The layout.dsx file continues to omit the line about the Main toolbar. So far so good.
    • Now I save the layout as a new layout, so I can reload it later.I can close and reopen DS6 repeatedly without Main toolbar coming back. The layout.dsx file continues to omit the line about the Main toolbar. So far so good.
    • Now with DS6 open, I reload the layout I previously saved. The Main toolbar is not displayed (good!). But, the layout.dsx has been changed to include <ToolBar Location="Top" Name="Main"/> again. BAD. The DS6 interface remains correct with no Main toolbar displayed and Main shown unchecked in the toolbar when right clicking. But, because the layout.dsx as been modified incorrectly, as soon as I close DS6 and reopen it, the Main toolbar is back! BAD.

    My normal process for saving a layout is to immediately load that layout after saving it. That way the last used layout is saved, in case DS crashes before closing. I probably did that without even thinking about it when first documenting the steps that you tried. The step of reloading the layout right after saving was not included in those steps. If you have time, could you try this scenario again, reloading the saved layout right after saving?

    DS6 General Release Main Toolbar Disable Problem:

    • I customized my layout to disable the Main toolbar in the Activities section.
    • I clicked Apply and the Main toolbar was gone from my toolbar.
    • I clicked Accept.
    • I saved my custom layout
    • I reloaded my saved layout
    • I closed DS6.
    • When I reopen DS6, the Main toolbar is back (Enabled) even though I disabled it.
    • I can reload my saved custom layout and the Main toolbar goes away again.
    • I have to repeat reloading my saved custom layout every time I open DS6.
  • DoctorJellybeanDoctorJellybean Posts: 9,964

    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.

    Please report it
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