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Just giving some minor updates on my DS-Manjaro-iMac travels: Installed the modified libraries at last, it was a bit of a hassle as I couldn't seem to find the actual release page for downloading
, went smoothly after that. To be fair, I did have to ask an LLM again as all the acronyms on the page got me so confused, being such a Linux newbie, that I really didn't know what was what and what to put where. I know they're a bane on the environment, and I never use them for anything even remotely generative (don't have any account with any of them either), but for IT stuff like this and idiots like me, they're a godsend. And I figured out that if you tell them right away to not waste time and resources but get to the point as quickly as possible, that often speeds up the process immensely. Which is better for the environment. Anyways, where was I ...
Weirdly, right before I did that, Lutris seemed to have forgotten all about DAZ Studio, there was only DIM anywhere to be found. I fumbled around with the terminal for a bit which was pretty sure DS was still there, and then suddenly, it reappeared. That was before any updates or such. I hope it's not gonna become a common thing, still don't know why that happened.
I haven't dared to actually test the egpu with DS again yet, and I keep getting distracted playing with Filatoon which works really fine on my weird Manjaro/iMac combo. But the set-up even survived my first system update which is really cool I feel. Lutris did reset itself to using 'Proton latest' instead of 'system', which didn't work for me first time around and now didn't either, but after resetting to 'system', DS started alright. It's also really responsive, no lagging or anything. I do keep my scenes small because of the ooooold hardware, but with this caveat, it's been fun so far.
It's working!
Just wanted to drop a quick TY to everyone in this thread for all of the Linux tips! Built myself a new desktop a few weeks ago - even with these prices (Ultra 9, 192GB, 5090 - I've been saving for a new Mac Studio since Dec '25 but decided to jump ship as DAZ never made it clear if there software was going to work once Intel support was dropped) - around Fedora 44. Took a couple of tries, had lots of little issues, but everything resolved itself once I figured out how to case insensitive / casefold.
Blender, Unity and now DAZ all working under Linux. Full speed gamedev mode!
TY again!
Even plugins?
jmucchiello,
Thanks for the reality check.
Looking into Daz plugins would be a "morning after" task. Typically, the priority is to get Daz and Linux working nicely, a baseline goal calling for days of trial and error ... even all nighters, for the brave of heart!
It would be helpful on your end to list all the Daz plugins you think should be checked. Mind you though, if you hang around long enough in any Linux community, you'll find most folks adopting a "Don't let the perfect be the enemy of the good" philosophy. Everything is a work-in-progress, and it keeps people engaged. Fair warning: any nay-saying or FUDing (fear-uncertainty-and-doubt) will likely be met with mild interest.
I speak from personal experience, getting my hands dirty with Slackware Linux back in the stone age days of floppy disk installations, when we hooked into the fledgling Internet via modems, and the community was a patchwork of electronic bulletin boards. The Men From GNU made for a persuasive group, peeling us away from standard issue UNIX. Somewhere along the way, the WWW burst forth and Linux became the cornerstone OS ... for good or for ill.
Fast forward decades to today, I was chatting with a college CS major who was hopping with excitement about deploying as many Linux distros that he could among the handful of PCs he's assembled in bedroom. Heh. It took being bitten by the Linux bug to cure him of his nightly video game habits.
Cheers!
@jmucchiello
Once you've got DS installed and working then everything else will slot into place. The plugins folder will exist in any Linux distro inside a pseudo-Windows environment exactly where you would expect it to and all you need to do is either use DIM or manually drop the .dll files into it as you would normally. I have yet to encounter a plugin that works in native Windows that doesn't in a Linux WINE environment and I would be surprised to learn that there was one. However, the converse is also true: If it doesn't work in Windows (e.g. a DS4 plugin in DS6) then it won't magically start working in Linux.
@plj1225
Yup, it can be a bit of a head-scratcher at times if you're new(ish) to Linux and haven't run through the process before but, as you've discovered, rocket science it ain't!
If plug-ins didn't work then DS wouldn't, a lot of the base application is actually implemented with plug-ins.
That's great to know about the plug ins, I was getting a bit worried there for a moment! Like maybe some plug ins can depend on something that is Windows-specific and cannot be emulated under Linux. Good to hear that it's actually not so.
My setup worked on Mint with Lutris for quite some time, but now it doesn't properly pass mouse clicks. Anyone have ideas?
@brainmuffin
Really needs more info to figure out what's going on but as a start, check the runner for DS in Lutris. There have been some updates to the Proton runners which can cause issues with DS so, if it isn't already, set your runner to use System WINE. You'll need to run the nvidia-libs setup again (if you use it) if you do change the runner as the symlinks that the package creates will be dropped.
I'm assuming the mouse works perfectly well everywhere else except in Lutris and that it's not a hardware issue and I'm also assuming you're using an X11 session and not Wayland, so:
1 - Do your clicks pass through DS and get registered by the desktop? (Make DS windowed and put something underneath it that will start or open to check this.)
2 - Are your clicks working but offset against the mouse pointer position?
3 - None of the above but the clicks register intermittently?
4 - None of the above and the mouse doesn't work at all?
@brainmuffin, I support the idea that some update or other may have changed something either in the runner or, as happened to me, has reset the runner to another one. Can you roll back with Time Shift?
Now I've also got a question of my own (again): I've finally gotten my weird setup of old iMac + Manjaro Linux + eGPU with RTX 3060 to actually run (yay!); DS recognizes the RTX correctly and uses it, renders dForce and all. So I'm really happy already. The question relates to the render process.
Before, on more conventional systems, whenever the render started this little progress window would pop up, informing one what the render engine was currently doing and such, and how far the render was already cooked. I would also see the render build itself in the render window. But now on Manjaro, there's no extra info window (yes, I've looked behind the render window as well, another machine played that trick on me already), and there's no progress to be seen in the render window either. It's sometimes just black, sometimes checkerboard (i think the last one is when rendering dForce stuff). And then suddenly, the picture plops into existence. Huh?!
This is behavior I'd always associated with NPR renderers, not Iray. Does anyone know what this means, and possibly how to change it? I find the info window really helpful and would much like to have it back, and seeing the render becoming clearer and clearer is such a neat thing also (well, for me at least - and you can catch obvious mistakes early on).
@tsroemi
The progress window will be there but might be behind the application itself. Within Lutris, and given the same runner, any application will run identically across distros and I can't imagine yours is somehow unique, despite the unusual hardware. As for your render popping into existence only when it's finished, the first thing I would suspect is the render settings in DS - check you haven't set 'Update Interval' in the Progressive Rendering section to something unusually long - the default is 5 seconds - or Min Update Samples to something a bit daft - the default is 1.
I don't think this is a Linux issue as such, but I am often proved wrong :)
@TimberWolf, thanks as always for your suggestions! I'll try both for sure.
Apologies just came back to the thread.. not really familiar with too many DAZ plugins but I do use the Unreal and Unity exporters and those work fine under DAZ 4 (nothing for 6 yet).
One thing I had some issues with following the Lutris guides that were not obvious (initially) to me, Wine and Proton appear to be separate 'Wine Environments' (or whatever the correct technical term would be) so changes to one doesn't change the other. I'm using normal Wine 11 instead of Proton. Not sure if that's a good or bad thing, but switching away from Proton made a lot of the Nvidia hackery just work.
@3DIO
Winboat is very definitely a VM using Docker to containerise the Windows applications. It's easy to setup and works well but suffers from the same passthrough limitations as any VM. Bear in mind that you also need almost an entire Windows installation for each app and that space can add up quite quickly. You *can* get GPU passthrough working with it if you have two GPUs but the results are.... pretty bad honestly. It's been a long time since I've tried it so it may be that things have moved on but I found DS viewport and content management performance in Winboat significantly worse than running it in a WINE environment. I would use Winboat/any VM only for those applications that don't play well with WINE. And then comes the circular debate we've had countless times (and you know what's coming!)... at this point you're going to be better off dual-booting.
If you are dead set on going down the VM route, Winboat is probably the simplest way to do it. Don't expect miracles though.
I'd definitely be interested to hear of your experience of the latest version of Winboat vs. WINE though.
@3DIO, I'd also be interested in your findings! Right now, I have DS runnig just fine on Manjaro (with GPU support) which is also Arch, so I don't see the need for a VM. But then again, i'm such a newb, it's always good to learn about alternatives!
I take it back.. I've got DAZ 4/6 running 99%. Anyone have any success getting the DazToUnity bridge successfully export textures for Unity materials? The FBX exports fine along with all of the materials, but the textures aren't anywhere to be found. I can manually export the FBX with the textures embedded instead of using the Bridge, but then all of the rigging is lost.
Any ideas?
@3DIO
Sorry to hear that. I initially thought you must be wrong with those prices or looking at something ridiculously overpriced but, nope, the average is now closer to £700 and the graphs show a price increase of 10% per month going back about 6 months. A 5090 is now over £4000. Oddly, I can find a 48GB A6000 for the same price as the 5090...shrug.
16GB AMD prices are high but not quite as insane - an 9060XT is just over £400 which would work pretty well in Cycles and can, as we proved, be beaten into working as an OpenCL device in DS. The option is always there.
I don't see foresee an end to these price rises for the foreseeable future as countries compete to build data centres as fast as they can. Once those prices go up, they rarely come back down again. Unless there's a black swan event and the whole AI/datacentre edifice comes crashing down there won't be much of a future for smaller scale rendering, PC gaming or consoles.
@plj1225
We don't use Daz meshes in our mobile games but as pre-rendered backgrounds and sprites. I haven't had any need to use this bridge but I am an experienced Unity and C# dev. I'm assuming you're using the HDRP but what version of Unity are you trying to send your models to and from what version of DS? The Daz-released bridge was last updated rather a long time ago and if you're using Unity 6.x I somehow doubt it will work properly - https://github.com/daz3d/DazToUnity
The entry on the Daz store itself shows compatibility only with older versions of DS (which are no longer available) and an older version of Unity itself - https://www.daz3d.com/unity-bridge and https://www.daz3d.com/daz-to-unity-bridge
However, in the Unity forum there is an updated version which works with DS4 and might be what you need, rather than the version in the store. We don't need it so I can't say how well it works but give the unofficial version a shot:
https://www.daz3d.com/forums/discussion/756156/daztounity-new-version-unity-6-compatibility-runtime-render-pipeline