-
Daz Studio 6 Beta - version 6.25.2026.19821! (Updated July 23, 2026)
I installed the update for the Beta 6.25.2026.19821 this morning on my MacMini M4 and then download the rest of my updates and purchases. I opened the Beta and after running Update and Merge all my scripts were there where I had put them under Scripts, C66Toolbox and Favorites. I then checked out my new products and did metadata adds that I do to add extra layers. No issues and I am running Content Database Maintenance>Export User Data without issues as well.
Yesterday I did a render of a Filatoon character on the regular 6.25.2026.14722 on the MacMini M4 and was happy to find Measure Metrics now available and it worked great. I did not run into any issues. I think others might call me a 'non-advanced' user, even after 10 years. But I am seeing progress and I want to thank the DAZ team for all their hard work.
Fingernail Tweaks?Padone said:
Can't you use the daz fingernails on top of GS ? I mean iirc GS uses the daz uv map so this should be doable. For example import the diffeomorphic materials, then apply GS to the skin but the nails.
Yes, I can. But they need help. At least this one character does, because they aren't great even if I don't switch to GS. Maybe I'm being picky. But they need to be less white and more translucent. I'll post an exemple when its done rendering.
Fingernail Tweaks?Can't you use the daz fingernails on top of GS ? I mean iirc GS uses the daz uv map so this should be doable. For example import the diffeomorphic materials, then apply GS to the skin but the nails.
Just purchased Foliage Maker for DAZ Studio but it doesn't appear in the plug-in list after install.oh well, grab Ivy Gen from my link

just export an obj then import the ivy, swap out leaf textures for different creepers
Help getting a model from Blender to DAZwell I import lots of stuff into DAZ Studio exported from Unreal as FBX, and never seen UV issues
just lots of work because they come in untextured
so I suspect that's from Blender
I cannot speak for this particular one though as it's still stuck saving at 65%
I am getting very annoyed by it
Help getting a model from Blender to DAZthis appears to be one of the current bimonthly FAB freebies
I rendered the FBX perfectly in Twinmotion
it was heavy but still imported
I cannot say the same for DAZ studio
it took 5 or more hours to just import with all the LODs disabled
its still trying to save the scene 10 hours later
I did a direct export import, not using Blender
most Unreal sets take a few minutes
just a lot of work manually assigning all the textures
I never got that far as always save first especially after 5 hours!
I cannot see this one being useable, it's at 50% saved so far
there are heaps of Tatooine inspired sets in the DAZ store BTW
How can I install old "U-Notebook" items in the "Available" tabI'm using DIM for all my installations--except for when the store is selling those extras that come with some of the new released figures.
Yes, I've tried updating metadata but no joy there. And to the best of my knowledge, they should be the products.
I've not tried using the Connect menu. Are you suggesting I try that? If so, can you please remind me how to do Connect--since I've been trying to avoid using Connect, I'm afraid I've forgotten how.
Misplaced Content Library foldersFiling a ticket is the only official way to get the products fixed. I am also annoyed at the seemingly endless variations of folder misspellings and omissions. What I do is re-package them with Content Package Assist. I will re-arrange folders and/or correct spelling, then update the metadata files manually (it is usually just a question of string replacement for the mis-assigned path). To account for updates, I actually create a new file with a different part (i.e., IM00xxxxxxx-02_yadayadaMOD vs -01 for the original) I put the MOD in the product title so that I can see why there are two (or more) of the same product. Drop the new package into DIM and hide the original. CPA will take care of the manifest and supplement. Refresh and install the new version. DIM still has a record of the original download, and will flag updates to it, if they ever appear. Minor changes like this might take an unreasonable amount of time to correct, if at all, compared to broken product functionality. I satisfy my own frustrations, and hopefully DAZ will do it for everyone else. If ever the update does appear, I check to see if it was properly done. I then uninstall my mod and install the new one, then delete the modified version. Sounds like a lot of work, but it gets things done now, and I don't have to constantly check for updates. The readme pages don't always document the updates.
Misplaced Content Library foldersThere are a not insignifant number of products that almost install to the right place. In the content library, there's both a Prop and a Props folder. 99% of props are in the Props folder and a handful in the incorrect location. I have a Genesis 9 folder in the root of the Content Library with a handful of products that obviously should have been installed into /People/Genesis 9.
Is there a good way to fix this?
- I could leave it be. But actually, no, it drives me batty. Something must be done.
- Could just move the folders. The downside here is it breaks uninstalls and updates. And it breaks the metadata.
- Could move the folders and undate the manifest files. This only breaks the metadata.
- Could uninstall, open the zip file and make changes to the manifest.dsx file, then reinstall. Solves the uninstall and metadata issue. Does nothing for updates. And it's a lot of work.
- Could file a ticket. This solves all these issues. But I have tickets like this that are 9+ months old sitting Open and untouched.
What do other's do? Am I missing some trick here?
4.24 became sluggish overnight, gets stuck, takes ages to load.Or, Content Wizard It can generate metadata while installing 3rd-party products and extract IM package with which you can install / uninstall via DIM ~
Diffeomorphic Not loading .Json Favorites to multiple objects?I SWEAR this used to work but I can't for the life of me get it to work now. Genesis 8 character with facial expressions loaded as custom morphs, NGV8 loaded with morphs. Save .blend file, then exported JSON list of favorites. Checked JSON and they're listed there. Import into blender with Easy Import, Favorites .json file selected in panel. Load different model with same geoshell and Gen8 body... ONLY the Geoshell morphs show up. All the facial morphs are lost/not imported. They still show up in the source blend file for both objects respectively. Again, I swear this used to work so you could load up all your morphs into the favorites, then Diffeo would import them to base mesh and any matching geoshells. (Blender 5.1.2 with Diffeo 5.1)
How can I install old "U-Notebook" items in the "Available" tabU = user data (as opposed to the vendor data that coems from the store, in theory, though that clearly isn't the case here).
You are trying to install through Daz Studio? Have you updated metadata (when logging in, or using the command in the Connect menu? If not, try that. If that doesn't work - are these product or file references? If it is a product you could just right-click>Delete on the product icon, then update metadata to get the correct store metadata (and then install using that).
Smart Content is Not Showing All My StuffSofaCitizen said:
There is a simple solution for this - you just need to re-import the metadata.
In Smart Content, click the hamburger menu Icon and Select Content DB Maintenance. In the box tat comes up tick "Process Metadata Queue" and "Re-Import Metadata" and click Accept. After a few seconds you'll see another window listing all the products it found installed which are all checked by default so just hit the Accept button. Then you just need to find something else to do for 10 minutes or so while it rebuilds your database.
The reason why this happened is that, by default, the database is not stored alongside your downloaded product files and so would have been lost when you re-installed. However, the installed product files contain all the information in their dsx files and so the process I listed above goes through all these one by one and puts the data back into the database.
The only thing that would be lost here is if you made any manual adjustments to the metadata e.g. adding assets to additional/different categories.
I just tried that and I'm still not seeing my Smart Content. I also tried uninstalling G8.1F and re-installing it but that still didn't help.
Is there a way to fix a texture showing a strange line on a G8.1F character?Firstly, you can check the issue in this way:
1) With Wireframe Texture Shaded drawstyle, zoom in to the defect line on the seam of Body and Head. Usually such an issue is on the seam, so it's easy to judge:
2) If the defect line covers the seam wire (ss 1), it means both Body / Head texture maps were not well painted and/or baked ~It's very easy to fix the maps in Blender (the vendors usually fix such an issue in the similar way... only may be with different software / different brushes ~~). You may give it a try while waiting for the official update:
1) Export the figure to OBJ with the settings shown in (ss2). Import OBJ in Blender with the settings shown in (ss3).
2) Go to Texture Paint workspace, zoom in to the seam area. Select Smear brush, tweak the brush size / strength, etc. Smear the defect line from the right side to the left (ss4). Using Clone Brush can be even better ~~
3) After fixing the defect, select Rory Body Diffuse.jpg from Image dropdown list, click Image button, Save As... to a target folder. Do the same with Rory Head Diffuse.jpg (ss5)Now assign the fixed diffuse maps to Base Color and Translucency slots of Body / Head surfaces, Iray Preview, the issue will be gone. (ss6~ss7)
Edit: In principle, you should further fix other maps, i.e. roughness, bump, etc. as they were baked together...however it's not a must in this case... as that'll nearly make no change in renders ~~
FBX exporter incorrectly solving bone orientationsWell its still upsets me that at one point the FBX import/export worked completly fine and now it doesnt. My workflow requires Max, so sometimes i have to use Blender as Bridge, but the FBX that the current DAZ Studio spits out is even more messed in Blender than it is in Max. I have yet to try DTB or Diffeomorphic.
FBX exporter incorrectly solving bone orientationsI don't know 3ds Max but I know FBX format doesn't support subdivision levels other than base mesh for import / export. Blender itself can export / import FBX format with subd levels by using subdivision surface modifier but can only be used within Blender. DTB bridge and diffeomorphic addon can import and preserve subdivision data by using subdivision surface mofifier but the former only support to Blender 4.x, so using diffeomorphic could be a good choice.
As for the bone rotation issue, Blender's built-in FBX importer is pretty weak which cannot handle FBX file exported from Daz Studio and a few other applications... that's why there's a stronger add-on called Better FBX Importer/Export developed for the folks who use native FBX file in their workflow. The add-on does work it out (see screenshot down below..an FBX format of G9 imported by the add-on)
So, still suggest you use diffeomorphic with the pipeline of Daz Studio > Blender or DTB if you use Blender 4.x ~~ BTW, USD format fully supports all these but unfortunately Daz Studio doesn't support USD ~~
FBX exporter incorrectly solving bone orientationsI use these, but it seems some options are either ignored or do nothing. I tried checking Include Rotation Locks, Include Rotation Limits, Include Animations, but nothing solves the problem.
Basically all Local Rotations data for the bones is not there when i import FBX to Blender or Max.
FBX exporter incorrectly solving bone orientationsWhen i export my figure in FBX all bone orientations become messed up and unusable for posing (Impossible to correctly bend an elbow for example). Also "Export Subdivions" check does nothing. I tested Blender and Max import and both problems are there. I've tried all available FBX export options and different fbx versions, but nothing helped.
I've used an older version of DAZ Studio some years ago, like a version ~4.12 or so and FBX export worked perfectly, i used it to import figures into 3ds Max with correct bone orientations and skinned high resolution meshes. So what happened? This is really frustrating.
The only solution i've found so far is to use Daz to 3DS Max Bridge, which gives me a CAT Rig with correct bone orientations, but the dummy bones that the figure is skinned to are messed up too. So its not really good solution.
Diffeo Question About Anatomical ElementsPadone said:
That works as expected. You need to export at zero for no morphs applied, as in daz studio reset and zero are different things, aka the default values can be different to zero morphs. Then daz favorites will import the morphs and set them at default values, so they work the same as daz studio. If you try the controls everything works fine.
p.s. Probably the difference with other geografts is that they have default same as zero, but this is not always the case.
p.s. If you export a morph as non-zero this will be baked in the dbz and will affect the shape and imported morphs, of course, as the baked shape is the base added to the morphs.
Thank you for the explanation, Padone, now I understand.
Diffeo Question About Anatomical ElementsThat works as expected. You need to export at zero for no morphs applied, as in daz studio reset and zero are different things, aka the default values can be different to zero morphs. Then daz favorites will import the morphs and set them at default values, so they work the same as daz studio. If you try the controls everything works fine.
p.s. Probably the difference with other geografts is that they have default same as zero, but this is not always the case.
p.s. If you export a morph as non-zero this will be baked in the dbz and will affect the shape and imported morphs, of course, as the baked shape is the base added to the morphs.






