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Daz Studio 2026 Beta - version 6.25.2026.6423! (Updated March 09, 2026)
Masterstroke said:
DAZ is lousy for animations anyway.
I do animations in DAZ Studio on daily basis, I even sell them to happy customers who loves the 3Delight renders and my style. Also, ask Dartanbeck what he thinks about the AniMate removal since he wrote a whole encyclopedia about it and makes animation with that tool. Just because you don't know how to do it doesn't mean it can't be done properly.
Bridges, you say? They work only on a small portion of the whole library and even among the "supported" ones there are a lot that doesn't work as intended. Also, I BOUGHT the stuff for DAZ Studio not for Blender or Maya and I expect to be able to fully use that in DAZ Studio.I hate IRay which is slow, unreliable and expensive. I never hid my thought about it but I never liked the idea of it removed from DAZ Studio.
I love Filament which is fast and unexpensive but still broken and very limited on what you can do. For example shadows doens't work properly if the char gets a bit distant form the world's center and not many lights type works in it.
You can hate 3Delight as much as you want but its removal will kill a lot of people's jobs and hobbies. I suggest them to make a good number of backups of their working installations.Daz Studio 2026 Beta - version 6.25.2026.6423! (Updated March 09, 2026)Imago said:
So... AniMate, GraphMate and KeyMate doesn't work anymore, the Timeline is broken, 3Delight has been removed forever...
Basically you guys are planning to totally kill animation in DAZ Studio 6.
Thanks a lot DAZ3D!

DAZ is lousy for animations anyway.
That's the job, all those Blender, Unreal or whatever- bridges are for.
I am actually glad, that this 3delight artefact is gone. I just never liked it, how it looked in renders.
The first thing I do with every purchased product, is to delete the 3delight Material folder.
I admit, that I really don't know, how 3delight is doing today, but back in those days, it used to look cheap like in that other figure program, and soon a scene had some omni lights in it, the render times were shooting through the ceiling.
Made the scene pretty unusable.
So in fact, Render quality per time unit, is actually so much better in IRAY, than with 3delight. And there is still filament after all.
I think kicking 3dl out, has been a good descision.
Improving software bridges should follow.Daz Studio 2025 Thoughtscheard said:
Iray isn't working for me in the alpha. Characters are just white all over. Also, the "Preparing Scene" progress bar below the viewport fills up, then starts over.
No problems with Filament in the Alpha. No Iray problems with the 4.23 beta. Same render settings and hardware preferences in both 5 alpha and 4.23 beta. Suggestions?
You may have an NVIDIA driver that is too old for DS 2025.
Daz Studio 6.25.2025.11206 - *Public Build*
- REQUIRES:
- NVIDIA Driver 57x.xx (R570) on Windows
- See NVIDIA Driver Downloads
- NVIDIA recommends installing Studio Drivers (SD)
- SSSE3 enabled CPU is a minimum requirement on macOS/x86
Daz Studio 2025 Thoughtscheard said:
Iray isn't working for me in the alpha. Characters are just white all over. Also, the "Preparing Scene" progress bar below the viewport fills up, then starts over.
No problems with Filament in the Alpha. No Iray problems with the 4.23 beta. Same render settings and hardware preferences in both 5 alpha and 4.23 beta. Suggestions?
What GPU and driver do you have?
Daz Studio 2025 ThoughtsIray isn't working for me in the alpha. Characters are just white all over. Also, the "Preparing Scene" progress bar below the viewport fills up, then starts over.
No problems with Filament in the Alpha. No Iray problems with the 4.23 beta. Same render settings and hardware preferences in both 5 alpha and 4.23 beta. Suggestions?
Daz Studio 2026 Beta - version 6.25.2026.6423! (Updated March 09, 2026)OK, it is faster loading my old scenes. It starts iRay rendering much faster, in my opinion, but the speed of the iRay renders is about the same (I still have the same PNY GeForce RTX 4070 12GB).
It has no 3Delight, not thrilled but I am keeping the last version of DAZ Studio 4 so I can use that if need be.
The Viewport and Scripted OpenGL renders go much faster and look like the viewport view, so much better than before, in DAZ Studio 2025 (my viewport is set to Filament typically); so all that's OK and expected. There is seemingly an event loop refresh bug after some operations where the viewport flashes black a couple times shortly & temporarily and is not OK.
However, I couldn't install any of the DAZ Studio 2025 Premier plugins seen in the image I've attached. It says the location of DAZ Studio hasn't been set in DIM when I try. That is correct I found after checking but somehow DAZ Studio 2025 still got installed correctly anyway. After adding the DAZ Studio 2025 (DAZ Studio 6) to DIM manually, restarting DIM, and trying again to install those Premier plugins I got the exact same error messages.
That's all I tested so far.
Daz Studio 2026 Beta - version 6.25.2026.6423! (Updated March 09, 2026)3Diva said:
dbmelvin1993 said:
Just tried it.
Viewport and Filament have gotten Much worse performance wise as it is. but a fully clothed character immediately causes a lot of viewport lag, also already adjusted my settings, didn't help.
Compared to 4.23 where i barely have any viewport lag in the same scenes.
Strand-based hair works, but no longer reacts to "viewport color" and stays black, also already seeing a few Opacity map issues.
In it's current state it's unbearable to work with due to the viewport lag.
I was having some issues until I updated my graphics card driver. If you don't have the latest version installed you might try that and see if it fixes your issues. :)
Unfortunately, already tried that too, and it didn't change anything, viewport still is sluggish, and in an actual scene just laggy.
I'm beginning to understand this might be a RTX 40xx issue as most people with a 30xx card don't really seem to have the viewport lag.
Daz Studio 2026 Beta - version 6.25.2026.6423! (Updated March 09, 2026)Okay, super-happy camper here. I'm able to add my audio file to my scene and hear it (for lip syncing), then output a .mov file; the .mov file generated is a container file linked to the rendered frames in the D|S temp folder.
If I take the .mov file and drop it in iMovie, it outputs a complete mp4 file, with sound. No more manually linking the frames, then adding the audio after, then generating the mp4.
I still have to start converting things to Filament and Filatoon, but I am a very happy camper. Three minutes to generate a final, 1080p mp4 movie clip:
https://sterdan.com/wp-content/uploads/2025/04/04-Rinn-Test.mp4Now, if they'd "unretire" Mimic or supply something similar, I'd be 100%... but I'm pretty darn happy with 95%.
No issues nor crashes while testing all the rendering. Best. Tuesday. Ever.
The Mac FAQI posted this elswhere but:
So as a Mac (M3 iMac/Sequoia) user:- I had the quitting Preferences crash a few times
- The speed that everything works is wonderful
- Filament seems to work but I am not terribly interested just yet since i missed all the sales to get content
- rendering is much much faster (i can finally use Iray preview)
- My Premier bonus figures won't load (I'm not sure if they won't authorize or that i haven't attached the right directory since i don't know exactly where they live)
- i haven't the foggiest if the Premier Plug-ins arte supposed to work
Daz Studio 2026 Beta - version 6.25.2026.6423! (Updated March 09, 2026)Richard Haseltine said:
crosswind said:
Some bugs / issues I've met so far :
1) Progress bar is alwasy shown with "Processing image: xxx" no matter I click New or load a Scene file. (ss1) The progress bar even doesn't update any progress when switching to Iray Preview
2) Layout cannot be correctly saved... with no preview as well (ss2) And DS 2025 always loaded a wrong layout after I re-launched it... even if I loaded the layout I ever saved for DS 4.23 PB...I haven't tried saving, but the session layput seemed to save and restore OK.
3) Per Pixel Shading cannot be turned on... in Preferences > Interface. It's always Off...
4) Low performance (laggy) in Viewport when tweaking perspective / camera view.
5) After opening a scene file, some lag can be seen when Viewport is redrawn with Texture Shaded drawstyle... for two times, I could only see all objects are black. I had to switch the drawstyle back and forth in between Texture Shaded and Filament, then the Viewport was updated correctly with Texture Shaded.What GPU is driving the UI? If you have an Intel GPU on the CPU is that being used? Some people are reporting lag, some people are finding it snappy - at least soem of the laggers have Intel GPUs handing the UI (even if they have an nVidia GPU).
RTX A6000 + AMD 3990x, and I never have Intel GPU. Comparing to DS 4.23 PB, the lag can be seen when orbiting View, with just one G9 in the scene ~~
6) I tried with some scripts... some script product didn't work any more, e.g. Content Wizard. I got the error messages in DS log, as attached.
Scripts may well requiree updating, deepnding on what they do and how they are written.
Okay.... still, I'd rather test a Beta...
Daz Studio 2026 Beta - version 6.25.2026.6423! (Updated March 09, 2026)crosswind said:
Some bugs / issues I've met so far :
1) Progress bar is alwasy shown with "Processing image: xxx" no matter I click New or load a Scene file. (ss1) The progress bar even doesn't update any progress when switching to Iray Preview
2) Layout cannot be correctly saved... with no preview as well (ss2) And DS 2025 always loaded a wrong layout after I re-launched it... even if I loaded the layout I ever saved for DS 4.23 PB...I haven't tried saving, but the session layput seemed to save and restore OK.
3) Per Pixel Shading cannot be turned on... in Preferences > Interface. It's always Off...
4) Low performance (laggy) in Viewport when tweaking perspective / camera view.
5) After opening a scene file, some lag can be seen when Viewport is redrawn with Texture Shaded drawstyle... for two times, I could only see all objects are black. I had to switch the drawstyle back and forth in between Texture Shaded and Filament, then the Viewport was updated correctly with Texture Shaded.What GPU is driving the UI? If you have an Intel GPU on the CPU is that being used? Some people are reporting lag, some people are finding it snappy - at least soem of the laggers have Intel GPUs handing the UI (even if they have an nVidia GPU).
6) I tried with some scripts... some script product didn't work any more, e.g. Content Wizard. I got the error messages in DS log, as attached.
Scripts may well requiree updating, deepnding on what they do and how they are written.
Daz Studio 2026 Beta - version 6.25.2026.6423! (Updated March 09, 2026)dbmelvin1993 said:
Just tried it.
Viewport and Filament have gotten Much worse performance wise as it is. but a fully clothed character immediately causes a lot of viewport lag, also already adjusted my settings, didn't help.
Compared to 4.23 where i barely have any viewport lag in the same scenes.
Strand-based hair works, but no longer reacts to "viewport color" and stays black, also already seeing a few Opacity map issues.
In it's current state it's unbearable to work with due to the viewport lag.
I was having some issues until I updated my graphics card driver. If you don't have the latest version installed you might try that and see if it fixes your issues. :)
Daz Studio 2026 Beta - version 6.25.2026.6423! (Updated March 09, 2026)Some bugs / issues I've met so far :
1) Progress bar is alwasy shown with "Processing image: xxx" no matter I click New or load a Scene file. (ss1) The progress bar even doesn't update any progress when switching to Iray Preview
2) Layout cannot be correctly saved... with no preview as well (ss2) And DS 2025 always loaded a wrong layout after I re-launched it... even if I loaded the layout I ever saved for DS 4.23 PB...
3) Per Pixel Shading cannot be turned on... in Preferences > Interface. It's always Off...
4) Low performance (laggy) in Viewport when tweaking perspective / camera view.
5) After opening a scene file, some lag can be seen when Viewport is redrawn with Texture Shaded drawstyle... for two times, I could only see all objects are black. I had to switch the drawstyle back and forth in between Texture Shaded and Filament, then the Viewport was updated correctly with Texture Shaded.6) I tried with some scripts... some script product didn't work any more, e.g. Content Wizard. I got the error messages in DS log, as attached.
Daz Studio 2026 Beta - version 6.25.2026.6423! (Updated March 09, 2026)So as a Mac (M3 iMac/Sequoia) user:
- I had the quitting Preferences crash a few times
- The speed that everything works is wonderful
- Filament seems to work but I am not terribly interested just yet since i missed all the sales to get content
- rendering is much much faster (i can finally use Iray preview)
- My Premier bonus figures won't load (I'm not sure if they won't authorize or that i haven't attached the right directory since i don't know exactly where they live)
- i haven't the foggiest if the Premier Plug-ins arte supposed to work
Daz Studio 2026 Beta - version 6.25.2026.6423! (Updated March 09, 2026)Ainm said:
Had a quick play around. Initial thoughts:
- Character load with a lot of morphs is quicker. Not lightning by any means, but a decent improvement nonetheless
- My viewport appears to be broken. I can only see a lit scene in filament mode and toggling preview lights does nothing
- My viewport navigation appears to be broken. Keystrokes don't repeat. I don't know if I turned that on somewhere in my Studio 4.X install, but if so, I can't find where I can turn it on in 5.X
These could be GPU related, I suspect. Certainly WASD navigation is working for me - but you are not the only one for whom it isn't.
- Restore pose makes me very, very happy. With a huge morph library, this was taking a few hours in 4.X and was unusable. It now takes a few seconds
- One of my biggest peeves with 4.X is how the smart content tree is deleted and rebuilt each time you select a new scene node with Filter by context checked. This behaviour is the same in 5.X. I'm hoping 5.X won't be a direct port of features like this and that time will be taken to improve the user experience too. For example, when a new scene node is selected, the tree ought to really be rebuilt in place, keeping nodes expanded that were already expanded and, if the context includes the same selected branch as the old context, that ought to also persist. I waste a lot of time in Studio re-exexpanding this tree - very frustrating
- The interface feels snappier
- On first startup, only one of my content libraries was automatically recognised. When I added the others and hit Accept, Studio crashed. On restart, my other content libraries persisted, but if I continue to go into the content directory manager and hit accept, the crashes continue
I had a crash exiting Preferences - I noticed that there is some activity (spinner next to mouse cursor, UI refreshes) as it updates the content panes. I didn't get a crash if I waited until that was done. Still, if you get a crash report please upload it (here or to a ticket) to prove I was not imagining the issue (Daz couldn't reporduce it).
The Mac FAQ// Convert to DAZ PBR Shader and apply Filament-optimized skin settings
var oSelected = Scene.getPrimarySelection();
if (!oSelected) {
MessageBox.information("No figure selected.");
return;
}// Keywords to identify skin-related surfaces
var skinKeywords = ["skin", "face", "torso", "head", "neck", "arm", "leg"];
var surfaces = oSelected.getSurfaces();var pbrShader = ShaderPreset.findShader("DzPBRShader"); // DAZ PBR Shader
if (!pbrShader) {
MessageBox.information("DAZ PBR Shader not found.");
return;
}for (var i = 0; i < surfaces.length; i++) {
var surface = surfaces[i];
var name = surface.name.toLowerCase();
var isSkin = false;
for (var k = 0; k < skinKeywords.length; k++) {
if (name.indexOf(skinKeywords[k]) !== -1) {
isSkin = true;
break;
}
}
if (!isSkin) continue;// Apply PBR shader if not already using it
if (surface.getMaterial().getShaderName() !== "DzPBRShader") {
surface.applyShader(pbrShader);
print("Converted to PBR: " + surface.name);
}// Reapply parameters
var roughness = surface.getChannel("Glossy Roughness");
var metallic = surface.getChannel("Metallicity");
var translucency = surface.getChannel("Translucency Weight");
var transColor = surface.getChannel("Translucency Color");
var transmission = surface.getChannel("Transmission Weight");
var transmissionColor = surface.getChannel("Transmission Color");if (roughness) roughness.setValue(0.6);
if (metallic) metallic.setValue(0.0);
if (translucency) translucency.setValue(0.4);
if (transColor) transColor.setColorValue(Color(1.0, 0.78, 0.78)); // light pink
if (transmission) transmission.setValue(0.15);
if (transmissionColor) transmissionColor.setColorValue(Color(1.0, 0.78, 0.78));print("Updated surface: " + surface.name);
}MessageBox.information("Filament shader and skin settings applied.");
I asked ChatGPT to write a script that would convert an Iray skin shader to a filament skin shader. The above is the result I was thinking of things like this for Apple metal. If anyone tries this script out, let us know how it works.
it needs to be saved, of course, in a plain text editor, and given a Daz extension. Then it could be saved where you save your scripts with a name, such as ray to filament skin shader.
The Mac FAQinquire said:
And his metal able to render also?
Is there anything like a realistic render possible With Filatoon?
As Tesseractspace points out, Filatoon is a set of Filament shaders to make Toons, almost the exact opposite of "realistic".
Filament itself can make some more realistic renders, though; your best bet is to search for "Filament" in the store and look at images for some of the Filament lighting and effects products.
Regarding "Metal", as discussed before there is no selectable "Metal" fine rendering engine per se, Metal is being used to replace OpenGL for Macs. If you have "Texture Shaded" set in your viewport and render your image with "Viewport" set, you'll get the Metal equivelant of what you used to get with OpenGL. That said, I find it a little faster than OpenGL and I like the final renders with it a little brighter, but I'm only starting to test it. Overall, still very happy with DAZ Studio 2025.
Daz Studio 2026 Beta - version 6.25.2026.6423! (Updated March 09, 2026)TimberWolf said:
The viewport now appears to use the tone mapping settings - EV, ISO, etc. This pulls it in line with Filament behaviour but does now lead to the annoying requirement to make a note of, say, the EV and then set it to one value for scene layout and remember to set it to your previously remembered value for Iray. I suspect it's by design rather than a bug but only having one set of tonemapping controls for multiple render engines isn't ideal. It's just an inconvenience but a solution from the devs would be welcome.
Ah, that's the problem I'm having with all render modes except Filament and Iray being pitch black. If intended, I don't like this change at all. Who wants to have to reset or reimport my tone mapper settings when switching between Iray and some other render engine? I can understand why people would want the tone mapping to be automatically consistent in results across render engines, so hopefully this is either a step towards that or previous bevahiour.
The Mac FAQinquire said:
And his metal able to render also?
Is there anything like a realistic render possible With Filatoon?
Filatoon is just using special shaders in Fliament. If you're careful with lighting setup, realism is indeed possible in Filament. The main issue is that lights don't behave the way they do in Iray so it's a bit of work adjusting your lighting and then tonemapping etc...
Daz Studio 2026 Beta - version 6.25.2026.6423! (Updated March 09, 2026)Laurita said:
Problems are to be expected but so far I found only once which really limits this Alpha's usability: the Texture Shaded viewport is almost blindingly bright.
The viewport now appears to use the tone mapping settings - EV, ISO, etc. This pulls it in line with Filament behaviour but does now lead to the annoying requirement to make a note of, say, the EV and then set it to one value for scene layout and remember to set it to your previously remembered value for Iray. I suspect it's by design rather than a bug but only having one set of tonemapping controls for multiple render engines isn't ideal. It's just an inconvenience but a solution from the devs would be welcome.
Other UI bugs - our old friend the 'multiple selection' bug is still present but with a new twist; after this occurs the visibility (eye) icon does not update when selected. The behaviour occurs - what is selected to be hidden or made visible actually is - but the eye icon doesn't update until another different selection in the scene layout is made.
Promising start though.













