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Daz Studio 2026 Beta - version 6.25.2026.6423! (Updated March 09, 2026)
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
- 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
NVidia 5090WendyLuvsCatz said:
wsterdan said:
LIke a number of Mac users, it crashed on the initial launch but seems stable thereafter. Super pumped with Filatoon, rendered a quick 1080p animation, 24 frames in 34.27 seconds, very, very happy. The interface seems much clearer and sharper, much easier to read the text (though it might be my euphoria at finally getting Filament talking).
Mind you, this means I have very little to nag Richard about now...
oh cool, looking forward to the new Filatoon adventures of Hrimfaxi
Thanks, that's the dream...
NVidia 5090wsterdan said:
LIke a number of Mac users, it crashed on the initial launch but seems stable thereafter. Super pumped with Filatoon, rendered a quick 1080p animation, 24 frames in 34.27 seconds, very, very happy. The interface seems much clearer and sharper, much easier to read the text (though it might be my euphoria at finally getting Filament talking).
Mind you, this means I have very little to nag Richard about now...
oh cool, looking forward to the new Filatoon adventures of Hrimfaxi
The Mac FAQI had to adjust my Content Library sequence and noticed that getting there is different from previous Mac versions. Preferences is under DAZStudio now. Also don't get rid of your older 4.23 builds. I couldn't find Power Pose, USCXT, USC2, Mesh Grabber, Measure Metrics panes at all. Not sure what else hasn't been updated or will not be at all.
I am thrilled for Filament/Filatoon and will be downloading all my products for them today.
NVidia 5090LIke a number of Mac users, it crashed on the initial launch but seems stable thereafter. Super pumped with Filatoon, rendered a quick 1080p animation, 24 frames in 34.27 seconds, very, very happy. The interface seems much clearer and sharper, much easier to read the text (though it might be my euphoria at finally getting Filament talking).
Mind you, this means I have very little to nag Richard about now...
The Mac FAQYes, the application shows as "Intel".
That said, like every Mac user so far, mine crashed the first time and hasn't since. Works very smoothly so far, and I am so pumped about having Filament and Filatoon.
Quick Willow 9 Filatoon test, simple body rotation on TOS Filatoon bridge, nothing fancy. 24 frames, 1080p, render time: 34.27 seconds. I'm excited to be looking at animation again.
https://sterdan.com/wp-content/uploads/2025/04/Quicktest-Willow-on-bridge-00.mpg
The Mac FAQAs @Elor experienced, I had a crash on first launch of Daz Studio 2025. It hasn't crashed from the 2nd app launch on (so far.)
DS 2025 is showing as a non-Apple Silicon native app as seen in the Activity Monitor and by doing Get Info on the app from the Finder (in your Applications folder).
Keep in mind that this is still an Alpha release and things don't work or work differently from the regular DS 4.23 versions.
For an Alpha, it's rather good at what is complete so far. Filament is there and seems to work (YAY!)
DS 2025 happily co-exists with DS 4 (regular and beta versions) so you can have 3 versions installed (as I do.)
There's lots to explore, but that will have to wait until I get home tonight (I spend 6 to 8 hours every day sitting with Mom in Hospice.)
Thank you to the Daz Studio software team for getting this Alpha release out to us! Very much looking forward to the improvements that will follow.
Lee
Daz Studio 2026 Beta - version 6.25.2026.6423! (Updated March 09, 2026)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.
Willow 9Best. Tuesday. Ever.
Thanks for the great news and your notes.
Super pumped, as you can imagine. I've been waiting 4.5 years to use Filament on my Macs and of course, Filatoon. Your Easy Filatoon will also be getting a workout.
The Mac FAQYouhou, Filatoon for Mac

– The FilaToon Shader is now Mac-compatible, allowing users to create bold cel-style shaded, anime-inspired visuals using the Filament DrawStyle.
https://www.daz3d.com/blog/daz-studio-2025-alpha-release
Edit: I currently don't see it in DIM, and as far as I know, I did what was needed to make it appear so I suppose something need to fixed on Daz side for the alpha to be downloadable.
NVidia 5090Leana said:
wsterdan said:
2. If you buy a new computer *and* get the new nVidia cards, you won't be able to run iRay. You will be able to run DAZ Studio and render using OpenGL, 3DL and I assume Filament and Filatoon?
Actually you will be able to render with Iray, it will simply not use the GPU so it will be much slower.
Thanks very much for the clarification, your help is always appreciated.
With no actual knowledge of the situation, I'm blindly optimistic that we'll see DAZ Studio 2025 by summer and we can all just go back to having fun.
Again, no inside knowledge, just optimism.
NVidia 5090wsterdan said:
2. If you buy a new computer *and* get the new nVidia cards, you won't be able to run iRay. You will be able to run DAZ Studio and render using OpenGL, 3DL and I assume Filament and Filatoon?
Actually you will be able to render with Iray, it will simply not use the GPU so it will be much slower.
NVidia 5090There is indeed a difference between not being able to accelerate Iray with the GPU, which is the situation for 5000 series owners, and not being able to use Filament/Filatoon at all, as is the situation for Mac users.
NVidia 50901. By "Do your homework", I meant, simply, check to see if your upgrade will work with the programs you feel are important to you, nothing more, nothing less. DAZ Studio, games, work applications, or anything that's important to you. You don't have to, of course, but if you don't, that's on you. We'll have to agree to disagree.
2. If you buy a new computer *and* get the new nVidia cards, you won't be able to run iRay. You will be able to run DAZ Studio and render using OpenGL, 3DL and I assume Filament and Filatoon?
3. From November, 2020 new Macs were installed with Big Sur. That meant if you bought a new Mac between November, 2020 and August, 2021 you couldn't run DAZ Studio. Not "iRay", "DAZ Studio. Not the same as buying a new video card and not being able to use iRay, it was far worse.
Buying a new nVidia card means not being able to use iRay, buying any Mac means not being able to use Filament or Filatoon. You may find it hard to believe, but for me Filament or Filatoon is far more important than iRay and I've been waiting for 4.5 years. I think our situations are similar, and we're both waiting for DAZ Studio 2025 to use the rendering engines we want to use, you obviously don't see it that way.
I'm not arguing in bad faith, nor arguing any further at all. I'm sorry you're not able to use iRay with your new video card, hopefully that will change in the next month or two.
Edited to add because I didn't fully read your reply, my apologies, and my bad:
I yield to your point that DAZ could have a banner running across every store page declaring that DAZ Studio doesn't support the latest nVidia cards, just as they could have a banner saying that Filament and Filatoon don't work on Macs and haven't for four years. For the record, they don't mention that Filament and Filatoon don't work on any Filament or Filatoon product pages either, but I digress. I still believe that many people would still be surprised when they bought a new card and couldn't use iRay because they bought a new card without thinking about it and stopped seeing the banner after getting used to it being there.I do disagree with how iRay is "inseperable" from nVidia, as every Mac user can still use iRay; newer Macs even run iRay as fast or faster than people with old systems and older iRay cards (say, back when iRay was released and a little while after), or as fast as someone with newer cards but not enough video RAM who get knocked back to CPU rendering anyway. People still do gorgous iRay renders without nVidia cards or enough VRAM, PC or Mac (I'm certainly not one of them, but it is done).
My main point is that not all the blame should be on DAZ, that's all.
Edited to add the word "Mac".
NVidia 5090WendyLuvsCatz said:
was thinking, couldn't they just release a D|S5 Lite?
basically a render engine that loads DAZ scenes?
... and gives Mac users access to Filament and Filatoon? That was my suggestion a little while ago. Could they?
Probably, but I think that they're probably close enough to a full release that waiting a little bit longer would remove the hassle of having two versions to support.
At the very least, they'll probably release a beta for affected card users to test... and hopefully Mac users.
Have you guys had any success creating 2D style images from your Daz Studio renders?I highly recommend animating with Filament or Filatoon if you're going to animate in Daz Studio as the rendering is much faster than Iray or 3Delight.
I don't know what kind of 2D style you're after, but my Easy FilaToon product can help people create a variety of NPR styles: https://www.daz3d.com/easy-filatoon
You could experiment with the default Filatoon shaders that's included for free in Daz Studio to see if you enjoy rendering with Filament and Filatoon first.
Hardware Required for Daz3dThere are (8 year-old) minimum specs
You can model pretty much any scene on a "potato".
As others have put, the kicker is rendering - which type you want to do and how long you are prepared to wait. When I started with Daz I had "integrated graphics" and 32 hour rendering - of one figure in a fairly complex scene - wasn't uncommon.
If you want cartoon, then Filament rendering is very quick (even on a potato). If you want full on photo-relastic (Iray) within a complex scene and multiple figures then you will need a decent machine and Scene Optimiser (Daz store product) and lots of patience/skill. There are lots and lots of tricks to make better renders on less than stellar kit (patience required). High end kit very much reduces the amount of patience you need.
If you want to do animation ... use Filament or buy a very decent rig (with huge amounts of VRAM).
Daz Studio 2025 (6.25.2025.x) - "evergreen"New Features
(... that were not made available in a 4.20, 4.21, 4.22, 4.23, or 4.24 build)
DrawStyles:
- Filament
- Now available on macOS
- NVIDIA Iray
- Added a Drawing > Draw Node Wireframe property that toggles drawing of the wireframe for a mesh over the top of the rendered surface
- Provides "like-kind" parity with the Filament DrawStyle (since 4.12.2.51)
- Added a Drawing > Draw Node Wireframe property that toggles drawing of the wireframe for a mesh over the top of the rendered surface
- Texture Shaded
- Now draws a temporary blue surface when the images for a textured surface are still loading
- Provides "like-kind" parity with the Filament DrawStyle (since near inception)
- Improves loading speed, as it allows objects to be drawn before all images are loaded/resampled
- Now draws a temporary blue surface when the images for a textured surface are still loading
- Wire Texture Shaded
- Now draws a temporary blue surface when the images for a textured surface are still loading
- Provides "like-kind" parity with the Filament DrawStyle (since near inception)
- Improves loading speed, as it allows objects to be drawn before all images are loaded/resampled
- Now draws a temporary blue surface when the images for a textured surface are still loading
- Universal
- Allows a base DrawStyle to be selected for the scene
- Draw Settings > Display > Scene View > Scene DrawStyle
- Default (Texture Shaded)
- Wireframe
- Lit Wireframe
- Hidden Line
- Wire Shaded
- Smooth Shaded
- Wire Texture Shaded
- Texture Shaded
- Draw Settings > Display > Scene View > Scene DrawStyle
- Allows individual objects to override the base DrawStyle
- Parameters > %ObjectRoot% > Display > Scene View > DrawStyle Override
- None (use Scene DrawStyle)
- Wireframe
- Lit Wireframe
- Hidden Line
- Wire Shaded
- Smooth Shaded
- Wire Texture Shaded
- Texture Shaded
- Parameters > %ObjectRoot% > Display > Scene View > DrawStyle Override
- Allows individual surfaces to override the object override
- Surfaces > %ObjectRoot% > %Surface% > Display > Scene View > DrawStyle Override
- None (use object DrawStyle Override)
- Wireframe
- Lit Wireframe
- Hidden Line
- Wire Shaded
- Smooth Shaded
- Wire Texture Shaded
- Texture Shaded
- Surfaces > %ObjectRoot% > %Surface% > Display > Scene View > DrawStyle Override
- Allows a base DrawStyle to be selected for the scene
- Depth
- Allows Near and Far distances to be adjusted in Draw Settings > Depth Adjust
Render Engines:
- NVIDIA Iray 2025.0.3
- See Release Notes
- Adds support for Blackwell (50 Series) GPUs
- Adds support for Adaptive Displacement/Subdivision (see NVIDIA Iray - Programmer's Manual : 7.8.4 Displacement - Fig. 7.7)
- Added support to the Iray Uber (MDL) shader
- Added support to the MDL Surface brick in Shader Mixer
- Control via Surfaces > %ObjectRoot% > %Surface% > Geometry > Displacement > Displacement Adaptive Quality
- 0.0 = no additional subdivision
- 1.0 = up to 32 additional subdivisions per edge, as needed
- ...
View Tools:
- Strand-Based Hair Editor
- Now a fully integrated View Tool instead of a modal dialog
- View multiple viewports, from different angles, concurrently
- View different DrawStyles, per viewport
- Work directly in the viewport
- Quickly switch between tools
- Hide/Show nodes
- Dock, undock, move, resize Tool Settings
- ...
- Universal Tool (and derivatives: Rotate, Translate, Scale)
- Now provides a Selected Style setting in the Tool Settings pane that provides options for how visual feedback for selected nodes is drawn
- Cues - Draws bounding box corners (same as 4.x - default)
- Wireframe & Cues - Draws the wireframe of the geometry associated with the selected node(s), using the style highlight color, and bounding box corners
- Halo & Cues - Draws a halo around the perimeter of the geometry associated with the selected node(s), using the style highlight color, and bounding box corners
- Similar to the way selection is drawn for the Surface Selection tool
- Each derivative tool (Rotate, Translate, Scale) maintains its own Selected Style setting
- Now provides a Selected Style setting in the Tool Settings pane that provides options for how visual feedback for selected nodes is drawn
- Node Weight Map Brush
- Added an Automatically Convert Selection action
- Controls whether geometry selection is automatically converted from one type to another when the active type is changed
- Viewport Context Menu > Geometry Selection > Convert Selection > Automatically Convert Selection
- Tool Settings Option Menu > Geometry Selection > Convert Selection > Automatically Convert Selection
- Added an Automatically Convert Selection action
- Geometry Editor
- Added an Automatically Convert Selection action
- Controls whether geometry selection is automatically converted from one type to another when the active type is changed
- Viewport Context Menu > Geometry Selection > Convert Selection > Automatically Convert Selection
- Tool Settings Option Menu > Geometry Selection > Convert Selection > Automatically Convert Selection
- Added an Automatically Convert Selection action
- Geometry Sculptor (Premier)
- ...
Panes:
- Content Library
- Now provides the ability to have multiple Manage pages
- A Duplicate Page action has been added to the context menu for a given container in the Container View
- Clicking the action causes a new instance of the 'current' Manage page (sub-pane), labeled Manage (#) where # is the i'th instance, to be created as a sibling to the primary Manage page
- When 2 or more pages exist, a tab bar near the top of the pane is revealed
- Pages labeled Manage (#) can be detached into custom panes
- The primary Manage page cannot be detached or deleted
- Closing a detached Manage (#) page causes it to reattach
- Pages labeled Manage (#) can be deleted via a Delete action in their respective context/option menu
- Deleting a Manage (#) page causes numbering of the pages created after it to adjust
- Preference actions in the Options Menu apply to all Manage page instances
- API calls apply to the 'current' Manage page instance
- Assets in Results Views can be dragged/dropped onto containers in Container Views on different Manage pages
- Assets in Results Views can be dragged/dropped onto a category in Category Views on the Smart Content pane (or Presets pages of the various property-based panes)
- A Duplicate Page action has been added to the context menu for a given container in the Container View
- Now provides the ability to discretely hide/unhide products
- A Hide Product action has been added to the context menu for a given product in the Container View, when the product is not discretely hidden
- Clicking the action causes the product to be marked as hidden
- An Unhide Product action has been added to the context menu for a given product in the Container View, when the product is discretely hidden
- The Show Hidden Products preference must be checked to see hidden products (see below)
- Clicking the action causes the product to be marked as unhidden
- A Hide Product action has been added to the context menu for a given product in the Container View, when the product is not discretely hidden
- Now provides the ability to discretely hide/unhide assets
- A Hide Asset action has been added to the context menu for a given asset in the Results View, when the asset is not discretely hidden
- An Unhide Asset action has been added to the context menu for a given asset in the Results View, when the asset is discretely hidden
- The Show Hidden Assets preference must be checked to see hidden assets (see below)
- Clicking the action causes the product to be marked as unhidden
- Now provides the ability to change the label of a product
- A Relabel... action has been added to the context menu for a given product in the Container View
- Clicking the action causes a dialog to appear
- Changing the label of a product does not modify its name, only what is displayed
- A relabeled product displays the original name in the Info page of the Information Panel when selected
- ...
- A Relabel... action has been added to the context menu for a given product in the Container View
- Now provides the ability to change the label of an asset
- A Relabel... action has been added to the context menu for a given asset in the Results View
- Clicking the action places the asset into edit mode
- The change is committed when the [Enter] key is pressed or any area outside the edit field is clicked
- Changing the label of an asset does not modify the name of the asset, or the file that an asset references, only what is displayed
- A relabeled asset displays the original name in the Info page of the Information Panel when selected
- ...
- A Relabel... action has been added to the context menu for a given asset in the Results View
- ...
- Now provides the ability to have multiple Manage pages
- Smart Content
- Now provides the Compatibility Selector that is present in the primary Files and Products views, when viewing the contents of a product
- Now provides the Filter By Context option that is present in the primary Files and Products views, when viewing the contents of a product
- Unchecked by default
- Checked state does not persist between sessions
- Now provides an Add-Ons page in the Information Panel
- Elevates functionality provided by the Explore Add-Ons... action, in the context menu of an asset, to a higher level of the UI
- Selecting an asset on the Files page, or within a product on the Products page, populates the page with categorized assets that are compatible with the selected asset
- Now provides a Targets page in the Information Panel
- Elevates functionality provided by the Explore Targets... action, in the context menu of an asset, to a higher level of the UI
- Selecting an asset on the Files page, or within a product on the Products page, populates the page with categorized assets that the selected asset is compatible with
- Now displays the hidden state of a product in the Info page of the Information Panel when a product is selected
- Now displays the metadata file path for a product in the Info page of the Information Panel when a product is selected and the file that provides metadata can be found
- Now displays the hidden state of an asset in the Info page of the Information Panel when an asset is selected
- ...
- Parameters
- Added a Display > Scene View > Node Color property to all node types
- When set to a non-black (0, 0, 0) value on a bone, the value of this property overrides the Display > Scene View > Node Color property on the associated skeleton, causing the bone to be drawn in the color chosen when the Display > Scene View > Bones > Show Bones property on a skeleton is active
- ...
- See the Scene pane (below) for other potential uses of this property
- Added a Display > Scene View > Node Color property to all node types
- Scene
- Added a Node Color (C) column
- Provides a means of classifying/grouping nodes in the scene by color
- Allows the use of color to quickly (at a glance) distinguish left, from center/trunk, from right
- Allows the use of color to quickly (at a glance) distinguish node types from one another
- Allows the use of color to quickly (at a glance) distinguish bones belonging to the same skeleton from other/parented objects
- Clicking a color swatch prompts for a color to assign to the Node Color property
- Holding [Ctrl/Cmd] while clicking applies the selected color recursively to each Node Color property of each decedent node
- Holding [Alt/Option] while clicking resets the Node Color property
- Holding [Ctrl/Cmd] + [Alt/Option] while clicking resets the Node Color property, and recursively each Node Color property of each decedent node
- Clicking the icon creates an undo item - the same as changing the Node Color property in the Parameters pane
- Provides a means of classifying/grouping nodes in the scene by color
- Selectable (S) Column
- Clicking the icon now creates an undo item - the same as changing the Selectable in Viewport property in the Parameters pane
- Visible (V) Column
- Clicking the icon now creates an undo item - the same as changing the Visible property in the Parameters pane
- Added a Node Color (C) column
- Timeline
- Now provides the ability to filter/search the Dopesheet
- Functions similarly to filtering/searching in the Scene pane
- Operates on the labels of properties
- Supports the common Syntax Selectors and Syntax Modifiers used throughout the application for Advanced Filtering
- Wildcard (
wc::) - Regular Expression (
rx::)- Case Insensitive (
ci::)
- Case Insensitive (
- Wildcard (
- Now provides the ability to filter/search the Dopesheet
- DForm
- Clicking the "Spawn Morph..." button now presents a familiar dialog that allows greater configuration at creation time
- Script IDE
- See Script IDE Pane
Actions:
- Customize...
- Accessible via the Window > Workspace menu
- Added support for filtering/searching the views in the dialog
- Operates on the Action (Label) column of the Actions page
- Operates on the Item column of the Activities, Menus, and Tool Bars pages
- Supports the common Syntax Selectors and Syntax Modifiers used throughout the application for Advanced Filtering
- Wildcard (
wc::) - Regular Expression (
rx::)- Case Insensitive (
ci::)
- Case Insensitive (
- Wildcard (
- Duplicate Node(s)
- Accessible via the Edit > Duplicate menu
- Now detaches the geometry of duplicates from the object being duplicated if the [Ctrl/Cmd] key is pressed when the action is triggered
- Duplicate Node Hierarchies
- Accessible via the Edit > Duplicate menu
- Now detaches the geometry of duplicates from the objects being duplicated if the [Ctrl/Cmd] key is pressed when the action is triggered
- Content DB Editor...
- ...
- New actions that operate on the values of properties in the Parameters pane:
- Memorize Figure By Type...
- Accessible via:
- Edit > Figure > Memorize menu
- Parameters pane Options > Memorize menu
- ...
- Accessible via:
- Memorize Figure By Path...
- Accessible via:
- Edit > Figure > Memorize menu
- Parameters pane Options > Memorize menu
- ...
- Accessible via:
- Memorize Selected Item(s) By Type...
- Accessible via:
- Edit > Object > Memorize menu
- Edit > Figure > Memorize menu
- Parameters pane Options > Memorize menu
- ...
- Accessible via:
- Memorize Selected Item(s) By Path...
- Accessible via:
- Edit > Object > Memorize menu
- Edit > Figure > Memorize menu
- Parameters pane Options > Memorize menu
- ...
- Accessible via:
- Restore Figure By Type...
- Accessible via:
- Edit > Figure > Restore menu
- Parameters pane Options > Restore menu
- ...
- Accessible via:
- Restore Figure By Path...
- Accessible via:
- Edit > Figure > Restore menu
- Parameters pane Options > Restore menu
- ...
- Accessible via:
- Restore Selected Item(s) By Type...
- Accessible via:
- Edit > Object > Restore menu
- Edit > Figure > Restore menu
- Parameters pane Options > Restore menu
- ...
- Accessible via:
- Restore Selected Item(s) By Path...
- Accessible via:
- Edit > Object > Restore menu
- Edit > Figure > Restore menu
- Parameters pane Options > Restore menu
- ...
- Accessible via:
- Zero Figure By Type...
- Accessible via:
- Edit > Figure > Zero menu
- Parameters pane Options > Zero menu
- ...
- Accessible via:
- Zero Figure By Path...
- Accessible via:
- Edit > Figure > Zero menu
- Parameters pane Options > Zero menu
- ...
- Accessible via:
- Zero Selected Item(s) By Type...
- Accessible via:
- Edit > Object > Zero menu
- Edit > Figure > Zero menu
- Parameters pane Options > Zero menu
- ...
- Accessible via:
- Zero Selected Item(s) By Path...
- Accessible via:
- Edit > Object > Zero menu
- Edit > Figure > Zero menu
- Parameters pane Options > Zero menu
- ...
- Accessible via:
- Clear Figure By Type...
- Accessible via
- Edit > FIgure > Clear Animation menu
- Parameters pane Options > Clear Animation menu
- Timeline pane Options > Clear Animation menu
- ...
- Accessible via
- Clear Figure By Path...
- Accessible via:
- Edit > Figure > Clear Animation menu
- Parameters pane Options > Clear Animation menu
- Timeline pane Options > Clear Animation menu
- ...
- Accessible via:
- Clear Selected Item(s) By Type...
- Accessible via:
- Edit > Object > Clear Animation menu
- Edit > FIgure > Clear Animation menu
- Parameters pane Options > Clear Animation menu
- Timeline pane Options > Clear Animation menu
- ...
- Accessible via:
- Clear Selected Item(s) By Path...
- Accessible via:
- Edit > Object > Clear Animation menu
- Edit > FIgure > Clear Animation menu
- Parameters pane Options > Clear Animation menu
- Timeline pane Options > Clear Animation menu
- ...
- Accessible via:
- Lock Selected Node(s) By Type...
- Accessible via:
- Edit > Object > Lock menu
- Edit > Figure > Lock menu
- Parameters pane Options > Lock menu
- ...
- Accessible via:
- Lock Selected Node(s) By Path...
- Accessible via:
- Edit > Object > Lock menu
- Edit > Figure > Lock menu
- Parameters pane Options > Lock menu
- ...
- Accessible via:
- Unlock Selected Node(s) By Type...
- Accessible via:
- Edit > Object > Lock menu
- Edit > Figure > Lock menu
- Parameters pane Options > Lock menu
- ...
- Accessible via:
- Unlock Selected Node(s) By Path...
- Accessible via:
- Edit > Object > Lock menu
- Edit > Figure > Lock menu
- Parameters pane Options > Lock menu
- ...
- Accessible via:
- Memorize Figure By Type...
Importers/Exporters:
- Wavefront Object (*.obj) Importer
- Added a Read Objects option
- Adds support for parsing "o" (object) statements during import
- When enabled, multiple objects within the same file are imported as separate objects/nodes in the scene
- When disabled, multiple objects within the same file are consolidated into a single object/node (previous behavior)
- ...
- Added a Read Objects option
- Wavefront Object (*.obj) Exporter
- ...
Preferences:
- Content
- Now provides a Show Hidden Products preference
- Unchecked by default
- When checked, causes products that have been discretely hidden to be displayed in Product Views
- e.g., Smart Content > Products, Content Library > Products
- Now provides a Show Orphaned Products preference
- Checked by default
- An "orphaned product" is any product where the metadata file path for the product cannot be resolved
- ...
- Now provides a Show Hidden Assets preference
- Unchecked by default
- When checked, causes assets that have been discretely hidden to be displayed in Asset Views
- e.g., Smart Content > Files, Presets pages of various property-based panes, Content Library
- Now provides a Show Orphaned Assets preference
- Checked by default
- An "orphaned asset" is any asset where the path of the file that the asset references cannot be resolved
- ...
- Now provides a Thumbnail Saving preference for the creation size of tip images (if creating tip images)
- Now provides a Show Hidden Products preference
Miscellaneous:
- Image Button Menus (mappable properties)
- The applied/active image is now positioned at the top of the image list, instead of its alpha-numerically sorted position
- Each image (short name) listed in the menu now displays its absolute filename in a tootip when the cursor is hovered
- ...
Daz Studio 2025 (6.25.2025.x) - "evergreen"- This thread is "evergreen" - the posts within it are updated frequently
- This thread is used to provide important Daz Studio 6.25.2025.x information
- This thread is closed for comment to avoid the information being buried in conversation
Installation
- In Install Manager, if you filter using sku::109051, you should see a package labeled Public Build Install Modules
- When installed, this package causes an Install Modules > Public Build... action to appear in the Settings (cog - top right) menu of Install Manager
- Clicking the action will cause a Public Builds Install Sets dialog to appear
- Much like the Default Install Set, this dialog provides options for a specific subset of packages to download/install - in a "playlist" like manner
- There are Install Sets for Daz Studio 2025 (6.x) Public Build, as well as Daz Studio 4.x Public Build
- Clicking the action will cause a Public Builds Install Sets dialog to appear
- When installed, this package causes an Install Modules > Public Build... action to appear in the Settings (cog - top right) menu of Install Manager
Application Framework
- Qt 6.10.1:
- Execute the following script in the Script IDE pane of any Daz Studio build to see which version of Qt is in use:
App.aboutQt();
- Execute the following script in the Script IDE pane of any Daz Studio build to see which version of Qt is in use:
Supported Operating Systems / Architectures
- Windows: 10 (1809 or newer), 11
- 64-bit Intel/AMD (x86_64)
- macOS: Ventura (13), Sonoma (14), Sequoia (15), Tahoe (26)
- 64-bit Intel (x86_64)
- Apple Silicon (arm64) is currently supported through Rosetta emulation
- Native support is pending
Graphics Requirements
- Windows:
- OpenGL 4.5 (minimum)
- OpenGL Shading Language (GLSL) 450 (minimum)
- macOS:
- Metal 1.2 (minimum)
Renderers
- NVIDIA Iray 2025.0.3:
- Adds support for Blackwell (50 series) NVIDIA GPUs
- Deprecates support for pre-Turing (pre 16/20 series) GPUs
- Support for pre-Turing (pre 16/20 series) GPUs may vanish in one of the next major Iray version releases
- See Release Notes
- Requires a R575 (or newer) branch driver on Windows
- See Release Notes
- Retired:
- 3Delight
- Automatic "on the fly" (at render-time) conversion of certain RSL-based materials, to their respective equivalent MDL-based materials, when NVIDIA Iray is the active engine, remains functional
- DzDefaultMaterial
- AoA_Subsurface
- omUberSurface
- omHumanSurface
- omUberAreaLight
- omSimpleSurface
- Custom - uses property name matching
- ...
- Automatic "on the fly" (at render-time) conversion of certain RSL-based materials, to their respective equivalent MDL-based materials, when NVIDIA Iray is the active engine, remains functional
- 3Delight
DrawStyles
- Added:
- Universal - see New Features
- Depth - see New Features
- Retired:
- Cartoon Shaded
- Superseded by Filament with FilaToon shaders applied
- Cartoon Shaded
Daz 3D Developed Plugins
- Questionable:
- Decimator
- Retired:
- 3DConnection
- Moving compilable source to SDK as
DzDeviceAPI sample (requires 3DxWare SDK)
- Moving compilable source to SDK as
- 3Delight Renderer
- Collada Exporter
- *.dae format is handled by the FBX Importer/Exporter (via the FBX SDK)
- Dynamic Clothing Basic (Optitex)
- Dynamic Clothing Control (Optitex)
- Mimic
- Mimic Live!
- Photoshop 3D Bridge
- Render Album (not to be confused with Render Library)
- Sandio 3D Mouse
- Scripted 3Delight Renderer
- Shader Baker
- Shader Builder (not to be confused with Shader Mixer)
- 3DConnection
3rd Party Developed Plugins
(... in the standard distribution footprint)
- Pending:
- aniMate
File Formats
- Retired:
- Native serialized binary
- *.daz - Daz Studio Scene
- *.dso - Daz Studio Object
- *.dsd - Daz Studio Deltas
- *.dsv - Daz Studio Vertex Map
- Deprecated since the introduction of DSON
- Daz Script 1
- *.ds - Daz Script 1 Ascii
- *.dsb - Daz Script 1 Binary
- Potentially Encrypted if file version is < 3.0
- Deprecated since the introduction of Daz Script 2
- The format itself has not been removed (yet), automatic conversion has
- Native serialized binary
NVidia 5090Has anyone tried a 50xx series with Filament? I'm curious how much faster renders can get. I average about 1-2 seconds per frame with my 2060 even though viewport playback is nearly real-time, which is great but would a 50xx take ithe rendering down to a fraction of a second, or would there still be the bottleneck of just using Daz Studio itself and the time it takes to write each frame? What is the top speed for rendering Filament and is a newer card worth it?









