Which permanent bugs in daz studio infuriate you?
581Thread Activity
guy91600Tue, Dec 09, 2025
DoroThee237Tue, Dec 09, 2025
LchBchTue, Dec 09, 2025
DoroThee237Tue, Dec 09, 2025
JackolanternTue, Dec 09, 2025
DoroThee237Tue, Dec 09, 2025
TZO3k1Sun, Dec 07, 2025
AnabranSat, Dec 06, 2025
TZO3k1Sat, Dec 06, 2025
TZO3k1Sat, Dec 06, 2025
For me, it's the jumping mouse when trying to zoom in/out, the de-focusing preview renders if you select anything aside from your figure…
And the ever-infuriating fuckin' thrice-cursed muthafuckin' scene item tree, that re-parents any fuckin' item if you miss the millimetre-tiny selection that is the item list on that fuckin' shitty tree!!!11!!1
A simple solution is to add grid-snapping functionality to the tree so that you don't end up parenting things to your fuckin' selection!!11!
**NOTE: While these permanent bugs are indeed infuriating, (And NOT simply annoying) I only use colourful language to illustrate my frustration, and for comedic effect!
And the ever-infuriating fuckin' thrice-cursed muthafuckin' scene item tree, that re-parents any fuckin' item if you miss the millimetre-tiny selection that is the item list on that fuckin' shitty tree!!!11!!1
A simple solution is to add grid-snapping functionality to the tree so that you don't end up parenting things to your fuckin' selection!!11!
**NOTE: While these permanent bugs are indeed infuriating, (And NOT simply annoying) I only use colourful language to illustrate my frustration, and for comedic effect!
! REPORT
The timeline: when you change a pose in the middle of a sequence, if you haven't set a keyframe beforehand, everything is recalculated.
The automatic calculation is sometimes mind-bogglingan arm passing right through the body!
There's no way to temporarily disable this automatic calculation.
The worst part is that this problem has existed for years, and there hasn't been a single fix in several Daz Studio updates.
The automatic calculation is sometimes mind-bogglingan arm passing right through the body!
There's no way to temporarily disable this automatic calculation.
The worst part is that this problem has existed for years, and there hasn't been a single fix in several Daz Studio updates.
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TZO3k1
Karma: 945
Thu, Nov 20, 2025I would get what you're saying even better IF I were to frequently use that useless feature, the timeline is the absolute worst!
My base hair strand dosent work anymore- hence every hair that uses that build in dosent work anymore- and the daz3D team just repsondes with: have you tried to reinstall?
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TZO3k1
Karma: 945
Thu, Nov 20, 2025Thwack, thwack, thwack! That's the sound of one's head banging against the wall of frustration! I have yet to write a ticket concerning any technical issues, as I have no patience for the endless back and forth with useless solutions...
As a modeler, I totally hate the rigging system
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supremoomega
Karma: 4,549
Thu, Nov 20, 2025The system is already quite old, and they don't add anything to it.
The single choice 'collision Item', God forbid I want a jacket to collide against a shirt AND pants. Why would I ever need that....
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TZO3k1
Karma: 945
Thu, Nov 20, 2025Yeah, I'd imagine that other progs have a far better solution for their collision items.
Even if it's not a bug: the entire " Tool " junk (geometry editor, weight paint, bones, etc.).
You always feel like you're sitting in front of an old 286th with a DOS interface ... including similarly clunky handling
You always feel like you're sitting in front of an old 286th with a DOS interface ... including similarly clunky handling

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TZO3k1
Karma: 945
Fri, Nov 21, 2025Yeah, I believe a more responsible dev team would update the program's features along with general maintenance of the program, not neglect the entirety of the program in favour of the fuckin' alpha!
They could have at least finished up the fuckin' beta first!
They could have at least finished up the fuckin' beta first!
I will cvoncur with the jumping cursor. Not sure why something that fundamental can not get a fix.
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TZO3k1
Karma: 945
Thu, Nov 20, 2025They only fixed it with certain brands of mouse drivers which is incredibly lazy of them, It's why I hate it when people provide workarounds, as that just means that the lazy devs can ignore yet another fundamental issue with the program!
I forgot one important thing: the interrupt handling is deplorable.
For those unfamiliar, interrupt handling is the temporary suspension of a computer program's execution by the microprocessor in order to run a higher-priority program.
For example, clicking the cancel button during rendering or simulation should stop the rendering or simulation immediately.
Conclusion: I've given up on creating animations.
For those unfamiliar, interrupt handling is the temporary suspension of a computer program's execution by the microprocessor in order to run a higher-priority program.
For example, clicking the cancel button during rendering or simulation should stop the rendering or simulation immediately.
Conclusion: I've given up on creating animations.
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TZO3k1
Karma: 945
Thu, Nov 20, 2025Yeah, the cancel button is just there for decoration, not function!
The timeline makes me want to pull my hair out.
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TZO3k1
Karma: 945
Thu, Nov 20, 2025I just discovered yet another infuriating bit about that fuckin' timeline; I would construct a very detailed scene, and often I like turning it into a turntable animation, yet when I view the fuckin' timeline, components of the scene gets strewn across the timeline as key frames, which you cannot delete, as it will delete those very scene items/poses/etc!
I really want to punch a wall...
I really want to punch a wall...
I don't know if it's even a bug, but for some of the assets, when I'm clicking on them to move them, they just don't respond to it at all, as if I have the "Selectable (In Viewport)" option turned off even though I never do. I always have to select the object from the Scene tab.
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TZO3k1
Karma: 945
Fri, Nov 21, 2025It happens when you don't have the node selection tool highlighted, at least that's what happens to me.
Here's a post that just appeared on Daz's forums and illustrates the many failings of Daz's sales promotions....
https://www.daz3d.com/forums/discussion/749066/no-wishful-behavior-here-watch-it
His/her English isn't perfect but the point is well illustrated. It's almost like they pull this kinda crap on purpose to scam people before they catch on. There is another post today about the ancient Studio problem of it not releasing VRAM after a render.
We can list the endless problems that are never fixed but the BIGGEST problem is that Daz under James Thornton doesn't give a shit and is just there to suck as much money as it can out of the platform before dumping it and moving on to another scam.
In other forums I see an increasing number of folks saying to hell with it and either giving up, or going to AI.
https://www.daz3d.com/forums/discussion/749066/no-wishful-behavior-here-watch-it
His/her English isn't perfect but the point is well illustrated. It's almost like they pull this kinda crap on purpose to scam people before they catch on. There is another post today about the ancient Studio problem of it not releasing VRAM after a render.
We can list the endless problems that are never fixed but the BIGGEST problem is that Daz under James Thornton doesn't give a shit and is just there to suck as much money as it can out of the platform before dumping it and moving on to another scam.
In other forums I see an increasing number of folks saying to hell with it and either giving up, or going to AI.
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TZO3k1
Karma: 945
Fri, Nov 21, 2025Mr. thornton is yet another silicon valley-type of cunt that is ruining the software industry!
IB2024
Karma: 1,622
Sat, Nov 22, 2025Quelle suprise? It disappeared just as quickly...
Have had my knuckles rapped there in the past for calling our their bait and switch sales tactics they don't like that for some reason!
Have had my knuckles rapped there in the past for calling our their bait and switch sales tactics they don't like that for some reason!
Bobb
Karma: 1,152
Sat, Nov 22, 2025Was that YOUR post?
I noticed last evening that it had been deleted. That fucker Haseltine is slowing down, he used to delete posts almost instantly.
If it WAS you, post it again and keep posting it until he bans you from posting. Then email their sales department and tell them that because of overbearing forum moderation, you'll be making all your future purchases here.
I noticed last evening that it had been deleted. That fucker Haseltine is slowing down, he used to delete posts almost instantly.
If it WAS you, post it again and keep posting it until he bans you from posting. Then email their sales department and tell them that because of overbearing forum moderation, you'll be making all your future purchases here.
TZO3k1
Karma: 945
Tue, Nov 25, 2025[i]"as a seller its really sad to hear people are switching"[/i]
Not me, and if I do use AI I would be using it as a renderer/an augment for my own creations, but my money always comes here, and with off-site purchases as well.
Not me, and if I do use AI I would be using it as a renderer/an augment for my own creations, but my money always comes here, and with off-site purchases as well.
Tenserknot
Karma: 8,304
Wed, Nov 26, 2025Lack of intelligent leadership will always sink a company. do we remember nfts anyone?
TZO3k1
Karma: 945
Thu, Nov 27, 2025Yeah, that's what sucks, you can see the ship being steered into an ice wall, but there's nothing you can do about it, looks like I'm going to have to learn Blender!
Quote: In other forums I see an increasing number of folks saying to hell with it and either giving up, or going to AI.
Quote: as a seller its really sad to hear people are switching
I know many, former long time. Daz studio users who have switch to AI.
But that's not actually, the main problem.
Daz loses people every year from people literally dying ,getting old ,quitting due to health problems, poor, eyesight etc.
The true crisis For Daz, Renderhub etc and the
Commercial 3D Industry in general, are the number of NEW people who will never enter into those expensive ecosystems and buy the software and buy the assets, buy the required GPU 's buy the PCs
Those are the people they needed to continue to grow their businesses to be able to outpace Inflation, and that's where that's where they're ALL losing to AI.
Try convincing some broke kid in his 20s, who wants to get into making some kind of visual art/content 3D,2D or animation. that he has to spend thousands of dollars on a NVIDIA GPU just to get started with something like DAZ Iray, Before even buying useful content
And before anyone starts banging on about Blender and other FREE software you still need a beefy PC ,even more so now that blender is trying so hard to become like Houdini and C4D pushing up the hardware requirements
Luring that broke kid in his 20s
into those expensive ecosystem just wont happen when a Phone app on a device that we know He already owns can make stuff like this in mere seconds.
Quote: as a seller its really sad to hear people are switching
I know many, former long time. Daz studio users who have switch to AI.
But that's not actually, the main problem.
Daz loses people every year from people literally dying ,getting old ,quitting due to health problems, poor, eyesight etc.
The true crisis For Daz, Renderhub etc and the
Commercial 3D Industry in general, are the number of NEW people who will never enter into those expensive ecosystems and buy the software and buy the assets, buy the required GPU 's buy the PCs
Those are the people they needed to continue to grow their businesses to be able to outpace Inflation, and that's where that's where they're ALL losing to AI.
Try convincing some broke kid in his 20s, who wants to get into making some kind of visual art/content 3D,2D or animation. that he has to spend thousands of dollars on a NVIDIA GPU just to get started with something like DAZ Iray, Before even buying useful content
And before anyone starts banging on about Blender and other FREE software you still need a beefy PC ,even more so now that blender is trying so hard to become like Houdini and C4D pushing up the hardware requirements
Luring that broke kid in his 20s
into those expensive ecosystem just wont happen when a Phone app on a device that we know He already owns can make stuff like this in mere seconds.
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Bobb
Karma: 1,152
Sat, Nov 22, 2025That's an interesting take on the problem, I'd never thought of it that way.
I wonder now, how many of us came into this as an offshoot of a general computer hobby driven by say, gaming on a PC. I have a regular budget for updating or building new, and one room in the basement for my hobby/obsession/past time/affliction. Having a decent computer to play with stuff like Studio and Blender AND buy content is possibly becoming rarer. Is Daz thinking about this....or do they care?
I wonder now, how many of us came into this as an offshoot of a general computer hobby driven by say, gaming on a PC. I have a regular budget for updating or building new, and one room in the basement for my hobby/obsession/past time/affliction. Having a decent computer to play with stuff like Studio and Blender AND buy content is possibly becoming rarer. Is Daz thinking about this....or do they care?
TZO3k1
Karma: 945
Sat, Nov 22, 2025THIS! This is the major reason why our community is threatened, as the bulk of users here and on DAZ/Rendo are over the age of 40/50, there is no new blood coming anytime soon…
This community is made up of hobbyists, not professionals, so the hobbyist ecosystem will eventually die out as the only young folk getting into traditional 3D creation are professionals, and professionals wouldn't be caught dead buying genesis 8, content let alone G9, so unless Daz pulls its head out of its ass and focuses on the young hobbyist, then we can kiss our community goodbye!
This community is made up of hobbyists, not professionals, so the hobbyist ecosystem will eventually die out as the only young folk getting into traditional 3D creation are professionals, and professionals wouldn't be caught dead buying genesis 8, content let alone G9, so unless Daz pulls its head out of its ass and focuses on the young hobbyist, then we can kiss our community goodbye!
Bobb
Karma: 1,152
Fri, Dec 05, 2025I've thought about this a lot and I have a different spin on this.
Yes, we're mostly mature/old/ancient/borderline senile/decrepit and vintage, but.....most folks in hobby groups or clubs ARE. Between the wife and I, we have several hobbies and interests. She collects stamps among other hobbies. She's always been interested in philately but once the kids left home, freeing up space and (more importantly, money) allowed her to get serious about it. I'm in the same boat. My vintage car, my computer/graphics hobby, cycling (12,373 kms last year!) have all exploded because I now have the time and a bit of money with the house paid off and the kids out of college and university. Everyone in our clubs and groups are older. Online is the same. I have several other hobbies I do online (my Tumblr blog has 54,504 scans that I did) and pretty much all the folks I meet are mature.
We're always whining about the clubs losing members as folks age out of it but we also see an influx of new members. Almost all of these new members are middle aged and older. Perhaps we don't see it here since younger folks might be intimidated? We have to remember that the Poserverse has always been a niche hobby and small changes in active members has an impact out of proportion to the numbers.
The economy isn't helping either.
Something we could do is go after the pirate sites. I know of a few artists who watch for their items to show up then follow the download link and have the file host remove it. If all the vendors leaned on the file hosts AND the CC companies, I'm sure we could force the talentless creeps into the back alleys.
Yes, we're mostly mature/old/ancient/borderline senile/decrepit and vintage, but.....most folks in hobby groups or clubs ARE. Between the wife and I, we have several hobbies and interests. She collects stamps among other hobbies. She's always been interested in philately but once the kids left home, freeing up space and (more importantly, money) allowed her to get serious about it. I'm in the same boat. My vintage car, my computer/graphics hobby, cycling (12,373 kms last year!) have all exploded because I now have the time and a bit of money with the house paid off and the kids out of college and university. Everyone in our clubs and groups are older. Online is the same. I have several other hobbies I do online (my Tumblr blog has 54,504 scans that I did) and pretty much all the folks I meet are mature.
We're always whining about the clubs losing members as folks age out of it but we also see an influx of new members. Almost all of these new members are middle aged and older. Perhaps we don't see it here since younger folks might be intimidated? We have to remember that the Poserverse has always been a niche hobby and small changes in active members has an impact out of proportion to the numbers.
The economy isn't helping either.
Something we could do is go after the pirate sites. I know of a few artists who watch for their items to show up then follow the download link and have the file host remove it. If all the vendors leaned on the file hosts AND the CC companies, I'm sure we could force the talentless creeps into the back alleys.
TZO3k1
Karma: 945
Fri, Dec 05, 2025“Yes, we're mostly mature/old/ancient/borderline senile/decrepit and vintage, but.....most folks in hobby groups or clubs ARE.
Thanks for that bit of info, I never actually gave it much thought, and you're correct, now you have me thinking why, and how can we attract young folk into the fold!
Thanks for that bit of info, I never actually gave it much thought, and you're correct, now you have me thinking why, and how can we attract young folk into the fold!
guy91600
Karma: 15,405
Fri, Dec 05, 2025Since young people only know about smartphones, Blender, Daz, iClone and other 3D tools on smartphones, I don't see any other solution 

Tenserknot
Karma: 8,304
Sat, Dec 06, 2025" “Yes, we're mostly mature/old/ancient/borderline senile/decrepit and vintage, but.....most folks in hobby groups or clubs ARE." "
OH MAN! no truer words have ever been read... you forgot old farts!
OH MAN! no truer words have ever been read... you forgot old farts!
Bobb
Karma: 1,152
Sat, Dec 06, 2025And that's why most vintage cars are owned by older gents. We don't have any great amount of money, it's because we spent decades learning the skills needed to do our own work. The bulk of the cost in restoring an old classic is labour charges.
Quote:This community is made up of hobbyists, not professionals, so the hobbyist ecosystem will eventually die out as the only young folk getting into traditional 3D creation are professionals, and professionals wouldn't be caught dead buying genesis 8, content let alone G9, so unless Daz pulls its head out of its ass and focuses on the young hobbyist, then we can kiss our community goodbye!
To be fair
I don't see where there's really much Daz can do to appeal to the young hobbyists who's never going to spend thousands of dollars on a PC with NVIDIA GPU.
Again this is not entirely a DAZ
incompetence issue.
its a complete paradigm shift away from the old business models of visual content creation.
A forum Admin, on the Reallusion forums just recently openly, admitted that they're no longer interested in appealing to hobbyists.
They're desperately trying to compete with the Autodesk pros in the character animation space for films & games and they're failing miserably because the Blender and Maya guys ignore them completely Due to their own entrenched ecosystem habits
They're still too expensive for the casual hobbyists
and Daz users and now, small Indie game DEV animation shops and individuals have a truly viable alternative and cascadeur pro..
Reallusion CC5 costs money the unreal engine Metahumans are free.
And again,
Even 2D animators have no reason to buy into the Reallusion ecosystem, even for their reasonably affordable 2D animation software Cartoon animator at $150.
Because we're already at the point where AI can do much better looking and fluid to 2D animation and do it for free on the grok AI phone app.
Very exciting and disruptive times we are in.
To be fair
I don't see where there's really much Daz can do to appeal to the young hobbyists who's never going to spend thousands of dollars on a PC with NVIDIA GPU.
Again this is not entirely a DAZ
incompetence issue.
its a complete paradigm shift away from the old business models of visual content creation.
A forum Admin, on the Reallusion forums just recently openly, admitted that they're no longer interested in appealing to hobbyists.
They're desperately trying to compete with the Autodesk pros in the character animation space for films & games and they're failing miserably because the Blender and Maya guys ignore them completely Due to their own entrenched ecosystem habits
They're still too expensive for the casual hobbyists
and Daz users and now, small Indie game DEV animation shops and individuals have a truly viable alternative and cascadeur pro..
Reallusion CC5 costs money the unreal engine Metahumans are free.
And again,
Even 2D animators have no reason to buy into the Reallusion ecosystem, even for their reasonably affordable 2D animation software Cartoon animator at $150.
Because we're already at the point where AI can do much better looking and fluid to 2D animation and do it for free on the grok AI phone app.
Very exciting and disruptive times we are in.
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Bobb
Karma: 1,152
Sat, Nov 22, 2025After reading all this, It would be great if Daz would release the code and let the community run with it. I see the interest in older PC games and wonder if we (as a community) couldn't go the same route. One HUGE benefit would be driving the pirates under. The only folks playing would be huge fans and I can't see fans sharing items.
Tenserknot
Karma: 8,304
Wed, Nov 26, 2025AI animation looks better and the cost of entry is a very reasonable subscription fee. New users that would drive growth in former markets, will simply ignore marketplace like Daz3d, renderosity, and similar. There is nothing that will change the slow downward spiral.
Just found a new one.
I was creating my rigged asset with the figure setup, adding bone sequences for every group (43 face groups total).
By mistake, I remove a group.
CTRL+Z DOESN'T WORK
Have to start all the procedure from the beginning...
I was creating my rigged asset with the figure setup, adding bone sequences for every group (43 face groups total).
By mistake, I remove a group.
CTRL+Z DOESN'T WORK
Have to start all the procedure from the beginning...
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TZO3k1
Karma: 945
Tue, Nov 25, 2025If I had to make bones for my character, I would be using Blender, not Daz Studio, unless of course they charge us for native bones support for DS 2026, if they decide to go that path, I would rather they have a perpetual licence option, as I would pay for a DS 2026 if we had one…
But I say NO to thrice-cursed rentware as it's a predatory way to do business that too many in the industry model themselves after, also, take note of young college business majors and what their perspectives are, as they will be running things in the future, that is, if we still have one for our hobby… No matter, there's always Blender! :^)
But I say NO to thrice-cursed rentware as it's a predatory way to do business that too many in the industry model themselves after, also, take note of young college business majors and what their perspectives are, as they will be running things in the future, that is, if we still have one for our hobby… No matter, there's always Blender! :^)
TheSte89
Karma: 1,200
Wed, Nov 26, 2025Hi man. As far as I know, Daz doesn't read rigs from outer modeling programs, but I admit I never used Blender to rig. Last time I tried to inport a model rigged in Maya, when I was a student, Daz totally broke it. Is Blender rigging compatible with Daz? That would be a game changer cuz I'm really getting mad
TZO3k1
Karma: 945
Thu, Nov 27, 2025“ Is Blender rigging compatible with Daz? That would be a game changer cuz I'm really getting madNo, I was speaking hypothetically, as Daz is an island all to itself, as even their alembic support is shit, so no, they won't even update their blender bridge, as they're shit at compatibility with more established 3D progs…
Only one of these is a bug, the rest are annoyances:
1.) Rendering a scene where the default viewscreen is showing, you have the option to save the result as a TIF. By doing so, you don't have to use a key color for the background as an alpha. Well, the result somehow generates a one-pixel white border around the models when you save the 2D image as a TIF. It's been a problem for well over a decade, and it isn't an issue when you save as a PNG. Now, when saving the original 2D image for further processing/printing, you should be using the TIF format, it's optimized for print. And so I was pissed when at some point, all my TIF saves had this damn one-pixel white border around my artwork. I brought this up in the DAZ forums and I was ignored.
2..) Animating in Studio is hot garbage. Meaning that you have the bare minimum. So good luck building your own animations without dumping loads of money into Studio addons and working in other programs. And if you're gonna rig and animate Studio figures elsewhere, you might as well render them elsewhere, as Iray is also half-baked as far as a render engine goes.
3.) The weight painting tools feel like a trip to the dentist.
4.) Rigging is a dumpster fire.
Studio suffers from feature creep. The result is a whole lot of half-baked stuff shoehorned into spaghetti code, it excells at character creation and nothing else. It's also a vehicle for walled garden content sales. But I knew what I was getting into.
1.) Rendering a scene where the default viewscreen is showing, you have the option to save the result as a TIF. By doing so, you don't have to use a key color for the background as an alpha. Well, the result somehow generates a one-pixel white border around the models when you save the 2D image as a TIF. It's been a problem for well over a decade, and it isn't an issue when you save as a PNG. Now, when saving the original 2D image for further processing/printing, you should be using the TIF format, it's optimized for print. And so I was pissed when at some point, all my TIF saves had this damn one-pixel white border around my artwork. I brought this up in the DAZ forums and I was ignored.
2..) Animating in Studio is hot garbage. Meaning that you have the bare minimum. So good luck building your own animations without dumping loads of money into Studio addons and working in other programs. And if you're gonna rig and animate Studio figures elsewhere, you might as well render them elsewhere, as Iray is also half-baked as far as a render engine goes.
3.) The weight painting tools feel like a trip to the dentist.
4.) Rigging is a dumpster fire.
Studio suffers from feature creep. The result is a whole lot of half-baked stuff shoehorned into spaghetti code, it excells at character creation and nothing else. It's also a vehicle for walled garden content sales. But I knew what I was getting into.
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TZO3k1
Karma: 945
Fri, Dec 05, 2025Yeah, I'm planning a migration over to blender for my rendering and animation needs, but yes I am still addicted to the character creation side of things, I think it's about time that I learned to do the same in blender!
I'm feeling like I need to add two more annoying things. Not bugs, but two tools that are missing and that shouldn't be since this is mostly a render program.
- There isn't a light/link, so you have to be very surgical in putting a light if you want to focus on a certain tiny detail without illuminating the objects around.
- You cannot make a mesh a light. Yes, you can switch its emissive on, but it will not work as a light as well, so you cannot make its geometry invisible during the render.
If I'm wrong, please corretct me, since I'm smashing my head on the keyboard
- There isn't a light/link, so you have to be very surgical in putting a light if you want to focus on a certain tiny detail without illuminating the objects around.
- You cannot make a mesh a light. Yes, you can switch its emissive on, but it will not work as a light as well, so you cannot make its geometry invisible during the render.
If I'm wrong, please corretct me, since I'm smashing my head on the keyboard
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TZO3k1
Karma: 945
Fri, Dec 05, 2025“If I'm wrong, please corretct me, since I'm smashing my head on the keyboardbr>
LOL, yeah, I never did a deep-dive with the lighting, as it suited my needs, but seeing other renderers and their prowess over daz, I would hazard to guess that you are wrong…
However, it looks like you're gonna need a new keyboard!
LOL, yeah, I never did a deep-dive with the lighting, as it suited my needs, but seeing other renderers and their prowess over daz, I would hazard to guess that you are wrong…
However, it looks like you're gonna need a new keyboard!
LchBch
Karma: 7,175
Fri, Dec 05, 2025There are tricks to making invisible-to-render mesh lights in daz. You just need to select whatever mesh you're trying to use as a light source and execute the "Create Advanced Iray Node Properties" script which comes in the "Default Resources" product, so it should already be in your library.
From there, make sure "Iray Visible to Primary Rays" and "Iray Ghost Light Factor" are both checked and click accept.
Go back to the Surface Tab on your mesh, set whatever emission color/temperature/etc you want, but most importantly: Set both "Refraction Index" and "Refraction Weight" to 1.0.
Finally, go to the Parameters Tab and make sure your new "Iray Visible to Primary Rays" is set to off and then set your Ghost Light Factor to 10-100 (any value will really do).
From there, make sure "Iray Visible to Primary Rays" and "Iray Ghost Light Factor" are both checked and click accept.
Go back to the Surface Tab on your mesh, set whatever emission color/temperature/etc you want, but most importantly: Set both "Refraction Index" and "Refraction Weight" to 1.0.
Finally, go to the Parameters Tab and make sure your new "Iray Visible to Primary Rays" is set to off and then set your Ghost Light Factor to 10-100 (any value will really do).
TheSte89
Karma: 1,200
Sat, Dec 06, 2025@TZO3k1 No keyboards were harmed (for now) lol
@guy91600 I am not a native English speaker, gimme a break (yare yare daze)
@LchBch Thanks a lot for your tips! I'll try em out as soon as I reopen my project
@guy91600 I am not a native English speaker, gimme a break (yare yare daze)
@LchBch Thanks a lot for your tips! I'll try em out as soon as I reopen my project
guy91600
Karma: 15,405
Sat, Dec 06, 2025@TheSte89
I'm French and I use online translators a lot, which correct inversions
It was just to make the thread's readers smile!
I'm French and I use online translators a lot, which correct inversions
It was just to make the thread's readers smile!
Bottomline is, Daz Studio is still running with old code for backward compatibility. Unreal Game Engine gets completely rewritten from line 1 every couple years, that's why UNreal can push 5 billion polies and an entire city of building in real time, at 30 frames a second, with vehicles animated, and NPC animated, and volumetrics, and DazStudio with the exact same hardware, has issues with 3 characters models and need to calculate a smulation even before it can render.
Why is anybody thinking Daz offers anything of value going forward ?
Why is anybody thinking Daz offers anything of value going forward ?
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Bobb
Karma: 1,152
Sat, Dec 06, 2025I keep wondering if it's possible/easy/do-able or worthwhile to use Daz stuff in Unreal.
TZO3k1
Karma: 945
Sat, Dec 06, 2025Yes, yes, yes it does offer things of value…
For example, it offers a bridge to blender, for the simple purpose of offering fed up daz users tools to help with migrating to blender due to Daz studio's archaic design and function! :^P
Developing studio2025 from the back of the current beta is criminally short-sighted, sure they updated the scripting, but they need to do a complete overhaul, which they won't as these are the same people who ditched a working beta and general release in favour of a fuckin' alpha!
For example, it offers a bridge to blender, for the simple purpose of offering fed up daz users tools to help with migrating to blender due to Daz studio's archaic design and function! :^P
Developing studio2025 from the back of the current beta is criminally short-sighted, sure they updated the scripting, but they need to do a complete overhaul, which they won't as these are the same people who ditched a working beta and general release in favour of a fuckin' alpha!
Quote:Why is anybody thinking Daz offers anything of value going forward ?
Well, to be fair, the value in a software is completely determined by the user base and what their needs and expectations are
It really has nothing to do with how that software compares to another software that's built for an entirely different purpose.
Much like poser before it, Daz studio offers an easy convenient ecosystem of prefabricated content that allows its users to make largely still renders of that content.
These prefabricated ecosystems create a comfort bubble that most of their users will never venture outside of.
You could sit here and marvel at what unreal engine could do all day .
But the reality is the average DAZ studio user is never going to endure the vicissitudes of learning the unreal engine interface or the Blender interface or any other interface, other than what he has already been using since he first got into 3D with Daz studio.
Quote:I keep wondering if it's possible/easy/do-able or worthwhile to use Daz stuff in Unreal.
Yes it is possible however once you export a Daz genesis figure outside of DAZ studio, you immediately lose your proprietary DAZ HD morph Details and your JCM,s which will have to be re-created inside whatever software external you are using as well as sort out how you going to convert those Iray shaders to the shader system of the render engine of that, external software that you exported your Genesis figure out to.
If no,t your mighty Genesis just becomes just another random untextured NPC, FBX, figure no different from any base 3D character rig found in any other 3D program.
So as long as the majority of DAZ studio, users remain besotted by this notion, that the DAZ Genesis figures are the absolute peak of 3D figure creation.
DAZ has nothing to worry about as far as losing their existing user base, except of course to AI, which is a completely different discussion.
Well, to be fair, the value in a software is completely determined by the user base and what their needs and expectations are
It really has nothing to do with how that software compares to another software that's built for an entirely different purpose.
Much like poser before it, Daz studio offers an easy convenient ecosystem of prefabricated content that allows its users to make largely still renders of that content.
These prefabricated ecosystems create a comfort bubble that most of their users will never venture outside of.
You could sit here and marvel at what unreal engine could do all day .
But the reality is the average DAZ studio user is never going to endure the vicissitudes of learning the unreal engine interface or the Blender interface or any other interface, other than what he has already been using since he first got into 3D with Daz studio.
Quote:I keep wondering if it's possible/easy/do-able or worthwhile to use Daz stuff in Unreal.
Yes it is possible however once you export a Daz genesis figure outside of DAZ studio, you immediately lose your proprietary DAZ HD morph Details and your JCM,s which will have to be re-created inside whatever software external you are using as well as sort out how you going to convert those Iray shaders to the shader system of the render engine of that, external software that you exported your Genesis figure out to.
If no,t your mighty Genesis just becomes just another random untextured NPC, FBX, figure no different from any base 3D character rig found in any other 3D program.
So as long as the majority of DAZ studio, users remain besotted by this notion, that the DAZ Genesis figures are the absolute peak of 3D figure creation.
DAZ has nothing to worry about as far as losing their existing user base, except of course to AI, which is a completely different discussion.
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TZO3k1
Karma: 945
Sat, Dec 06, 2025“Yes it is possible however once you export a Daz genesis figure outside of DAZ studio, you immediately lose your proprietary DAZ HD morph Details and your JCM,sbr>
The major reason why I haven't fully migrated to unreal is due to genesis JCM support dies once exported, as I use/create morphs for that system which I rely heavily on, but I did hear tell of JCM export support within blender…
Though one thing still eludes me, is how do I use various markups such as italics with this forum format?
The major reason why I haven't fully migrated to unreal is due to genesis JCM support dies once exported, as I use/create morphs for that system which I rely heavily on, but I did hear tell of JCM export support within blender…
Though one thing still eludes me, is how do I use various markups such as italics with this forum format?
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Home
This add-on for blender will import a Daz Genesis 3-9 into blender and approximate the joint control morphs blenders blend shape system and convert "most" of the shader for blender cycles render engine,
However, it does not support the Daz HD morphing system, so if you are depending on HD morphs for character detail, you are going to be disappointed.
This add-on for blender will import a Daz Genesis 3-9 into blender and approximate the joint control morphs blenders blend shape system and convert "most" of the shader for blender cycles render engine,
However, it does not support the Daz HD morphing system, so if you are depending on HD morphs for character detail, you are going to be disappointed.
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! REPORT
TZO3k1
Karma: 945
Sun, Dec 07, 2025Thanks for this, yeah, I just downloaded the wiki tut via PDF!
https://www.dropbox.com/scl/fi/p3dkh2zci2ffda8w4wkts/import_daz_wiki.pdf?rlkey=awngxzow98xrcmxaxph9he8l8&e=1&st=8r05k9e6
I now have a good starting point for my migration, now all I need to do is get used to Blender's GUI/Prog!
https://www.dropbox.com/scl/fi/p3dkh2zci2ffda8w4wkts/import_daz_wiki.pdf?rlkey=awngxzow98xrcmxaxph9he8l8&e=1&st=8r05k9e6
I now have a good starting point for my migration, now all I need to do is get used to Blender's GUI/Prog!
What exasperates me are not really bugs but the choice of default parameters that need to be thought about to modify each time for example
*) surface tab presets and not Editor
*) the default parameter values of Environment Options:
Dome and Scene
Dome orientation
*) the parameters of dForce
*) surface tab presets and not Editor
*) the default parameter values of Environment Options:
Dome and Scene
Dome orientation
*) the parameters of dForce
REPLY
! REPORT
Jackolantern
Karma: 191
Tue, Dec 09, 2025I think for some of those you can save a preset with your preferred options, and then add a custom action, so that you have a one click solution in the scripts menu.
DoroThee237
Karma: 14,841
Tue, Dec 09, 2025For the Environment Options settings, one solution is to save an empty scene and load it by default when DAZ opens.
For the dForce settings, I'm not sure since the parameters are linked to the texture names.
It might be possible with a script, but I don't know Python.
For the dForce settings, I'm not sure since the parameters are linked to the texture names.
It might be possible with a script, but I don't know Python.
LchBch
Karma: 7,175
Tue, Dec 09, 2025You can save your Environment Options with a "Render Settings" preset. Just only tick the box "Environment" when saving if that's the only thing you want to stay consistent.
You can also save your dForce settings 1. as a Global Setting under "Simulations Settings Preset" if you're worried about losing your specific gravity/air resistance/etc in the Simulations tab
2. as a specific dForce only shader setting that you can then apply to have dForce item or 3. as a dForce mat for that specific item.
For 2 and 3, you just need to save them as you would any mat or shader, but make sure everything under the little drop down arrow on your selected item in the Preset Save Options window is uncheck aside from "Simulation".
You can also save your dForce settings 1. as a Global Setting under "Simulations Settings Preset" if you're worried about losing your specific gravity/air resistance/etc in the Simulations tab
2. as a specific dForce only shader setting that you can then apply to have dForce item or 3. as a dForce mat for that specific item.
For 2 and 3, you just need to save them as you would any mat or shader, but make sure everything under the little drop down arrow on your selected item in the Preset Save Options window is uncheck aside from "Simulation".







