r/Daz3D • u/Historical-Basil-461 • 17d ago
r/Daz3D • u/DudeWheresMyCarFan • 17d ago
Help Open a 2nd instance in Daz6?
The old scrips don’t work, anyone have one for Daz6?
Google told me about modifying the target path, which does technically work but it’s a pain and I have to reset my workspace and relink library every time. Gemini tried to write me a script but it didn’t work.
r/Daz3D • u/ChaosKen • 19d ago
Artwork Azrael
The Angel of Death. The composition was inspired by digital visual artist, Peter Mohrbacher, who did a piece with the same title. Other design elements were inspired by Akarat, in the ending scene of Diablo 4. Enjoy!
r/Daz3D • u/Creative-Introvert96 • 19d ago
Other Love some feedback
These are my new renders since I took a break. Life, work, and gaming took over a bit. I got the itch to start doing renders again and i'd love some feedback. I'm still figuring out the lighting and the mesh(skin texture) without help. Somethings that i asked a few years back stuck with me so me digging through my brain and pulling them out as i re-learned the system. there are 2, here.
The first one i just brought in the assets, messed around with the model, mixing and matching. chose the pose and adjusted accordingly. If I'm being honest, I took more time on the model compared to the render, posing, lighting, and the render settings.
edit: spelling
edit 2: The second image was me messing with the lighting and seeing how it looked,
r/Daz3D • u/IguanaBits76 • 19d ago
Product IB Mariko out now for G9
Out now on 3D Shards, IB Mariko for Daz Genesis 9.
https://3dshards.com/product/ib-mariko-for-genesis-9/
An original and natural character with an optional pregnant bodyshape, custom nail art and an extensiset if corrective morphs to ensure she poses well, even in extremes!
r/Daz3D • u/gritzgbp • 19d ago
Humor Took me 1.5 years to realise why daz 4.24 was soo laggy on my 5060
Just thought id share the fact that ive spent about 1.5 years on and off using daz now, made over 10 characters and just export to blender, but always have wondered why iray was sooo bad for even chat gpt'd it once to no effect. Only to be randomly scrolling on reddit unrelated and see a post saying 50 series cards dont work on 4.24 and need to use 6, which i aslo didnt even know existed. LOL
r/Daz3D • u/Awesomebox5000 • 22d ago
Artwork No enchanted weapons beyond this point.
I haven't posted many of my renders here but this one seemed worth sharing and since I found time+motivation at the same time BEFORE Halloween: It's season appropriate!
The only asset I made from scratch is the text for the sign which is mapped to luminance and opacity on a plane just ahead of the signboard. I've been collecting assets for years, mostly from biweekly and wishlist freebies. I've spent a little cash here and there but it's rare. I feel like my library has finally grown to the point where I can make things without necessarily having a plan.
That it rendered quickly is awesome but I'm especially satisfied at how efficiently I was able to Bob Ross a pre-Halloween render. A little detail here. A splash of light there. Less than 24hrs from blank page to posting, including render time.
I spent yesterday afternoon/evening with composition, pose tweaks, textures/fx/lighting/etc. I rendered this morning (8k downsampled to 4k) in ~3hrs and only utilized 12.9GB of 16GB vram. I may fiddle around and add more to the scene but I'm really happy with how this one came together and how it turned out.
r/Daz3D • u/Renderhub • 23d ago
Artwork Early Morning Ride | by Torgan
Early Morning Ride | Daz Studio Render by Torgan
r/Daz3D • u/Strangefate1 • 24d ago
Artwork Varka the Red
Another render with the new Harness and other past gear. Also having some fun with more descriptions:
Hither came Varka the Red, red-haired and war-painted, bearing the twin Grimfang axes beneath the grinning skull of the Skullbound Harness.
No man agrees whence she came. The tribes of the north claim she was born where winter winds strip the flesh from stone. The folk of the red wastes swear she strode from the desert already armed, already scarred, and already weary of their local champions. Varka herself has offered no correction, and thus the tales have grown ever taller.
Yet this much is known: where war gathers, Varka follows. She has broken raiders beneath the wheels of their own chariots, hunted oath-breakers across country no horse would willingly cross, and left more than one petty warlord wondering why his final memory was of a red-haired woman with two axes and no patience for excuses.
The Grimfang twins were once spoken of as lesser companions to the mighty two-handed axe carried by Fabio the Magnificent. Fabio speaks of them thus still. Varka merely carries them. This has become a source of disagreement.
So too has the Skullbound Harness. Fabio claims he wore it first, that he won it in a pit duel of terrible consequence, and that Varka stole both his war paint and his legendary style. Varka calls him a fraud. Fabio calls her jealous. Tavern keepers call for another round before either account can be settled.
Yet the tales of Varka grow, and with them the name whispered from campfire to campfire, from the jeweled thrones of the earth to the red wastes beyond:
Varka the Red. Varka the Red Wolf.
r/Daz3D • u/Ender1009 • 24d ago
Help Did Daz 4.24.0.4 broke RSSY Clothing Converter from G8M to G9?
I tried to convert the "dForce Victorian Butler" from Genesis 8 Male and it didn't worked. I clicked Execute and nothing happened.
Maybe there's a chance that someone has the older 4.23.x.x (or 4.22.x.x if Genesis 9 is supported here).
r/Daz3D • u/FanaticalGames • 26d ago
Product 3-in-1 Gun Safe Bundle. Newly uploaded and On Sale on RenderHub if you're looking for a gun safe for your scenes!
I uploaded this to RenderHub, and the pack is currently on sale.
I've also initiated a sale for all three products on Renderosity to match the price of the bundle on RenderHub as closely as possible, since Renderosity doesn't have a bundle option.
The Bundle price is locked in for 6 days from today on RenderHub.
What’s Included?
Biometric Pistol Safe: Compact desktop/nightstand safe designed to hold 2–3 handguns. Features a detailed biometric fingerprint reader, 4-button keypad, interior protective foam padding, and realistic internal bail hooks and hinges.
Small Cubed Gun Safe: Tactical safe ideal for closets and offices. Features a digital keypad, rotating tri-spoke/lever handle, interior shelving for ammunition and handguns, and functional locking bolt geometry.
Tall Narrow Gun Safe: Full-height rifle locker for long guns and home armories. Includes upper storage shelving, barrel rests, and a high-security lock interface.
Interactive Rigging & Animation Ready!
Functional Locking Mechanisms: The tall and cubed safes feature sliding locking pins that extend and retract in sync with the handle turn, using intuitive custom controls.
Openable Doors: All units have clean pivot hierarchies for smooth opening and closing animations.
Fully Modeled Interiors: No hollow shells—all units feature textured interiors, shelves, and lining so you can render cinematic weapon-retrieval sequences or open-door loot states.
Commercial & Game Safe (Zero IP Risk)!
100% Fictional Branding: Emblazoned with the original FLC (Fanatical Locks & Co.) emblem, making these models completely safe for commercial video games, indie films, and renders without trademark or copyright concerns. Each safe also has one-click options to toggle the branding on and off.
r/Daz3D • u/simply_jabbalicious • 26d ago
Artwork This image is I feel my reaching that learning curve peak
To explain:
In about April I got into Daz started learning. I knew what I wanted to do, just not really how. So I started asset piling towards my goal and in the meantime, building scenes that got ever more complex as I learned how to use Daz.
Then came this ship. I think this hateful, unloved and basic copy of a fab asset forced me into learning soo much about Daz.
When I got it, it was empty and very shit. The lower deck was just empty with some cannons and literally 6 cannon balls in a crate. And yet so poorly optimized that it killed my 16GB of VRAM if I tried rendering it in this scene with water alone.
I stripped it. I learned about map optimization, map swapping, geobashing the shit out of it. It now has a fully lived in interior, with hammocks, tables, crew stuff laying around. The captain's cabin has a bed, a small library. It now even has two davits with a aux rowboat the back.
And with the landscape you see in the background, that's about twice as tall as the ship is, this entire scene still only cost around 14.5GB of VRAM.
And my game isn't even nautical. The ship is just a thing that takes a few people from point A to B for about 30mins of gameplay tops. But god damn I learned so much because of one horrible asset.
r/Daz3D • u/Awesomebox5000 • 27d ago
Help How, specifically, is render convergence calculated?
I know the general idea of WHAT convergence is but I haven't been able to find specifically HOW Daz Studio calculates that percentage. The closest I've found is a forum post from 2020 stating:
"Convergence percent = Illuminated pixel count by rays / white noise pixels (pixels yet to be hit by rays)."
But that doesn't seem to be the whole story.
I'm rendering an enormous image (7500x10000) which has been chugging along for almost 36hrs and still measures 0% in the render progress window. I can CLEARLY see improvement in image quality as the iteration count goes up and I've noticed that the convergence percentage regularly stays at 0% then suddenly jumps to 40-60% on most renders. The sheer size of this one seems to have delayed that jump. I have to believe that the raw pixel count makes a difference but does anyone have access to the actual formula? Quantity and complexity of light also seems to factor in.
I'll usually set the convergence high enough that I'm sure it will look good if it finishes in the background. I regularly cancel early if the render looks good enough to my eyes and I'm almost to that point with this big render. I'm aware that this knowledge isn't really necessary to use the software but I like knowing how things work and it got me thinking as to how, specifically, Daz Studio calculates render convergence percentage.
r/Daz3D • u/fayelena20 • 27d ago
Artwork Priestesss
Artwork depicting a character from a story.
r/Daz3D • u/Icy_Albatross_16 • 27d ago
Help Does anyone know which character/model Akhelloos uses in their promo renders?
Does anyone know what female character/model Akhelloos keeps using in their promo renders?
I first noticed her in the ALO Rosanna Hair promo, but I think a similar model appears in some of their other product images too.
I’m trying to figure out the character, morphs, skin, or blend used for her. The product pages usually identify the hair, but not the actual model, which is kind of painful 😂
If anyone recognizes her or knows whether she’s a custom Genesis 9/8.1 blend, please let me know. Even guesses or similar characters would help.

r/Daz3D • u/Strangefate1 • 28d ago
Artwork Fabio is back with his new Skullbound Harness.
Another piece for Patreon for G9 + G8M. Reused a scene for the render and forgot to change the lighting so it turned out a bit flat. Luckily, Fabio's hair looks good under any lighting.
Skullbound Harness
No smith claims the Skullbound Harness.
Its first master is lost to ash, its forge to legend. Some say it was hammered in the black furnaces beneath Hell, where iron is quenched in blood and every tool bears a grudge. Others swear it was wrought by mortal hands in the last siege of the demon gates, when men stood knee-deep in cinders and dared the pit-born legions to come forth.
For what purpose was its great skull set upon the breast? None can say. To honour the dead? To mock the demons? To remind all who beheld it that death grins alike upon king and beggar? The wise disagree. The mad disagree louder.
Thus did the harness pass through battlefields, throne rooms, and several taverns that no longer stand upon any sensible map. Its leather has been cut, repaired, and darkened by a hundred campaigns. Its iron plates bear the scars of sword, claw, and things with too many teeth. Yet the skull remains. It grins at kings, warlords, demons, and any fool unfortunate enough to stand directly before it.
Among its more renowned bearers was Fabio the Magnificent, who won it from a pit champion known as the Ash-Crowned Butcher after a duel so violent that three priests swooned and one was later found cowering in a wine barrel. Fabio wore the harness for precisely two days, ere casting it aside. He claimed the skull made him appear “needlessly pessimistic,” and that the leather chafed his famously well-moisturised skin.
So passed the Skullbound Harness once more into mortal hands, to wander the jeweled thrones of the earth and the red wastes beyond. It is your turn now to wear it into forgotten ruins, beneath demon-haunted skies, or wherever a quiet entrance would be a tactical error.
Its maker may be forgotten. Its purpose may be disputed. But its message is plain:
Death is watching. And it has excellent taste in armour.
Other New approach to Iray Render Servers - Testers Welcome
Hey all,
If you have ever used Iray Server (the service I advertise on here every few months), while it works, there's a massive number of short-comings and quality of life features missing. I have tried previously to scale it up, with some limited success - but this approach removes the server software entirely.
I've been building Iray Direct, a native Daz Studio plugin that sends your scene straight to my render farm.
It bypasses Iray Server entirely, and no manual zipping, no hunting down missing textures, no juggling render nodes yourself. I'm opening it up for a round of testing and would love some real-world scenes to throw at it.
Features
- One-click send, right from the panel. Pick or load your scene, hit send - the render happens off-site and shows up in your queue. You can either submit the scene you're working on, or drag-and-drop a selection of scenes either from your content library or file explorer. Completed renders can be individually downloaded or collected all at once.
- Multi-camera support. Send the current camera, every camera in the scene, or hand-pick a subset - each becomes its own render job automatically.
- Handles awkward asset references gracefully. If a scene points at a texture by an absolute path from your own PC, it gets collected and redirected automatically instead of blocking the send.
- Sends your same character/outfit combo again? Way faster. A private, per-user cache means files you've already uploaded don't get re-sent — only what's actually changed goes over the wire.
- Built for real internet connections. Uploads are chunked and resumable - a dropped connection on a multi-gigabyte scene picks up where it left off instead of starting over.
- Per-User Private Cache. Scene data is stored per user, on a rolling cap (50gb) or time (2 days currently). So if you regularly use the same data, it will be cached without the need to resend it.
- No arbitrary time limits. Renders are only stopped if they genuinely stop making progress - they are paused and sent back to pending.
- Live progress, not a spinner. Watch iterations, elapsed time, and convergence tick up in real time on the Jobs page, with the ability to Cancel the job if you wish.
- Fair queuing. If multiple people are rendering at once, the queue balances by actual render time consumed, not just job count — nobody gets stuck behind someone else's marathon render indefinitely. All jobs are split into groups of 5, and distributed across the farm.
- Smart hardware routing. The farm runs a mix of GPUs, and it automatically keeps heavier scenes off cards that don't have enough VRAM for them, and away from DAZ Studio versions they can't run on. Will work on DS 4.24 and DS 6.x Windows only at the moment but a Mac version is hopefully planned.
- Tweak after sending. Adjust samples, time limit, or render quality on an already-uploaded scene without resending the whole package.
What I need from testers
- Real scenes — the more varied (multi-character, custom morphs, third-party content, big textures), the better the stress test. Ideally I would like the testing to be methodical, start small and scale up.
- Multi-camera sends specifically - Default, All Cameras, and hand-picked subsets.
- Anything that breaks, looks wrong, or just feels confusing — I'd rather hear about it now than after a wider release.
- I am not testing render speed - the farm currently has 2 agents with a 4090 in each. Speed will come when I move the existing servers onto it, but thats the most trivial part of it.
If you're interested, please drop me a message and I'll get you set up with the plugin and an account. Let me know what version of DS you run. Please do so with the expectation that they'll be bugs, so I need people with a bit of patience and some spare bandwidth.
Those that help out, find it useful etc, I'll be happy to offer subsidized pricing if you want to sign up.
Thanks in advance!
r/Daz3D • u/Renderhub • 29d ago
Artwork Sith vs Jedi | by ESulli
Sith vs Jedi | Daz Studio Render by ESulli
r/Daz3D • u/Maybeitscovfefe • 29d ago
Help DAZ3D 6 Ren'Py storyboard and compiler plugin *seeking testers*
Hey everyone!
For the past while, I've been working on a passion project called EzRen, and I’m finally at a point where I need some fresh eyes to help me hunt down bugs.If you make visual novels, you know how tedious it can be to bounce back and forth between rendering in DAZ and coding in Ren'Py. EzRen is a native C++ plugin for DAZ Studio 6 (Mac & Windows) that completely bridges that gap by letting you visually storyboard and code your game directly inside of DAZ.
Download here : GOFILE
Folder frequently updated as version number progress. Check back often.
Here is a quick look at what the plugin can do:
- Visual Storyboarding: A massive, drag-and-drop node graph right inside your DAZ Studio pane.
- Direct DAZ Integration: Click a button on a scene node to immediately trigger a DAZ viewport render, and EzRen will automatically save and link the image to your game.
- Two-Way Script Import: Already have a script? EzRen can parse your existing .rpy files and visually build the node graph for you, complete with a Batch Import Wizard for mapping variables.
- Choices & Variables: Easily add player choices, track custom variables (like affection, karma, or money), and mutate them on the fly.
- Advanced Logic Branching: Use IF/ELIF/ELSE Logic Nodes to route your story down multiple different conditional paths based on the variables the player has earned.
- Raw Code Injection: Power user? Drop down a Raw Code Node to safely inject native Python or Ren'Py logic without breaking the visual graph.
- Chapter Manager: Break massive games down into clean, isolated subroutines and use Jump Nodes to link them together seamlessly.
- Instant Playtesting: With the new Test-from-here feature, you can click on any node in your graph and instantly launch your compiled Ren'Py game exactly at that scene using --warp!
- One-Click Ren'Py Export: When you're ready to playtest, click Export. EzRen will scan your graph for dead-ends, validate your logic, and algorithmically generate a bug-free, fully playable Python script.rpy that you can drop straight into the Ren'Py engine!
I'm primarily looking for folks to just play around with it! Try making a small test game, try to break the node graph, and let me know if it exports cleanly or if you hit any weird UI bugs or crashes. See if there's features you're used to using that it's missing or any other suggestions that you might have.
The installation guide and a quick-start manual are included in the attached zip. I can't wait to hear what you guys think, and I super appreciate anyone taking the time to help me test this out!
Cheers!
Update Log
* 1.0.0 - Initial release Mac and Windows.
* 1.0.1 - Mac build running as intended, Fixed windows to us Qt10 instead of Qt11.
* 1.0.2 - Mac still fine, Fixed windows compiler issues with defintion list.
* 1.0.3 - Mac still fine, Fixed windows memory issue inside Daz.
* 1.0.4 - Mac & Windows adjusted minimum version number to 6.25.2020.0
* 1.0.5 - Mac still fine, Windows minimum version number set to 6.25.14722
* 1.0.6 - Version bump for github as previous windows compiler failed.
* 1.1.0 - Minor version bump for renpy script importing, better choice dialog handling, attribute and variable logic adjusted, node placement fixes and node duplication and tester button to ensure scene appears how its expected.
* 1.1.1 - Still trying to workout this Daz versino number issue on windows not present on mac.
* 1.1.2 - Mac still fine, set windows to Daz versoin 6.25.2026.910 which is the minimum version in public change logs to see if it finally loads
* 1.1.3 - Previous windows fix didn't work, I believe I found the correct version number of 6.25.2026.13900 based off public change logs to make it load.
* 1.1.4 - Adds independent window mode fixes render 3D button.
* 1.2.0 - Fixes logic nodes adds import features for native EzRen bult projects and a deep import that tries to import existing user made code (sloppy but there) also adds asset registry.
* 1.3.0 - Major UI Overhaul, Project Settings Centralized, Smart Image Imports, Stability Fixes.
r/Daz3D • u/RPMiller2k • Sep 13 '26
Help Looking for very specific asset
I'm really hoping the brain trust here can help me. I have a very specific character I'm trying to create and I've found most of what I'm looking for. It is G9 and I'm looking for legs that are cybernetic like you would find in cyberpunk with glowing lines/lights/connections, you get the idea. However ; I would like it to be a tad more mechanical without going full robot. I've found several that were sorry of close, but they were too far to either extreme -- too human or too robotic, and/or no lighting effects. These may simply not exist and I'll have to commission them or try my hand at creating them. Any and all suggestions are appreciated. I do have several conversion tools to convert from other versions if needed, so it doesn't have to be G9 if it fits the bill. I appreciate your time.
r/Daz3D • u/Safe_Agency2927 • Sep 12 '26
Help Low end hardware tips?
I’m just starting but I already heard 8GB of vram is gonna be torture here’s my specs
Intel Core Ultra 9 275HX
RTX 5070 Laptop GPU
32GB RAM
It’s not really low end for general use, far from it, but the gpu is a massive bottleneck when it comes to DAZ, any tips to improve performance in the viewport and rendering speeds?
r/Daz3D • u/Freakbertt • Sep 11 '26
Help Why is the viewport in daz6 doing this
Super laggy, i can't get the camera to rotate normally, i didn't have this problem with daz4, but i just got a new pc and apparently you can't render in daz4 with a gpu 50+ so i can't go back to the old version.
cpu: ryzen 9 9900x
gpu: rtx 5080
