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DAZ|Studio F.A.Q (Last Updated: 2026 Jun 06 12:46 pm)



Subject: What happened to Five?


DocPhoton ( ) posted Thu, 04 June 2026 at 2:00 AM · edited Sat, 06 June 2026 at 12:10 PM

Wow. Ya miss one day of school,...

I've been off my main system for a few days & limping along on the laptop, so really limiting any downloads. Taking the time to clean out & free up some HD space in fact.

But tonight DIM wants to get DAZ6 and all that it entails! 

So, like the subject title says, What happened to DAZ5?


Bejaymac ( ) posted Thu, 04 June 2026 at 5:06 AM

I think it's been named after the code base they built it around, DS4 was built using QT4 and stayed on that for far too long imho, changes to Iray meant they couldn't use QT4 for the 50 series cards, QT5 was old and probably wouldn't work for the 50 series either, so they jumped past it and started using QT6.


GGreen ( ) posted Thu, 04 June 2026 at 7:32 AM

Will Daz6 run the old plugins?


Tophski ( ) posted Thu, 04 June 2026 at 6:33 PM · edited Thu, 04 June 2026 at 6:35 PM

Apparently not, at least that seems to be the message over on the Daz forum, unless the original vendor updates them to work in DS6. A couple of the vendors have already been updating and testing theirs, and they will likely be free updates once they've cleared Daz QA from what I understand. Others might decide to create an updated DS6 version of the relevant plugin for sale but, unfortunately, there will be other plugins that will never be updated due to the original creator/vendor no longer being around.

If I remember correctly, Richard (RHaseltine) mentioned that there was a way of building your scene in DS4 using the existing plugins, and then exporting the scene to DS6, but I can't remember the steps required (I'm still getting my head around DS4, I think it'll explode if I also have to get to grips with DS6 any time soon!)

Scripts will generally work with DS6 apparently, so at least that's something.


DocPhoton ( ) posted Thu, 04 June 2026 at 8:57 PM

Well then sounds like I'll hold off until the dust settles.


RHaseltine ( ) posted Fri, 05 June 2026 at 3:14 PM
Tophski posted at 6:33 PM Thu, 4 June 2026 - #4507009

Apparently not, at least that seems to be the message over on the Daz forum, unless the original vendor updates them to work in DS6. A couple of the vendors have already been updating and testing theirs, and they will likely be free updates once they've cleared Daz QA from what I understand. Others might decide to create an updated DS6 version of the relevant plugin for sale but, unfortunately, there will be other plugins that will never be updated due to the original creator/vendor no longer being around.

If I remember correctly, Richard (RHaseltine) mentioned that there was a way of building your scene in DS4 using the existing plugins, and then exporting the scene to DS6, but I can't remember the steps required (I'm still getting my head around DS4, I think it'll explode if I also have to get to grips with DS6 any time soon!)

Most plug-ins just do stuff, so you have them do it in DS 4 and the scene will open fine in DS 6. MeshGrabber is a modifier (like a dForm) and so t is applying itself to the emsh in the scene, that needs to be baked to a morph or to a permanent change in the model if it is to transfer to DS 6 (unless you are a Premier member, in which case Geoemtry Sculptor can load the modifiier as is. Render Queue is also something that has be be theer to work, so again if you aren't a current Premier member that function won't be available through that tool  in DS6. Ultra Scenery s another one that works within the scene, which  haven't remembered in previous posts. Howie has cofnirmed that he is working on a DS 6 version.

Scripts will generally work with DS6 apparently, so at least that's something.

That depends on the script, some work and some don't. But scripts certainly do just run to do their thing and then stop, so taking the scene from DS 4 to DS 6 shouldn't be an iissue.


Tophski ( ) posted Fri, 05 June 2026 at 7:15 PM · edited Fri, 05 June 2026 at 7:16 PM
RHaseltine posted at 3:14 PM Fri, 5 June 2026 - #4507040
Tophski posted at 6:33 PM Thu, 4 June 2026 - #4507009

Apparently not, at least that seems to be the message over on the Daz forum, unless the original vendor updates them to work in DS6. A couple of the vendors have already been updating and testing theirs, and they will likely be free updates once they've cleared Daz QA from what I understand. Others might decide to create an updated DS6 version of the relevant plugin for sale but, unfortunately, there will be other plugins that will never be updated due to the original creator/vendor no longer being around.

If I remember correctly, Richard (RHaseltine) mentioned that there was a way of building your scene in DS4 using the existing plugins, and then exporting the scene to DS6, but I can't remember the steps required (I'm still getting my head around DS4, I think it'll explode if I also have to get to grips with DS6 any time soon!)

Most plug-ins just do stuff, so you have them do it in DS 4 and the scene will open fine in DS 6. MeshGrabber is a modifier (like a dForm) and so t is applying itself to the emsh in the scene, that needs to be baked to a morph or to a permanent change in the model if it is to transfer to DS 6 (unless you are a Premier member, in which case Geoemtry Sculptor can load the modifiier as is. Render Queue is also something that has be be theer to work, so again if you aren't a current Premier member that function won't be available through that tool  in DS6. Ultra Scenery s another one that works within the scene, which  haven't remembered in previous posts. Howie has cofnirmed that he is working on a DS 6 version.

Scripts will generally work with DS6 apparently, so at least that's something.

That depends on the script, some work and some don't. But scripts certainly do just run to do their thing and then stop, so taking the scene from DS 4 to DS 6 shouldn't be an iissue.
Richard, many thanks for clarifying the situation with creating the scenes in DS4 and rendering them in DS6, that's very useful to know, especially for those with Premier, the process doesn't seem quite as convoluted as I (mis)remembered.


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