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It sets RememberPassword back to 'false' because for some reason it is not possible to check the box "Remember me" when you run the application. So, DIM thinks it should not remember your password and resets it to 'false' after you close DIM.
Funny this. This whole thread was deleted, now I see again. We're just trying to run DAZ Studio, nothing bad at all. In the while a new DIM is out, installed without errors and doesn't run in Big Sur, as expected.
You forgot 68k -> PPC back in 1992
Read thing thread from a "3rd party Apple developer's perspecitve", having gone through the 68k -> PPC transition, the OS9 -> OSX transition, the PPC -> Intel transition and also the Intel -> M1 transition for some projects, all I can say is that you need to make this right, and doing so will take time, a lot of time. Currently DS depends on technologies like Iray, OpenGL, OpenCL, that either has been removed on macOS 11 or does not work on the Mx series of chips, or both. To support macOS 11 you need to support it on both hardware plattform, while keeping support for the pre macOS 11 OS versions. Just that is a hell of a challenge unless you want to have muitple codebases and multiple versions of the same software, and believe me, you wont.
Many of the new technologies that can be used to replace OpenGL & OpenCL rely on QtKit 5, DAZ Studio is built using the cross plattform application kit called Qt, which has been around for a long time and was developed by the Norwegian company TrollTech, then was under the wings of the Finnish mobile company Nokia for some years, but then has been on it's own two feet for some years. Qt is used by many companies, like Google, to create cross plattform applications using comming codebase. Right now Studio is built using Qt 4, mostly because the plugin architecture changes between Qt versions as mentioned above. Qt has nothing to do with the Apple Technology QuickTime, QT, see the difference in capitalization of it.
So, the road to 11.0 support for Studio is bumpy and full of pitfalls but I have confidence that the developers of Studio will be getting there. What still is a big question for me is if nVidia will make a Mx version of Iray at all in the light of the Apple-nVidia sandbox quarrels.
The thread was not removed.
My post has been removed, then I didn't see the whole thread for a while. Strange though.
Do you check your emails?
Apple's new M1 has been sold out with long wait times. Anticipation for the new M2 chip is extreme. If Apple does a graphics processor that is as earth shattering as their processor (5 Watts to compute!) then deciding to not support the new chip could be "a very bad idea".
But what percentage of DAZ users actually run Macs? Using a disproportionate slice of finite/limited development resources might be a bad idea, too.
- Greg
The thing is render engines here. Iray (nVidia), won't support HW rendering via Mx GPUs, ever.
You don't wanna invent a render engine, licensing one is still pretty expensive, this is the problem. Octane say they will support it, but they on the other hand has no DS plugin for macOS.
Agreed, the render engine is a serious consideration. I'm not even sure if AMD's ProRender can do GPU rendering on macs. I'm with Totte; I trust that the Daz developers will get the mac version working again, its just going to take time because it is not an easy task, especially with an application thats been in existence for a while. I prefer working on my mac, but have two windows render machines for doing bulk/batch work after I do all the setup on my mac.
While I can wait patiently for DAZ to update Studio to run on mX chips and under Big Sur, I would prefer that they get Filament working sooner rather than later, myself. Knowing that I needed to do rendering while physically moving myself away from my work computer I grabbed a MacBook Air and since DAZ wouldn't work under an m1 chip and Big Sur for months, I purchased a 2020-March model instead. It works fine for the type of Toon animation I'm working on, but having installed a Windows 10 VM Fusion partition to test Filament, I found a 1080p animation that took 4 hours to render in 3Delight took 11 minutes using Filamant.
I'd like to be able to work with Filament on my iMac. I don't mind running tests on the Window partition, but I don't want to do the set up and the conversions-to-filament there.
I'd be willing to pay for a Mac-bases rendering feature or plug-in for Mac, and as it's open source and designed for mobile (including iOS) I think we might see m1 support from Filemant before any other rendering engine options.
-- Walt Sterdan
Back to square one, Filament on macOS require Qt 5 and depend on other things that require Qt 5 on macOS, so you need to wait for that too.
Ah, thanks for the info! I didn't realize that Filament itself required QT 5 on the Mac regardless of DAZ Studio. I appreciate your response.
-- Walt Sterdan
This is extremely frustrating - I've paid money for stuff that I cannot even use now (and never did simply due to bad timing). Frankly, if a compatible release isn't out soon, I think I'm owed a refund for all of that.
I'm using daz Studio on a MacBook with Big Sur, and I can only use the windows version through wine. And it's broken for me, I can't see my main library inside a removable hard drive. It was working intermittently, but now it adiar I can't even get it to show the library as anything but blank. So I want to try the workaround where I use 4.11 instead. But I can't find an installer. Can anyone help me with that?
Did you hear back from him? I am in the same straights you are. Daz support ticket unresponsive, and in need of an old 4.11 .app in order to get my runtime folder to be of any use. :/
So I've been using Daz Studio with Wineskin for a while now and it works properly, except for not being able to start CMS (which is not really crucial for me) and dForce simulations not functioning, which is much more upsetting. I get a notification "could not find a valid OpenCL device". It worked normally in MacOS version. Any help would be appreciated.
does DForce work as well?
CAuse now I have to run Daz3D with Wine, but it I get the Open CL 1.2 device couldn't found when trying to simulate DForce clothes.
When will this be solved?? I would love to start with Daz3D, I am new to all of this and now it wont work.... Sad Times.
Are there any new updates on the timing of the Big Sur compatible release?
(Also if the MacOS build needs testers, I'm available)
If there were updates they would be posted, to the change log at least and if substantial I'm sure there would also be a forum post.
DS 4.11.0.383 works on BigSur 11.3
What doesn't work are odd things, like selecting a new HDRI image as the finder refuses to recognise anything as a graphic. You can get round this by renaming the HDRI image you wish to use as DTHDR-RuinsB-500.hdr and keep the exisiting hdr image by making it DTHDR-RuinsB-5001.hdr so that it isn't overwritten. The file can be found in Applications/DAZ 3d/DAZStudio4/shaders/iray/resources.
The other slightly frustrating thing not working is the GOZ plugin. You can go to ZBbrush okay, but the return link crashes, or more accurately fails and produces an error. Neither programme crashes however.
Given that DAZ has all the installers for the various versions of DAZ Studio, it would kinder if they made this available along with the old GOZ pulg in for that version, at least they have then been seen to have tried to help out.
Here is an image recently rendered in DS on BigSur...
I'd really like to have Daz work on Big Sur… I just had to update my OS, so now it seems I can't install Daz any longer. Is this happening?
Especially since Catalina is also discontinuing Open GL support, I would really apprecuate an update really soon. I can live with non-Filament, but getting dForce working would be really nice
I can understand that you have to upgrdae to Big Sur for bread-and-butter business, but can you run Catalina or Mojave in a VM? That would help much. I am running Catalina on a Parallesl VM on a Big Sur machine with no issues. You may also run DAZ Studio on a VM'ed Windowes (bahh) instance in a VM.
Theer is little point in asking if theer is any news, when there is Daz will almost certainly announce it. You can keep an eye on the change log, but I'm not sure how easy it will be to spot the things that are relevant to Big Sur compatibility. http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log
@Richard:
"When there is news DAZ will announce it" does not cut im IMO neither does having to watch change logs for any indications.
There was an info that a Big Sur update won't come before mid-21. Well, we do have mid May already. There are IMO quite some Mac folks using DAZ me included. Currently I can no longer use a core functionality like dForce even on Catalina. Therefore many products I buy I cannot use to full extent. For some business needs I might even need to upgrade to Big Sur sooner than later which would even make me use a VM with Catalina to be able to run studio alt all.
And if DAZ is expecting me to continue spending money I expect DAZ to communicate at least a concrete roadmap for Mac Development answering questions like:
- Will there be updates for Studio on Catalina enabling dForce support again? And if so when, at least regarding a planned month or quarter?
- When is a Studio version expected that runs on Big Sur?
- Will there be support for fillament on Mac and if so what month/quarter can we expect?
- Will there be support for Metal regarding the OpenCL problems?
- Will there be a native M1 version and if so what month/quarter can we expect?
Without any kind of roadmap I have to think about stopping to purchase at a certain point. If I can't use the stuff I buy to full extent right now it simply makes more sense to wait until I can use it - as that stuff will be cheaper to get some months from now anyways.
Yes, exactly, I would love to have some kind of response to these questions... even if some of the answers are that certain things are not a priority, it would help us know what to expect. I use DAZ on 3 macs, and I'm hoping not to get to where I have to buy windows and use bootcamp. I am dual-booting one machine between Catalina and the Big Sur 11.4 beta, so that I can test and use one of the new AMD GPUs in an egpu (which of course wouldn't currently help with DAZ either; I use it for my other work.). Once 11.4 is officially released, chances are I'm going to need to be switching most or all of these over. I may be able to leave one behind with Mojave for a time. Ideally, I would like to be taking advantage of the Unreal bridge too... so far I am able to use the Maya bridge, as long as I can keep using DAZ.
I have been keeping an eye on the change log, but you are right, its hard to tell what if anything indicates progress toward resolving the incompatiblity issues. Basically hoping "Source Maintenance" is the place where it's happening.