The Renderer You Loved…
is Back!
3Delight NSI for Daz
NSI4Daz puts 3Delight NSI inside Daz Studio 6. Your characters, hair, skin, lights, and cameras stay in Studio. Hit render for Live IPR and final frames from the same path-tracing pipeline.
No tessellation for hair, subdivs, displacement
No specialized hardware required
Unified Sampling: fewer knobs to babysit
Highlights
- Analytical Geometry Subdivisions and displacement rendered analytically at render time: smooth results without a tessellation tax.
- Live IPR + Final Progressive look development and final frames share the same 3Delight NSI pipeline, including mid-Live scene updates as you work.
- Motion Blur, DOF & Multi-Light Camera and deformation motion blur, depth of field, and multi-light AOVs for rebalancing lighting after the render.
- Your DAZ Materials Uber, PBRSkin, layered textures, multi-UV / UDIM, cutouts, plus native 3Delight NSI surfaces when you want more control.
- Environment, Atmosphere & OpenVDB Physical Sun & Sky, HDRI, backdrop plates, emissive geometry, volumetric atmosphere, and OpenVDB volumes.
- Any Hardware Highly parallel CPU path tracing on Apple Silicon, Intel, or AMD. Optional GPU denoise with CPU fallback. Releases ship on their own cadence.
Get NSI4Daz
NSI4Daz is completely free during Early Access. No license keys, activation, payment or subscription required.
Builds expire periodically to encourage everyone to stay up to date.
Our long-term mission is to keep NSI4Daz permanently free through community support.
Have questions or need enterprise support? Get in touch.
NSI4Daz Features
A 3Delight NSI plugin for Daz Studio 6. Keep working in Studio while rendering with a modern path tracer: Live IPR and Final share the same pipeline.
Use the characters, hair, and Store materials you already own. Add Physical Sun & Sky, HDRI, OpenVDB volumes, multi-light AOVs, and native 3Delight NSI shaders when you want more control.
Render in Daz Studio
Live look development and final frames in one pipeline.
- Final + Live IPR. Progressive look development and final frames through the same 3Delight NSI path. Mid-Live updates keep instance groups, geoshells, and edits moving with you.
- 3Delight Display. Thumbnails, stats, and a dedicated render destination for reviewing output.
- Unified Sampling. Balances lights and materials so you spend less time babysitting render settings.
- Multi-light AOVs. Separate lighting contributions for rebalancing after the render.
- 3D motion blur & DOF. Camera shutter and deformation motion blur, plus depth of field.
- Caustics. Focused light from specular reflection and transmission through physically based path tracing. Deeper caustics remain on the Early Access roadmap.
- Any hardware. Highly parallel CPU path tracing. Optional GPU denoise on Apple, Intel, AMD, or NVIDIA, with CPU fallback when no supported GPU is available.
Characters, Hair & Materials
Built for the Daz content you already use.
- Daz Store materials. Uber, PBRSkin, layered textures, multi-UV / UDIM, cutouts, and specialty stock targets, with Live interpretation as you work.
- Skin & subsurface. Random-walk subsurface scattering for light transport beneath the surface on Skin and compatible Store materials.
- Hair & fur with volume scattering. Analytic curves with no forced tessellation. The look comes from light scattering through many strands. Direct reflection keeps the light’s color; tint comes from paths through hair.
- Subdivision & displacement. Supported subdivision surfaces render analytically, without dense pre-tessellation. Sub-pixel displacement adds fine surface detail at render time.
- Geometry shells. Share-oriented path for layered skin details, dirt, tattoos, and overlays, with mid-Live updates where supported.
- Native NSI materials. Principled, Skin, Hair, Metal, Glass, CarPaint, ShadowMatte, and more when you author in 3Delight NSI.
- Toon shading & Outlines. Stylized Toon surfaces for non-photoreal looks alongside physically based materials, with high quality outline detection.
- Emissive materials. Ordinary geometry can emit light through its shader: no dedicated light node required.
Lights & Environment
Studio lights, Physical environments, volumetrics, and volumes.
- Lights. Point, spot, distant, and area lights, including falloff and Distant area presets aligned with 3Delight workflows.
- Cameras & backdrops. Perspective and orthographic cameras, backdrop plates, and Live follow as you create, delete, or swap the viewport camera.
- Sun & Sky / HDRI. Environment lighting from Physical Sun & Sky, HDRI textures, or solid color.
- Atmosphere & OpenVDB. Volumetric scattering for depth and mood, plus OpenVDB volumes where present in the scene.
What's Coming
Shaped by Early Access feedback.
- Fixes and improvements from artist reports. Releases ship on their own cadence, independent of Studio’s schedule.
- Deeper geometry-shell sharing so more overlays stay lightweight with shared base geometry.
- Deeper caustics for specular reflection and transmission.
- Custom OSL shaders you write yourself.
- Daz Render Window + Viewport integration.
- Spectral rendering.
- Cloud rendering.
History of NSI4DAZ
NSI4Daz (3Delight NSI for Daz Studio) is developed by J Cube Inc., an independent software engineering company based in Yokohama, Japan. We build focused, high-quality software around ideas we believe deserve to exist.
For years, Daz artists relied on the original 3Delight for final-quality renders. That generation of rendering technology was built around established interfaces and shading systems, including the RenderMan Interface (RI) and RenderMan Shading Language (RSL).
3Delight NSI takes a different path. Built around the proprietary Nodal Scene Interface (NSI), it provides a modern foundation for interactive rendering, Open Shading Language (OSL), scripting, multithreading, serialization, and extensible scene editing. Its node-based design treats scene construction and modification as the same sequence of explicit operations: create, set, connect, delete. The result is a compact interface designed for interactive updates and concurrent use.
In the meanwhile…
While NSI was being developed, Daz Studio adopted NVIDIA Iray as its primary renderer. The original 3Delight integration remained behind and was retired in 2025. Iray is built on the Iray SDK, which inherits much from the mental images rendering lineage, and uses Material Definition Language (MDL) for materials. Not every capability of the Iray SDK is exposed through Daz Studio’s integration; motion blur is one notable example. Iray’s GPU acceleration is closely tied to NVIDIA’s hardware ecosystem.
The two systems take different approaches to scene representation and shading:
Scene editing
Iray uses a scene database and transaction model. NSI exposes a compact, node-based interface of explicit edits: create, set, connect, delete.
Shading
Iray uses MDL to define the interface of physically based materials. MDL is not a general programming language, and artists cannot freely author arbitrary new material types the way they can with a programmable shading language. 3Delight NSI integrates Open Shading Language (OSL), an open, programmable shading system whose closure-based model lets shaders describe material response and emission.
Lighting
In NSI, ordinary geometry can emit light through its shader, with no dedicated light-source node required. Iray also supports emissive materials; the difference lies in how shading and scene elements are represented and connected.
These choices give NSI a uniform model for scene editing and a flexible, programmable approach to shading.
Instancing, overrides & geometry shells
NSI treats instancing as a first-class part of the scene description: shared geometry, per-instance overrides, and small edits instead of rebuilding the whole scene. That matters in Daz Studio because geometry shells (skin details, dirt, tattoos, overlays) often duplicate geometry and materials. NSI’s model makes a share-oriented path natural: keep the base mesh shared, push placement and shading through instance attributes, and update incrementally.
NSI4Daz already follows that path where possible, including mid-Live updates. Deeper shell sharing remains on the Early Access roadmap.
We believe Daz artists deserved another option: a renderer built around a different set of priorities, without requiring a particular GPU vendor, and without being limited to whatever an existing integration happened to expose. The full feature set lives on the Features page.
Enter NSI4Daz
NSI4Daz brings 3Delight NSI into Daz Studio 6, combining physically based path tracing with highly parallel CPU rendering, detailed skin and hair shading, atmospheric and volumetric effects (including OpenVDB), HDRI lighting, Physical Sun & Sky, multi-light AOVs, motion blur, depth of field, and analytical rendering of supported hair curves and subdivision surfaces. Sub-pixel displacement adds fine surface detail without pre-tessellating supported base geometry. Live IPR and Final share the same rendering pipeline, so what you tweak in Live is what Final finishes.
Optional GPU-accelerated denoising works with compatible Apple, Intel, AMD, and NVIDIA hardware, with CPU fallback when a supported GPU is unavailable. Rendering itself does not require a dedicated GPU or tie you to one hardware vendor.
Caustics depth and still more efficient geometry-shell sharing remain on the Early Access roadmap. Development and releases follow their own schedule, independent of Daz Studio’s release cycle and NVIDIA’s hardware calendar.
Why it exists
Daz Studio’s built-in renderers each have a purpose. There is still room for another approach.
- Iray delivers physically based rendering and has a mature material system. Its GPU acceleration is NVIDIA-focused, and the capabilities available to artists depend partly on what the Studio integration exposes.
- Filament prioritizes real-time physically based rendering and responsive viewport feedback rather than final-frame path tracing. It serves a different purpose in the rendering workflow.
- 3Delight NSI brings physically based path tracing, detailed skin and hair shading, atmosphere and volumetrics, HDRI, Physical Sun & Sky, multi-light, motion blur, sub-pixel displacement, and analytical rendering of supported hair curves and subdivision surfaces. Its scene model is designed around shared geometry, per-instance overrides, and incremental edits. Highly parallel CPU rendering carries the workload, while optional GPU denoising can accelerate image cleanup on supported hardware.
The result is another way to finish images in Daz Studio: a modern scene-editing architecture, sophisticated shading and geometry, and hardware flexibility, without buying a particular GPU just to hit Render.
And what about quality and performance? We’ll let you be the judge.
Changelog
First public early access for Daz Studio 6.25.
- Windows Setup (.exe) and macOS (.dmg) installers
FAQ
What do I need to run NSI4Daz?
Daz Studio 6.25.2026.14722 or later on macOS 13+ (Apple Silicon or Intel) or Windows 10+. Claim a build for your platform, install the plugin, and pick 3Delight NSI as your renderer.
How is this different from Iray?
Different architecture, different priorities. Iray’s Studio path is NVIDIA-focused and limited by what the host integration exposes (motion blur is a common example). NSI4Daz is highly parallel CPU path tracing with 3Delight NSI: analytical hair and subdivision where supported, Unified Sampling, motion blur and DOF, multi-light AOVs, and a scene model built for shared geometry and small edits. Optional denoise works on Apple, Intel, AMD, or NVIDIA GPUs, with CPU fallback. See History for the longer comparison.
Will my Daz Store materials work?
Early Access supports common Store materials including Uber, PBRSkin, layered textures, multi-UV / UDIM, and cutouts. Results depend on the shader network; coverage keeps expanding from artist feedback. You can also author native 3Delight NSI surfaces (Principled, Skin, Hair, Glass, CarPaint, Toon, ToonGlass, ShadowMatte, and more).
Can I download NSI4Daz more than once?
Yes. No download limit. Each request sends a fresh signed link. Builds expire periodically during Early Access: download a newer build before yours expires to keep going.
Can I donate more than once?
Yes. Contributions are voluntary: tip once or as often as you like. At $50 cumulative with the same email, we automatically invite that address to the private Early Access tracker.
Why is NSI4Daz free? Will it stay free?
Our goal is to keep NSI4Daz permanently free through community support. The first milestone is $35,000 by April 30, 2027, which lets us guarantee free access through October 31, 2027.
Will NSI4Daz become open source?
For now it is proprietary freeware, so we can stay fast and focused during Early Access. We may reconsider open sourcing parts or all of it as the project and community funding grow.
Who is NSI4Daz for?
Daz Studio artists who want final-quality path tracing for characters, hair, skin, and environments, without depending on a specific NVIDIA GPU. Early Access is free: give it a try.
Support NSI4Daz
NSI4Daz is free during the Early Access phase. Our long-term mission is to keep it permanently free for Daz Studio artists through voluntary community tips and sponsorships.
Our first funding milestone is $35,000 by April 30, 2027, sized for a Studio plugin on macOS and Windows. Reaching this milestone guarantees NSI4Daz remains free through at least October 31, 2027. Surplus accelerates Studio integration, materials coverage, Display features, and the roadmap.
When your cumulative contributions reach $50 with the same email address, we automatically send you an invitation to our private GitLab tracker to follow development, file bugs, and vote on features.
Partnerships & Sponsorships
Interested in technical partnerships, Studio integration work, feature development, enterprise support or sponsorship opportunities?