Experience Dynamic Volumetric Real-Time Effects with ZibraVDB
Create Unmatched Cinematic Experiences in Real Time with ZibraVDB Compression Technology for Unreal and Custom Engines
ZibraVDB compresses OpenVDB effects, allowing real-time rendering in game engines by reducing data size up to 100 times. This enables high-quality 3D visuals in Unreal Engine 5.
ZibraVDB for Virtual
Production
Transform your on-set workflow with real-time volumetric effects.
Realistic Effects:
Enhance cinematics and gameplay with volumetric VFX that go beyond flat flipbooks.
Immersion:
Develop use cases for close-up camera views with detailed volumetric effects.
Enhanced Control:
Artdirect VFX with realistic illumination, shadows, colors, and reflections in real time
Unmatched Performance:
2 times faster compared to Unreal SVT
ZibraVDB for Gaming
Elevate your game's visual experience with dynamic volumetric VFX.
Instant Changes:
Make real-time adjustments to VFX, eliminating long rebaking loops for 2D flipbooks.
Efficient Compression:
Use more volumetric effects with minimal disk space due to up to x150 compression rate.
Optimal Performance:
Maintain adjustable performance for every platform you use
Next-Level VFX Power
Optimize VFX easily with full performance control and seamless Unreal Engine integration.
Easy VFX
optimization
Zibra VDB
Compression rate
20x
30x
40x
60x
90x
Speed, Compression,
and Quality Combined
Dramatic asset size reduction: up to 100x compression rate
Custom volumetric rendering component 3x faster than competing solution
Full control on performance and quality
Ease of use: VFX flow for every Unreal Engine user
Upcoming Houdini integration
Push the boundaries even further with our upcoming Houdini integration. Test the seamless workflow yourself: apply for Free Alpha Test.
Real-Time VFX Powerhouse for Production and Gaming
Unlock limitless creative potential with ZibraVDB's dynamic and seamless visual effects, revolutionizing virtual production and gaming.
Create Real-Time VFX for Virtual Production
Integrate and adjust volumetric VFX on LED walls in real-time.
Eliminate post-production compositing to enhance efficiency
Elevate Game Cinematics
Replace flat flipbooks with immersive volumetric VFX.
Create realistic effects like tornadoes and storm clouds in real-time.
Overcome Hardware Limitations
Compress VDB volumes up to 100 times, bypassing VRAM constraints and bandwidth bottleneck.
Render high-quality volumetric VFX on standard hardware with ease.
Reimagine Live Experiences
Use real-time volumetric VFX for dynamic live performances.
Captivate audiences with breathtaking natural and fantasy effects.
See ZibraVDB in action
Discover reviews and feedback from industry leaders
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Frequently asked questions
Find answers to common questions about ZibraVDB, including installation, features, and troubleshooting tips.
What is ZibraVDB and how it works?
ZibraVDB is compression and real-time rendering technology for VDB sequences. It lets you compress an entire sequence into a single .zibravdb file and decompress frames in real-time on demand. With our superfast decompression, you can overcome bandwidth bottlenecks, and our custom volumetric renderer provides realistic results at a low cost. Compression, decompression, and rendering utilize GPU for maximum performance.
How is ZibraVDB different from NeuralVDB or NanoVDB?
The goal of ZibraVDB is not just to reduce size, but to enable real-time rendering of large VDB sequences. This is possible because of our real-time decompressor and custom volumetric renderer optimized specifically for this type of data. With ZibraVDB, you can load the entire compressed sequence into memory and decompress the needed frame on demand. This is much faster than loading each frame from the disk.
How is ZibraVDB different from Unreal’s Heterogeneous Volumes?
Foremost, ZibraVDB is twice as fast as Heterogeneous Volumes in terms of rendering and importing speed. Additionally, ZibraVDB allows you to render large sequences, like 80GB, in real-time, while Unreal Engine crashes even when importing a 10GB sequence. ZibraVDB is also much easier to use; you simply drag and drop your effect into the scene, and it works with no additional setup needed!
ZibraVDB also integrates with Heterogeneous Volumes for those who still require it. You’ll benefit from a faster importing process and support for large effects. However, the rendering speed will be much slower compared to using the custom ZibraVDB renderer.
How much the size of the VDB sequence can be reduced?
This depends a lot on the effect itself and how much detail you want to preserve. On average, you can get 40x compression without noticeable quality loss. With our upcoming temporal compression, you’ll be able to reach a 150x compression rate.
What maximum size of the VDB sequence can I use in real-time?
This depends on the size of your largest frame in the sequence. After decompressing this frame, it should fit into your VRAM while still leaving some space for the compressed sequence and rendering resources. You can even compress and render a 1TB effect if it has many frames that aren't too large. ZibraVDB also makes additional optimizations for single-frame VDB (e.g., clouds) or single-channel sequences, allowing you to render frames larger than 2GB. Be aware, though, that rendering frames with billions of voxels can be quite expensive.
How much realism can I get with ZibraVDB?
ZibraVDB renderer is designed for maximum speed. It also has advanced features like projected shadows, precise reflections, and can support illumination from up to 15 different lights. Realism largely depends on how you direct your effects and integrate them into the scene. Note that we don’t have light scattering for now. It’s better to bake all emission in the volume to the temperature channel if you want to import your complex shaded effects from Houdini. ZibraVDB also integrates with Heterogeneous Volumes, which is useful if you want to use Path Tracing with ZibraVDB for maximum quality.
Does ZibraVDB support the compression of particle cache stored in VDB format?
No, VDB is not the best way to store particle data efficiently. However, we do plan to create a solution for compressing particles and geometry.