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Zibra Liquids results from the synergy of cutting-edge physical solvers and ML-based neural object representations, making it possible to use various fluid types with objects of any shape.
A physically correct solver allows for a quick fluid simulation and rendering, represented by millions of particles on a full range of devices, from smartphones and tablets to high-end GPUs.↓ Get your early access
GPU-powered technology that simulates several millions of particles on high-end hardware, hundreds of thousands of particles
On laptops, and tens of thousands of particles on mobile devices in real-time. It assures CG-level physical and visual quality in real-time and best-in-class game performance.
We focus on giving our users the smoothest transition to new technology by designing an intuitive and simple interface
It takes only a few clicks inside the game engine to set up fluid and see the desired results
Our technology is capable of real-time transition between physical and visual parameters
Such as stiffness, boundary force, metalness, opacity, refraction, reflection, etc. No complicated fine-tuning is required — you get the desired solution straight out of the box.
Everything is in your control now, even gravity
This feature brings tons of new ideas for game mechanics that used to be impossible to create. Unleash your creativity and approach game design from a brand new angle.
Our core ML technology allows us to create a neural SDF representation for any geometry and use it as a collider for the liquid component in a scene
This technology makes the old-fashioned boxes and assets-representing spheres a thing of the past.
Force Interaction allows for a coupled fluid/rigid body interaction with rigid bodies, where rigid bodies can influence the liquids and vice versa
Force Interaction allows us to use fluids as a gameplay feature. It influences the game's appearance, and it's also essential for creating realistic simulations of liquids that can affect objects in a scene.
Zibra Liquids consists of three major parts:
- GPU-based Material Point Method. For particles simulation
- Server-based neural SDF representations generation. Adding a Voxel Collider component to any Mesh Filter object in Unity allows for generating a representation of objects of any complexity
- Renders Fluid Surface. With reflection and refraction using user-provided cubemap with multiple visual parameters