ZibraVDB

Real-Time Volumetric Effects in Virtual Production. Now Possible with ZibraVDB

Better together. Zibra AI partners with industry leaders

SideFX logoGoogle for Startups logoNvidia Inception program logoDimension logoEpic games MegaGrant logoMathematic logoAGBO logoSCAD logoILCA logo
SideFX logoGoogle for Startups logoNvidia Inception program logoDimension logoEpic games MegaGrant logoMathematic logoAGBO logoSCAD logoILCA logo
SideFX logoGoogle for Startups logoNvidia Inception program logoDimension logoEpic games MegaGrant logoMathematic logoAGBO logoSCAD logoILCA logo

Features

See ZibraVDB in action

Discover the effectiveness of our compression technology

Compare ZibraVDB Compression Rates

Compression rate:
ZibraVDB compressed size
Original size
191MB
Compression rate:
ZibraVDB compressed size
9.3MB
Original size
191MB
Compression rate:
ZibraVDB compressed size
4.7MB
Original size
191MB
Compression rate:
ZibraVDB compressed size
3.3MB
Original size
191MB
Compression rate:
ZibraVDB compressed size
2.5MB
Original size
191MB

Use cases

The Last Missing Piece in the Unreal Engine Pipeline

Seamless real-time volumetric rendering for Virtual Production, efficient OpenVDB compression for CGI, and optimized asset sizes for gaming

[01]

Virtual Production

Enabling atmospheric volumetric effects for in-camera VFX

ZibraVDB brings real-time volumetric rendering to Virtual Production, allowing filmmakers to integrate smoke, fog, and fire directly into in-camera VFX. By compressing OpenVDB files, it reduces storage demands and accelerates iteration cycles, making on-set adjustments faster and more efficient.

[02]

CGI

Optimized compression for high-fidelity CGI pipelines

ZibraVDB reduces storage overhead and improves rendering efficiency by compressing large volumetric datasets. This streamlines asset management, lowers infrastructure costs, and enables a seamless transfer into Unreal Engine without compromising visual fidelity.

[03]

Gaming

Real-time volumetric effects without performance trade-offs

ZibraVDB optimizes volumetric rendering for gaming by reducing asset sizes while maintaining high visual quality. This enables cinematic effects like smoke, explosions, and dynamic fog to run in real-time, ensuring smooth performance across platforms, from high-end consoles to interactive mobile experiences.

Pricing

ZibraVDB Pricing

Choose your solution

[01]

Free

Plugin for UE & Houdini
Import of .zibravdb files
5 free compressions of VDB
Real-time decompression
Real-time volumetric render in UE

Non-commercial usage

[02]

Indie

Plugin for UE & Houdini
Import of .zibravdb files
Compression of VDB sequences into .zibravdb
Real-time decompression
Real-time volumetric render in UE

Under $250,000 in revenue or $1m in funding

[02]

Indie

Plugin for UE & Houdini
Import of .zibravdb files
Compression of VDB sequences into .zibravdb
Real-time decompression
Real-time volumetric render in UE
Node Locked License, 2 devices

Under $250,000 in revenue or $1m in funding

[03]

Studio

Popular

Plugin for UE & Houdini
Import of .zibravdb files
Compression of VDB sequences into .zibravdb
Real-time decompression
Real-time volumetric render in UE
Floating License
Local License Server
Access to SDK
Custom features development
Custom integration
On-set support

Over $250,000 in revenue or $1m in funding

After completing your purchase, please check your email for your license key.

ZibraVDB Integrations

Explore ZibraVDB Integrations

 Discover how seamlessly ZibraVDB fits into your existing workflows across multiple platforms

ZibraVDB for UE

Bring VDB into real-time for games or virtual production

Compress VDB sequences, saving up to 100x on size
GPU compression and decompression
Custom volumetric real-time renderer
Support for Heterogeneous Volume renderer and path tracer
Easy drag & drop setup
System requirements:

Platform: Windows

API: DirectX 12

ZibraVDB for Houdini

Infrastructure optimization by saving on storage and networking bandwidth

Compress VDB sequences, saving up to 100x on size
GPU/CPU compression and decompression
Faster loading from disk & network transfer
Render farm support
System requirements:

Platform: Windows, Linux, macOS

API: DirectX 12, Vulkan, Metal

ZibraVDB SDK

Integrate ZibraVDB into third party engine or software

Compress VDB sequences, saving up to 99% on size
CPU/GPU compression & decompression
Custom features development
Faster loading from disk and network transfer
Flexible licensing options

Through the grapevine

Trusted by creatives from all over the world

Discover reviews and feedback from industry leaders

The phrase “game changer” is often used as hyperbole, but in the case of ZibraVDB, it’s not at all far from the truth. When I used to work on optimization for games, every millisecond, every half millisecond mattered. The difference between beautiful-and-shippable and beautiful-but-unshippable is performance. This qualitative threshold lies on a quantitative slider. ZibraVDB changes the game because it suddenly moves us so far along that slider. Its uniquely impressive compression rate, runtime decompression speed, and rendering/lighting quality bring us so much closer to being able to leave 2D volume tricks behind, and to finally enjoy all the visual and gameplay benefits of 3D volumetric FX at runtime. Many virtual production and game projects can already afford this technology, especially when assets can be adjusted based on the frame time and memory budgets. The visual results are particularly striking in cases where smoke interacts with characters, environments, multiple lights, and even other simulations like rigid-body destruction, which is very refreshing to see. On a personal note, I have known the Zibra AI team for the past few years. We collaborated closely on integrating ZibraVDB into Houdini. They are some of the best people I’ve ever worked with. Incredibly intelligent, flexible, and focused on technology. What they’ve built is genuinely a huge step toward the future.

When new workflow tools come around, it’s common to be disappointed or for vendors to not be able to follow through on promises. That’s certainly not the case with ZibraAI. For the first time, we can now render truly volumetric, animated effects live on volume. This doesn’t just allow for small contained effects like fire or smoke, but also for large scene-scale effects like mist, spindrift or blowing sand. It sets out to solve a long standing problem in realtime graphics, and simply delivers without hype or hyperbole. ZibraVDB was used in basically every scene on a recent shoot and I wouldn’t want to do another ICVFX show without it. The Zibra team are fully behind their product, and are also some of the nicest, most committed developers we’ve worked with.

Here’s an animated visual comparison of regular heterogenous volumes vs @ZibraAI ZibraVDB in Unreal Engine. Even at only 16% of the size of a standard VDB, ZibraVDB looks as good or better (their VDB shader is pretty awesome).

Big shout-out to the team of unsung heroes who helped me elevating my latest short film “TukTuk Tango” into a love letter to visual effects. A big applause to EmberGen and LiquiGen by JangaFX and to ZibraVDB by Zibra AI . For the longest time I thought that real time fire, water, smoke and explosion simulations are exclusive to experts, simulation gurus and Houdini users. Along come small teams of talented engineers to prove everyone that not only it doesn’t have to be complicated or cumbersome to create stunning visual effects and import them into Unreal Engine with the help of a Zibra AIs genius compression algorithm, this new rendering pipeline can be actually extremely rewarding and fun.

phone died during Real Time Live but I meant to mention that @ZibraAI is doing stunningly impressive work in leveraging NNs to compress VDBs for volumetric real-time VFX (Unity/Unreal plugins) and you should most definitely check them out

Unreal has had VDB support for a little while, but you need to keep the resolution quite low. I saw some of the people working at ZibraAI post some impressive examples of a plugin they’re working on that would let you push the quality of volumes in Unreal really high, so I reached out and asked for a license. It’s impressive. I cached out a few pyro sims from EmberGen that totaled about 30 gigs of data. I ran that through the ZibraVDB plugin they have for Unreal and it crunched them down to about 1 gig in size. 30 times less! I loaded the sims into Unreal and yep, they played back in real-time. Crazy. The pace of advancements these days is just nuts, you can’t even keep up with it.

Stay tuned

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