ZibraVDB
Real-Time Volumetric Effects in Virtual Production. Now Possible with ZibraVDB
Better together. Zibra AI partners with industry leaders



Features
See ZibraVDB in action
Discover the effectiveness of our compression technology
Compare ZibraVDB Compression Rates





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
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.
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.
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
Non-commercial usage
[02]
Indie
Under $250,000 in revenue or $1m in funding
[02]
Indie
Under $250,000 in revenue or $1m in funding
[03]
Studio
Popular
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
Platform: Windows
API: DirectX 12
ZibraVDB for Houdini
Infrastructure optimization by saving on storage and networking bandwidth
Platform: Windows, Linux, macOS
API: DirectX 12, Vulkan, Metal
ZibraVDB SDK
Integrate ZibraVDB into third party engine or software

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
Subscribe to updates
Keep connected with Zibra AI’s latest product announcements and news