What Is ZibraGDS
Built for Your Pipelines
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Free
Personal
$4.9
Indie
$14.9
Studio / Enterprise
Site-Wide Deal
Educational
Free
Personal
$49
Indie
$149
Studio / Enterprise
Site-Wide Deal
Educational | Personal | Indie | Studio / Enterprise | |
|---|---|---|---|---|
| Access | ||||
| Free Studio Trial | ||||
| Licensing Structure | Per-seat | Per-seat | Per-seat | Hybrid site-wide |
| Local License Server | Contact us | |||
| Resolution Limit | 5m vertices / frame | 2m vertices / frame | Unlimited | Unlimited |
| Full Feature Access | ||||
| Free Updates | ||||
| Priority Build Access | ||||
| Source Code Access | Upon request | |||
| Integration Assistance | Upon request | |||
| Custom Builds | Upon request | |||
| Custom Tooling | Upon request | |||
| SEAT TYPES | ||||
| Interactive Seats | ||||
| View-Only Seats | ||||
| Headless Seats | ||||
| Support | ||||
| Support Tier | Standard | Standard | Standard | Priority / end-to-end |
| Email support | ||||
| Discord Support | ||||
| Priority Response | ||||
| Private Slack Channel | ||||
| Support Calls | ||||
| TD/TA Support | ||||
| Engineering Support | Upon request |
What Do Artists Say
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Frequently
Asked Questions
How much does ZibraGDS compress my assets, and how fast is it?
ZibraGDS can support millions of polygons per frame and thousands of frames per sequence. Compression achieves an 80–92% reduction in data size, depending on the characteristics of the input mesh sequence. Assets import 3–4x faster than with existing techniques, and rendering (including decompression) is at least 5–10x faster than existing solutions.
What types of assets is ZibraGDS best suited for?
ZibraGDS is best suited for high-resolution animated mesh sequences that are traditionally too heavy or too complicated to bring into real-time engines, especially fluids, destruction, growth simulations, 3D motion graphics, and other types of artistic designs and visualizations.
Can ZibraGDS be used together with ZibraVDB?
Yes. ZibraGDS works seamlessly with ZibraVDB, Zibra AI's volumetric compression and rendering solution, allowing artists to author complex, two-way coupled simulations involving volumes and meshes and combine the effects in a real-time scene.
Can I control quality, file size, and memory usage?
Yes. ZibraGDS exposes compression quality controls for individual attributes. It also provides options for recomputing normals, computing tangents, generating motion vectors, removing duplicate faces, and applying transform adjustments during compression. For playback, artists can choose whether to load compressed frames into VRAM, stream from RAM, or stream from disk.
What input formats and geometry does ZibraGDS support?
ZibraGDS imports Alembic (.abc) files. Only meshes with triangles and quads as polygons are supported. Topology is compressed losslessly, while other attributes (positions, normals, UVs, vertex colors, and velocities) use efficient lossy compression with per-attribute quality controls.
How do I activate my license?
Get a license key at zibra.ai/zibragds, then go to Tools > ZibraGDS > Open License Settings in Unreal Engine and enter your key in the License Key field. A "License successfully verified" notification confirms activation.
How do I compress an asset?
In Unreal Engine, go to Tools > ZibraGDS > Compress Alembic File, choose your Alembic file in the File Path parameter, optionally adjust Compression Settings, and press Compress. The compressed ZibraGDS asset appears in your Content folder. We recommend keeping the default Quality values and adjusting only if you notice unacceptable quality degradation.
What streaming and playback options are available?
Three streaming methods let you balance performance against memory: “None” loads all compressed frames to VRAM for the best performance; “From RAM” keeps compressed frames in RAM and streams to VRAM; “From Disk” streams compressed frames from disk through RAM to VRAM, with configurable frames-ahead and frames-behind buffers. Playback controls include frame rate, speed multiplier, start frame, and frame interpolation for constant-topology geometry. ZibraGDS is also fully integrated with Unreal Level Sequences.
Which Unreal Engine versions and platforms are supported?
ZibraGDS for UE 0.7 supports Unreal Engine 5.3 through 5.8. On Windows, it requires D3D12 with Shader Model 6 (SM6) and the latest Visual C++ Redistributable.
Does ZibraGDS work with Unreal Engine's lighting and rendering features?
Yes. ZibraGDS output integrates into the engine's native lighting, rendering, and material pipelines, with support for Lumen, ray tracing, path tracing, ray-traced shadows, virtual shadow maps, Substrate materials, lighting channels, custom depth/stencil, and translucency sorting. Motion blur is supported via the velocity attribute.
How is ZibraGDS different from Nanite?
Nanite is primarily aimed at static geometry and certain animated mesh workflows, while ZibraGDS is focused on animated mesh sequences, especially real-time VFX where topology, attributes, streaming, and per-frame geometry changes create additional challenges.
What changed in ZibraGDS 0.7?
Version 0.7 added several workflow and rendering improvements, including a Reimport button, a custom Sequencer playback track, a ZibraGDS asset editor, support for up to 3 UV channels, velocity generation for constant-topology geometry, tangent computation during import and runtime, custom depth and stencil support, translucency sorting, speed multiplier properties, lighting channels, automatic triangulation for N-gons, several Alembic import fixes, RAM/disk streaming options, and optimized VRAM footprint.
Are compressed assets compatible across Beta, 0.7, and future 1.0+ versions?
Future 1.0+ versions of ZibraGDS will have backward compatibility among themselves. Unfortunately, compressed assets created with 0.7 will not work with future 1.0+ versions due to planned file format improvements. Please consider keeping a copy of your original geometry sequence so you can re-compress in newer versions. Please also note that 0.7 is not backward compatible with the Beta version. A step-by-step migration guide in the ZibraGDS documentation covers upgrading projects, re-importing assets, and re-linking actors and Level Sequences.
AI Usage Disclosure
ZibraGDS does not utilize or depend on any generative AI or neural networks. We do not pre-train any AI models or collect any user data for AI training in the development of this product. The product also does not embed any third-party AI tools or contents.