"For the first time, truly volumetric, animated effects live on LED volume. It simply delivers without hype or hyperbole."

— Alex Jenyon, Digital Environment Supervisor, Dimension Studio

Up to 95–99% reduction in VDB file sizes. Real-time decompression and rendering.

It’s impressive. I cached out 30 GB of data. I ran that through ZibraVDB for Unreal and it crunched them down to about 1 GB. And yep, they played back in real-time.

— Joe Raasch, Head of Training at Pixomondo

Production-proven, trusted by leading studios across industries.

“Along come small teams of talented engineers to prove to everyone that it doesn’t have to be complicated to create stunning visual effects.”

— Arthur Baum, Unreal Engine Artist, Winner of KitBash3D Challenge

What Is ZibraVDB

ZibraGDS (Geometry Data Structure) is the latest addition to our suite of industry-leading rendering and data optimization technologies. A high-performance, GPU-friendly, multi-attribute geometry compression/decompression/rendering solution, it is designed for storing and rendering extremely high quality simulations and animations across a broad range of applications: real-time cinematics, virtual production, location-based entertainment, 3D motion graphics, VFX, games, digital twins, and machine learning.

Our proprietary compression engine and rendering pipeline deliver stunning visual fidelity at significantly lower memory and rendering costs. VFX artists can now author film-quality effects for runtime usage, while ML pipelines can benefit from unprecedented realism that meet training demands.
ZibraVDB is the first in the industry to solve the long-standing problem of effectively compressing large-scale VDB data, bringing cinematic volumetric effects to real time, while delivering production-ready GPU performance. Our cutting-edge compression and rendering technologies provide a multitude of benefits across different industries and use cases: reducing storage consumption by up to 95–99%, speeding up data transfer by around 20x, saving valuable artist time, alleviating GPU streaming bottlenecks, and enabling real-time rendering at a speed and fidelity previously not possible.

ZibraVDB is natively integrated into Unreal Engine, Houdini, etc., with other popular ecosystems on the roadmap. In Unreal Engine, it supports a rich set of high-quality lighting, shadow, and shading features. We can also offer SDK, source code, and engineering support for integration into custom engines and applications.
Simulations and assets from: Magnus Larsson, Fabricio Moraes (incl. renders), SideFX, Fab.

Industries & Use cases

Built for Your Pipelines

Visual Effects
Games
Digital Twins
ZibraVDB helps you deliver projects with extraordinary visual fidelity, ensuring high performance and reliability for the artists, while significantly reducing costs for storage, asset delivery, and iterations.
Ray/Path Tracing
Unprecedented Resolutions
Fast On-Set Adjustments
Easy to Combine with ZibraGDS
Real-Time Cinematics
Virtual Production
Location-Based Experiences
Feature/Episodic VFX
Previsualizations
Motion Design
Advertising
ZibraVDB unlocks the next generation of volumetric effects in games, allowing the use of 3D volumes where they can dramatically elevate visual fidelity and meaningfully enhance player immersion while maintaining target frame rates.
60 FPS
On-Demand Decompression
Extensive Lighting Controls
Simplified Workflow
Game Cinematics
In-Game Cutscene
Gameplay VFX
ZibraVDB extends the realism and richness of virtual worlds, accurately capturing scenarios previously difficult to incorporate in real-time rendering and training pipelines, helping to reduce data generation costs and enhance model capabilities.
Environment Simulations
Destruction Simulations
Highly Detailed Dynamics
Realistic Rendering
Simulations
Visualizations
Computer Vision
Machine Learning
SideFX logo
Dimension logo
Dimension logo
Hochschule der Meiden logo
DNEG logo
DNEG logo
STRAY logo
Mathematic logo
Dimension logo
RedRaion logo
Silent Partners Studio logo
Apog Labs logo
Apog Labs logo
HyperBowl logo
ILCA logo
DIGIC logo
animation institute logo
Sequence logo
China Steel logo
EDGLRD logo
iWot logo

See ZibraVDB in action

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

Integrations

Unreal Engine

Bring VDB into real-time for games or virtual production. Utilize the fastest volumetric renderer and easy drag-and-drop setup.

Houdini

Infrastructure optimization by saving on storage and networking bandwidth. Compatible with Solaris/USD workflows.

Gaffer

Lightweight extension for the SceneReader node to support ZibraVDB files.

ZibraVDB SDK

Integrate ZibraVDB into your own software

Choose Your License

Educational

Students & Academics

Free

Free for students & academics
Up to 8590m voxels/frame*
Full feature access
Free updates
Standard support
Commercial use
* See details below

Free

Revenue/Funding < $100K

Free

per seat / year
Free studio trial
Up to 134m voxels / frame*
Full feature access
Free updates
Standard support
Commercial use
* See details below

Indie

Revenue/Funding < $1M

$14.9

per seat / year
Free studio trial
Unlimited resolution
Full feature access
Free updates
Standard support
Commercial use

Studio / Enterprise

Revenue/Funding > $1M

Site-Wide Deal

Free studio trial
Unlimited resolution
Custom builds and tooling*
Priority build access
Priority / end-to-end support *
Commercial use
* See details below

Educational

Students & Academics

Free

Free for students & academics
Up to 8590m voxels/frame*
Full feature access
Free updates
Standard support
Commercial use
* See details below

Free

Revenue/Funding < $100K

Free

per seat / year
Free studio trial
Up to 134m voxels / frame*
Full feature access
Free updates
Standard support
Commercial use
* See details below

Indie

Revenue/Funding < $1M

$149

per seat / year
Free studio trial
Unlimited resolution
Full feature access
Free updates
Standard support
Commercial use

Studio / Enterprise

Revenue/Funding > $1M

Site-Wide Deal

Free studio trial
Unlimited resolution
Custom builds and tooling*
Priority build access
Priority / end-to-end support *
Commercial use
* See details below
Educational
Free
Indie
Studio / Enterprise
Access
Free Studio Trial
Licensing Structure
Per-seat
Per-seat
Per-seat
Hybrid site-wide
Local License Server
Contact us
Max Resolution (Current)
2048^3 voxels / frame
512^3 voxels / frame
4096^3 voxels / frame
4096^3 voxels / frame
Max Resolution (Soon)
2048^3 voxels / frame
512^3 voxels / frame
2,097,144^3 voxels / frame
2,097,144^3 voxels / frame
Max Channel Count (Current)
8
4
8
8
Max Channel Count (Soon)
16
4
32
32
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
FILE EXTENSIONS
Write
.cvdbe
.cvdbf
.cvdb
.cvdb
Read
.cvdbe
.cvdbf / .cvdbe
Everything
Everything
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

Trusted by

Try ZibraVDB Effects for Free

Explosion
Fire Tornado
Smoke
Combustion
Download Free VDB Effects

Trusted by

What Do Artists Say

" 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 Zibra AI. For the first time, we can now render truly volumetric, animated effects live on [LED] 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. "

— Alex Jenyon, Digital Environment Supervisor for Virtual Production and LBE at Dimension Studio

" 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 GB of data. I ran that through the ZibraVDB plugin they have for Unreal and it crunched them down to about 1 GB 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. "

— Joe Raasch, Head of Training at Pixomondo

" Big shout-out to the team of unsung heroes who helped me elevate 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 AI’s genius compression algorithm, this new rendering pipeline can be actually extremely rewarding and fun. "

— Arthur Baum, Unreal Engine Artist, Winner of KitBash3D Challenge

" I meant to mention that Zibra AI is doing stunningly impressive work … to compress VDBs for volumetric real-time VFX and you should most definitely check them out. "

— Michael Becker, Staff Software Engineer at Disney

" Even at only 16% of the size of a standard VDB, ZibraVDB looks as good or better (their VDB shader is pretty awesome). "

— Aharon Rabinowitz, CEO at Motion Management

Ready to Get Started?

ZibraGDS FAQ

Frequently
Asked Questions

How much does ZibraVDB compress my assets, and how fast is it?

ZibraVDB reduces VDB data by roughly 95-99% (about 20x-100x) with minimal perceptible quality loss; around 40x is a practical benchmark for visually comparable results. The entire sequence can be stored in one .cvdb file and frames are decompressed on demand. In Unreal Engine, ZibraVDB's custom renderer can operate multiple times faster than standard Heterogeneous Volumes. Actual results vary with the effect, resolution, channel count, lighting, hardware, and render settings.

What types of assets is ZibraVDB best suited for?

ZibraVDB is best suited for high-resolution static or animated VDB fog volumes, including smoke, fire, explosions, dust, clouds, fog, mist, and other atmospheric or pyro effects. It is especially useful when the source cache is too large to transfer, load, or play efficiently in real time.

Do I have to keep the original VDB cache too?

No. You can directly cache simulations to ZibraVDB. When loaded, ZibraVDB can be decompressed back into OpenVDB. Sometimes you may opt to keep the original VDB cache if you need the uncompressed data for other purposes.

What if storage capacity is not a concern?

Data size is not just about disk space. It is also about speed and streaming. ZibraVDB saves artists valuable time by significantly reducing the wait for data transfer and loading, as well as alleviating the GPU streaming bottleneck.

How fast is the decompression during rendering?

Very fast. The efficiency depends on GPU performance and utilization. On a RTX 3090 GPU, our benchmark tests show that decompression takes roughly 0.02–0.03 ms per millions of voxels. The exact number depends on GPU utilization.

Does data stay compressed on the GPU during rendering?

To support most rendering use cases and existing pipelines, ZibraVDB currently decompresses the entire frame, but only the current frame, not the whole sequence. Partial decompression is possible.

Can I randomly access compressed blocks as needed?

Just like OpenVDB, ZibraVDB organizes voxels into very small blocks. Technically it is possible to randomly access any specific blocks and decompress only those blocks when you need to. (Please talk to us if this is important to you.)

Does ZibraVDB have USD support?

Yes. ZibraVDB has USD/Solaris support in Houdini. You can import USD sublayers with ZibraVDB and compress volumes into ZibraVDB during USD export. We have implemented a ZibraVDB schema, an asset resolver, and an output processor.

Can ZibraVDB be decompressed into NanoVDB?

Technically it is possible, even though it is not yet implemented. Decompressed ZibraVDB data can technically be formatted into whatever volumetric data structure you need. (Please talk to us if this is important to you.)

Does ZibraVDB preserve the sparsity of the volume?

Yes. ZibraVDB’s compressor and decompressor support both sparse and dense representations.

Can ZibraVDB be used together with ZibraGDS?

Yes. ZibraVDB can handle the volumetric part of an effect while ZibraGDS handles the animated mesh component. This is useful for complex simulations that combine volumes with fluids, destruction, debris, or other changing geometry. The assets remain separate components but can be combined and sequenced in the same Unreal Engine scene.

Can I control quality, file size, and memory usage?

Yes. Compression quality controls the trade-off between retained detail and final file size, while decompression and rendering settings let you balance image quality against frame time. ZibraVDB keeps the sequence compressed and decompresses the required frame on demand rather than holding the whole sequence in an uncompressed form. For real-time playback, the largest decompressed frame must fit in available VRAM alongside the compressed data and other rendering resources.

What input formats and volume data does ZibraVDB support?

ZibraVDB for Unreal Engine imports OpenVDB (.vdb) frames and numbered sequences and compresses them into the .cvdb format. It can also import pre-compressed .cvdb files, including assets prepared in Houdini. The Unreal renderer is built around scalar fog-volume data and provides channel controls for density, flame, and temperature. Fields intended for Unreal rendering should be mapped to the renderer's supported channel inputs during import or compression.

How do I activate my license?

Get a free personal license key or a paid studio key from our website. In Unreal Engine, go to Settings > Project Settings > Plugins > ZibraVDB License, enter the key in the License Key field, and choose whether to save it per user or per project. A "License successfully verified" message in the Output Log or an Unreal Engine notification confirms activation.

How do I compress an asset?

Use ZibraVDB's Unreal Engine import workflow to select an OpenVDB frame or sequence, set the channel mapping and compression parameters, and import it. The plugin creates a compressed ZibraVDB asset in the Content Browser, which can later be reimported or recompressed. You can also compress a sequence in Houdini using the ZibraVDB for Houdini plugin (available on our website or through SideFX Labs) and import the resulting .cvdb file into Unreal Engine. Start with the default quality setting and adjust it only when the file-size or visual-quality trade-off requires it.

What streaming and playback options are available?

ZibraVDB stores a sequence in a single .cvdb file, loads the required compressed frames into memory, and decompresses the current frame on demand. This avoids loading every frame of the original VDB sequence in an uncompressed form. The component provides playback controls for timing and frame selection, and its animation can be controlled through Unreal Engine's Sequencer for shot-based workflows.

Does ZibraVDB work with Unreal Engine's lighting and rendering features?

Yes. ZibraVDB's custom renderer supports illumination by different light types, ambient lighting, shadows, and reflections, with dedicated controls for density, flame, temperature, illumination, shadows, decompression, and rendering. ZibraVDB can also integrate with Unreal Engine's Heterogeneous Volumes renderer when that pipeline is required, including for path-traced output. The custom ZibraVDB renderer remains the performance-oriented option for real-time use.

How is ZibraVDB different from NeuralVDB and NanoVDB?

NanoVDB is a compact, linearized form of the VDB data structure designed for fast read access on GPUs and CPUs. NeuralVDB is a neural compression representation that encodes OpenVDB or NanoVDB data and later reconstructs it. ZibraVDB does not use generative AI or neural networks. It combines high-ratio lossy compression, real-time frame-on-demand decompression, and an optimized Unreal Engine renderer, with Houdini integration for asset preparation. Its goal is a practical end-to-end workflow for playing large animated volume sequences in real time, rather than only providing a volume data structure or a compression representation.

AI Usage Disclosure

AI Usage Disclosure

ZibraVDB 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.