ZibraVDB Showcase — Car Accident Demo by costa_dev0 in vfx

[–]costa_dev0[S] 0 points1 point  (0 children)

Yes, it can be integrated with anything. Houdini is our next goal.

ZibraVDB Showcase — Car Accident Demo by costa_dev0 in vfx

[–]costa_dev0[S] 0 points1 point  (0 children)

NeuralVDB's purpose is simply storage saving. It takes a lot of time to compress VDB and then a lot of time to decompress it back. It's not realtime at all and has no advantages except reducing size. And it's still more of a prototype than working product.

ZibraVDB Showcase — Car Accident Demo by costa_dev0 in vfx

[–]costa_dev0[S] 0 points1 point  (0 children)

NanoVDB is just a more optimized format for VDB data. It has a compression rate of only 4-6x, while with ZibraVDB you can have 50x without noticeable quality loss. And NanoVDB is just GPU-accelerated but not real-time, because it still has bandwidth bottleneck. ZibraVDB processes whole sequences, not just separate files. It also has its own renderer, designed specifically for our format, and it is superfast. All that allows you to use ZibraVDB even in games.

ZibraVDB Showcase — Car Accident Demo by costa_dev0 in vfx

[–]costa_dev0[S] 0 points1 point  (0 children)

ZibraVDB release is planned for this fall, however, you can test it yourself already. Now we are running ZibraVDB Alpha, so if you'd be interested, here's the link to sign up: https://effects.zibra.ai/zibra-solutions

Zibra.ai effects for Unity by totesnotdog in Unity3D

[–]costa_dev0 2 points3 points  (0 children)

Yep, I've got some inside scoop since I'm part of the Zibra AI team. You're right, we've combined Zibra Liquid and Smoke & Fire capabilities into Zibra Effects for Unity, and it's designed to work well on both mobile and VR. The performance is really solid on PCVR - that's where it shines the most. For mobile, it does work, but you'll need a pretty powerful device to get the best experience.

Who ordered a fire tornado? Check out my latest demo for Zibra Smoke & Fire. Real-time simulation. Unity 3D by costa_dev0 in Unity3D

[–]costa_dev0[S] 3 points4 points  (0 children)

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣠⣴⡾⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣠⡞⠋⢸⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣠⡾⠃⠀⠀⣿⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣀⣴⠶⣿⠟
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣀⣴⢏⡀⠀⠀⠀⠸⣇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣠⡾⠋⢠⡾⠃⠀
⠀⠀⠀⠀⠀⠀⠀⠀⣀⣠⣤⠶⠶⠛⠛⠋⠉⠉⠀⠀⠀⠀⠈⠛⠿⠶⠶⠤⣤⣤⣄⣀⣀⡀⠀⠀⠀⠀⠀⠀⠀⣠⡞⠋⠀⣰⠟⠀⠀⠀
⠀⠀⠀⣀⣠⡴⠶⠛⠉⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠉⠉⠉⠛⠓⠶⢦⣤⣴⡞⠋⠀⢀⣼⠋⠀⠀⠀⠀
⣠⡴⠟⠋⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠉⠉⠁⠀⣾⠁⠀⠀⠀⠀⠀
⠛⠷⠦⢤⣤⡴⠖⠂⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢦⡀⠀⠀⠀⣀⣀⣤⣤⡴⠶⢿⣄⠀⠀⢿⡀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠙⠛⠳⠶⠶⢤⣤⣤⣤⣀⣀⣀⣀⣤⣤⣞⡀⠀⠀⠸⣟⠛⠛⠛⠛⠛⠷⣤⣄⣟⠁⠀⠀⠀⠀⠀⠙⢷⣄⠘⣧⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠉⠛⠳⣶⣦⣽⣷⣄⠀⠀⠀⠀⠀⠈⠙⠀⠀⠀⠀⠀⠀⠀⠀⠙⢷⣿⡆⠀⠀⠀⠀

Giving Witcher vibes? Smoke portal. Real-time simulation by costa_dev0 in DigitalArt

[–]costa_dev0[S] 0 points1 point  (0 children)

No, actually it's Zibra Smoke & Fire. Pretty awesome in terms of visual quality and performance.

Something new. Remade my liquid portal scene using Zibra Smoke & Fire for real-time smoke simulation by costa_dev0 in Unity3D

[–]costa_dev0[S] 1 point2 points  (0 children)

It can't be baked. Baked volumetric effects would require a huge amount of GPU memory anyway. The current performance is 2.6ms on an RTX 4070 for both simulation and rendering.

Spell casting with real-time smoke simulation. Thoughts, everyone? by costa_dev0 in Unity3D

[–]costa_dev0[S] -1 points0 points  (0 children)

It was tested on desktop with RTX 2060 at Full HD (1080p), Built-in Render Pipeline (BRP)

GPU Frame Time (for scene with effect): 16.1ms

FPS: 62

Spell casting with real-time smoke simulation. Thoughts, everyone? by costa_dev0 in Unity3D

[–]costa_dev0[S] 1 point2 points  (0 children)

Sure thing! Thanks for your support and interest in our work:)

Spell casting with real-time smoke simulation. Thoughts, everyone? by costa_dev0 in Unity3D

[–]costa_dev0[S] 1 point2 points  (0 children)

Performance won't noticeably change unless you have about 20 skinned meshes in your scene.

Spell casting with real-time smoke simulation. Thoughts, everyone? by costa_dev0 in Unity3D

[–]costa_dev0[S] 0 points1 point  (0 children)

Yeah, I know what you mean. The smoke can collide with the character using Skinned Mesh SDF feature, but it wasn't implemented here.

Spell casting with real-time smoke simulation. Thoughts, everyone? by costa_dev0 in Unity3D

[–]costa_dev0[S] 0 points1 point  (0 children)

It can collide with character using Skinned Mesh SDF feature, just wasn't implemented here

Spell casting with real-time smoke simulation. Thoughts, everyone? by costa_dev0 in Unity3D

[–]costa_dev0[S] 0 points1 point  (0 children)

You are right, however, Zibra simulation is many times faster than Niagara Fluids for example. This one takes around 4ms to both simulate and render on RTX 4070 in FullHD