Houdini 20.5 Nodes Render nodes

Labs ZibraVDB Compress (Alpha) 0.2 render node

Compresses an OpenVDB sequence and caches it to disk as a single file.

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Since 20.5

This node compresses an OpenVDB sequence to disk into a single .zibravdb file. This drastically reduces the memory footprints of cached volumetric data, enables faster viewport playback in Houdini through the Labs ZibraVDB Decompress SOP or the Labs ZibraVDB File Cache SOP.

Tip

Currently, ZibraVDB does not compress VDB sequences containing vector fields/channels, such as Color (Cd.*), velocity (vel.*), emission (scatter), etc. You can bypass this limitation by spliting and renaming your vector fields to float fields. Up to 8 float fields/channels can be compressed at once.

Vector VDB compression will be supported in the future.

About ZibraVDB

ZibraVDB is a VDB compression and real-time playback technology developed by Zibra AI. It can achieve approximately 30~100 times cache size reduction with minimal quality loss, with even higher compression rates planned for future updates. The proprietary output file format, .zibravdb, captures an entire VDB sequence in a single file, which can be loaded back into an application (such as Houdini or Unreal Engine), decompressed on the GPU in real time, and played back in the viewport at speeds multiple times faster than native solutions.

What ZibraVDB brings is a memory-efficient, high-performance volumetric data pipeline that seamlessly integrates into artists' existing, familiar workflows. It significantly reduces storage costs, improves volumetric data I/O speed, and ultimately makes it easier and more feasible to share working projects and distribute final products with high-quality volumetric effects.

ZibraVDB for Houdini is an open-source plugin contributed by Zibra AI to SideFX Labs. This plugin allows ZibraVDB’s compression, decompression, and fast playback capabilities to integrate smoothly into Houdini’s native volumetric workflows.

The compressed output can also be used directly with ZibraVDB for UE, enabling artists to create beautiful, high-fidelity volumetric effects in Houdini, and render them efficiently as 3D ray-marched volumes in real-time environments for virtual productions or video games.

Getting Ready

Activating License

To start using ZibraVDB for Houdini you need to get license key and activate it.

  1. You can get license key using ZibraVDB for Houdini Alpha form.

  2. Open houdini.env file in Houdini’s Documents folder C:\Users\<Username>\Documents\houdiniXX.X\houdini.env.

  3. Create zibravdb_license_key.txt file and paste your license key in it. The file can be located anywhere.

  4. Add string ZIBRAVDB_LICENSE_KEY = "path\to\zibravdb_license_key.txt" to the end of the file. Now the plugin should be activated.

Downloading ZibraVDB Core Library

When first using any ZibraVDB node you need to download core library. This needs to be done only once.

  1. Press Download Library button on this or any other ZibraVDB node.

  2. Accept Terms of Service.

  3. A pop-up window will appear confirming successful download.

Parameters

Render to Disk

Compresses VDB sequence to .zibravdb file and saves it to disk.

Background Render

Compresses VDB sequence to .zibravdb file and saves it to disk in background.

Controls…

Opens the control dialog to allow adjustments of the render parameters before rendering.

Valid Frame Range

Specifies whether to compress VDB in the frame range or a single frame.

Start/End/Inc

Specifies the range of frames to render (start frame, end frame, and increment). All values may be floating point values. The range is inclusive.

Render with Take

Uses the settings in a particular take while rendering. Choose Current to use the current take when rendering.

SOP Path

The path to the SOP node with the VDB data to compress.

Out File

Path to the .zibravdb file VDB sequence will be compessed to. The node automatically creates missing directories in the path.

Quality

Specifies quality of the compressed effect. The lower quality is the higher compression rate will be.

Use Per Channel Settings

Allows to specify different compression quality for each channel.

Number of Channels

Allows to specify number of overrides for compression quality per channel. Not specified channels will use value from Quality parameter.

Channel Name

Name of the channel that will have custom compression settings.

Channel Quality

Specifies compression Quality for the specific channel.

Pre-Render Script

Run this script before any rendering.

Pre-Frame Script

Run this script before each frame.

Post-Frame Script

Run this script after each frame.

Post-Render Script

Run this script after all rendering.

Download Library

Downloads the core library for ZibraVDB. You need to press this button when using ZibraVDB for the first time.

Render nodes

  • Agent

    This output operator is used to write agent definition files.

  • Alembic

    Exports the scene to an Alembic archive. Alembic is a common exchange format for moving geometry and animation between different 3D software packages.

  • Archive Generator

    Generates disk-based archives which can be used by either mantra or RIB renderers.

  • Bake Animation

    Bakes animation from object transforms and CHOP overrides.

  • Bake Texture

    Generates a texture map from one or more objects' rendered appearance.

  • Batch

    Renders the input ROP in a single batch job.

  • Channel

    The Channel output operator generates clip files from a particular CHOP.

  • Composite

    Renders images from a compositing network.

  • DSM Merge

    Merges two or more deep shadow/camera map files.

  • Dem Bones Skinning Converter

    Converts any non-changing topology deforming mesh sequence into a bone-based animation.

  • Dynamics

    Saves the state of a DOP network simulation into files.

  • Fetch

    Makes a dependency link to a ROP in a different network.

  • Filmbox FBX

    Exports entire scenes to FBX files.

  • Filmbox FBX Animation

    Export animation from geometry-based skeleton to an FBX file.

  • Filmbox FBX Character

    Export a skinned character with geometry-based skeleton to an FBX file.

  • Flipbook

    Render an image using the hardware-accelerated 3D viewport renderer.

  • Frame Container

    Prevents frame dependency changes in the contained nodes from affecting its inputs.

  • Frame Depedency

    Allows an output frame to depend on one or more input frames.

  • GLTF Character

  • Geometry

    Generates geometry files from a SOP or DOP network.

  • Geometry Raw

    Generates raw binary files from a SOP or DOP network.

  • HQueue Render

    HQueue, or Houdini Queue, is a distributed job scheduling system.

  • HQueue Simulation

    HQueue, or Houdini Queue, is a distributed job scheduling system.

  • Hair Card Texture

    Renders hair textures for use on hair cards.

  • Image

    Writes the output of a COP network to disk.

  • Karma

    Renders non-USD scenes using Houdini’s Karma renderer.

  • Labs 3D Facebook Image

    Quickly render a 3D scene to a 2.5D image that can be uploaded to Facebook.

  • Labs Flipbook Textures

    Renders, composites, and exports flipbook textures.

  • Labs JSON Exporter

    Export geometry attibutes to a JSON file.

  • Labs Marmoset Export

    The Marmoset Export ROP allows you to quickly generate an mview inside Houdini

  • Labs Niagara ROP

    Export point caches to be used with Unreal’s Niagara particle system.

  • Labs Sketchfab

    Uploads geometry to Sketchfab

  • Labs Vertex Animation Textures

    Exports a mesh and a set of textures to be used with a shader for complex real-time effects, such as: soft-body deformation, rigid-body dynamics, dynamically remeshed geometries, and particle sprites.

  • Labs ZibraVDB Compress (Alpha)

    Compresses an OpenVDB sequence and caches it to disk as a single file.

  • MDD Point Cache

    This output operator is used to write an MDD animation file.

  • Mantra

    Renders the scene using Houdini’s standard mantra renderer and generates IFD files.

  • Mantra Archive

    Generates disk-based archives which can be used by mantra.

  • Merge

    Merges several render dependencies into one.

  • Net Barrier

    Blocks the ROP network until synchronization occurs.

  • Null

    Does nothing.

  • OpenGL

    Render an image using the hardware-accelerated 3D viewport renderer.

  • Pre Post

    Renders ROPs before and after a main job.

  • Shell

    Runs an external command.

  • Subnetwork

    The SubNetwork output operator provides an easy way to manage large number of output operators.

  • Switch

    Renders one of several inputs.

  • Tractor

    Tractor is a program shipped out with Pixar’s distribution of RenderMan.

  • USD

    Renders a LOP network out to one or more USD files. This node is available as render node or as a LOP.

  • USD Render

    Renders an output image from the stage generated by a LOP network.

  • USD Stitch

    Merges USD files representing individual frames by composing them.

  • USD Stitch Clips

    Merges multiple value clips representing individual frames.

  • USD Zip

    Assembles USDZ archive files from existing USD files.

  • Wedge

    Re-renders the same ROP multiple times with different settings

  • Wren

    This output operator is used to drive the Wren rendering program.

  • glTF