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Zibra Liquids

Discussion in 'Assets and Asset Store' started by ZibraAI, Mar 14, 2022.

  1. ZibraAI

    ZibraAI

    Joined:
    Aug 3, 2021
    Posts:
    10
    ❓ Looking for stunning visual effects for your game? Want to impress your players? Use the real-time fluid simulation to create new game mechanics and enhance the aesthetics and realism of your game.



    Zibra Liquids results from the synergy of cutting-edge physical solvers and ML-based neural object representations, making it possible to setup the interaction of 3D objects of any shape with different types of fluids automatically.
    It is the first product in the series of plugins for real-time particle simulation and interaction with objects of arbitrary shapes during rendering.

    With our low-code approach you can easily use:
    • Real-time simulation
    • Multiple visual and physical presets
    • Gravity Control
    • AI-accelerated interaction with complex 3D objects
    • Rigidbody Force interaction
    • Force fields: Radial, Directional and Swirl
    • Collider friction
    • Multiple physical fluid parameters: stiffness, viscosity, surface tension, etc.
    • Liquid baking (experimental in the current version)

    Detailed features list with description and gifs:
    Zibra Liquids Features Detailed Description


    More to come, check out our roadmap and see what to expect in the nearest releases:
    https://zibra.notion.site/84ce0c4886204025a0a37d82249e1292?v=b33eb17081584dc7b2c9b8cd1c1ef593


    We are a strong team with a background in machine learning, physics, and AAA-class games. More at our website: https://zibra.ai/


    These people answer questions related to the use of Zibra Liquids and help you correctly configure the settings so that you get the most enjoyable experience using our product.


    DISCORD: INVITATION LINK


    ✉️ Do you prefer letters? Not a problem - you can contact us via email: support@zibra.ai

    Perhaps your questions are already covered in the documentation. Check here. DOCUMENTATION **


    Use the Zibra Liquids plugin on a wide range of platforms: PC, macOS, iOS (from iPhone 6s and iOS 12). Android and VR support will be available in the following updates.


    We give you the opportunity to try out Zibra Liquids for FREE to help you understand how it will benefit your game.
    To feel all the power of Zibra Liquids, try the full version of the plugin.

    Difference between Full and Free version:
    Zibra Liquids. Full vs. Free


    How can you benefit from Zibra Liquids?
    • Best-in-class performance.
    • Impressive realistic visuals. Easy to customize.
    • Multiple physical and visual presets.
    • Works on iOS.
    • Simulates tens of millions of particles to create cinematic effects on high-end hardware.
    • Easy to use.
    • Liquid interacts with complex 3D objects in real-time, out of the box.
    • Build brand new game mechanics

    More demos at YouTube https://www.youtube.com/c/ZibraAI

    ℹ️ Tutorials and guides are available on our blog.

    Follow us: Discord | YouTube | LinkedIn | Twitter | Medium
     
    one_one and StevenPicard like this.
  2. one_one

    one_one

    Joined:
    May 20, 2013
    Posts:
    621
    Woah, that looks really impressive, especially considering the performance. Out of curiosity, where does ML come into play here? The particle physics simulation?
     
    ZibraAI likes this.
  3. ZibraAI

    ZibraAI

    Joined:
    Aug 3, 2021
    Posts:
    10
    The ML part doesn't affect the core simulation directly. It takes part only in the fluid-object interaction.

    Our core ML technology allows for creating a neural SDF representation for any geometry and using it as a collider for the liquid component in a scene in a few clicks.
    This approach makes the old-fashioned boxes and assets-representing spheres a thing of the past.
     
    one_one likes this.
  4. yokenstein

    yokenstein

    Joined:
    Sep 19, 2017
    Posts:
    84
    The free version doesn't seem to work with Unity 2021.2.3. Getting a black screen in game view and nothing happening in scene view
     
  5. ZibraAI

    ZibraAI

    Joined:
    Aug 3, 2021
    Posts:
    10
    Key updates for Zibra Liquids 1.4.4. Neural colliders, Mesh renderer and more.

    The newest version of Zibra Liquids supports the same number of build platforms as the previous one, with one exception – it now has Windows DX 12 support. In general, the full list of technical requirements currently needed for Zibra Liquids to work smoothly looks this way:
    • Editor platforms: PC (DX11/DX12, x86 and x64), macOS(Metal, x64 and arm64) For M1 Mac users, the M1 native version of Unity Editor is strongly recommended.
    • Unity version: 2019.4 or later (use the latest feature update)
    • Build platforms: PC(DX11/DX12, x86 and x64), UWP(DX11/DX12, x86 and x64), macOS(Metal, x64 and arm64), iOS (iOS version 12 or later, iPhone 6s or newer)
    • Supported Render Pipelines: SRP, URP, HDRP
    • URP: 7.5 or later
    • HDRP: 7.x or later

    What’s new in Zibra Liquids 1.4.4


    Mesh render
    Previously, we rendered liquid as many particles, which we subsequently blurred so that it looks like a liquid. This allowed us to render millions of particles on PC hardware in real-time. But with the move to mobile, it was no longer the best option. While PC GPUs have huge memory bandwidth allowing blur to be very fast, on mobile devices such an operation suddenly becomes very expensive in terms of performance.

    Due to this fact we implemented a new renderer, one that utilizes a mesh extraction and a rendering algorithm. You can read about how it works here, but in short, it takes the data from the simulation grid and produces a mesh using the Dual contouring algorithm.

    This mesh consists of triangles, the number of which can vary depending on the amount of liquid. These triangles are adjusted to better resemble the liquid’s surface. Then our custom shader renders the mesh.

    Compared to particle rendering methods, rendering the mesh allows for a much better scaling of the performance with the resolution. It also helps to improve the plugin performance.

    That’s why Zibra Liquids 1.4.4 shows up to a 3-4x better performance on mobile devices than the previous version. The new version also provides much better visuals, especially refraction. On top of that, 1.4.4 introduces underwater rendering, which will allow you to use liquids in even more situations.

    Check out the difference.





    With Zibra Liquids 1.4.4, it is now possible to render your liquid in 100% resolution on a mobile, and to have much smoother framerates.

    Neural colliders
    Another important update are the Neural colliders. Technically, it’s not a new feature per se. As you may already know, our solution supports two types of liquid colliders – analytic and AI-powered ones.

    Analytic colliders allow you to add simple geometry, such as spheres, boxes, capsules, toruses, and cylinders as liquid colliders. There, collisions are calculated with analytic functions. AI-powered colliders, on the other hand, are based on our custom technology of a neural SDF representation and enable the adding of arbitrary geometry as a collider for liquid.

    It is no longer necessary to divide complex shapes into simpler ones. Liquid interaction is realized with any complex object as a whole and can be adjusted in just a few clicks.

    For a long time, our cutting-edge AI-powered colliders were called Voxel colliders. But recently, we changed their name to Zibra Neural Colliders. Here is why:

    Zibra Neural Colliders VS. Voxel colliders
    Compared to the old voxel colliders, Zibra Neural Colliders use a new, more advanced and performant neural network architecture. It is almost as good as sampling SDFs from a 3D texture and takes only about 1.8 nanoseconds per sample on an RTX 2060 mobile.

    They also allow for a greater level of compression while taking up to 300x less memory compared to standard 3D texture with the same quality. You can see the difference in this picture.



    The functionality of our neural colliders remains the same for the most part. But with our new neural network architecture, you can add even more AI-powered liquid colliders to your scene. The new neural network also handles high-detail objects much better, including those with really thin walls.

    Overall, it grants a much higher quality SDF, quite similar to one computed directly from mesh, while also being much faster and requiring less memory.

    Apart from mesh renderer and neural colliders, Zibra Liquids 1.4.4 has many other updates.
    For example, we added orthographic camera support and improved emitter UX. You can check the full list of improvements here. And don’t forget – if you have any ideas on how to improve our plugin, feel free to share them via email, support@zibra.ai, or in our Discord community. In terms of development, we are following our roadmap, but your feedback helps us to correctly choose the priority of our tasks.
     
    DragonCoder likes this.
  6. ZibraAI

    ZibraAI

    Joined:
    Aug 3, 2021
    Posts:
    10
    Hey there!

    Let us introduce you to 1.4.6 and 1.4.7 Zibra Liquids updates!


    Here’s the list of changes you will find there:



    1.4.6
    Added a new liquid renderer, "Unity Render", that has:
    • VR support
    • Can be used with normal Unity Materials
      • Supports orthographic camera
      • Allows objects to be drawn as opaque and drop shadows s
    We also:
    • Fixed rendering on URP in case URP’s render scale wasn't set to 1.0
    • Added callback to read and modify forces that liquid applies to the objects
    • Replaced Mesh Render's RefractionQuality option with the RayMarchingResolutionDownscale option. Now you can control refraction quality/performance more finely.
    • Some options are now hidden when the selected liquid renderer doesn't use them.
    Please note:
    1. VR is only supported when "Unity Render" is selected
    2. Android/Native Meta Quest apps support is coming soon


    1.4.7
    • Fixed liquid only taking part of the screen when using downscale
    • Fixed refraction in case of Unity Render being used simultaneously with downscale


    It’s your time to use Zibra Liquids power in virtual reality ;)
     
    mgear likes this.
  7. ZibraAI

    ZibraAI

    Joined:
    Aug 3, 2021
    Posts:
    10
    As if VR updates weren’t enough, we have even more fantastic news!

    From now on, you can create full-verge mobile games for major mobile platforms with our new beta package!

    That means, besides mobile devices, you can also run Zibra Liquids on the Oculus Quest 2!
    The package also includes the support of PC Vulkan API.



    Please note:
    • This package works only with the Vulkan API

    • Since this is a beta version, you may face some issues with its work, including bugs or failure to launch on different devices;

    • If everything is going smoothly - great! If not, we would highly appreciate any feedback and bug reports. It will help us to fix the problems and improve the Android version;

    • As soon as we make sure that the majority of the problems are eliminated, we will be ready for a full-scale release.

    If you want to try it out, join our Discord server and react to the message from announcement channel. We are waiting you there! ;)
     
  8. syunteri

    syunteri

    Joined:
    May 11, 2022
    Posts:
    1
    >Registration does not go well, what should I do?

    I added a postscript, and the developer gave an email to me some time ago and was settled. Thank you for your quick correspondence. I
     
  9. Cave2137

    Cave2137

    Joined:
    Jan 23, 2018
    Posts:
    14
    I tried it today and got some nice results.I will expand the demo and make a little interactive liquid simulator. Hope it works fine with the quest 2

     
  10. ZibraAI

    ZibraAI

    Joined:
    Aug 3, 2021
    Posts:
    10
    Today we released a major update of the Unity version of the Zibra Liquids tool for real-time liquid simulation. Now it officially has Android support! It works with both Vulkan and OpenGL.


    Hurry up to try it for your project!


    You can find more info about our newest release here: https://zibra.ai/blog/zibra-liquids-has-android-support/

    Note that Oculus Quest devices are not supported in this version.
     
    Cave2137 likes this.
  11. peripecio

    peripecio

    Joined:
    Feb 23, 2017
    Posts:
    2
    Hi! Great job!

    Where can I find some information about C# scripting with this library. Library referencie, examples, tuts...

    I just want to control the velocity of the emitters.

    Thanks in advance,

    Guillermo
     
  12. cooperdev90

    cooperdev90

    Joined:
    Nov 4, 2021
    Posts:
    2
    I don't have the option to change the Current Injection Point that's in the documentation.
     
  13. ZibraAI

    ZibraAI

    Joined:
    Aug 3, 2021
    Posts:
    10
    Please ask this question on our Discord server, it looks like you can do it through code editing.
     
  14. Denis1122

    Denis1122

    Joined:
    Jan 6, 2020
    Posts:
    8
    Hi All! Can i add colliders at runtime from c# code? (To ZibraLiquid system)
     
  15. ZibraAI

    ZibraAI

    Joined:
    Aug 3, 2021
    Posts:
    10
    You can add colliders to ZibraLiquid at runtime, but only if the liquid simulation is not initialized.
    There's C# API Reference for Zibra Liquids, which you can open via Zibra menu in Unity Editor's menu bar.
     
  16. timmy2get

    timmy2get

    Joined:
    Mar 2, 2018
    Posts:
    12
    When will Oculus be supported ?