Ziva VFX 2.0 offers artists faster simulation speeds, greater stability, and a significantly simpler user experience. Amongst the many perfromance enhancements, key Ziva VFX 2.0 features include:
The Ziva Scene Panel helps you navigate your scene by offering a quick list-view of everything you’re working with. But now, we’ve upgraded to Scene Panel 2 which really brings everything you’ll ever need into a single centralized area. Now, you can easily drag, drop, and group nodes to rework the ziva Scene panel to be more efficient for you, and use the new components tabs to visualize and navigate common node types across multiple objects so you can get a more comprehensive view of your build. You can also pin objects while you're working so you can easily jump back to key sections whenever you need. Our internal artists have directly informed all of these UI changes while building large scale production assets, so it is purpose built to help reduce complexity for big scenes. There are a bunch of other benefits to the Scene Panel 2.
The Iterative Solver is an experimental alternative solver type that runs the simulation faster for some assets. Typically, assets that contain large uniform tissues perform well. The iterative solver produces the same visual result as the default solver. Currently, it only supports the Backward-Euler integrator type. To try this new feature choose “Iterative Solver(experimental)” from the solver dropdown list. Keep in mind it may be slower than the default solver for certain setups. We’d love to hear your thoughts on it.
Much like the name suggests, this gives you more control over your solver resolution. The more tolerant the solver is, the more it may deviate away from exact physical precisions. In many cases, the solver is powerful enough with default settings. But, some complex builds especially with highly dynamic cloth or extreme tissue jiggle may, at times, cause artifacts, so reducing the tolerance, and therefore forcing more newton iterations to occur will offer greater simulation stability. This may result in a slight trade off for simulation speeds, but we believe this can still save considerable time by removing shot sculpting or clean-up in post.