Fast, efficient, easy to use solution for CGI / VFX studios: scale complexity in look-dev, procedural rendering, data inter-op.

Powered by Hyperspace:
API for unified Alembic / USD asset plug-ins & procedurals.

Trial Version 4.2.0 — upcoming

Maya 2015 → 2017
Katana 2.5
Windows / macOS / Linux
3Delight & RenderMan
2 Weeks Validity
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Brand Multiverse | Studio — Film & TV Projects

Brand Multiverse | Studio — Pricing

Multiverse | Studio is sold under yearly subscription.
All licenses are floating. Currently we do not sell single licenses.
Maintenance/support & updates are included with the subscription.
For purchase orders please contact us

Evaluation Tiny Small Medium Large Site
Total Licenses
(DCC Interactive + Batch)
1 10 20 50 100 100+
DCC Plugins
Maya Maya, Katana Maya, Katana Maya, Katana Maya, Katana Maya, Katana
2-Weeks Trial Free!
(max 1 per user/site)
1-Year Subscription
(includes volume discount)
N/A US$ 4200 /year US$ 7200 /year US$ 15000 /year US$ 24000 /year E-mail
3-Years Subscription
(additional 20% discount)
N/A US$ 3360 /year US$ 5760 /year US$ 12000 /year US$ 19200 /year E-mail
API Header N/A Included Included Included Included Included
Supported Renderers 3Delight
Note – Support of other 3rd-party commercial/in-house renderers (which offer API for procedurals) can be done under consulting.

Brand Multiverse | Studio — Key Features

MFM Shelf


Architecture & API

Hyperspace: a flexible, object oriented architecture, that natively wraps modern hierarchical asset APIs such as USD and Alembic (potentially including other/future ones) and supporting a variety of back-ends for each. Covers all geometric data and is extensible to any other type of objects such as attributes, collection/set, materials, lights, metadata, etc. The API is distributed as a single header file along with its library, on all platforms.

Unified Plug-Ins for Assets & Renderers

Transparently develop your own I/O asset plug-ins and render-time procedurals: thanks to Hyperspace they will work independently from the asset hierarchical file format (whether USD or Alembic) or from the renderer.

Performance & Huge Datasets

Vastly outperforms Maya built-in & 3rd party tools in all aspects (writing, reading, disk size, memory use, viewport rendering). In particular: lighting fast reading (speed up to 100x faster), lower RAM footprint, fast VP2 drawing, multi-task writing. Capable of handling & preserving very complex asset hierarchies with tons of objects, whether static, animated or deforming. Furthermore, being Alembic not behind the USD Sdf plug-in interface, but accessed directly, it performs at its best theoretical performance.

Packed Geometry & VP2

Data is always "packed" and streamed to the GPU and rendered in the VP2 in OpenGL. The actual data is kept outside Maya. Ability to selectively switch viewport reading modes via Maya Shelf, Attribute Editor and Marking Menus: Shaded GeometryBounding BoxBypass Viewport. Thanks to these optimized features you can handle complexity safely and deal with scenes of potentially infinite size.

Any DCC App, Compiler, Platform

Easy to integrate in other DCC Apps, regardless of versions, compiler restrictions, language specifics or platforms. For example runs on any Maya versions (2015 → 2017) and KATANA versions, on any respective supported architecture (Windows / macOS / Linux). Hyperspace allows to develop plug-ins for C# applications.


Easy to inter-operate with scripting languages through Python bindings (Lua bindings coming soon). Multiverse ships with a complete and workable USD distribution with USD Python bindings, on all platforms.

Sample Interpolation, 3D Motion Blur, Velocity Blur

Sample interpolation works in a completely abstract and automatic way, both at render-time (procedural) and in the Maya VP2. As a consequence it is now possible to render with linear motion blur even with only 1 sample per frame! Additionally, full support of multi-sample 3D deformation motion blur. Ability to read topology-varying Alembic files (such as liquid sims, particle sims, fractures) from Houdini with full support of "velocity blur", so to match in Maya the same look produced by Houdini's Mantra. Furthermore Houdini packed copy/instancing, visibility, full bounding box tree and visibility are supported. See the relative documentation.

Multi-Task Writing, Per-Frame Reading, (Re)Timing Controls

Native writing and reading of both Alembic and USD with motion blur (sub-samples). Ultra-fast and memory efficient per-frame reading of Elastic Compounds, with automatic sample interpolation support, crowd-friendly (re)timing controls both in VP2 and during procedural rendering. Support of a large variety of geometric primitives, attributes and additional metadata. Further ability to perform Multi-Task Writing via scripting to write multiple asset files (both Alembic and USD) at once, without re-evaluating the Maya DAG.

Elastic Compositions with USD

Ability to write Elastic Compositions from Maya: these are native USD (ASCII) files consisting of both USD and ABC assets. They can be read in Maya where any item in the composition can be re-arranged, transformed, their visibility changed: all in a familiar and completely user-transparent way and with automatic versioning. Elastic Compositions provide to users a powerful alternative to Maya references.

Elastic Compounds & VP2

Every asset is read in the DCC App as an Elastic Compounds, a single node which can be "unpacked" on-demand to represent up to the asset's full hierarchy. Consequently users have the ability to assign attributes and materials at any unpacked point in the hierarchy. Further ability to "repack" assets. Hot-swappable VP2: bounding-boxshaded geometrybypass viewport. Ultra-fast VP2 reading and drawing with tiny memory footprint.


Material Writing with MaterialX

Ability to write Maya shading networks & material assignments via MaterialXS an "eXtra Small" Python implementation of MaterialX, an open standard to interchange rich material and lookdev data between DCC Apps and renderers. MaterialXS is currently using MaterialX v1.33 specifications and is designed to provide a seamless transition of shading networks from Maya to KATANA while allowing TDs to inspect MaterialX files. MaterialXS is Open Source under Apache License 2.0 on GitHub.

Hierarchy Preservation

The hierarchy of your assets is always fully preserved and natively accessible in the DCC App after reading your asset via on-demand Elastic Compound "unpacking": this allows selective and dynamic material assignments, attribute and visibility overrides, and copy/instancing/xform/delete support while preserving maximum performance in Maya.

Procedural Rendering

Rendering of Assets is always procedural and deferred. Full deformation 3D motion blur is supported. Scene translation is faster since the actual data is outside of the DCC App, keeping scenes light-weight. Sharing of instances is automatically handled by the path tracer. This produces tiny memory footprint and quick time-to-first-pixel. Supported renderers are 3Delight, V-Ray, RenderMan and Arnold.

Inspect Assets Before Reading

Easy to inspect metadata of Asset files such as back-end, start frame, end frame, total frames, number of motion samples, straight from the Maya UI on mouse over, and without actually spending time reading the whole asset.

Primitive Support

Subdivisionswith sds creases.
Shading Networkscurrently Write only.
Lightscurrently Alembic only.

Attribute Support

STwith multiple UV sets support.
Vertex colorswith multiple color sets support.
Smooth tangents
Custom attribs
Full Bounding Box Tree

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