Maya 2015→2018 / Katana† 2.6+
Windows† / macOS / Linux†
Rendering: 3Delight / Arnold / RenderMan
Coming Soon™: VRay / Redshift
« Compare Trial Vs Commercial »
Multiverse | Studio — « Pricing »
Multiverse | Studio is now distributed by
(Incl. 1st Year Maintenance)
(From 2nd Year Onward)
|1x Interactive/Batch License
DCC-Shared Permanent Floating
|US$ 720||US$ 240||Contact Sales|
|1x Batch-only License
DCC-Shared Permanent Floating
|US$ 240||US$ 80||Contact Sales|
Multiverse | Studio licenses are permanent, floating and shared between Maya & KATANA.
Product updates (weekly builds) and e-mail support are included with maintenance.
For purchase orders, volume discounts, educationals and rentals please Contact Sales
Multiverse | Studio — « Trial Version Limitations »
|Trial Version||Commercial License||Educational License|
|Validity||1 Month||Quartely Rental or Permanent||Yearly|
|Type||Interactive||Interactive & Batch||Interactive & Batch|
Multiverse | Studio — « Key Features »
Hyperspace: a flexible, object oriented architecture, that natively wraps modern hierarchical asset APIs such as
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
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:
Easy to integrate in other DCC Apps, regardless of versions, compiler restrictions, language specifics or platforms. For example runs on any Maya versions (2015 → 2018) and KATANA versions, on any respective supported architecture (Windows / macOS / Linux). Hyperspace allows to develop plug-ins for
Easy to inter-operate with scripting languages through
Sample interpolation works in a completely abstract and automatic way, both at render-time (procedural) and in the Maya
Native writing and reading of both
Ability to write
Every asset is read in the DCC App as an
Ability to write & read full Maya, 3Delight and Arnold shading networks and material assignments in Maya and KATANA via MaterialXS the "eXtra Small"
The hierarchy of assets is always fully preserved and natively accessible in the DCC App after reading assets through 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.
Rendering of Assets is always procedural and deferred. Full deformation 3D curved 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 tracers. This produces tiny memory footprint and quick time-to-first-pixel. Supported renderers are 3Delight, Arnold and RenderMan. Support for V-Ray and Redshift is currently work in progress.
Easy to inspect metadata of Asset files such as back-end, start frame, end frame, total frames, number of motion samples etc. straight from the Maya UI on mouse over the Asset file, and without actually spending time reading the whole asset.
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