Easy, efficient, unified Alembic & USD I/O solution for studios.
Designed for Houdini Maya KATANA interoperability.

Multiverse Studio introduces Hyperspace:
a new API for unified I/O (Alembic, USD) asset plug-ins
and renderer-agnostic procedurals.

Brand Multiverse | Studio — Film & TV Projects

Brand Multiverse | Studio — Commercial Pricing

Multiverse | Studio is sold under yearly subscription. Currently we do not sell single licenses.
Prices are inclusive of volume discount.
Maintenance/support & product updates are included with the subscription.
Prices may be subject to change, for quotes & orders please contact us

Evaluation Tiny Small Medium Large Site
Total Licenses
(DCC Interactive + Batch)
1 10 20 50 100 100+
1-Month 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-Year Subscription
(additional 20% discount)
N/A US$ 3360 /year US$ 5760 /year US$ 12000 /year US$ 19200 /year E-mail
Supported Renderers 3Delight 3Delight
VRay (wip)
VRay (wip)
VRay (wip)
VRay (wip)
VRay (wip)

Additional Consulting Services
We provide optional R&D consulting services for API integration in any other DCC products at a convenient weekly rate.
Please contact us for pricing and further details.

Brand Multiverse | Studio — Key Features


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). Covers not all geometric data and is extensible to any the 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.

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. Thanks to the Hyperspace API both Alembic and USD have performance parity.

Works on any DCC App, on any Compiler/Platform

Easy to integrate in other DCC apps, regardless of versions, compiler restrictions or platforms. For example runs on any Maya versions (2015 → 2017) and KATANA versions (v2.1+) and on any respective supported architecture (Windows / macOS / Linux).


Easy to inter-operate with scripting languages through Lua and Python bindings. It is also possible to develop plug-ins using C#. Multiverse | Studio ships with a complete and workable USD distribution with USD Python bindings, on all platforms.

Sample Interpolation, Varying topology, Velocity Blur

Sample interpolation works in a completely abstract and automatic way. Works both at render-time (procedural) and in the OpenGL viewport (e.g. in Maya VP2 and potentially any other viewport). Ability to read topology-varying Alembic caches from Houdini with full support of "velocity blur", so to match in Maya the same look produced by Houdini's Mantra.

Writing and Reading

Native writing and reading of both Alembic and USD with motion blur (sub-samples). Full support of a large variety of geometric primitives, attributes and additional metadata.

Elastic Compositions

Ability to write Elastic Compositions from Maya: these are native USD files, which can be made of both USD and ABC assets and read in Maya and KATANA where any item in the composition can be re-arranged, transformed, their visibility changed, all in a completely automatic and user-transparent way and with automatic writing of variants. This revolutionary system allows users to completely avoid the use of Maya references.

Elastic Compounds

Every asset is read in the DCC App as an Elastic Compounds, a single node which can be "unpacked" 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 bounding-boxesshaded geometrybypass modes. In Maya ultra fast VP2 reading and drawing with tiny memory footprint.

Material Writing with MaterialX

Ability to write Maya shading networks & material assignments via J CUBE's 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 specifically designed to provide a 1:1 transition of such content from Maya to KATANA.

Hierarchy Preservation

The hierarchy of your assets is always fully preserved and natively accessible in the DCC App after reading your asset via unpacking: this allows selective and dynamic material assignments, attribute and visibility overrides, and copy/instancing support.

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J CUBE Inc. is a company of Polygon Pictures Holdings.
The Multiverse logo Brand is designed by @pberto.