Multiverse Studio V5
Manage 3D complexity with efficient scene assembly, powerful set dressing, inter-ops with DCC apps. Multiverse is lighting fast, memory efficient, easy to use — Get Started
Quickly read, display, playback complex scenes in Maya® VP2 from on-disk packed geometry. Assemble and dress large sets with copy, instance and affine transformations. Assign materials and override attributes in a hierarchical fashion. Defer geometry generation at render-time in 3Delight, Arnold and RenderMan® with linear, topology-varying and deformation 3D motion blur.
Multiverse Key Features
Manage 3D complexity with efficient scene assembly, powerful set dressing, inter-ops with DCCs.
Efficient multi-task writing. Ultra fast reading, drawing and playback of packed geometry on-disk in the Maya® VP2 with support of both "single-file" and "file-per-frame" sequences of Alembic or USD. Automatic sub-frame interpolation in the viewport and in the supported renderers, with re-timing and looping controls. Strategically hot-swap viewport drawing modes to scale scene complexity beyond physical memory limits. Keep Maya® scenes light-weight, open them in a flash.
Ability to select individual hierarchy items in Maya® VP2 and in the Multiverse MLO. Easily assign & override: materials, displacements, attribute sets, visibility and affine transformations on hierarchy items (with hierarchical inheritance). Powerful rule-bases shading assignment via "Shading Sets". Always operate on a single node of "packed geometry". Assemble complex Maya® scenes and perform set dressing efficiently, with copy/instancing support.
Multiverse nodes in Maya® support Alembic layering with automatic composition and overrides of pre-existing primitives and properties. This allows workflows where e.g. P, UV, xform data (or any other primitive / attribute) can be generated separately by different user/departments, and recomposed at a later stage.
A wide range of Maya® geometric primitives, and relative attributes, can be written, read and rendered. Polygon meshes, subdivision surfaces (with creases), point / particle sims, curves (fur/hair) are all supported at render-time. Polygon meshes, point/particles and curves are displayed efficiently in the Maya® VP2.
All geometry primitives are generated in a deferred, "procedural" fashion. This enables Maya® to talk directly to the renderer. Assignments and overrides are "hierarchical" and thus inherited and, as well, procedurally resolved at render-time. Render efficiently with 3Delight, Arnold and RenderMan®.
A wide range of 3D motion blur is available. Full multi-sample 3D deformation and transformation motion blur, topology varying velocity motion blur (typically for Houdini liquid and fracture sims). Lastly, linearly interpolated motion blur can be produced even by single-sample packed geometry, with obvious storage/memory benefits.
Inter-operate mesh, curve and point data between Houdini and Maya® bi-directionally. Simulations can be written from Multiverse in Maya® or in Houdini as single-file or file-per-frame and brought into Maya® for lookdev, lighting and rendering with topology-varying motion blur. Modeling & animation data can be efficiently written from Maya® and read in Houdini.
Inter-operate mesh, curve and point data from Maya® to Katana®. Modeling, animation, sim, look-dev data with full shading networks (for Arnold and 3Delight) can be transfered to Katana® via MaterialX. When read in Katana®, geometry data supports interpolation and velocity blur for varying-topology simulations. All geometric primitives data and attributes are supported.