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 perform multiple selections in the Multiverse MLO UI. Easily assign materials, displacements and attribute sets with inheritance and overrides. Override visibility, translate, rotate, scale hierarchy items. Always operating on a single node of packed geometry, without the need of unpacking data. Assemble complex Maya® scenes and perform set dressing efficiently, with copy/instancing support.
Multiverse shape nodes in Maya® support Alembic layering with automatic composition and overrides of pre-exisiting primitives and properties. This allows for 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 efficently 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.