New Videos Coming Soon! Check older videos on Vimeo
Multiverse for Maya — The best solution to efficiently manage and scale data complexity with Alembic & USD in Maya. Write, read, VP2 display, unpack/pack hierarchies on-demand. Read Houdini data with varying topology and motion blur. Transfer all data to KATANA. Render procedurally in 3Delight, RenderMan, V-Ray and Arnold.
— Unified Alembic / USD architecture powered by the
With Multiverse for Maya you can visualize very large scenes, scenes that usually don't fit in GPU memory and are hard to manage in the viewport or in the renderer. All this while still being able to preserve the full asset hierarchy, grant material assignments & attribute overrides. Finally you can render with high-performant procedurals and full deformation 3D motion blur on any procedural-enabled renderer.
Multiverse for Maya is brought to you by J CUBE Inc. We are based in Tokyo, Japan.
Available as a fully functional, time-limited, Trial Version, and as floating licenses for multiple concurrent users, with yearly subscription support services. Please check the EULA or contact us for further informations.
Multiverse | Studio
Version 4.2.0 — Release Notes
Maya 2015 → 2017
Windows / macOS / Linux
Alembic 1.7 / USD 0.7.4
Multiverse | Studio — Pricing
New Pricing — Multiverse | Studio new per-license pricing scheme will be announced soon.
For informations please contact us
Multiverse | Studio — Trial Version Limitations — « Click to toggle »
|Trial Version||Commercial License|
|Validity||2 Weeks||1 Year|
|Max Concurrent Users||Max 1 user per network||Equal to Number of Licenses|
|Hyperspace API Header||N/A||Included|
VRay 3.x (WIP)
Arnold 5.0 (WIP)
Note – Support of other 3rd party renderers (which offer API for procedurals) can be done under consulting.
Multiverse for Maya — Reading Performance — « Click to toggle »
In these tests we read Alembic Ogawa data inside Autodesk Maya. We compare Multiverse for Maya
Elastic Compounds with the built-in Maya Alembic tools (
gpuCache). All tests are conducted on a MacBookPro (Retina, Mid 2012, El Capitan 10.11.5) with 2.3Ghz Intel Core i7 (4 cores) with 8GB RAM, nVidia GT 650M 1GB, and SSD storage. USD performance table is coming soon.
|Octopus II||816 MB|
Multiverse for Maya — Key Features
Hyperspace: a flexible, object oriented architecture, that natively wraps modern hierarchical asset APIs such as
Transparently develop your own I/O asset plug-ins and render-time procedurals: thanks to
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 → 2017) 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 Maya shading networks & material assignments via
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.
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.
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.
Copyright © 2017 J CUBE Inc. Tokyo, Japan. All Rights Reserved.
Other registered trademarks are property of their respective owners.
The Multiverse logo is designed by @pberto.