Multiverse Studio V5
Stream complex 3D data to the viewport. Assemble scenes and dress sets using layering workflows, powerful rule-based lookdev and hierarchical overrides. Inter-op with DCC apps. Procedural streaming to the renderers. 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 large scenes and dress sets with layering workflows, copy / instancing & affine transformations. Assign and override materials, attributes, xforms hierarchically with rule-based assignment for swift look development. Procedural, deferred, geometry generation streamed to the Arnold, 3Delight, NSI and RenderMan® renderers with support for linear, topology-varying and full multi-sample deformation 3D motion blur.
Multiverse Key Features
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Efficient multi-task writing. Ultra fast reading, drawing and playback of on-disk packed geometry in Maya® VP2. Support of both "single-file" and "file-per-frame" sequences of Alembic or USD. Automatic sub-frame interpolation in the VP2 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 and render 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 any pre-exisiting primitives and properties. This allows workflows where e.g. P, UV, xform data (or any other primitive or attribute) can be generated separately by different user or departments, and recomposed at any stage.
A wide range of Maya® geometric primitives and attributes, can be written, read and rendered. Polygon meshes, subdivision surfaces (with subdivision creases), point or particle sims, curves (fur & hair) are all supported at render-time. Polygon meshes, points or particles and curves are displayed efficiently in the Maya® VP2.
All geometry primitives are streamed to the viewport and to the renderers, thus generation is deferred in a "procedural" fashion. This enables Maya® to talk directly to the supported renderers. Assignments and overrides are "hierarchical" and thus inherited, as well as procedurally resolved at render-time. Render efficiently with 3Delight, NSI, Arnold and RenderMan®.
Wide range of 3D motion blur features. Full multi-sample 3D deformation and transformation motion blur, topology varying velocity motion blur (typically for Houdini liquid and fracture sims). Ability to scale velocity blur amount. Lastly, linearly interpolated motion blur can be produced even by single-sample Alembic/USD files, with obvious storage/memory benefits.
Thanks to the procedural nature of how geometry is generated and streamed to the supported renderers, you can measure an average 2X speed increase in total render time, when rendering using Multiverse complex scenes, compared to having the geometry in Maya.
Due to Multiverse procedural architecture, generating renderer-specific formats such as Arnold .ass, 3Delight NSI .nsi and RenderMan .rib is very fast and results in light-weight files per frame. This allows fro avoiding rendering via Maya Batch, and instead exploit the full potential of command line rendering.
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 shading networks (from Arnold and 3Delight) can be transfered to Katana® via MaterialXS. When read in Katana®, geometry data supports interpolation and velocity blur for topology varying sims. All geometric primitives and attributes are supported.