Multiverse

Stream complex 3D data in Autodesk® Maya® and in the Arnold and 3Delight offline renderers. Inter-op with SideFX® Houdini. Generate 3D data for AR. Multiverse is fast, memory efficient, easy to use.

https://multi-verse.io

Multiverse

Quickly read, display and playback complex 3D scenes in Maya® VP2 from Alembic and USD on-disk packed geometry. Assemble very large scenes and dress complex sets with layering workflows, copy-instancing & affine transformations. Assign and override materials, attributes, transforms hierarchically with rule-based assignment for swift look development.

Generate 3D USDZ assets for Augmented Reality (AR) in iOS and macOS.

Procedural, deferred, geometry generation directly streamed to the Arnold and 3Delight NSI offline renderers with support for linear motion blur, topology-varying velocity blur, and full 3D multi-sample deformation motion blur.

In addition, leveraging from open source standards, Multiverse empowers inter operations between Autodesk® Maya® and DCC applications, in particular with SideFX® Houdini.

Multiverse is being used on a growing number of high-profile Hollywood feature film productions and Netflix Original Series:

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WRITE & READ ALEMBIC, USD, USDZ IN MAYA

Multiverse allows to read, draw and playback on-disk packed geometry in Maya® VP2: both "single-file" and "file-per-frame" sequences of Alembic and USD files are supported. Data can be written as Alembic, USD and USDZ, for augmented reality (AR). Data is interpolated between frames, both in the VP2 and in the supported renderers, with re-timing and looping controls. The user can also strategically hot-swap viewport drawing modes to scale scene complexity beyond physical memory limits: this keeps Maya® scenes light-weight, faster to open and render.

OUTPUT 3D ASSETS FOR AR IN IOS / MACOS
AR Icon

Multiverse allows to generate USDZ 3D asset files directly out from Maya® for Augmented Reality (AR) purposes. It supports polygon mesh data up to 100K primitives and PBR textures to define the look of objects in a realistic manner: simply setup in Maya using the Stingray PBS material and output to USDZ. You will be able to obtain matching look straight in your supported Apple device.

INTER-OPERATE WITH HOUDINI

Inter-operate mesh, curve and point data between Houdini and Maya®, bi-directionally. Modeling & animation data can be efficiently written from Maya® and read in Houdini. Fractures, liquid and particle simulations can be written out from Houdini as single-file or file-per-frame and then brought into Maya® for look-development, lighting and rendering with topology-varying velocity motion blur in both 3Delight NSI and Arnold.

PROCEDURAL RENDERING WITH 3DELIGHT NSI

All geometry primitives are streamed to 3Delight NSI, thus generation is deferred in what is a "procedural" fashion. This enables Maya® to talk directly to 3Delight NSI. Assignments and overrides are "hierarchical" and thus inherited, as well as procedurally resolved at render-time. Rendering is efficient and supports both 3D multi-sample motion blur, and topology-varying velocity blur.

PROCEDURAL RENDERING WITH ARNOLD

All geometry primitives are streamed to Arnold, thus generation is deferred in what is a "procedural" fashion. This enables Maya® to talk directly to Arnold. Assignments and overrides are "hierarchical" and thus inherited, as well as procedurally resolved at render-time. Rendering is efficient and supports both 3D multi-sample motion blur, and topology-varying velocity blur.