Multiverse

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

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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 off-line 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 quickly read, draw and playback in the Maya® VP2 a wide range of on-disk packed geometries: polygon meshes, subdivision surfaces (optionally with subd creases), points/particles and curves (fur/hair). These are stored in either "single-file" and "file-per-frame" sequences of Alembic and USD files. 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.

ALEMBIC LAYERING

Multiverse nodes in Maya® support reading of re-orderable "Alembic Layers" with automatic composition and overrides of sparse changes as primitives and properties. This allows workflows where e.g. P, UV, xform data (or any other attribute) can be generated separately by different users or departments, and recomposed at a later stage. Layering grants an efficient pipeline where departments can work on separate data that can be composed at please. Note also that layering Alembic files does not break material assignments. Typical layering examples are: adding UVs to a polymesh that currently lack them, override static points on a polymesh with animated points, add a shape to an existing hierarchy, remove shapes you don't like, or entire branches of the hierarchy, remove incorrect normals, replace an object (or property) hierarchy with a different one, etc.

PLAYBACK CACHE

Multiverse features its proprietary and fully automatic "playback cache", which uses system RAM to temporarily store frames (samples) for later re-usage: this ensures smooth and fast playback. Furthermore, there are no user settings, simply playback a sequence and caching will be performed. After the first playback, frames will successively play back smoothly accelerating frame-rate. Memory is automatically freed when the users restart interacting with Maya.

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.

COMMAND LINE RENDERING

Thanks to Multiverse "procedural" architecture, generating renderer-specific formats, such as Arnold .ass and 3Delight NSI .nsi, is very fast and results in extremely light-weight files per frame. This allows to completely avoid rendering via Maya Batch, and instead exploit the full potential of command line rendering. On top of this by using procedurals rather than using geometry in Maya, you can measure an average 2X faster render times, especially on complex scenes.

OUTPUT 3D ASSETS FOR AR IN IOS / MACOS
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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. Setup your lookdev in Maya using the Stingray PBS material and output to USDZ via Multiverse Write. You will be able to obtain matching look straight in a compatible Apple device (minimum Apple A9 SoC with iOS 12 or macOS Mojave with Quicklook). To know more on how to generate 3D assets for AR, follow our documentation.