Multiverse — USDZ output for AR 

Multiverse provides you of a complete and artist-friendly workflow to generate assets for Augmented Reality (AR) directly out of Autodesk® Maya® to be used with both Apple iOS 12 and Apple macOS 10.14 “Mojave”.

Note — All Maya versions are supported (2016, 2016.5, 2017, 2018) on all operating systems (macOS, Linux, Windows).

Check it in action at
Visually speaking, you can go from this, to this:


Understand the limitations of the USDZ format

  • USDZ is a brand new format and in constant evolution (USD itself is in constant change). Before reading the documentation on how to export assets to USDZ, you must be aware of the native USDZ limitations:

Limitations of USDZ
“PBR” shading / look development
One single material applied to everything (currently supported material: StingrayPBS). Note that StingrayPBS UV offset and UV scale must be left with the default settings.

No refractions

No indirect illumination
max 100K polygons for the whole USDZ asset you want to output

avoid N-gons and non-manifold topology

no subdivision surfaces

no volumes or fog

no displacement
Only one single set of PBR textures

Only one single UV set, with all UVs packed in within a [0,1] region, no overlapping UVs


No per-face assignments
Max 10 seconds of animation (240 frames)

Only affine transformation are allowed in animation: this means only translate, rotate and scale are possible in USDZ (no deformations) — See video above.

How to generate USDZ files in Maya with Multiverse

In order to correctly generate USDZ file with shading and texturing you must use the “Stingray PBS” material for assignment. This has also the advantage of providing a correct preview for the look of your asset in the Maya Viewport.

Here’s a step by step tutorial:

  1. Start Maya (2016, 2016.5, 2017, 2018, both on macOS, Win and Linux are supported)
  1. Make sure Load the “ShaderFX” plug-in (this plug-in is part of Maya but is typically not loaded by default):
  1. Choose which 3D model/asset you want to use, in this case we are using the beautiful Maneki 3D model from J CUBE Inc (the model has a simple hierarchy and a total of 9K polygons):
  1. Assign to the whole hierarchy one single StingrayPBS material:
  1. Assign PBR textures, the supported ones are:
  • Color
  • Metallic
  • Roughness
  • Emission
  • Normal
  • Occlusion