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GlossaryWhat is a render farm?

What is a render farm?

Laura Weidner
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Last updated:
December 4, 2025
In this glossary article:
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GlossaryWhat is a render farm?

What is a render farm?

Laura Weidner
-
Last updated:
December 4, 2025

Definition Render Farm

A render farm is a network of many computers (nodes) that process render jobs in parallel. Instead of calculating hundreds of stills or animation frames one after the other on a workstation, tasks are distributed across many machines - production becomes calculable and fast. This is essential for series visuals and animations in furniture & interiors; we show examples and workflows in the 3D render studio and the 3D animation studio.

AI image - Render Farm



Types: On-Prem, Cloud, Hybrid

  • On-prem: full data sovereignty and constant performance - useful for permanently high workloads.
  • Cloud: elastic capacity for peaks, billed per computing time. A stable entry point is Azure Batch, if you want to scale workloads without your own hardware. For DCC pipelines Google Zync Render offers turnkey cloud workflows.
  • Hybrid: render locally and "burst" as required - in practice, this is often the best compromise between costs, time-to-market and security.



How a render farm works (practice)

  1. Job is broken down into tasks (e.g. 240 frames).
  2. Queue Manager distributes, monitors, prioritizes - common solutions are AWS Thinkbox Deadline, Pixar Tractor and the open source project OpenCue.
  3. Renderer run via CLI (robust & automatable): Arnold via kick or Redshift via Command-Line Rendering.
  4. Distributed Rendering (DBR) for heavy stills: An image is distributed to several nodes - documented in Chaos V-Ray - Distributed Rendering.
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CPU vs. GPU - which is faster?

Criterion GPU farm CPU farm What does this mean for brand projects?
Time-to-First-Image / Preview Very fast; ideal for look-dev & iteration. Slower; previews take longer. GPU has an advantage for quick approvals & style finding - appropriate context: Render look & material tests in the 3D render studio.
Raw throughput per node High with well parallelizable shaders/lighting. Stable, but usually slower per node. Series with many stills/variants often benefit from GPU (short throughput times).
Storage budget VRAM-limited (e.g. 12-48 GB/GPU); out-of-core slows down. RAM-strong (128-1024 GB/node common). Very large scenes, many high-resolution textures/displacements → rather CPU or hybrid.
Scene complexity (geometry/instancing) Requires clean optimization (instancing, merging). Forgive more "raw mass". CPU is more robust for complex environments with many individual parts; GPU needs disciplined asset buildup (UV/LOD maintenance). See UV mapping.
Heavy stills (8-16 k) Very fast with DBR/Multi-GPU if VRAM fits. Very scalable across many cores/nodes. Key visuals: GPU (DBR) or CPU (many cores). Decision often dependent on VRAM.
Long animations Fast per frame, but VRAM risks & driver maintenance. Very stable/deterministic, large RAM cushion. CPU or hybrid is more plannable for longer spots/explanatory videos. More on this in the 3D animation studio.
Shader/feature parity* Very high today; individual special cases (AOVs/volume) depending on the engine. Almost "anything goes", broad feature set. For special effects/volumes, check parity if necessary; test GPU beforehand.
Denoising OptiX/AI-Denoiser very fast in the iteration loop. OIDN/CPU denoiser high quality, slightly slower. Clear GPU advantage for release previews; final clean rendering & fine denoising.
Costs (CapEx / OpEx) Higher costs per GPU hour, but top performance; can be burst very well in the cloud. Cheaper vCPU hours, hardware versatility. Control budget mix: GPU for peaks/series, CPU as "workhorse". Spot/Preemptible in the cloud helps.
Energy efficiency Very good "per frame" when utilization is high. Solid; varies depending on core count/cycle. GPU is often more efficient during campaign sprints, but this is put into perspective under continuous load.
Maintenance & operation More sensitive (GPU drivers, VRAM limits). Less critical, easier to standardize. In small teams, CPU scores points for maintainability; GPU requires stricter pipeline rules.
Scaling via nodes Very good; linear scaling with many independent frames. Very good; classic farm use for years. Both scale strongly - "shard" frames, prioritize queue cleanly.
Typical engines (examples) Redshift, Octane, V-Ray GPU, Cycles GPU, Unreal (real-time) Corona (CPU), V-Ray CPU, Arnold CPU, Cycles CPU Selection influences the choice of farm - the glossary explains the basics Render Engine & Ray Tracing.
Asset requirements Strict optimization (LODs, Atlas textures, instancing). More tolerant; still benefits from optimization. Mandatory for Web/AR: clean PBR sets& bakes - see Texture Baking.
Best-fit use cases Series stills, variants, quick look-dev loops, 360° spins. Large environments, memory-hungry shots, long animations. For furniture/interior often: Hybrid - GPU for series & iteration, CPU for "thick" scenes/sequences.



* Feature parity is engine-dependent. Before starting the project, render the desired AOVs/volumes/hair/dispersion as a test and check with your ACES/EXR setup (color space & layer structure).

Brief conclusion:

  • Fast & iterative (series stills, variants, previews) → GPU has an advantage.
  • Large & complex (lots of geometry/volumes, long sequences) → CPU or hybrid.
  • For consistent campaign looks: Set up a clean color space/compositing (ACES + OpenEXR) and maintain material standards (PBR).



Pipeline fit for furniture & interior

Series with variants (fabrics, woods, handles), 360° spins or milieu campaigns benefit massively because their timing remains predictable. You can find practical references in our cases on Natuzzi, Bretz and interlübke.

Ensure quality: Color, formats, materials

  • Standardize color space & tone mapping with ACES - Academy Color Encoding System for consistent looks across campaigns, devices and renderers.
  • Ensure compositing flexibility with OpenEXR (multi-layer EXR for passes/lightmix).
  • PBR material standard (Albedo/Roughness/Metalness) for repeatable results - basics in our glossary articles on PBR - Physically Based Rendering and Metalness Map.



Realistically calculate costs & planning

  • Billing in node hours (CPU/GPU), plus manager license, render licenses, storage/traffic.
  • Saving tips for batch jobs: AWS EC2 Spot Instances and Google Compute Engine Spot VMs offer significant discounts if your queue tolerates interruptions.
  • Allow a buffer (10-20%) for re-renders (look tweaks) and transfers for cloud setups.



Selection checklist for brands & manufacturers

  1. Define target image: Photorealistic still (possibly DBR) vs. longer animations - basics of shading and light in render engine and ray tracing.
  2. Volume & deadline: Derive number of images/frames × date → farm size or cloud bursting.
  3. Security: NDA, data residency, encryption; limit retention in cloud queues.
  4. Pipeline: CLI render (e.g. Arnold kick, Redshift Command Line), versioning, asset caching.
  5. Cost control: Spot/Preemptible, monitoring (node utilization, requests), clean job prioritization.
  6. Look-Dev-Guardrails: ACES + OpenEXR + PBR as fixed guardrails.

FAQ - Render Farm



How can I tell if our jobs are GPU- or VRAM-limited?

During the rendering process nvidia-smi provides you with live values on utilization and available graphics memory; if the memory utilization reaches the limit, VRAM is the bottleneck.

Which denoiser is suitable for farm pipelines with high image quality?

For CPU-side denoising Intel Open Image Denoise has proven itself; the denoiser can be easily automated and is integrated in many DCCs/renderers.

How do I keep color and tone mapping consistent across all render nodes?

Central color management with OpenColorIO ensures that workstations and farms use the same config - so looks remain stable across campaigns and renderers.

Which exchange format is the most robust for large productions?

Scaled for scene-based exchange and layout/lighting OpenUSD scales very well; references, variants and layering can be versioned cleanly.

Does headless rendering work reliably without a GUI?

Yes - automated queue jobs run stable via command line; the Blender render arguments show typical switches for frames, devices and output.

How do I control dependencies and batches in complex pipelines?

Procedural task graphs simplify orchestration; PDG/TOPs in Houdini models dependencies, distributes caches and renders in parallel on the farm.

How do I avoid "dependency hell" with tool versions?

Align your environment with the VFX Reference Platform ; the vintage stack (including compiler, Python, Qt) ensures reproducible builds in mixed toolchains.

Does multi-GPU with NVLink provide more usable memory?

NVIDIA NVLink does not bundle VRAM into a single pool, but accelerates peer-to-peer transfers between GPUs - helpful for workloads that require a lot of data exchange between cards.

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