3ds Max guide

1. Download and install

Log in to Web Manager (our web dashboard) at https://garage.farm and our renderBeamer app for 3ds Max. The download link can be found in the Support panel on the left-hand side of the dashboard.

support panel where you can download our software and check out tutorials

Install the renderBeamer app and start it. Use the account user ID you received or the email you used to register for your account to log in. Please keep in mind that the app should always be running in the background whenever uploading a project or downloading rendered frames.

 

2. Prepare the scene (global setup for all 3ds Max render engines)

Open your scene in 3ds Max and prepare it for rendering on a render farm.

  • Set the right resolution, file format with output path and cameras to render.
  • Set required render range. You can select between all available options (single, active time segment, range or selected frames). If you are using multi-camera scene you can set different frame ranges for each camera in our plugin.
  • Make sure that your scene does not contain any missing assets and caches.
  • Animated textures – animation files (avi/mp4/etc) are not a valid option, also .mov files cannot be used. Please make it a frame sequence (jpg\png or so) and connect as an image sequence. You can use “.ifl” sequence in 3ds Max.
  • External plugins – we support quite a lot of 3ds Max plugins, however, if you are using some atypical add-on, we may need some time to run a test with the plugin & our network rendering system. Also, we check for plugins used in the scene and compare them with our system. In the case of we don’t support plugins, you will be informed about it automatically upon sending the project. You may also contact our support team via chat from your web manager.
  • Outputs – they need to be configured the same way as rendering on a local machine. This includes 3ds Max main output, V-Ray frame buffer, V-Ray RAW image, Corona & Mental Ray outputs and render elements.
  • Render region should be off, however, should you require it, you can turn it on and omit our plugin’s warning.
  • Multiple cameras in one scene – our plugin supports this setup for stills, camera animation and full animation
  • Scene name and output paths should not contain any non-standard system characters like / \ ” % # ? or language specific non-ASCII characters such as from the Cyrillic or Korean alphabet. If your scene contains such characters, it’s always best to change them. If our plugin detects any special characters, it will convert them to “_” including output paths.

Note: Each render engine operates on different render options and features. Therefore, our plugin opens an appropriate GUI for you based on the render engine selected as “Production”.

3. Use the plugin – setting the mode (V-Ray)

Once your project is prepared, please locate the renderBeamermenu and hit Beam it up to open the plugin window. In the plugin GUI you’ll need to finalize the scene setup using one of the available render modes (Render as is, Full animation, Camera animation, Brute force animation, Still image). Each render mode is specifically designed for a different kind of scene setup, so please make sure that you select a mode suitable for the type of scene you’re going to render. This is crucial because each mode uses different GI and render settings and so selecting an inadequate mode will result in incorrect rendering

Plugin UI for V-Ray render engine. On the top – mode selection box, in the middle – camera and render range setup, bottom – output and render settings

Plugin render modes for V-ray render engine:

  • Render as is – In this mode your scene renders “as it is”. It’s useful for scenes with already pre-cached GI or for shots which do not need GI caching. Also, it can be used for scene testing purposes or for atypical GI setups like Brute Force with Brute Force, or Brute Force with Light Cache. We do not provide any GI caching options in this mode. Render as is doesn’t have any additional settings either.
  • Full Animation – bake and render – This mode should be used for fully animated scenes which include objects animations, materials changes, camera or light movement. Generally, if your scene contains more than an animated camera, you should use Full Animation mode. Our plugin creates two jobs in this mode. The first one for the GI caching – called the “bake” scene. The second job is the rendering scene. The rendering scene uses pre-cached GI maps from the first job. With full animation mode, GI is cached for each frame in the selected render range so if your scene is starting at 0 and ending at frame 100, you will receive 101 GI map files. Each GI map is calculated on a separate node, so the process is very fast and stable. Full animation mode works only with Irradiance map & Light Cache. Before using Full Animation mode please make sure that your GI setup is set to Irradiance Map & Light cache! Otherwise please use the Render as is mode.

    With Full Animation mode you have some additional settings you can use – turn on/off Store direct light and set Interpolation frames (for GI caching/bake job). By default, Store direct light is always on. This kind of setup is recommended by Chaos Group. Turning it off will force V-Ray to save separate files for Irradiance map and Light cache. Interpolation frames (by default set to 2) is an option for GI blending between frames. We strongly recommend leaving both settings at default values.

    Additional settings for Full Animation mode
  • Camera Animation – bake and render – This mode should be used for scenes where camera is the only animated object. Camera Animation mode works only with Irradiance map & Light Cache. Depending on which settings you choose, this mode will create 2 or 3 jobs – a GI cache, a merge and a render job. The first job is for the GI caching – called the “bake” scene. The GI cache is calculated using the selected “bake step” parameter. For the GI cache job, we switch your current Irradiance map mode type to “add to current map” and Light cache mode type to “flythrough”. For render jobs, we use both GI engines in the “from file” mode. GI caching is done using the bake step and bake jobs parameters. The default baking step value is 10, so if your scene is starting at 0 and ending at frame 100, you will receive 11 frames cached (including the first and last frame) into one .vrmap (Irradiance Map cache) file. Before using Camera Animation please make sure that your GI setup is set to Irradiance Map & Light cache! Otherwise please use “Render as is” mode.

    GI (IR+LC) cache can be calculated using one of two methods – single node or multi-node. With a single node setup, GI will be calculated on one machine. With a multi-node setup, your frame range will be split over several render nodes. Each of the “split” jobs will be cached with the selected bake step parameter. So, for example, if your scene is starting at frame 0 and ending at frame 100, you can make GI cache with the bake jobs parameter at 5. Our plugin will create 5 GI caching jobs using the 0 to 100 range, and each of them will be cached with the selected bake step parameter. After successful GI caching with multi-node setup, our software will merge the parts of the Irradiance map into one big file and use it for rendering. Multi-node GI caching set-up is recommended for scenes with render ranges more than 500 frames.

    With Camera Animation mode you also have some additional settings. First, you can select between single and multi node GI caching. Next, you can set a baking step value. Please keep in mind that the baking step will be used as the scene timeline calculation step – but only for the GI caching job! Render step can be set directly in the camera settings boxes. You can also turn on and off the Store direct light switch.

    Additional settings for Camera Animation mode
  • Brute Force Animation – bake and render – This mode can be used for camera animation scenes as well as fully animated shots. It uses the Irradiance Map and Brute Force GI setup. Depending on which settings you choose, this mode will create 2 or 3 jobs – a GI cache, a merge and a render job. For GI cache, we change your current selected Irradiance Map mode to “add to current map”. GI caching is done using bake step and bake jobs parameters. By default, the baking step value is 10, so if your scene is starting at 0 and ending at frame 100 you will receive 11 cached frames (including the first and last frames) saved in one Irradiance map. Brute Force animation GI cache works just like the camera animation mode. You can set it up with single node or multi-node GI caching. The only difference is that the secondary GI engine is set to Brute Force, and can be turned on/off for a GI caching job.

    On mode settings you can also set up direct Brute Force parameters like the number of subdivisions and the number of secondary bounces. These options work the same way as the standard 3d Max GI setup. Before using the Brute Force Animation mode please make sure that your GI setup is set to Irradiance Map & Brute Force! Otherwise please use the Render as is mode.

    Additional settings for Brute Force Animation mode are again the GI caching options (single and multi node) – witch work in conjunction with baking step value. Those settings work exactly the same way like they do with Camera Animation mode. Same thing goes for Store direct light switch. Special options for Brute Force Animation are direct Brute Force settings. This setup works just like the internal V-Ray render setup window. Also, we read your current Brute Force setup and just forward it to our plugin GUI. The switch Use Brute Force for bake turns on and off Brute Force as the secondary engine for the GI caching job. By default, it’s always on. Depending on your scene setup, you can change this setting.

    Additional settings for Brute Force Animation mode
  • Still Image – render / bake and render – This is our custom distributed rendering system. It’s designed especially for high-resolution still shots. It works with all kind of GI setups. Depending on which settings you choose, submitting your scene with this mode creates two or three jobs – GI cache, render and merge. If you already have pre-cached GI, you can turn off the bake switch, and connect your GI maps via the “from file” modes. They will be uploaded with your scene and used for rendering. Turning off bake will force our plugin to forward 2 jobs to the farm render queue – render and merge. When the bake switch is on you will receive 3 jobs – GI cache, render and merge. Still Image mode renders your scene with “strips” (horizontal or vertical render regions). After the strip render jobs are completed, strips are then stitched to one final resolution frame in a merge job. With Still Image mode, GI can be cached with all kind of Irradiance maps and Light Cache combinations (like IR+LC, IR only, LC+LC, LC only and so on). GI setups like Brute Force + Brute Force cannot be cached. Please keep in mind that the usage of non-cacheable GI setting sometimes can cause issues with GI rendering. For example, with BR+BR setup you can receive visible seams where the strips connect as each of the render nodes will be calculating GI from scratch when rendering the strip.
    Additional settings for Still Image mode

NOTE: You should always run a test job first prior to rendering a full range animation or full resolution still image to check for potential issues and to get an estimated job cost. For animations, try to render a shorter range or use step. For still images, you should render a smaller resolution job (i.e. ⅕ res). This is a very important step to follow which will help you fully test the service without potentially overspending your credits. To get a preliminary cost estimation, use our Cost Calculator. While this is only a rough number and it shouldn’t replace the actual testing, it’s a quick way to get a cost and render time estimate for animations (it doesn’t work for stills).

You can read more about the importance of testing and ways to estimate the render cost and time in our FAQ.

4. Use the plugin – camera settings (V-Ray)

Once you selected the plugin mode, you can now continue the workflow to the second part of the setup window – the camera and frame range setup. When you have multi-camera scenes, you can set multiple frame ranges for each camera all at once. The same kind of workflow goes for Still Image mode. Each camera in the scene will be rendered as a separate render job including a GI caching procedure, scene rendering and merging job (applies to strip mode). If you want to test your scene, just put some render step value in the camera frame ranges. For example, if a scene timeline is 0 to 100 frames, you can test it by putting s10 at the end of time value – 0to100s10, thereby making the job render every 10th frame.Once the test is rendered, you can then resume the job to render full range in your web dashboard without the need to upload the scene again.

Camera and range settings

NOTE: Our 3ds Max plugin automatically checks your scene’s time setting and will not allow you to put in any frame number other than the scene timeline. For example, if your timeline starts at frame 10, you won’t be able to input frame 0 in the plugin. Also, please keep in mind that Camera Animation mode with GI caching enabled will not allow you to change (or resume) the full range after the rendering. That’s because the GI is calculated for full range and it cannot be updated when re-rendering the scene with a different render frame range.

5. Use the plugin – render settings (V-Ray)

Once you set all your cameras and frame ranges, you can proceed to the last part of the plugin settings. This settings group is mostly a reflection of what you see in V-Ray settings plus output formats from the 3ds Max render setup.

Render settings – universal for each render mode

Dynamic memory limit – This option allows you to set RAM utilization border for V-Ray geometry and pre-processing. By default, it’s set to 28GB (28000). We strongly suggest leaving this setting at a default value unless your scene is really big with tons of additional xrefs or V-Ray proxies.

Bucket size –It’s set to 32×32 by default. If you are using 4k+ resolution, you can increase the size of render buckets (to something like 64×64), but please keep in mind that if a scene contains a lot of reflection or refraction materials, and the bucket size is too big, some buckets may “hang” on calculating the most reflective (or transparent) objects. That’s why we strongly suggest leaving the 32×32 setting as buckets, with 32×32 size are the most common for 1080p and similar resolutions.

Use Frame Buffer / Use Raw Image / Use Split Channels – these 3 switches are just on/off settings for 3ds Max + V-Ray outputs. By default, Use Frame Buffer should always be turned on. That’s because when using V-Ray the main output,the image and format are saved from the V-Ray frame buffer and not the 3ds Max main output. You can use Use Raw Image to turn on the multi-layer exr (or .vrimg) saving option.The Use split channels switch works in conjunction with Use frame buffer. It forces V-Ray to save main outputs with its default setting – separated from the main RGB channel and Alpha.

Use camera path Irradiance map/Light Cache – This switch is just a reflection of the GI settings. Our plugin reads those switches from your current render setup, so if you don’t want to change them, just leave this setting as it is.

Below that you can select output formats for the V-Ray output and 3ds Max main output. By default, selection lists are off. That’s because plugin reads those settings and just forwards them with the scene. If you want to change your V-Ray or 3ds Max output format, you need to turn on Overwrite extension switch.

Please keep in mind that turning on “Overwrite extension” will force both outputs modules to save them in a default setup. So, for example. if you are using some internal settings for output (like TIFF48Bit with alpha or similar setups for .exr outputs) we strongly suggest leaving the “Overwrite extension” switch off. Otherwise, just turn it on and select something like “PNG” for V-Ray image file format and “JPG” for Max image file format.

V-Ray buffer gamma override – It’s off by default. This switch should be used ONLY if you need different gamma for V-Ray frame buffer and V-Ray RAW image outputs.

Below all the main output formats configurations you can find the V-Ray scene image file output. This selection list works along with the send .vrscene switch. You won’t be able to select output format from this list until send as .vrscene is on. This selection list is for rendering 3ds Max scenes as .vrscenes. You can do that by turning on the send as .vrscene switch. This option forces V-Ray to export the scene to V-Ray standalone. This can be used in various situations. For instance, when a 3ds Max scene is really big, or when most of the scene is compromised of V-Ray objects, or V-Ray proxies and similar solutions.More importantly, in most cases rendering a .vrscene (V-Ray standalone scene) is significantly faster than rendering a .max file.

Some of 3ds Max’s plugins may not be compatible with V-Ray standalone rendering. Especially plugins like scatters, or deformers/generators. Ideally, please change those kind of objects to geometry before using the “send as .vrscene” switch.

merge XRef – This switch works similarly to the 3ds Max “merge object” function. Once it’s on, it will force 3ds Max to merge all external objects into one scene. This switch can be used when your scene contains many external x-refs scenes in different directories and network paths. Also, using .max scenes with merged x-refs makes the rendering on the farm faster and more stable because there’s no need for loading & reloading those assets.

New project name – This option should be used only when you’re working on a new scene (with new assets) from the same project directory. Otherwise, please leave this switch OFF. With this switch inactive, our plugin will not reupload any previously uploaded assets linked to the project.

Our plugin automatically checks assets connected to the scene, so as long as you keep your scenes in one Project directory (e.g. C:\MyProject\Scene_1.max & \Scene_2.max and so on) your assets will be uploaded only once. If you move your .max scene to a parent folder – our plugin will treat it as new project and so will upload all assets as if they were new.

Once you’re done with the mode selection, camera range settings and render setup, just click the Send to farm button. Our plugin will create a temporary directory next to your .max file and will start preparing your project.It will then copy all connected assets and relink them. Due to some network drive limitations of Windows and copy/move/rename operations on them, we advise against using network drives. Next, our 3ds Max plugin will check the farm .dll list with what you have locally. If there are any incompatible .dlls (3ds Max plugins) you will see a prompt with Continue and Cancel options. If those missing plugins (.dlls) can be skipped, just continue with the process. If those missing plugins are crucial in your project (and are not installed on the farm), please contact us. After the complete project preparation process (depending on scene and assets size it can take several minutes) our 3ds Max plugin will redirect all data to the renderBeamer application which will take care of the file compression and upload processes.

6. Upload the project

Once our plugin completes the scene export, your project will be redirected to renderBeamer to be uploaded. renderBeamer is a standalone uploader/downloader application that works in conjunction with our plugins. Simply put, it takes care of the file transfers.

After the scene has been fully uploaded, the app will generate a link for you to submit your scene online in Web Manager (web dashboard). If for some reason you closed the window with the link or it didn’t work, don’t worry, you can locate your project in the web dashboard and submit your scene by clicking on the scene file later (more on that in Step 7).

renderBeamer application generates a scene submission link after completed upload

7. Submit the job

Now that your project is uploaded you will need to follow the final step – creating and submitting a job to render farm. Web Manager is where all your projects and render jobs reside.

If you followed the link generated earlier by renderBeamer, you will now see the job submission window with several fields and settings. If you didn’t follow the link or it didn’t work, you can do it manually by locating your project in the Projects panel, finding the scene file within the project folder (in your folder structure look for the folder called “data”, i.e. Project_name/data/SceneName.max), and clicking on it to open the job window.

job submission window in Web Manager

You can choose between three priorities when submitting a job: High, Medium, and Low (more info on Pricing page and FAQ page). You can also view the current queue on the farm, which should help you inform your decision about selecting the priority.

After giving your render settings a final check and choosing your preferred priority hit Submit to add your job to the render queue. If you’re a first time user, you will have received $25 worth of credit to test out our service. The credits should be enough to run a few test jobs and get you familiar with the service.

jobs added to render queue which are waiting for the nodes

When the job starts rendering and has started to progress, you’ll be able to see the Estimated Cost for the full range of that job. Unfortunately, this won’t work for single frame jobs. You can also right click on the job to get additional functionality: change priority, pause job, kill job, archive job, and check job details (breakdown of each frame rendered with the respective render logs).

NOTE: The estimate is based on the currently finished frames, and is still an approximation. Rendering a test version of the scene as prompted in the plugin is highly recommended for more accurate estimates.

8. Download and review frames

Each frame that has completed rendering is downloaded automatically to your local drive to a directory you selected in the renderBeamer application. If you’re not sure where your download folder is located, you can double check it or change it in renderBeamer’s settings (click on the cogwheel). Also, make sure you have auto download checked to get the frames downloaded as soon as they are available. If this box is unchecked, you will have to click on each job and manually download the frames.

NOTE: Please make sure you keep renderBeamer running whenever you have jobs rendering to get the frames downloaded right away. It may happen, however, that your frames aren’t downloading in the given moment, and most likely that’s because our application checks for the files on the server in 15 minute cycles and it is currently in between the cycles. You can click refresh list to force the check without waiting for the next cycle.

9. Pay for renders

If you have used up all your trial credits, you’ll need to charge your account to either continue rendering the current job if it got paused due to negative balance or to start a new one. Please note that when your balance goes below $0, you won’t be able to download frames anymore. You can make payments in the Billing panel in Web Manager. We accept debit cards, credit cards, PayPal and DotPay payments.

We offer discounts on all payments above $250 so please make sure to take a closer look at our discounts table.

billing panel where you can make payments, view cost & payment history and check out discounts

10. Get help

You can talk to the GarageFarm.NET tech team any time of the day, any day of the week. We’re there to help you get started and to assist you along the way to rendering your projects. Don’t hesitate to give us a shout. We mean it.

You can contact us through our live chat in the web dashboard or in our app when you log in to your account or message us here through the guest chat.

We also recommend checking out our FAQ page which answers most of the questions new users have.

1. Download and install

Log in to Web Manager (our web dashboard) at https://garage.farm and our renderBeamer app for 3ds Max. The download link can be found in the Support panel on the left-hand side of the dashboard.

support panel where you can download our software and check out tutorials

Install the renderBeamer app and start it. Use the account user ID you received or the email you used to register for your account to log in. Please keep in mind that the app should always be running in the background whenever uploading a project or downloading rendered frames.

 

2. Prepare the scene (global setup for all 3ds Max render engines)

Open your scene in 3ds Max and prepare it for rendering on a render farm.

  • Set the right resolution, file format with output path and cameras to render.
  • Set required render range. You can select between all available options (single, active time segment, range or selected frames). If you are using multi-camera scene you can set different frame ranges for each camera.
  • Make sure that your scene does not contain any missing assets and caches.
  • Animated textures – animation files (avi/mp4/etc) are not a valid option, also .mov files cannot be used. Please make it a frame sequence (jpg\png or so) and connect as an image sequence. You can use “.ifl” sequence in 3ds Max.
  • External plugins – we support quite a lot of 3ds Max plugins, however, if you are using some atypical add-on, we may need some time to run a test with the plugin & our network rendering system. Also, we check for plugins used in the scene and compare them with our system. In the case when we don’t support some plugins, you will be informed about automatically upon sending the project. You may also contact our support team via chat from your web manager.
  • Outputs – they need to be configured the same way as rendering on a local machine. This includes 3ds Max main output, V-Ray frame buffer, V-Ray RAW image, Corona & Mental Ray outputs and render elements.
  • Render region should be off, however, should you require it, you can turn it on and omit our plugin’s warning.
  • Multiple cameras in one scene – our plugin supports this setup for stills, camera animation and full animation
  • Scene name and output paths should not contain any non-standard system characters like / \ ” % # ? or language specific non-ASCII characters like the Cyrillic or Korean alphabet. If your scene contains such characters, it’s always best to change them. If our plugin detects any special characters, it will convert them to “_” including output paths.

Note: Each render engine operates on different render options and features. Therefore, our plugin opens an appropriate GUI for you based on the render engine selected as “Production”.

3. Use the plugin (Corona)

Once project is prepared, please locate the renderBeamer menu and hit Beam it up to open the plugin window. In the plugin UI you can prepare your scene for farm rendering.

Plugin UI for Corona render engine. On the top – quality settings, GI setup and strips switch, in the middle – camera and render range setup, bottom – output format settings

In the first section of our plugin setup window you can set render quality, prepare GI settings and turn on/off strip image switch. Our plugin automatically reads your current render settings and just mirrors them here, however, if you want to increase the quality – you can also do that here, without opening 3ds Max render settings.

Progressive render limits. You can set the render quality with Pass limit, Time limit or just with Noise level.

NOTE: Setting Time limit to 1 second will not allow the plugin to send the scene, as 1 second time setup for rendering is reserved to GI caching procedure.

Global Illumination setup. As for progressive rendering limits, GI settings are also read from your scene and mirrored here. If you are using UHD cache and got pre-cached GI maps, please remember to turn off the bake switch in our plugin and connect them to your scene using “from file” mode before sending the project to farm.

Strip image mode. It’s designed for rendering high resolution still shots. This is our custom distributed rendering system. If you turn on strip image switch, your scene will be rendered with only one frame. Depending on which settings you choose, this mode creates two or three jobs – GI cache, render and merge. If you already have pre-cached GI, you can turn off the bake switch, and connect your GI map in “from file” mode (for UHD cache). GI map will be uploaded with your scene and used for rendering. Turning off bake will force our plugin to forward 2 jobs to farm render queue – render and merge. When the bake switch is on (which is the default setup) you will receive 3 jobs – GI cache, render and merge. Still Image mode renders your scene with “strips” (horizontal or vertical render regions). After the strip render jobs are completed, strips are then automatically stitched to the final resolution frame in a merge job. Next to the bake switch you can select how many render regions you want.

Strips render settings – on/off switch, bake option (for UHD caching) and strips (render regions) number

NOTE: Every render region will be rendered on one render node, so with higher resolutions and better quality, we strongly suggest using 20 or more strips. More strips will render the image faster (not always the case for smaller images). Also, your resolution must be divisible by a number of strips you want to use. Otherwise, the number of strips will be limited.

Once you set quality controls, GI setup and eventually strips rendering, you can proceed to the second part of the plugin – Camera and render range settings. Here you can see all your renderable cameras. When you have multi-camera scenes, you can set multiple frame ranges for each camera all at once. Each camera in the scene will be rendered as a separate render job. If you want to test your scene, you should put some render step value in the camera frame ranges. For example, if a scene timeline is 1 to 100 frames, you can test it by putting s10 at the end of time value – 0to100s10. Once the test is rendered, you can then resume the job to render full range in web dashboard without the need to upload the scene again.

Camera and render range setup

NOTE: Our 3ds Max plugin automatically checks your scene’s time setting and will not allow you to put in any frame number other than the scene timeline. For example, if your timeline starts at frame 10, you won’t be able to input frame 0 in the plugin. If you are using “Strip image” switch you render range will be set to a single frame only.

At the bottom of plugin UI you can see Image file format options with Overwrite ext switch. By default, your output format is read from your scene. If you want to change it, you can do it by ticking Overwrite ext switch and then selecting your desired format from the list.

Output format selection menu

NOTE: Turning on Overwrite extension switch will force the output format to save with default settings. So, for example, if you are using some internal settings for output (like TIFF48bit with alpha or similar setups for .exr outputs) we strongly suggest leaving the Overwrite ext switch off.

The last option is New project name. This option should be used only when you’re working on a new scene (with new assets) from the same project directory. Otherwise, please leave this switch OFF. With this switch inactive, our plugin will not reupload any previously uploaded assets linked to the project.

At this point, your scene is ready to send to farm.

4. Upload the project

Once our plugin completed the scene export, your project will be redirected to renderBeamer to be uploaded. renderBeamer is a standalone uploader/downloader application that works in conjunction with our plugins. Simply put, it takes care of the file transfers.

After the scene has been fully uploaded, the app will generate a link for you to submit your scene online in Web Manager (web dashboard). If for some reason you closed the window with the link or it didn’t work, don’t worry, you can locate your project in the web dashboard and submit your scene by clicking on the scene file later (more on that in Step 7).

renderBeamer application generates a scene submission link after completed upload

5. Submit the job

Now that your project is uploaded you will need to follow the final step – creating and submitting a job to render farm. Web Manager is where all your projects and render jobs reside.

If you followed the link generated earlier by renderBeamer, you will now see the job submission window with several fields and settings. If you didn’t follow the link or it didn’t work, you can do it manually by locating your project in the Projects panel, finding the scene file within the project folder (in your folder structure look for the folder called “data”, i.e. Project_name/data/SceneName.max), and clicking on it to open the job window.

job submission window in Web Manager

You can choose between three priorities when submitting a job: High, Medium, and Low (more info on Pricing page and FAQ page). You can also view the current queue on the farm, which should help you inform your decision about selecting the priority.

After giving your render settings a final check and choosing your preferred priority hit Submit to add your job to the render queue. If you’re a first time user, you will have received $25 worth of credit to test out our service. The credits should be enough to run a few test jobs and get you familiar with the service.

jobs added to render queue which are waiting for the nodes

When the job starts rendering and has started to progress, you’ll be able to see the Estimated Cost for the full range of that job. Unfortunately, this won’t work for single frame jobs. You can also right click on the job to get additional functionality: change priority, pause job, kill job, archive job, and check job details (breakdown of each frame rendered with the respective render logs).

NOTE: The estimate is based on the currently finished frames, and is still an approximation. Rendering a test version of the scene as prompted in the plugin is highly recommended for more accurate estimates.

6. Download and review frames

Each frame that has completed rendering is downloaded automatically to the download folder that you specified in the app. If you’re not sure where your download folder is located, you can double check it or change it in renderBeamer’s settings (click on the cogwheel). Also, make sure you have auto download checked to get the frames downloaded as soon as they are available. If this box is unchecked, you will have to click on each job and manually download the frames.

NOTE: Please make sure you keep renderBeamer running whenever you have jobs rendering to get the frames downloaded right away. It may happen, however, that your frames aren’t downloading in the given moment, and most likely that’s because our application checks for the files on the server in 15 minute cycles and it is currently in between the cycles. You can click refresh list to force the check without waiting for the next cycle.

7. Pay for renders

If you have used up all your trial credits, you’ll need to charge your account to either continue rendering the current job if it got paused due to negative balance or to start a new one. Please note that when your balance goes below $0, you won’t be able to download frames anymore. You can make payments in the Billing panel in Web Manager. We accept debit cards, credit cards, PayPal and DotPay payments.

We offer discounts on all payments above $250 so please make sure to take a closer look at our discounts table.

billing panel where you can make payments, view cost & payment history and check out discounts

8. Get help

You can talk to the GarageFarm.NET tech team any time of the day, any day of the week. We’re there to help you get started and to assist you along the way to rendering your projects. Don’t hesitate to give us a shout. We mean it.

You can contact us through our live chat in the web dashboard or in our app when you log in to your account or message us here through the guest chat.

We also recommend checking out our FAQ page which answers most of the questions new users have.