Cinema 4D
Download and install
Log in to Web Manager (web dashboard) at https://app.garagefarm.net and download our renderBeamer Desktop App for you operating system.

Install the renderBeamer app and start it. Once renderBeamer is done with the installation process, you need to choose the default download directory. This path will be used as the main output place for all your renders. Next, just log in using the account ID you received or your account email. Please keep in mind that the app should always be running in the background whenever uploading a project or downloading rendered frames.

Once renderBeamer is installed and you’re logged in, you’ll see the Plugins panel. Plugins installation panel should automatically open after the first renderBeamer startup. You can also open it anytime you need to install additional plugins for your 3D apps.

Here in the plugins panel, you can install plugins that allow you to work with our farm. Once you installed the plugin for your 3D app, you can proceed to the next step.
Please keep in mind that each 3D app (DCC) you use needs to have a plugin installed to properly connect to and render on our farm.
Prepare the scene
Open your scene in Cinema 4D and prepare it for rendering on the render farm.
- Supported versions - R18 and above
- Scene files should be saved in .c4d format
- All assets should have correct links in C4D’s Texture Manager. Ideal situation is to have all assets in a folder next to the scene (default C4D folder \tex\) and linked in Texture Manager to that path. Also the scene should be free of missing assets when submitting to the render farm.
- If there are dynamics / particles features used in the scene, you should create a cache for them. This should also include mo-graph effectors and similar solutions. Generally, C4D should handle such modifiers with no issues, however it's highly recommended and much safer to cache your dynamics (or bake it to frames) before using the render farm.
- Plugins - we support a lot of Cinema 4D plugins & addons including the entire Greyscalegorilla package, however, if you are using some extra add ons, please send us the info. We will check for the plugin availability and purchase options.
- If you are using pre-cached GI or Ambient Occlusion with cache, please always make sure that your links to cache files are correct and C4Ds cache setups are in “Auto load” options with “Skip prepass if present” switch ON. Otherwise, please turn off any cache “saving” options - including “auto save” switches in all GI caching modes.
- Output - it should be set the same way as when rendering on your local machine. We support most of C4Ds output formats. Please keep in mind that we are rendering to frames - not animations - so any kind of animated formats like .mov is not supported. To render the frames to video, you can use our dedicated “convert to video” feature which will take all the frames you rendered on the farm and merge them into a desired video output.
- Takes system - it is fully supported on our farm. You can render scenes with render settings for all your takes package, or with individual render settings for each take.
- External render engines like Redshift, ProRender, V-Ray, Corona and Arnold are also supported. Redshift, ProRender, V-Ray and Corona are fully supported and are all inclusive. For Arnold rendering, please contact us via our live chat to learn about licensing or read more here
- For V-Ray and Corona GI settings, please keep in mind that those setups should be prepared for rendering on multiple machines. If you are not sure about the GI setup, please contact our support to get assistance.
Use the plugin - launching and overview

After installing our plugin, it becomes available in Cinema 4D under the Extensions menu. To submit your project to the render farm, open Extensions → renderBeamer → Beam it up.
Launching the plugin opens the Setup tab in the renderBeamer Desktop App, where your scene settings are automatically detected and displayed for review and modification before submission. Before starting the plugin, make sure the correct scene version is opened and saved.

Depending on your scene configuration, the Setup tab in the renderBeamer Desktop App will start in either Camera or Takes mode. If the scene does not use the Cinema 4D Takes system, only Camera mode will be available. If takes are detected, the plugin will automatically switch to Takes mode.
Each mode provides a different workflow and set of options tailored to specific project types. Detailed information about Camera mode and Takes mode is available in the dedicated sections later in this guide.

Strips - enables distributed rendering for high-resolution still images. When enabled, the image is divided into multiple strips that can be rendered in parallel across multiple render nodes. This mode is available in both camera and takes workflows and allows you to configure the strip count, strip orientation, and output resolution.
Strips mode supports single-frame rendering only. Frame ranges and animations cannot be rendered using this mode.
Width / Height - specifies the output image width in pixels. By default, the value is imported from the Cinema 4D scene settings, but it can be adjusted when using Strips mode.
Strips orientation - determines whether image strips are rendered horizontally or vertically.
Strips (count) - specifies the number of strips used for rendering. The available values depend on the selected output resolution and strip orientation.
Available strip counts are calculated based on the output resolution and selected strip orientation. Switching between Horizontal and Vertical orientations may provide additional strip count options. For the best balance between rendering speed and cost, consider using the recommended value.

New project name - If you have already uploaded a project and are going to submit the same scene (from the same project) but using modified assets (named the same as previously), we recommend using this option. In this case, all assets will be uploaded again and you will be sure that you are using (new) modified assets. Otherwise, our plugin may not detect the new assets and thus won't upload them. If you decide to activate this option, please make sure to set a different project name (other than the default one).

Select \ uinselect all - enables or disables all available cameras or takes at once. Selected items will be included in the render configuration and rendered on the farm.
Cameras or takes selected in the plugin are used as the initial render configuration. If needed, the selection can be adjusted in the Web Dashboard before submitting the job to the rendering queue.
Use the plugin - camera mode
Camera - This mode is intended for rendering scenes using Cinema 4D cameras. It supports both still images and animations and allows you to render single frames or custom frame ranges. All renderable cameras detected in the scene are displayed in a list, allowing you to decide which cameras should be included in the render configuration.

Each enabled camera is submitted as a separate render job. If multiple cameras use the same scene assets, the assets are uploaded only once and reused across all generated jobs. This workflow can be used as an alternative to managing camera switching through the Cinema 4D Stage object.
The following options are available in Camera mode:
Name - displays the names of all renderable cameras detected in the scene.
frame range - specifies the frame range that will be rendered for a particular camera. Each camera can use an individual frame range if required.
renderable - enables or disables rendering for the selected camera. Disabled cameras remain in the list but will not be included in the render configuration.
Set global frame range - allows you to define a frame range that will be applied to multiple cameras simultaneously.
Apply to all - applies the value entered in the set global frame range field to all cameras currently displayed in the list.
The cameras selected in the plugin are used as the initial render configuration. If needed, the camera selection can still be adjusted later in the Web Dashboard before the job is added to the rendering queue.
Camera Mode is particularly useful when multiple cameras need to be rendered from the same scene. Each camera is processed as a separate render job, making it easier to monitor progress and manage outputs independently.
Use the plugin - takes mode
Takes - This mode is designed for projects that use the Cinema 4D Takes System. When the plugin detects takes in the scene, it automatically switches to this mode and reads the complete takes hierarchy together with all associated take-specific settings. In this workflow, render jobs are generated based on the takes configured in the scene. This allows you to render multiple scene variations without creating separate project files or manually modifying render settings between submissions.

The plugin automatically imports take-specific overrides, including camera assignments, frame ranges, resolution settings, and other render settings defined in the Cinema 4D Takes System.
Projects configured using the Cinema 4D Takes System should be rendered using Takes mode. Scenes that do not use takes should be rendered using Camera mode
When Takes mode is selected, the plugin displays the complete hierarchy of takes detected in the scene. Parent take groups can be expanded or collapsed to simplify navigation and manage child takes. Use the checkboxes next to individual takes to control which scene variations will be included in the render configuration and processed during rendering. Only takes with an enabled checkbox will be rendered.

All active takes in single job - combines all enabled takes into a single render job instead of creating separate jobs for each take.
Use this mode when you want to keep all takes grouped under a single job for easier management and tracking. It can also help optimize rendering costs for scenes with significant loading or preprocessing overhead, as the scene is loaded and initialized only once rather than separately for each take.
The takes selected in the plugin are used as the initial render configuration. If needed, the selection can still be adjusted later in the Web Dashboard before the job is added to the rendering queue.
Preparing Takes in Cinema 4D
The plugin automatically reads the Cinema 4D Takes hierarchy and associated render settings directly from the scene. In most cases, no additional configuration is required if the project has already been properly prepared using the Takes System.
Two common workflows are supported:
Shared render settings
In this setup, all takes use the same render settings, such as resolution, frame range, and output configuration. The primary difference between takes is usually the selected camera or other scene overrides.
This workflow is recommended when multiple scene variations share the same rendering configuration.

Individual render settings per "take" or "take group"
Cinema 4D also allows render settings to be overridden at the take or take-group level. In this workflow, different takes can use different render settings, including frame ranges, resolutions, cameras, and other rendering parameters.
The plugin automatically detects these overrides and imports them during scene analysis. No manual configuration is required in the plugin.

Important: All takes intended for rendering should have the Renderable option enabled in Cinema 4D. Takes with Renderable disabled will be skipped during rendering. If renderability is controlled both globally and per take, ensure that the required takes are marked as renderable in the appropriate Takes configuration.
Upload the project
Once our plugin completes the scene export, your project will be redirected to renderBeamer to be uploaded. In a nutshell, 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 show you a window with a direct link to your scene on Web Manager (web dashboard). To continue use the click here to submit job button. 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 any time (more on that in the next step). You can also copy the link to clipboard and manually paste it into your web browser.

If you close the submission window using the close button, you do not need to prepare or upload the scene again. To reopen the submission window, right-click the prepared item and select submit using web manager. The previously generated submission link will be displayed again.
Submit the job (add the job to the render queue)
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 a home to all your projects and render jobs.
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.c4d), and clicking on it to open the job window.

Most render settings are automatically detected and pre-filled based on your scene. Before submitting the job to the render queue, review the options below and make any adjustments required for your specific project.

Advanced mode - located in the top-right corner of the submission window. By default, this mode is disabled to keep the interface simple and focused on the most commonly used settings. Enabling it reveals additional optional settings, including Output Path, Output File Name, Advanced Settings, Retries, and Job Node Limit, providing greater control over job submission for advanced workflows.

Job name - displays the name that will be assigned to the submitted job. By default, it is generated automatically based on the project structure and scene file name. This farm-side path helps organize and identify jobs submitted to the render farm. The generated name will be visible in the Web Dashboard and can help you easily identify and manage your render jobs.

Output path - here you can find the default save path for rendered frames in the given job. The default output path is generated based on the name of your project and scene. You can customize this path if needed, for example when rendering multiple versions of the same project or when your workflow requires a specific output structure. This option is available in "Advanced mode".
Output file name (without extension) - by default, the output file name is generated based on the name of your scene. If you need a custom naming convention or want to create a unique output name that better fits your pipeline, you can specify your own file name. This option is available in "Advanced mode".

Version - by default, the version of Cinema 4D is set to the same version you have uploaded the project with. However, if you need to use a different version of Cinema 4D than the one detected, you can choose a specific version available on the list.
Extension - a format for the output file is the same as in your scene settings. However, if you want to change the extension to a different one, you can choose from the available options, i.e: BMP, IRIS, PNG, JPEG, TGA, RAW TGA, CINEON, DPX, MULTILAYER, EXR, HDR, TIFF.

test/full job - by default, this switch is enabled (set to the "test job" option) for animation ranges containing more than 5 frames in total. This means that our system automatically sets up your scene's range to render every n-th frame. We always recommend performing a test render before proceeding with the final render. This allows you to identify potential errors and estimate costs. If you want to define the test range manually or want to render the full range without prior testing, simply toggle the switch to the "full Job" option.
For more details on the benefits and usage examples of this option, please refer to a separate article.

Frame range - use this field to specify the frame range you want to render. Frame range example for animations: 1to780s1 - this is a sequence of 780 frames in total, and all frames from 1 to 780 will be rendered. The parameter s1 means that every subsequent frame in the given range will be rendered. If you want to perform a test render first, set a higher step value, for example s20. This will render every twentieth frame in the animation range. For example, if you set the range to 1to780s20, the frames 1, 21, 41, 61, 81, 101, ..., 741, 761 will be rendered.
If the field displays "Using frame range from list below", the selected items are currently using their own frame ranges defined in the list below. You can edit each frame range individually for every camera, take, or other item.
To apply the same frame range to all selected items, enable the override checkbox next to the Frame range field. This will activate the main Frame range input and use its value for all selected items. The individual frame ranges in the list will be overridden accordingly.
If you only want to render a single frame (still image), enter a single frame number into the field. For example, 1 will render frame number 1.
If you are going to render an animation or a still image, we always recommend that you perform a test before the final rendering:
- For animations, the best way to get a cost estimate is to run a test of the scene on the farm with around 20 frames spread evenly across the range. For example, a frame range 1to200s20 will render every 20th frame as a test and based on that our system will produce a cost estimate for the full render.
- For stills, please render the image in 1/5 resolution or any other smaller resolution. In the case of 1/5 resolution test, the cost of full resolution render will be 25 times bigger than the cost of a test. For example, if you want to render an image in resolution 5000x6000, run a test in 1000x1200 res first. If your test costs $1, then the estimated cost for the full res image should be around $25 (5 x 5 = 25). For a 1/4 test it would be $16 (4 x 4 = 16) and so on.
There's more information about running tests and estimating the cost in our documentation.
Resolution - here you can set the output resolution in pixels.
If you are going to render a still image in high resolution and your scene does not contain any post-production effects, then it’s recommended to use "Strips" to speed up rendering by using multiple nodes simultaneously (see more info below).

Frames per execution - this option is only available for animations. By default, the value for FPE is set to 1 for projects rendered on CPU. This means that each frame will be rendered as a new execution (a separate task), in other words, the scene will be loaded on each node every time a new frame starts. In the case of projects rendered on GPU, the value for FPE is set to 5 by default. So it means that 5 frames will be rendered in a row on one node.
The FPE (Frames Per Execution) option allows you to render several frames (the value you put in) in a row without the need to reload the scene on a render node, and potentially may improve rendering efficiency. If your scene has a long loading time but a short rendering time, you can set FPE to a higher value (for example 4). If the loading time is not long but the rendering time is long, leave the default value or set it to 1.
Detailed information on the use and examples of the FPE option in practice can be found in our dedicated guide: https://garagefarm.net/documentation/how-to-use-and-optimize-frame-per-execution-fpe

Strips - is our custom distributed rendering system designed primarily for high-resolution still images. It is compatible with all supported render engines and both CPU and GPU rendering.
When a scene is submitted using Strips mode in the plugin, an additional Strips option becomes available in the Web Dashboard. The number of available strips depends on the scene resolution. By default, the value selected during submission is used.
The Web Dashboard also displays a recommended strips value, calculated automatically by our system to provide the best balance between rendering speed and cost.
You can choose any available strips count based on your priorities. Higher strip counts generally improve rendering speed but may increase the cost. Lower strip counts can be more cost-effective, especially for scenes with long loading times or significant initialization overhead.
If you are rendering a still shot/one frame in high resolution, we recommend using the "Strips" option - this is our custom distributed rendering system that allows you to render one frame on several nodes at the same time and speed up rendering!
Please note that Strips is available only for single-frame renders. If your job contains an animation frame range, the option will be disabled, as distributed rendering can only be used for still images.
Strips Orientation - determines whether strips are rendered horizontally or vertically.
Available strip counts are based on the output resolution and selected orientation. Switching between Horizontal and Vertical modes may provide additional strip count options. For the best balance between speed and cost, consider using the recommended value.

Mode - This option is available when your scene file contains multiple cameras and takes. Depending on what you want to render, cameras or tskes, you can make your choice using the dropdown list. If your project contains only camera(s), this "mode" option is unavailable, and the camera list is displayed by default.

Cameras - displays all renderable cameras detected in the scene. You can enable or disable individual cameras and configure a custom frame range for each one. If needed, the frame range can also be adjusted globally using the main frame range field (refer to the frame range section for more information).
When the job is submitted, each enabled camera is added as a separate render job, allowing cameras to be rendered independently and tracked individually in the Web Dashboard.

Takes - displays all renderable takes detected in the scene. The plugin automatically reads the available takes and their associated cameras, allowing you to review and modify the camera assignment for each take if needed.
If a take contains its own render settings, such as camera selection, frame range, or other take-specific overrides, these settings are automatically imported and used during rendering. This allows each take to be rendered according to its individual configuration without requiring additional setup.
When submitting the job, all enabled takes are added as separate render jobs.
If your scene has been properly configured using Cinema 4D's Takes system, the detected settings usually do not require any manual adjustments.
Takes Mode is recommended when using scene variations managed through the Takes system, as it preserves take-specific render settings automatically.

All active takes in single job - combines all enabled takes into a single render job instead of creating separate jobs for each take.
Use this mode when you want to keep all takes grouped under a single job for easier management and tracking. It can also help optimize rendering costs for scenes with significant loading or preprocessing overhead, as the scene is loaded and initialized only once rather than separately for each take.

Bucket size - specifies the bucket size used by the renderer. The value is automatically imported from the Cinema 4D scene settings and can be modified before submission.

Multi Pass - controls whether Multi-Pass rendering is enabled. The setting is automatically imported from the Cinema 4D scene and can be toggled on or off

Advanced settings - available after enabling "Advanced mode". This section contains advanced configuration options intended for special workflows and support-assisted setups. In most cases, these settings should be left unchanged unless instructed otherwise by our support team.
- Job dependencies - if you want this job to start rendering only after another job in the queue has finished, you can select that job here. The current job will remain on hold until the selected dependency job is completed.
- Custom script - if your job requires a modified render environment or a custom script prepared by our support team (for example, a custom plugin installation), select the appropriate script from the list.
- Custom node version - if you need a different software setup (e.g. custom software version), put here the value you received from our support. Note that inputting a wrong number may cause errors during rendering.
The options above are intended for advanced use cases and are empty by default. Do not modify them unless instructed to do so by our support team.

Priority - before adding a job to the render queue, you can decide how you want to prioritize it. Depending on the queue and farm traffic, a higher priority may allow your job to quickly acquire nodes to render your project faster. Each priority has a different rate and gives you a different number of nodes - a detailed list can be found here:https://garagefarm.net/pricing

Node groups (preferred hardware) - by default, the system sets the preferred hardware to nodes with 62GB RAM. Depending on the rendering device you choose to render the job with (CPU or GPU), you can also switch the node group button to custom setup and select the particular group of nodes either based on RAM or device:


The full technical specification of nodes can be found here: https://garagefarm.net/pricing#specs
If you know that your scene requires more than 62GB RAM, then when adding a job to the queue select the group with 121 GB RAM or more to render more optimally only on nodes that have more RAM.

Retries - the value for this option is set to 2 by default. This means that if a rendering process fails or the software crashes, our system will perform two additional rendering attempts. We recommend leaving this option set to default (value 2) as this is the optimal setting to retry rendering in the case of some random 3rd party software errors.
Job node limit - by default, the value for this option is empty and so the nodes are assigned automatically depending on the job priority and nodes availability on the farm. Nevertheless, if you want to limit the number of nodes for the given job, please put here the value of the maximum number of nodes you want to be used during rendering.

Add job as paused - if you tick this option and then submit your job, it will be added with the status “paused”. This means that it will not start rendering automatically. It is useful to use this option if you intend to add the job to the queue, but you do not intend to render it at the moment. After adding a "paused" job, you can resume it at any time by selecting the "resume job" option (right-click on the job).

Back - if you do not want to add the current job to the render queue or you want to reset your settings and add the scene again, you can use this option. The submission window with the settings for the given job will be closed and all changes will be cancelled.
Submit - when you press this button, the system will immediately add the job to the render queue. Please remember to check all settings before submitting a job!
Monitor render progress
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 familiarize you with the service.
You can right-click on the job to get additional options: change priority, pause job, kill job, and archive job.
The estimate is based on the currently finished frames and is approximated at that point. Rendering a test as prompted in the plugin (using a step i.e. 1to100s10) is highly recommended for more accurate estimates and detecting potential errors.

Once the job starts rendering, you can track its overall progress directly from the project list. Each job entry shows the frame range being rendered, the number of completed frames, and the current completion percentage.
For more detailed information, expand the job row and open the Active Frames section to monitor the progress of individual frames in real time.

Job details are available directly within the project list. By default, all jobs are collapsed. To view additional information, select a job and expand its row. Each job can be expanded independently to display detailed information and rendering progress.
ACTIVE FRAMES - displays frames that are currently being rendered. Completed frames are automatically moved to the DONE FRAMES section.
DONE FRAMES - contains all completed frames. Here, you can review basic information about each rendered frame, such as render time and cost. Each frame row can also be expanded to access additional details, including information about the render node used, associated subjobs, and execution logs.

Right-click any frame in the ACTIVE FRAMES section (after selecting a job and expanding its row) to access the real-time render log from the node currently rendering that frame.
Please note that after a job completes, the ACTIVE FRAMES section will no longer contain any entries. All rendered frames are automatically moved to the DONE FRAMES section.
Download and review frames
Each frame completed rendering is downloaded automatically to your local drive to a directory you selected in the renderBeamer application. If you’re unsure where your download folder is located, you can double-check it or change it in renderBeamer’s settings (click on the cogwheel). Also, ensure you have auto download turned on to get the frames downloaded as soon as they are available. If this box is unchecked, you will have to click on each job in Beamer's "downloads" tab, and manually download the frames.

If you prefer more control over what to download and when you can also download your frames manually. To do that, just turn off the auto download switch in renderBeamer settings and go to the “downloads” tab. Next, select the desired render output using a checkbox, and click the download button.

This workflow will download all rendered frames for the selected job or jobs. However, renderBeamer also gives you an option to download individual frames. You need to use the list files function under RMB to do that.

Once files for the selected job are listed, just roll down the list and select the files you’d like to download using checkboxes. Next, use the same download button.

Once your frames are downloaded, you can use the “open directory” option under RMB to open the folder where frames are saved.
Please ensure you keep renderBeamer running whenever you have jobs rendering to get the frames downloaded immediately. It may happen, however, that your frames aren’t downloading at the given moment. It’s likely because our application syncs the files in 15-minute cycles, and it is currently in between the cycles. You can click refresh to force the application to sync.
Purchase credits
You’ll need to charge your account to continue using the service once all trial credits are used up. Please note that when your balance goes below $0, you won’t be able to download rendered frames or start new render jobs.
Credits can be purchased in the Purchase panel available in the Web Dashboard. The default payment method is credit card payment, but you can also use alternative payment methods supporting debit/credit cards, Revolut Pay, and Google Pay. If you prefer paying via bank transfer, detailed wire transfer instructions are also available in the Purchase panel.
You can access the Purchase panel by clicking the $ icon in the main navigation bar next to your account balance, or by selecting “Top up balance” from the Account menu in the top-right corner of the dashboard.
If your rendering needs are high or you plan to render regularly, please make sure to check out our volume discounts.

In case your account balance goes below 0, any current jobs will be paused - all frames/strips that were in the middle of rendering will be completed but any subsequent frames/strips will not start rendering. To download rendered frames, your account balance must be positive or equal to $0.
Contact us anytime
You can talk to the GarageFarm.NET’s tech team any time of the day, any day of the week. We’re here to help you get started, answer your questions, and assist you in any way. Don’t hesitate to give us a shout.
You can contact us through our live chat accessible in the web dashboard or our desktop 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.
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