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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. 

Downloading renderBeamer Desktop App from the Web Dashboard

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.

renderBeamer startup windows - default download directory on the left, and login panel on the right

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.

renderBeamer 3D app plugins installation panel

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

lunching renderBeamer from the Cinema 4D Extensions menu

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.

plugin setup: overview

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.

plugin setup: strips settings

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.
plugin setup: new project name

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).

plugin setup: select/unselect all

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.

plugin setup: camera mode (camera list)

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.

plugin setup: takes mode (takes list)

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.

plugin setup: all active takes in single job

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.

Multiple takes sharing a single render setup
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.

Different take groups using individual render settings
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. 

renderBeamer: uploading project (submitted by plugin)

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.

renderBeamer window with options to add job to render farm
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.

creating a job directly from the Web Manager file browser

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.

job settings: advanced mode toggle

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 settings: job name

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.

job settings: output path, output file name

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".

job settings: version, extension

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.

Enabled 'test job' switch where the range for test job is automatically defined

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.

job settings: frame range, resolution

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).
job settings: fpe (frames per execution)

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

job settings: strips, strips orientation

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.
job settings: mode selection

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.

job settings: cameras mode (cameras list)

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.

job settings: takes mode (takes list)

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.
job settings: all active takes in single job mode (takes list)

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.
job settings: bucket size

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.

job settings: multi pass

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

job settings: advances settings

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.
job settings: priority

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 

job settings: preferred hardware

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:

  • CPU - based on the CPU device you can select between a group of nodes based on the minimum amount of RAM available or the CPU type:
    • RAM preference: Min. 62GB RAM; Min. 121GB RAM; Min. 240GB RAM
    • CPU preference: Intel Xeon v4 / 22cores, Intel Xeon v4 / 44 cores, AMD Epyc 32 cores, AMD Epyc 64 cores
custom hardware setup: node groups available for CPU
  • GPU - based on the GPU device you can select between a group of nodes based on the minimum amount of RAM available or the GPU type:
    • RAM preference: Min. 62GB RAM; Min. 121GB RAM; Min. 240GB RAM
    • GPU preference: 1xA5000; 2xA5000; 1xL40S; 1xRTX6000BW; 1xRTX4000
custom hardware setup: node groups available for GPU

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.
job settings: retries. job node limit

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.

job settings: paused state

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).

job submission actions: Back and Submit buttons

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.
Jobs added to render queue and options available under the right mouse button

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.

Detailed view of a rendering job in progress, including the ACTIVE FRAMES and DONE FRAMES sections

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.

Real-time render log from our node accessible in the “Active frames” section under RMB
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.

renderBeamer: default settings with auto download ON

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.

renderBeamer: downloading frames for a selected render job

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.

renderBeamer: electing and downloading specific frames

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.

renderBeamer: the download directory can be opened either from the item's context menu ① or by using the folder shortcut button in the Downloads tab ②

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.

purchase panel where you can buy credits and choose your preferred payment method
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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Table of Contents
FAQ

Frequently asked questions

Everything you need to know before starting your first render.
General
Uploading & Downloading
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Do I need to get a subscription?

On GarageFarm, you pay as you go. Pay only for the time you are rendering. It’s up to you how much you spend. It can be anything between $10 and $10,000 or much more. You’re not required to purchase a subscription and you won’t incur monthly charges for using the service.

Pricing & billing
Do I need to register an account?

To use GarageFarm cloud render farm you need to register an account and then activate it. Registration is straightforward and requires you to provide your name, email, and country. You will get a verification link in the email. When you open the link, your account will get activated and will be ready to use. 

We don’t require a credit card to start using the service. As soon as you register and activate an account, you can use a trial that comes with starter credits.

Getting started
Do I need to upload my project again after rendering a test job?

You can submit a job that has been previously tested by right-clicking on it in the web dashboard and selecting ‘Render full range’ without uploading the project again. Please note that the “Render full range” is available for jobs that have been previously rendered with a step (i.e. 1to400s20). Certain renderers and GI modes won’t allow using this feature and you will need to upload the scene again to render the full range.

Uploading & downloading
Do you accept American Express card payments?

Yes, we accept American Express card payments. AmEx card payments are possible when you process a transaction through PayPal or Revolut.

Pricing & billing
Do you have ISO certification? Is GarageFarm ISO certified?

We understand that your projects are valuable and confidential, and we take security very seriously.

GarageFarm's sister company, and our infastructure provider, Copernicus Computing is certified as ISO 27001 compliant which means that the organization has been audited by an accredited certification body and have demonstrated that it has implemented an information security management system that meets the international quality standards.

This certification ensures GarageFarm customers that the rendering services comply with strict security and privacy standards, providing an additional level of trust in how their data and projects are managed on the GarageFarm platform.

To learn more about the ISO certification and its implementation process by our sister company, you can read this blog article. You can also view the ISO 27001 certificate here.

General
Do you offer discounts for students?

Sorry but we don’t. You should try our Low priority, though. It’s great for students and artists who are just starting out. In addition, each account comes with $25 trial credits. You can obtain additional credits through coupons giveaways. Make sure to follow us on Twitter or sign up for our newsletter to stay in the loop.

Pricing & billing
Do you offer to sign an NDA?

We can either offer to sign our NDA or sign the NDA provided by you after our legal department reviews the document and approves it.

General
Do you support 3rd party plugins? What if I use a plugin that you don’t have on your farm?

We have a broad range of supported plugins that we constantly maintain and update. If you happen to use a plugin that we don’t have or have a different version currently installed, it‘s not a problem. Talk to us via live chat and tell us the app/plugin you’re using. We’ll explore purchase options. If the software is free, we’ll try to get it installed on the farm within a few hours.

Please note that the custom plugin installations apply only to users rendering on Medium and High priorities. Take a look at the list of apps and plugins supported on GarageFarm https://garagefarm.net/supported-apps.

General
Do you support CPU and GPU rendering? What software can render on CPU and what on GPU?

On GarageFarm, you can render on nodes that either use CPU or GPU. The computing device you choose to render on largely depends on your 3D software, the technology it supports, and compatibility with our hardware. 

For example, if you're using Redshift, you can mainly render on GPU because that's how Redshift is built (with an exception of newer Redshift that has a CPU rendering capability). If you're using Cycles in Blender, you can choose either CPU or GPU because Cycles supports both technologies and both modes are supported on GarageFarm. V-Ray also supports both CPU and GPU, and both modes are supported on GarageFarm.

Rendering modes supported on GarageFarm:

V-Ray - CPU and GPU

Corona - CPU

Redshift - GPU

FStorm - GPU

ProRender - GPU

Cycles - CPU and GPU

Cycles 4D - CPU and GPU

Arnold - CPU

Cinema 4D native engine - CPU

Modo native engine - CPU

General
Does your price include tax/VAT?

Our prices do not include the tax/VAT.

We are a United Kingdom-based company, which means that for everyone from the UK we need to add 20% of the VAT to the payment. Generally, HRMC will refund the VAT amount to British companies after filing the VAT Return form.

If you are from a country within the European Union, and you have a valid VAT number, the tax/VAT won’t be added to the payment.

If you are from a country within the European Union, but you don’t have the VAT number, we will add the standard VAT rate for your country to your payments.

If you are from a country outside of the European Union, you don’t need to pay the tax/VAT.

Pricing & billing
How can I check rendered frames?

Each completed frame is downloaded automatically to your local drive to a directory you selected in the renderBeamer application. Please make sure you keep renderBeamer running and the auto-download on whenever you have jobs rendering to get the frames downloaded right away. 

As an alternative, when you’re logged in to your account on the website https://app.garagefarm.net/, you can preview all rendered frames in the web dashboard. In the file browser on the left, you can see all your project files. Navigate to the folder inside your project with Renders in the name at the end. You can double click on the frame to preview it online.

Uploading & downloading
How can I download frames?

To download frames you will need to open renderBeamer - our desktop client app. If you have auto-download turned on in preferences, the frames will automatically download to your local drive as soon as they finish rendering. If the auto-download is turned off, you can download the frames manually by going to the downloads tab, selecting the job from the list, and right-clicking or hitting the download button. Each frame will download to a directory you selected in your renderBeamer preferences. If you’re not seeing the job or some frames are missing, try the refresh button - it will sync the app with the cloud. Check out our video tutorial showing how to download frames https://youtu.be/z0F0p5TSHRw?t=304.

Uploading & downloading
How can I get a render time and cost estimate?

You can get a quick estimate using our cost calculator. Remember, it’s only an approximation and only works for animations.

To get a more accurate estimate for animations, we recommend testing a few frames on the farm using a step. For example, if you have 400 frames in your sequence and set the frame range to 1to400s20, you will get 20 frames rendered in total. Our system will then calculate the cost estimate for the full range based on those frames rendered. An important thing to note is that test rendering using a step allows you to test the frames across the entire animation. This results in a more accurate estimation than rendering, for example, 5 successive frames from one part of the animation, i.e. 1to5.

Remember that the more frames you render in a test job, the more accurate the estimation is. Also, you won't need to render those frames again when you choose to render a full range after testing a job with a step. 

The calculator works with animations only. To get an estimate for a still, render the image on the farm in a lower resolution. 

Please render the image in 1/5 resolution or any other smaller resolution. In the case of a 1/5 resolution test, the cost of a full-resolution render will be 25 times higher 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, which is 1/5 of the full resolution. If your test costs $1, 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). You can apply the same logic to any other resolution. 

Dive deeper into the why and how of running tests on a render farm https://garagefarm.net/blog/how-to-use-online-render-farms-part-2.

Testing & estimating
How can I know what the current farm load is?

Upon submitting a job on the web dashboard, you’ll be able to see the number of jobs that are currently rendering and waiting in the queue. You can use this info to decide which priority you need to use given the farm load.

General
How can I pay for the service?

We offer a variety of payment options that include debit/credit card, wire transfers, PayPal and some other e-wallets. We encourage you to check out this document detailing how to buy credits on GarageFarm https://app.garagefarm.net/payments.pdf.

Pricing & billing
How can I test the service?

Every new user gets trial credits when registering an account on GarageFarm. You can use the trial to test the service without making a commitment. The trial is sufficient to get familiar with the workflow and to test all features thoroughly. 

You won’t be required to use a credit card or to pay when using a trial account on GarageFarm.

Testing & estimating
How can I upload my project to the farm?

Once you have an account on GarageFarm, you’ll need to download and install our software that includes a desktop client app and a plugin for the DCC(3D app) of your choice. After installing the software and a quick setup, you will be able to upload your project to our farm right from your DCC’s interface.

Uploading & downloading
How to get started?

Once you have an account on GarageFarm, you will need to download the desktop client app called rendreBeamer. It bridges your computer with the cloud. In renderBeamer, you can select a DCC (3D app) you want to integrate with. The integration is quick and simple and requires installing a plugin for your DCC. 

The next step is to send a project to the farm from the interface of your DCC using the renderBeamer plugin. The full workflow is described step by step in our starter guide https://garagefarm.net/software-guides/general-guide.

Getting started
I got charged for frames that were broken or rendered too long. Can I get a refund?

Don’t worry. Please contact us and we will investigate the issue and will help you find the cause.

If the cause of the incorrect frames was our system failure, we will offer you a refund or some other form of compensation.

Please note that we can’t guarantee a full refund in cases where no tests were performed or the instructions provided in the system or documentation weren’t followed or were neglected. You can read about the Return Policy in our Terms of Service.

Pricing & billing
I have a new scene that uses assets from the same project already uploaded to the farm. Will I have to upload the entire project with all the assets again?

No! Our software will checksum the files that are already present on your GarageFarm account and upload only the new scene, new assets, or the assets that have been modified.

Uploading & downloading
If the calculator says my project would take 10h to render, is it the actual render time?

The calculator shows the farm render time in a best-case scenario where your job gets a maximum number of available nodes, however, in practice that number may vary. In addition, the calculator only shows the time of the nodes when they are rendering. It doesn't include the waiting time in the queue or the time a scene would need to open/load on the render node.

Testing & estimating
Is the farm secure? Can I render a confidential project on GarageFarm?

When uploading scenes to GarageFarm, all transfers are encrypted. Projects stored on GarageFarm are secured on internal servers safe from any external access. We will always ask for your permission in case we want to use your project files to provide better customer support and a better user experience. We will never share your files with anyone outside of GarageFarm without your written consent.

Following controls are in place to prevent unauthorized physical access, damage and/or interference to the data center building and office: Security guards, secure gate and doors to the servers area and server room. Secure gates and doors, barbed wire fence, security officers, security agency monitoring, security cameras, individually issued security cards for accessing separate areas of the building. To ensure physical security and restrict access and protect equipment we have security guards, access cards, reception, ID cards.

By system design, GarageFarm users are not allowed to access any other data than their own. No client is allowed to access data directly. Each client is allowed to access only his data. Data access is highly secured against unauthorized access.

Our data centre operator provides secure internet connectivity. They do not have access to our local network and data contained there and the data transfer is securely encrypted.

We conduct penetration testing and vulnerability scanning at least once a year. We outsource the testing to our data centre operator's IT department. We evaluate our network and infrastructure security by routine checks. We also perform critical vulnerability software security updates - infrastructure systems and networking gear. 

We perform regular sandbox tests of our own and acquired software against a set of rules. Additionally, we perform antivirus and malware checks. Security on developers' workstations is monitored with special care. We continuously and actively monitor network, firewall, and system device logs and employ all the newest security patches and updates company-wide. Our development team is regularly trained in the scope of software cybersecurity.

General
Is there a trial available?

Every account comes with $25 trial credits to allow you to test the service without commitment. You can use all the farm features just like on a full account with two limitations - 10 render nodes (machines) and 30 jobs. It means that you can render a project that costs no more than the amount of the trial credits and the number of jobs doesn’t exceed 30. While on trial you won’t be able to utilize the full rendering speed. However, as soon as you make your first credit purchase the node and job limitation will be lifted.

Getting started
What does GarageFarm do?

GarageFarm has been helping 3D artists meet deadlines and scale their businesses since 2010. It seamlessly connects with your 3D software and fully automates the process of rendering. You can send your scene right from the interface of your application without any complex and time-consuming setups. GarageFarm combines the best of both worlds - advanced technology and the human factor. When rendering with us you're never in the dark, left with no help and a looming deadline. 

Don't take our word for it. See how our customers use GarageFarm and what they say about us https://garagefarm.net/case-studies.

General
What files should I upload?

To ensure correct results we’ll need all the files used in the scene: textures, proxies, xrefs, lights, cache etc. However, you don’t need to worry about it because our plugin will analyze the project and will collect all the files connected with the scene and upload them to the farm automatically.

Uploading & downloading
What should I do when a scene fails to render?

We have a team of experts that are online and at your disposal at any time of the day 7 days a week. All you need to do is reach out through our live chat and ask about the job that failed. We will troubleshoot it for you and assist you through the process.

General
What will happen when my render job is more expensive than the credits available in my account?

As soon as your account goes below 0, the render job will get paused (not killed!) and the currently rendering frame(s) will continue rendering until finished. This means your account will go to a negative balance. To prevent this from happening it is crucial to run test jobs before deciding to render full range or full-resolution renders in order to estimate job cost and plan accordingly.

The negative balance in the account is the responsibility of the user and must be paid to enable back full system functionality.

Additionally, if you are a new user and haven't made any payment yet, when your balance reaches -$50, the ongoing jobs will be killed to avoid accruing further costs.

Pricing & billing
What’s included in the rendering time and in the price? How am I charged? How is my render job billed?

We only charge for rendering time, in other words, the time nodes (farm computers) are working and actively processing a job. To break it down further, rendering time includes scene/asset loading, pre-processing, rendering, and output saving. All these processes influence the total time it takes to render a project and effectively that’s what is included in the final cost.

We don’t charge for jobs while they’re waiting in the queue, when they’re acquiring nodes, or when software is being installed on the node prior to starting a 3D app. The billing starts as soon as a job is assigned a node and the node starts rendering. We charge by the second and the pricing is all-inclusive - it encompasses electricity cost, license cost, and service cost. 

See our Pricing page to learn more.

Pricing & billing
What’s your storage policy? How long will you keep my files?

We allow our users to store project data (project files and any files saved in an account) on our servers for a total of 28 days after a completed render job or project. We guarantee to safely store project data as they are within the initial 7 days. After that, we will relocate the data to archive storage for the remaining period. The archive storage isn’t guaranteed against data loss. We will completely and securely delete the project files stored in your account 28 days after the last completed render job in the given project.

General
When should I pay?

Initially, you receive $25 credits that you can use to run some test jobs and get familiar with our service. Once you use them up, you’ll need to buy credits to continue rendering. You should give our discounts offer a closer look.

Pricing & billing
Where are you based?

We are a UK based business, our data centre is in Poland, and the employees are working remotely from various locations in Europe, Asia, and Australia.

General
Why is running test jobs important?

Network rendering across multiple machines is very different from rendering locally on a single machine, especially when system environments aren’t the same as is often the case with cloud rendering. Tests help you determine whether your scene renders fine and produces the same results as on your local machine. On top of that, you avoid the situation where you pay for results that aren’t what you had in mind.

We always urge users to run tests first no matter how optimized a scene might be or how confident you are that the scene will render without any issues. Better be safe than sorry. In addition, tests cost very little and if the results are correct, the frames rendered in a test won’t be re-rendered and you won’t be charged for them when rendering full range.

Testing & estimating
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