Cycles and licensed V-Ray for Blender
Cycles is open and ships free. V-Ray for Blender, Octane for Blender, and Redshift for Blender are all license-covered on our nodes — no separate floating license setup.
Render Blender across our RTX 5090 and RTX 4090 GPU fleet, plus 20,000+ CPU cores. Cycles installed on every render node — since 2017.
Typical Cycles animation: $2.50–$11.
Questions? Chat with our team — typical reply under 5 minutesUpload. Render. Download.
No remote desktop needed.
All render licenses are bundled — V-Ray, Corona, Arnold, Redshift, Octane, Cycles, plus all DCC apps. No license servers, no Multi-User Licenses, no per-seat fees. Render with our licenses.
Cycles is open and ships free. V-Ray for Blender, Octane for Blender, and Redshift for Blender are all license-covered on our nodes — no separate floating license setup.
Cycles X tile assembly distributes across our nodes; per-frame splits as you'd expect. Geometry Nodes evaluate on each render node, including procedural scatter and field-driven instancing.
We track LTS plus the current cycle, so you can submit from the version your scene was authored in. Add-ons are install-on-demand: Bagapie, Botaniq, Real Snow, Tissue all available.
Standard tier. The $25 starter credit on first signup is enough to validate a typical animation pass — exact mileage depends on scene complexity, sample count, and frame count. Run a free test render to measure your specific scene's cost vs. local.
Render engines. Cycles (CPU and GPU, with OptiX hardware ray tracing on RTX nodes) is the engine most Blender jobs on our farm run on. EEVEE / EEVEE-Next is supported too, on our GPU nodes — fast per frame, so short sequences are often quick to render locally, while the farm is most useful for large unattended EEVEE batches. We also run V-Ray for Blender and Octane for Blender on render-only licenses we provide — no license setup on your end. Cycles itself is free and open-source. Set your scene to whichever engine your project uses.
Add-ons & modifiers. Geometry Nodes (procedural scatter, instance-on-points, distribute-on-faces, field-driven instancing), Hard Ops, and similar mesh-affecting add-ons render correctly when their result is baked into the .blend before upload.
Simulations & caches. FLIP Fluids, Mantaflow (fluid and smoke), cloth, soft-body, and particle systems are supported when they're baked locally and packed with your scene (Alembic and standard caches included). Geometry Nodes bakes carry over. Pre-render validation flags missing caches before your job starts — so a forgotten bake is caught before it costs you credits.
Other engines. For an engine that needs its own license or isn't installed, contact support before uploading and we'll confirm.
Most Blender artists weigh the same four options when a project outgrows a single machine. Here is an honest read of each, with the trade-offs that actually matter.
| Factor | Local workstation | Free distributed (point/credit farms) | Self-managed cloud VMs (IaaS) | Managed cloud render farm (Super Renders Farm) |
|---|---|---|---|---|
| Setup effort | None — but it ties up your machine | Account + client; contribute compute to earn points | High — provision VMs, install Blender, manage licenses, remote in | None on your side — upload your .blend, we run it |
| Speed for animation | Limited to one machine | Variable — depends on the volunteer pool and queue | Fast if you scale nodes yourself | Fast — distributed across CPU and RTX GPU nodes |
| Cost model | Hardware + power (already sunk) | "Free," but capped, queued, and time-costly | Pay per VM-hour, plus your own setup time | Transparent per-frame: CPU from $0.004/GHz-hr, GPU from $0.003/OctaneBench-hour |
| Engines & add-ons | Whatever you installed | Often Cycles-only, limited | You install everything | Cycles, plus bundled V-Ray and Octane; baked sims and Geometry Nodes |
| Licenses | Yours | Limited | You manage all of them | Render-only licenses we provide — no license juggling |
| Predictability | High | Low — queue and availability vary | Medium | High — pre-render validation before credits are spent |
| Best for | Single stills, quick tests | Hobby projects without deadlines | Teams with DevOps capacity | Animation, deadline work, studios without a render-management team |
The "free distributed" column describes the point/credit approach in general — we explain exactly how it works in our SheepIt render farm guide, linked below.
Most submitted scenes have at least one issue our pre-render validation catches — broken external references, missing textures, bad output paths, or camera configuration errors. We surface these before render starts, so you don't pay for failed frames. For DCC plugin submissions (Maya, 3ds Max, Blender, C4D), validation runs locally before upload. For web-submitted scenes, it runs on our side before the job enters the render queue.
Every texture, proxy, and reference is verified reachable on the render node before the first sample fires.
Resolution, frame range, output path, and AOV stack are confirmed against your scene file — no surprise empty MultiPart EXR.
Engine licenses are confirmed on the assigned node before credits deduct. V-Ray, Redshift, Corona, Octane, Arnold all check pass / fail visibly.
Renderer version, plug-in versions, and required add-ons are matched against the node's installed stack. Mismatch → swap-to-compatible-node, not an error.
| Engine | Versions | Plug-in support | License model |
|---|---|---|---|
| Maya | 2018 – 2026 | mayaUsdPlugin · Bifrost · MASH · XGen | Autodesk Flex (we cover) · Arnold node-locked · V-Ray bundledLicensed by Super Renders Farm · render with our licenses |
| 3ds Max | 2018 – 2026 | Forest Pack · RailClone · tyFlow · Phoenix FD | Autodesk Flex (we cover) · V-Ray bundled · Corona bundledLicensed by Super Renders Farm · render with our licenses |
| Blender· this page | 3.6 LTS – 5.x · 4.5 LTS recommended | Geometry Nodes · USD · Cycles X | Open · V-Ray bundled · Octane bundledLicensed by Super Renders Farm · render with our licenses |
| Cinema 4D | R20 – 2025 | Redshift · MoGraph · X-Particles | Maxon One (we cover) · Redshift bundled · X-Particles bundledLicensed by Super Renders Farm · render with our licenses |
| V-Ray | 6.x · 7.x | VRayProxy · VRayDistance · VRayLightSelect | Chaos bundled · all hosts (Max, Maya, C4D, SketchUp, Rhino)Licensed by Super Renders Farm · render with our licenses |
| Arnold | 7.x | MtoA · MAXtoA · C4DtoA · HtoA · KtoA | Arnold Licensed Nodes (we operate) · Autodesk Flex (we cover)Licensed by Super Renders Farm · render with our licenses |
| Corona | 7 · 8 · 9 · 10 | CoronaProxy · CoronaScatter · CoronaPattern | Chaos bundled · Forest Pack pre-installedLicensed by Super Renders Farm · render with our licenses |
| Redshift | 3.0 – 3.6 | RSProxy · RSObject · RSLight · RSMaterialBlender | Maxon Authorized · all hosts (C4D, Maya, Max, Houdini, Blender)Licensed by Super Renders Farm · render with our licenses |
| Octane | 2022 · 2023 · 2024 · 2025 | C4D · Blender · 3ds Max · Maya · Houdini | Octane Licensed Nodes (we operate) · all hostsLicensed by Super Renders Farm · render with our licenses |
| Houdini | 20.0 · 20.5 · 21.0 | Karma · Karma XPU · Mantra · Redshift · Octane · Arnold · V-Ray for Houdini | Render-only utilization · Apprentice · Indie · FX · CommercialLicensed by Super Renders Farm · render with our licenses |
| After Effects | 2024 · 2025 · 2026 | Element 3D · Trapcode Suite · Red Giant Universe · Optical Flares · Sapphire · Magic Bullet · Stardust · Plexus | Adobe Render-Only License · plugin licenses pre-installed (BYO for Tier 3)Licensed by Super Renders Farm · render with our licenses |
Don't see your version? Ping us via chat — typically resolved within a few business days.
Per-frame distribution means a 500-frame Cycles animation renders in parallel across many nodes instead of serially on one machine. Cycles' adaptive sampling and persistent data keep the per-frame cost low. This is the most common Blender job on the farm.
High-sample single frames or small sets — product shots and hero stills. Sample-heavy Cycles renders that would lock a local machine for hours finish in a fraction of the time on RTX nodes.
Heavy interior and exterior scenes with large textures and dense geometry. Distributed CPU rendering handles big .blend files without running into single-GPU VRAM ceilings.
See the ArchViz render farm workflowNo render-management team required — fully managed, no remote desktop, render-only licenses provided. Pre-render validation protects your credits on every submission.
| Scene type | Engine | Resolution | Typical per-frame time on RTX 5090 nodes |
|---|---|---|---|
| Product still, high sample | Cycles GPU (OptiX) | 1920×1080 | Seconds to low minutes (scene-dependent) |
| Interior archviz, heavy textures | Cycles GPU (OptiX) | 1920×1080 | Low minutes (scene-dependent) |
| Stylized / motion-graphics frame | Cycles GPU (OptiX) | 1920×1080 | Seconds to low minutes (scene-dependent) |
| Complex VFX / volumetrics | Cycles GPU or CPU | 1920×1080+ | Minutes (scene-dependent) |
Render times depend on scene complexity, sample count, resolution, denoiser settings, and frame count — the figures above are typical ranges for representative scenes on our RTX 5090 nodes (32 GB VRAM, OptiX), not a guarantee for your specific scene. Run a 3–5 frame test (pre-render validation is included) for an accurate estimate before committing a full job.
“After looking for options to speed up my rendering processes, I found SuperRenders Farms and the experience has been fantastic, good support team, easy to use and above all the best price on the market.”
Anonymized — country & studio type only, per privacy default.
Forest Pack + RailClone are pre-installed and license-covered (carry-forward from Brief #9; iToo partner verification pending).
Super Renders Farm LLC is a US company headquartered in Santa Ana, California, with US-dollar billing, a US support phone line, and 24/7 live chat — so there's a real US point of accountability behind your renders.
Drag-and-drop scenes up to 200 GB. Resumable transfer over our BBRv3-tuned channel.
Pre-render validation flags asset paths, camera output, license reachability, scene-version compatibility before credits start.
Per-frame billing. Choose Standard, Fast, or Fastest tier. Live progress per frame.
Download finals or sync to your bucket. EXR, MP4, image sequence — your call.
Cycles (CPU and GPU) is fully supported and is the engine most Blender jobs on our farm run on. EEVEE is supported too, on our GPU nodes — you can submit EEVEE jobs the same way you submit Cycles jobs. The honest nuance: EEVEE is so fast per frame on a single modern GPU that short sequences are often quickest to render locally, so many artists keep those on their own workstation. Where the farm earns its keep with EEVEE is scale — large unattended batch frame ranges, EEVEE-Next scenes that take real time per frame, or when your own GPU is tied up. Set your scene to whichever engine your project uses.
We support Blender 3.6 LTS through the current 5.x line, including 4.5 LTS (the recommended choice for production, maintained through July 2027). New stable releases are added shortly after the Blender Foundation ships them. Need a specific or experimental build? Contact support before uploading and we'll confirm.
Geometry Nodes, Hard Ops, and similar mesh-affecting add-ons render correctly when their result is baked into the .blend before upload. Pack external data and include linked assets so the node detects everything it needs.
Pack external data into your .blend (File ▸ External Data ▸ Pack Resources) or include the linked textures alongside the file. Pre-render validation flags missing textures before your job starts.
Yes, when they're baked locally and packed with your scene. FLIP Fluids, Mantaflow fluid and smoke, cloth, soft-body, and particle systems carry over with Alembic and standard caches. Pre-render validation flags a missing cache before credits are spent.
Our GPU nodes use NVIDIA RTX 5090 cards with 32 GB VRAM and OptiX hardware ray tracing. CPU rendering runs across 20,000+ cores for scenes that exceed single-GPU VRAM.
CPU rendering starts at $0.004 per GHz-hour and GPU rendering is $0.003 per OctaneBench-hour, with all render-engine licenses included. Cycles is free and open-source. New accounts get $25 in free starter credit.
Yes. Alongside Cycles, we run V-Ray for Blender and Octane for Blender on render-only licenses we provide — there's nothing to install or license on your end. For an engine that needs its own license or isn't installed, contact support before uploading and we'll confirm whether we can run it.
Upload your .blend through the web, SFTP, or the Client App. We detect your Blender version and active render engine automatically, validate the scene, and you choose your priority before submitting. Track per-frame progress live.
Our pre-render validation catches the most common issues — missing textures, unbaked simulations, unsupported engine settings — before your job starts and before credits are spent. If a frame still errors mid-render, you're not charged for failed frames, and support can help diagnose the scene. We recommend a 3–5 frame test render first for any large job.
Your project files are handled privately and are not shared or reused. Render output is retained for 45 days after job completion, then automatically deleted — download promptly or use the Client App's auto-download. If your project requires a non-disclosure agreement, we offer one — see our render farm NDA page or contact support.
Free, community-powered render farms work on a point or credit-exchange system and can suit hobby projects without deadlines — though they're often Cycles-only and subject to queue times and availability. A managed paid farm makes sense when you have a deadline, need bundled engines and licenses, or want predictable per-frame cost and validation. We break down exactly how free point-system farms work in our SheepIt render farm guide.
Pack external data into your .blend (File ▸ External Data ▸ Pack Resources) or include linked textures and caches alongside it; bake any simulations (fluid, smoke, cloth, particles) and Geometry Nodes results locally first; set your render engine (Cycles or EEVEE); and confirm your frame range and output format. Then upload — we detect your Blender version and engine automatically.