Render across our RTX 5090 and RTX 4090 GPU fleet, with Redshift, Octane, V-Ray GPU and Cycles supported. Redshift and V-Ray GPU license-covered, Octane and Cycles installed on every render node — since 2017.
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.
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Why this farm
Why GPU artists choose Super Renders Farm
01
Octane + Redshift Licensed Nodes — every GPU node
Octane and Redshift licenses are operated on every GPU render node. For Octane we are not an OTOY partner — these are licensed nodes we operate. For Redshift we hold the formal Authorized Maxon Render Partner relationship. Either way: you render with our licenses, no License Manager required on your side.
02
GPU fleet — NVIDIA RTX 5090, 32 GB VRAM
Our GPU fleet runs RTX 5090 cards with 32 GB VRAM each. Out-of-core texturing handles oversize scenes; multi-GPU per node scales bucket and frame parallelism on demanding shots. Cycles GPU and Eevee Next jobs share the same fleet.
03
Octane + Redshift across C4D, Maya, Max, Blender, Houdini
Same GPU pool serves whichever DCC plug-in you launch from. ORBX export ingests cleanly for Octane; RSProxy and RSObject reference loading resolves through asset paths for Redshift. Spectral kernels, AI denoiser, AOV stack, and Cryptomatte all travel with the scene.
04
GPU billing from $0.003/OctaneBench-hour
Standard tier base. Octane is the literal benchmark unit here — we meter against OctaneBench-hours, not wall-clock, so a card that's 2× faster bills 2× less for the same scene, not 2× more.
Pre-render validation
Pre-render validation — every job, before credits run
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.
Asset paths resolved
Every texture, proxy, and reference is verified reachable on the render node before the first sample fires.
Camera output set
Resolution, frame range, output path, and AOV stack are confirmed against your scene file — no surprise empty MultiPart EXR.
License reachability
Engine licenses are confirmed on the assigned node before credits deduct. V-Ray, Redshift, Corona, Octane, Arnold all check pass / fail visibly.
Scene compatibility
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.
Drag-and-drop scenes up to 200 GB. Resumable transfer over our BBRv3-tuned channel.
2
We validate your scene
Pre-render validation flags asset paths, camera output, license reachability, scene-version compatibility before credits start.
3
Submit your render job
Per-frame billing. Choose Standard, Fast, or Fastest tier. Live progress per frame.
4
Get your results
Download finals or sync to your bucket. EXR, MP4, image sequence — your call.
Octane spectral kernels (path tracing, info channel, direct lighting) all run as authored — AI denoiser, AI upscaler, and the spectral light kernel run on the render node. ORBX scene exports load fastest; .ocs files work fine. For Redshift, IPR settings (denoiser choice, sampling, ray cutoff thresholds) persist through to final render; RSProxy and RSObject reference loading resolves through asset-path overrides. Multi-GPU bucket rendering on a single node is enabled by default; you can pin to N cards per job if a scene's VRAM fit needs it.
Our GPU render nodes use NVIDIA RTX 5090 cards with 32 GB GDDR7 VRAM per card. RTX 5090s are among the highest-throughput consumer GPU cards currently available for ray tracing and AI denoising workloads. The 32 GB VRAM capacity is sufficient for most production scenes with large texture sets, displacement, and volumetric effects without triggering out-of-memory errors.
We support Redshift (Cinema 4D, Maya, 3ds Max, Houdini, Blender), V-Ray GPU (3ds Max, Maya, Cinema 4D), Arnold GPU (Maya, 3ds Max), and Cycles GPU (Blender). All renderer plugins are pre-installed and license-covered on our GPU nodes. See each engine's dedicated page for version compatibility details.
Our RTX 5090 nodes provide 32 GB VRAM, which covers the large majority of production scenes. For Redshift and Arnold GPU 7.2+, out-of-core rendering is available — the renderer automatically pages geometry and textures between VRAM and system RAM, allowing scenes larger than 32 GB to render at a performance cost. V-Ray GPU also supports out-of-core geometry and textures. If your scene consistently pushes above 32 GB VRAM, contact our support team before submitting to discuss node configuration options.
GPU rendering at $0.003 per OctaneBench-hour is the lower-cost option for most production scenes. GPU nodes complete the same frame 3–8× faster than CPU for clean ray tracing scenes (product viz, architectural interiors, VFX plates). The cost advantage narrows for volumetric-heavy renders (smoke, fire, atmosphere) where GPU speedup drops to 2–3×. CPU rendering at $0.004 per GHz-hour is the better choice for scenes with shader types not yet supported by your GPU renderer's GPU mode, or when scene memory requirements exceed 32 GB VRAM and out-of-core overhead becomes significant.
Our GPU nodes run multiple RTX 5090 cards. For still frames, a single GPU renders the full frame — additional cards in the node do not accelerate a single frame unless your renderer supports multi-GPU frame rendering (Redshift and V-Ray GPU both do for single-frame jobs). For animations, Super Renders Farm distributes one frame per GPU across the fleet, so a 500-frame animation scales across hundreds of cards simultaneously. A job that takes 8 hours on one GPU card typically completes in under 30 minutes with distributed frame rendering.
Yes. NVIDIA OptiX AI denoiser and Intel Open Image Denoise (OIDN) are both available on our GPU nodes at no extra cost. Redshift uses OptiX denoising natively. Arnold GPU supports OptiX denoising from version 7+. V-Ray GPU supports the V-Ray Denoiser (OptiX-based). Cycles supports both OptiX and OIDN denoising. Enable denoising in your render settings before submitting — our nodes execute the denoiser pass automatically as part of the render.
No. Super Renders Farm provides Redshift licenses on our GPU nodes as part of the render cost — you do not need to purchase or supply a Redshift license. Super Renders Farm is an authorized Maxon render partner, and Redshift licensing is covered on every GPU node. Octane is also supported on our GPU farm — render Octane scenes from Cinema 4D, Blender, Maya, and 3ds Max with the license already managed for you (studio-managed, no Otoy account or seat checkout needed).