- Use cases
- Animators & Indie Studios
Blender cloud rendering for animators and indie studios
A short film is hundreds of frames, and one workstation renders them one at a time. Here they render across many GPU workers at once, for one fixed price quoted before you commit.
No account to create first, and no subscription. The test render is free whether or not you go ahead.

The problem is the frame count
A modestly complex animation is hundreds or thousands of frames. A single workstation renders them one after another, so the wait scales with the length of the shot and there is nothing to do in the meantime but wait.
That is what pushes an indie schedule out. Cutting resolution or samples to fit the deadline is the usual answer, and it is the one that shows on screen.
Splitting the frames across many machines does not change what each frame costs to compute. It changes how long you wait for all of them, and it leaves your own machine free to keep cutting.
What you get, whatever you make
The service does not change by discipline. These four things are true of every job that comes through, including yours.
Frames render in parallel
Your job is split across many GPU workers instead of rendering frame by frame on one machine, on NVIDIA RTX 5090 and L40S hardware with up to 48 GB of VRAM per worker.
A frame before a bill
We render real test frames of your own scene on our GPUs before you pay anything, so you check the camera, lighting and materials on our hardware rather than hoping. The test render is free whether or not you go ahead.
One price, fixed
No subscription and no credits to buy. You get one exact number before you commit, and it does not change even if the render takes us longer than we estimated.
Your machine stays yours
Nothing to install and nothing running locally. Upload a .blend or a .zip through the browser, up to 5 GB, and keep working while the farm renders.
How a job actually runs
The same five steps for every project, with the durations we actually measure. Nothing here is specific to your discipline, including the wait.
Upload .blend or .zip
We analyse it1-2 min
We test-render and price it6 min
You pay the exact price, or you don't
We render, you download
The kinds of work that come through
Three shapes of animation job, and what changes when the frames are not queued behind each other.

Short films and episodic work
The case where the frame count, not the complexity of any one frame, sets the schedule.
- Render the sequence across many workers rather than overnight on one machine
- Work at the resolution the festival wants instead of the one the deadline allows
- Preview frames stream in as they finish, so a bad shot is caught before the whole range is done

Character animation
Cloth, hair and physics push per-frame time up, which is exactly when rendering one frame at a time hurts most.
- Simulation caches need baking before upload, and the preflight report says so rather than failing quietly
- Heavy per-frame scenes still split across workers, so wall clock stays close to the cost of one frame
- Crowd shots and small runs are priced the same way: one number, before you pay

Effects and multi-pass shots
Smoke, fire and fluid work is heavy per frame and usually needs several passes out the other side.
- Cycles and EEVEE both supported, on Blender 4.3 through 5.2
- Render the full range in parallel rather than in overnight batches
- A fixed price for the sequence, so a re-run after a note is a decision you can price
Your workstation, or ours
Rendering
LocallyOne frame at a time on one machine
RenderDayFrames render in parallel across GPU workers
Hardware
LocallyA workstation to buy, run and replace
RenderDayNothing to buy. You pay per job
Your workstation
LocallyOccupied for the length of the render
RenderDayFree the whole time
What it costs
LocallyElectricity, depreciation and the next upgrade
RenderDayOne fixed price, quoted before you pay
Knowing the cost
LocallyEstimated from experience, if at all
RenderDayA test render of your scene, then an exact number
Find out what your scene costs
Send the file and we will render real test frames of it, then come back with one exact fixed price. If the number does not work, that is the end of it and it has cost you nothing.
Questions about file formats, refunds, security or Blender versions? Read the FAQ.