# Creating Large Productions on the Render Network

Immersive visuals are a different beast than flat-screen content. At 8K, 16K, or 18K resolutions, or in VR 180/360, the work isn’t just watched - it surrounds people. That scale means things that look fine in your viewport on screen can become overwhelming, distracting, or outright broken once projected or viewed in a headset or in an immersive space. Here are some suggestions for large format productions.

<figure><img src="/files/4nP3qD2OQhD8Q3Qq95FU" alt=""><figcaption><p>Behind the Scenes 18K render of The River Remembers by Blake Kathryn &#x26; Maalavidaa for <a href="https://www.artechouse.com/program/submerge/">SUBMERGE</a> at Artechouse NYC</p></figcaption></figure>

For comprehensive information about using the Render Network, please start with the [Artist Guide](https://know.rendernetwork.com/getting-started/how-to-get-started).

{% embed url="<https://know.rendernetwork.com/getting-started/how-to-get-started>" %}

### QUICK-START CHECKLIST

* Choose your **3D software + renderer**: Cinema 4D (Octane or Redshift), Octane Standalone, or Blender (Cycles). Check that the version is supported on the network: [C4D+RS/Octane](https://know.rendernetwork.com/getting-started/cinema-4d-on-render-network-guide) or Blender.
* **Optimize your scene:** Lighter scene = more nodes, faster downloads! (textures, geometry, plugins)
* **Ensure versioning matches**: **Render engine version and software must match your local project version 1:1 to avoid errors**.
* **Package your scene correctly**: ZIP folder with default compression or ORBX.
* **Use the correct submission method** ([Manager App](https://know.rendernetwork.com/getting-started/using-the-render-network-manager-app-and-render-network-api) or the WebApp at [render.x.io](https://render.x.io/)).
* **Leverage** [**Differential Uploading**](https://know.rendernetwork.com/getting-started/using-the-render-network-manager-app-and-render-network-api/differential-uploads-via-the-render-network-manager-app) for improved asset management and accelerated workflows
* **Enable AOVs** in your job setup if needed.
* **Select proper outputs** for both **AOVs** and **Beauty Pass**. These cannot be changed after submission.
* **Set Max GPU** count appropriate to your scene (Reducing the max number of GPUs on Redshift scenes is very useful for cost control)
* **Configure minimum node VRAM** wisely based on local VRAM usage plus GPU overhead.
* **Use cost estimation tools** to predict rendering costs. (<https://render.x.io/estimates>)\
  If using the manager app, there is a built in calculator tool as well
* **Submit your job and monitor frames**: You can click on a new node that takes too long for you, and request a new one easily.
* **Use video playback tools** to review sequences.
* **Approve final frames** and download assets.

**Note:** *We recommend you to do a test render of a few frames to check the final output and if the animation is properly supported on the network, before sending your full sequence to render.*

**Key Tip:**

* If you're using C4D + Octane/Redshift, prioritize using the [Manager App with C4D Wizard](https://know.rendernetwork.com/getting-started/cinema-4d-on-render-network-guide/using-the-c4d-wizard-with-the-render-network-manager-app) for the cleanest workflow.

{% embed url="<https://know.rendernetwork.com/getting-started/cinema-4d-on-render-network-guide/using-the-c4d-wizard-with-the-render-network-manager-app>" %}

* Blender artists must use the WebApp directly.
* ORBX files are stable but heavy.<br>

#### ⚠️ Key Bottlenecks to Avoid & Solutions

| Risk                                | Mitigation                                                                                                   |
| ----------------------------------- | ------------------------------------------------------------------------------------------------------------ |
| Incorrect AOVs or Output File types | Lock in AOVs and enable correct Output file types                                                            |
| Version Mismatch                    | Ensure the Network engine and application are supported, don’t upgrade or alter versions after scene-lock    |
| Render-Time Sim Failures            | <p>Bake and cache all simulations and MoGraph setups<br></p>                                                 |
| Unsupported 3rd Party Plugins       | Bake down all 3rd party plugin assets (Greyscale Gorilla Included)                                           |
| OOC-Induced Failures                | Optimize scene for VRAM use; avoid texture-heavy setups that utilize Out Of Core memory                      |
| Incorrect Node Assignments          | Set realistic GPU settings based on Vram with overhead (e.g. 10.8GB Vram scene use Tier 2 16GB Vram setting) |

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