# Render Network Knowledge Base

Everything you need to know about the Render Network

Welcome to Render Network

<figure><img src="/files/EA0LCEycKRkiW59D1Aa4" alt=""><figcaption><p><em>2003 by Zomax - created on the Render Network</em></p></figcaption></figure>

### What is the Render Network?

The [Render Network](https://rndr.x.io) is a high-performance distributed GPU rendering network that leverages industry-leading [OTOY Inc.](https://home.otoy.com/) software to facilitate a compute marketplace between GPU Providers and GPU Requestors.&#x20;

{% embed url="<https://vimeo.com/231572056>" %}

First conceived in 2009 by OTOY, inc. Founder and CEO [Jules Urbach](https://www.crunchbase.com/person/jules-urbach), [Render Network](https://render.x.io) held its first public token sale in October 2017, entering into a private sale period from January - May 2018. During the private sale, early adopters were onboarded onto the "RNDR Beta Testnet", where Beta Node Operators and Beta Creators worked together with the Render Network team to build out and test the network. Render Network launched publicly on April 27th 2020. November 2nd, 2023, RENDER was launched&#x20;

Spun out of OTOY, Inc., in 2023, the Render Network Foundation is based out the Cayman Islands, with team members located all over the globe. The Foundation oversees both governance of the protocol and strategic initiatives intended to drive usage and growth of the Render Network. With a [world class advisory board](https://rendertoken.com/#team) boasting industry leaders such as [Ari Emmanuel](https://www.linkedin.com/in/ariemanuel/) (Co-Founder and Co-CEO, WME), [Mike Winkelmann](https://www.beeple-crap.com/) (Beeple) and [Brendan Eich](https://www.linkedin.com/in/brendaneich/) (Founder and CEO, Brave Software and BAT), the Render Network aims to bridge the gap between the present state of graphics and AI compute and the virtual future.&#x20;

### How does the Render Network Work?

{% embed url="<https://vimeo.com/236425928>" %}

The Render Network gives GPU owners an opportunity to monetize otherwise idle GPUs by offering their compute power to creators in search of rendering resources. In short, Render Network allows GPU owners to loan out their GPU power to creators in need of additional power.&#x20;

## Rendering the Metaverse

Inspired by the book *Life After Television* (written in 1990 by OTOY Advisor Board member George Gilder), Jules Urbach laid out his vision for the future in [Life After Automation: The Rendering Economy](https://medium.com/render-token/life-after-automation-the-rendering-economy-ac0fb38ca50b):

> *“A first principle in the “Render Economy” is that the resonance of authentic human thought, creativity and imagination are the fundamental units of currency"*
>
> *"Our complete personal experience is a uniquely human metric by which we constantly measure qualia, social resonance and novel truths. No machine can ever do this more authentically and meaningfully than we do. In a decentralized, dematerialized and fully automated world, the flow and final evaluation of human value must never stop being a human responsibility.”*
>
> *“The Render Token and the network that it encompasses are built to enable such a system’s viability as early as possible. First, through massive cost savings in distributed rendering that bootstrap the render economy in its early stages. Then, in subsequent phases to come, through a semantic web of value and authorship encoded in the blockchain itself.”*

Echoing that same vision for the future, Ari Emanuel (Co-CEO of Endeavor and OTOY and Render Network Advisor Board member) penned in his piece [This is Life After Television](https://medium.com/@ArielEmanuel/this-is-life-after-television-de59539d9100) how Render Network plans to help make this future dream a reality:

> *“Since then, Jules and I have been building a system for the future. It will all be built on RNDR. We have lined up and signed deals with all of the major media companies from Disney and HBO to Facebook and Unity. LightStages will be built at our WME offices for blockchain based scans of all our clients and athletes. I am driving media to go through the Render Token network.” - Ari Emanuel*

Expanding on his vision, Jules wrote [A Photon Driven Economy](https://medium.com/render-token/rndr-a-photon-driven-economy-e5f5c6896a67) as an example of how RNDR<->BAT could interact and work together. The RNDR Token will allow for cross-token development and services across multiple fronts (BAT, Sia, etc.)

> *“The Internet was built on the promise of distributed computing and the open exchange of ideas and data. As we move from hypertext and hypermedia to a fully immersive metaverse built on complex interactive 3D scenes, the challenges and opportunities are exponentially greater.”*
>
> *“The RNDR Token, powered by the blockchain, uses the act of creation — rendered by the laws of physics and light — to open the door to a new model of value exchange and a truly decentralized Metaverse.”*

Co-creator of Basic Attention Token (BAT), JavaScript creator, co-founder of Mozilla, and also OTOY and Render Network Advisor Board member, Brendan Eich wrote in his blog post ["The Render Token"](https://brendaneich.com/2017/09/the-render-token/):

> *"Large shared AR/VR worlds cannot possibly “encrypt what you see” (as DRM for fixed media tries to do). Yet creators of models and art in such shared virtual worlds need effective and fair protection, as experience from Second Life shows.*
>
> *Indelible watermarking is a key part of the solution. \[..]*
>
> *I’m honored to be an advisor to OTOY and RNDR. I’m thrilled by the prospects for RNDR, BAT, and other domain-specific tokens that will bind the Metaverse economy into a coherent and equitable, yet decentralized, whole. The future will be tokenized!" - Brendan Eich*

This vision of a truly decentralized and open Metaverse is what has connected OTOY with many other leaders in the 3D and entertainment industry, including Star Wars director and [OTOY and RNDR Advisor Board member J.J. Abrams](https://www.hollywoodreporter.com/news/jj-abrams-joins-otoys-advisory-board-1044109):

> *“As technology continues to become democratized — including the sort of remarkable results you can get with Octane — more diverse and unique stories will be told. Worlds, familiar and extraordinary, will be created and distributed in ways that could not have been imagined a decade ago. ” - J.J. Abrams*

Across the Gaming and Virtual Reality industries, pioneers such as Tim Sweeny (CEO of Epic Games) and John Carmack (Developer of Doom/Quake, Former CTO of Facebook Oculus VR)  have publicly pushed for the creation of a Metaverse similar to Jules' vision, as described in a 2017 story about [Jules Urbach’s Quest To Realize Star Trek’s Holodeck](https://uploadvr.com/jules-urbach-holodeck-quest-otoy/).

> *“OTOY is juggling a lot of widely different tech, but if you squint at it right, there are a lot of pieces that fit together in a particular vision of the future.” - John Carmack*

## Render Network Showcase

{% embed url="<https://vimeo.com/401153509>" %}
Gilles Augustijnen Hype-O-Dream 2020
{% endembed %}

{% embed url="<https://vimeo.com/401142508>" %}
SpaceStation by Geoff Holman
{% endembed %}

{% embed url="<https://vimeo.com/401127312>" %}
Dino Muhic Beauty Shots (Dunlop)
{% endembed %}

{% embed url="<https://www.youtube.com/watch?v=aAvyS6HSa0A&feature=emb_title>" %}
deadmau5 & The Neptunes - Pomegranate (Official Music Video) partially rendered on RNDR
{% endembed %}

{% embed url="<https://vimeo.com/395070460>" %}
RNDR Automotive 4K Test by Andrey Lebrov
{% endembed %}

## **Join the Render Revolution: Follow the Render Network**

**Website:** [https://render.x.io](https://render.x.io/)\
**Twitter:** <https://twitter.com/rendernetwork> \
**Discord:** <https://discord.gg/rendernetwork>\
**Reddit**: <https://www.reddit.com/r/RenderNetwork/> \
**Medium**: <https://rendernetwork.medium.com/>\
**Facebook**: <http://facebook.com/rendernetwork>\
**Render Network Foundation:** <https://renderfoundation.com/>

{% hint style="info" %}
**Render Network has officially moved away from RocketChat.** \
**For the latest news on Render Network, please follow any of our channels listed above.**
{% endhint %}


# Important Safety Information

Keeping yourself safe in the crypto-world

We want to share some basic security tips to help keep you safe:

* It is important that you **never share your Private Key information with anyone** claiming to be from the Render Network. There is no reason that your Private Key information should ever be shared, even with the Render Network team or a support representative. The same applies to your Seed Phrase, JSON file or the QR code of the wallet backup. Never send this information to anyone. The Render Network team will never ask you for this information.<br>
* Please only refer to official announcements from the Render Network Team, which you can find on [X  / Twitter](https://twitter.com/rendernetwork) or [Medium](https://rendernetwork.medium.com/). On Twitter, scam accounts often mimic official account names and photos, but have a fake handle, so please verify first.<br>
* Make sure that you verify addresses that you intend to send tokens to. Once tokens have been transferred to a wallet, there is nothing that the Render Network team can do to retrieve those tokens or reverse the transfer on your behalf. This includes **sending tokens accidentally to either the Render Network contract(s) itself, or to other token issuing contracts**. <br>
* Use Two Factor Authentication (2FA) for sensitive accounts, and applications like Authenticator are recommended over text or phone based authentication - to avoid sim-swapping attacks.<br>
* Coinbase has prepared useful resources for avoiding Cryptocurrency scams which we [recommend reading](https://help.coinbase.com/en/coinbase/privacy-and-security/avoiding-phishing-and-scams/avoiding-cryptocurrency-scams).

### Upgrade

How to upgrade RNDR to RENDER:

⚠️ Deadline: There hasn't been any deadline announced yet.

🔗 Official Bridge: upgrade.rendernetwork.com

**Quick Steps:**

1\. Have enough ETH in your wallet  for gas fees. ($20-30 worth)

2\. Go to upgrade.rendernetwork.com

Please only upgrade RNDR without decimals. For example: 34 RNDR, not 34.142<br>

**📺 Step by step tutorials:**

[- Video Guide 1](https://www.loom.com/share/2ca3b5d69d5a42fc8044df748f126a4c)

[- Video Guide 2](https://x.com/PraveenJandu/status/1720112998923288951)

[- Knowledge Base Article](https://know.rendernetwork.com/general-render-network/rndr-to-render-what-you-need-to-know/using-the-solana-upgrade-assistance-tool)

**⚡️ Quick Tips:**

\- Check gas fees: etherscan.io/gastracker

\- Clear browser cache if issues occur

\- Insufficient ETH results in wrong calculation of transaction fees

\- Only upgrade amounts without decimals<br>

Need help? [Check our Knowledge Base](https://know.rendernetwork.com/general-render-network/rndr-to-render-what-you-need-to-know/using-the-solana-upgrade-assistance-tool)

**Official Bridge: upgrade.rendernetwork.com**

### Upgrade Options

It's up to the individual if they want to upgrade their tokens. But, RNDR will no longer be maintained by the Render Foundation and the RNDR will not be useable on the Render Network. Focus from now on will be towards the SPL Render token.&#x20;

The Upgrade Tool will allow for 1:1 in the future and there hasn't been any deadline announced. Disadvantages could be liquidity/market access into the future.

Your RNDR tokens on Ethereum remain valid and usable. Here's what you need to know:

**Exchange Status:**

• Major CEXs have migrated to RENDER on Solana

• RNDR (Ethereum) is delisted from these CEXs

• RNDR liquidity is still available on Ethereum DEXs

**Upgrade Information:**

• There hasn't been any deadline announced.&#x20;

• Conversion rate: 1 RNDR = 1 RENDER

**Price Information:**

• RNDR and RENDER prices may vary slightly

• You can upgrade your RNDR to RENDER if there is any price discrepancy.

**Trading Options:**

• To Upgrade: Use the official bridge portal: upgrade.rendernetwork.com

• To Trade RNDR: Use Ethereum DEXs

• To Trade RENDER: Use Solana DEXs or major CEXs

### General Warning

⚠️ GENERAL WARNING! ⚠️&#x20;

Beware of impersonators.

NONE of the admin's will ever DM you first with regards to anything, including token swaps, migration, airdrop, staking etc.

THERE IS NO AIRDROP.

DO NOT give away your private keys, seed phrases, passwords or wallet access. Beware of scammers/impersonators. Never send funds to anyone claiming to be from the team. DO NOT CLICK ON UNKNOWN LINKS, WATCH OUT FOR FAKE WEBSITES.

**Official websites:**

<https://renderfoundation.com>

<https://rendernetwork.com>


# Render Network Official Links and Channels

Official links from the Render Foundation

With the recent increase in attack vectors across the web3 ecosystem, this post highlights key information and resources for the community to reference and stay safe.

Please confirm information using this post and across official channels before interacting with contracts or connecting your wallet to websites. When in doubt, take time to confirm information on the Render Network Discord, Telegram and other channels listed at the end of this post and available to reference at [**https://renderfoundation.com/support**](https://renderfoundation.com/support)

## **Render Network Contract Address** <a href="#id-9396" id="id-9396"></a>

Below are the ONLY official contract addresses associated with the Render Network. It is highly recommended to verify any transactions against these official, verified contract addresses before approving transactions.

### **RENDER SPL Contract Address:** <a href="#id-80ce" id="id-80ce"></a>

> [*rndrizKT3MK1iimdxRdWabcF7Zg7AR5T4nud4EkHBof*](https://explorer.solana.com/address/rndrizKT3MK1iimdxRdWabcF7Zg7AR5T4nud4EkHBof)

### RNDR ERC-20 Contract Address: <a href="#aa74" id="aa74"></a>

> [**0x6De037ef9aD2725EB40118Bb1702EBb27e4Aeb24**](https://etherscan.io/token/0x6de037ef9ad2725eb40118bb1702ebb27e4aeb24)

## Official Render Network Websites <a href="#id-8104" id="id-8104"></a>

* **Render Network Website**: <https://rendernetwork.com/>
* **Render Foundation Website:** <https://renderfoundation.com/>
* **Render Network Artist Portal:** <https://render.x.io/> ([https://rndr.x.io/](https://render.x.io/) legacy)

## Official Render Network Upgrade Portal <a href="#id-8104" id="id-8104"></a>

To upgrade RNDR ERC-20 tokens to RENDER SPL tokens, please use the official Render Network Upgrade Portal and Resources found below:

* **Render Network Upgrade Portal**: [https://upgrade.rendernetwork.com](https://upgrade.rendernetwork.com/)
* **Upgrade Tools and Resources:** <https://renderfoundation.com/upgrade>

## **BME Emissions, Compute Client & Burn Addresses** <a href="#id-1599" id="id-1599"></a>

These are the only Render Network addresses where Node Operators will receive RENDER SPL emissions or rewards

### BME Node Emissions and Compute Client Addresses: <a href="#id-6a8f" id="id-6a8f"></a>

> [***7CVt936gVDXfKeXdRs5xcWVkrEaYGMTV3HA2K7j4Bqa7***](https://explorer.solana.com/address/7CVt936gVDXfKeXdRs5xcWVkrEaYGMTV3HA2K7j4Bqa7)

### Multi-Sig ATA for Node Emissions and Compute Client Rewards: <a href="#id-27e2" id="id-27e2"></a>

> [***DUAv3AyTzJhDuPexKTJSj82wgb7X6AghjifbVC8NYQCd***](https://explorer.solana.com/address/DUAv3AyTzJhDuPexKTJSj82wgb7X6AghjifbVC8NYQCd)

Each epoch, an amount of RENDER is burned based on the amount of work rendered as part of the functioning of the BME — from this address:

### RENDER Burn Address: <a href="#id-0633" id="id-0633"></a>

> [***rbrnm7nPhfhBxPSh8qhRFrhB5MLnJGMNoyNQPvSi7vq***](https://explorer.solana.com/address/rbrnm7nPhfhBxPSh8qhRFrhB5MLnJGMNoyNQPvSi7vq)

### Multi-Sig ATA for Burn: <a href="#id-948b" id="id-948b"></a>

> [***GqE7wcwRw86xxMz4pNq5cV3BkM64h3bvajQRQbigYqTX***](https://explorer.solana.com/address/GqE7wcwRw86xxMz4pNq5cV3BkM64h3bvajQRQbigYqTX)

## **Resources on Recent Releases** <a href="#id-202b" id="id-202b"></a>

* [Upgrade Portal](https://upgrade.rendernetwork.com/) | [Upgrade Tools and Resources](https://renderfoundation.com/upgrade)
* [Join as Render Network Compute Client](https://renderfoundation.com/gpu)
* [Grant Applications](https://renderfoundation.com/grants)
* [Request for Compute](https://renderfoundation.com/rfc)

## **Official Render Network Official Channels:** <a href="#id-8187" id="id-8187"></a>

All communications from the Render Network will come from these official accounts, which serve as the primary sources for community members to access the most current updates, news, and information. Confirming information from multiple official accounts is recommended before connecting a wallet to a website, or signing and approving transactions.

* **Twitter:**[ https://twitter.com/rendernetwork](https://twitter.com/rendernetwork)
* **Discord:**[ https://discord.gg/rendernetwork](https://discord.gg/rendernetwork)
* **Foundation Website:**[ https://renderfoundation.com](https://renderfoundation.com/)
* **Telegram:**[ https://t.me/rendernetwork](https://t.me/rendernetwork)
* **Instagram:**[ https://instagram.com/rendertoken/](https://instagram.com/rendertoken/)
* **Support**: <https://renderfoundation.com/support>

<br>


# RNDR to RENDER: What you need to know

A guide to everything you, as a Render Network user, will need to know about the changes with the Render Network and the upgrade from Ethereum (RNDR) to Solana (RENDER)

{% hint style="info" %}
Official RENDER Solana Mint: [rndrizKT3MK1iimdxRdWabcF7Zg7AR5T4nud4EkHBof](https://explorer.solana.com/address/rndrizKT3MK1iimdxRdWabcF7Zg7AR5T4nud4EkHBof). Beware of any scams.
{% endhint %}

As voted on by the Render Network community in [RNP-002](https://github.com/rendernetwork/RNPs/blob/main/RNP-002.md), the Render Network will be building out an expansion onto the Solana Blockchain. This guide will cover what you need to know to continue to use the Render Network without a hitch as it expands and grows in the coming months.


# Setting up a Solana Wallet

A step-by-step guide to setting up one of the more popular Solana compatible wallets

One of the most important changes for the everyday user is that Metamask wallets are not supported on the Solana Blockchain, so Node Operators will need to setup Solana compatible  wallets in order to continue receiving tokens in exchange for rendering work.

There are many Solana wallet options available, each with different appeal and utility. For general purpose and ease of use, we recommend [Phantom](https://phantom.app/), with [Solflare](https://solflare.com/) or [Torus](https://tor.us/) as secondary options, and [Ledger](/general-render-network/rndr-to-render-what-you-need-to-know/setting-up-a-solana-wallet/setting-up-a-solana-compatible-ledger-wallet) as a hardware wallet option. **Unfortunately, Trezor wallets are not currently supporting Solana.**

The following guide will be based on signing up and setting up a Phantom wallet.&#x20;

### Wallet Set-up

* In your browser of choice (Google Chrome, Firefox, Brave and Microsoft Edge), go to [Phantom.app](https://phantom.app).
* The website should detect which browser you are using and provide a download link front and center (circled in <mark style="color:red;">RED</mark>), but if not, click the “Download” button in the top right hand corner of the screen (circled in <mark style="color:green;">GREEN</mark>).

<figure><img src="/files/hDtvSVAbN45hPBRgzEpJ" alt=""><figcaption><p>Clicking the "Download" button will take you to a new page with more browser options</p></figcaption></figure>

* Upon clicking the link for your respective browser, a second tab will appear prompting you to download the Phantom wallet add-on to your browser.&#x20;

{% hint style="warning" %}
**NOTE:** If you are experiencing an error with adding the browser add-on, you may need to temporarily change settings or turn off your ad-blockers/download safety measures.
{% endhint %}

* Once the add-on has been downloaded, if it does not appear in your browser extensions bar, go to your extension manager and add it to your extension bar.

<div><figure><img src="/files/p10AGDIwesbo4Enqxraf" alt=""><figcaption><p>Depending on your browser choice, the icon will slightly differ in appearance</p></figcaption></figure> <figure><img src="/files/cSZz2o6mSF4G7Cfr6MzQ" alt=""><figcaption><p>No matter the choice, it should appear as a "Purple Ghost" of some kind</p></figcaption></figure></div>

* Click on the Phantom icon in your browser. A new tab should open up prompting you to either create a new wallet or link an existing wallet. If you do not have a prior Phantom wallet, click “create a new wallet”.

<figure><img src="/files/t9UT4Fo2BWj4pSFRAtNb" alt=""><figcaption><p>If you already have a wallet, simply login using your wallet credentials</p></figcaption></figure>

* You will be prompted on the next page to create a password and agree to the terms of service. Create a strong password and check the terms of service box, then press “Continue”.

<figure><img src="/files/5GFjctSVmOuJZETxm4gA" alt=""><figcaption></figcaption></figure>

* You will then be presented with your secret recovery phrase, composed of 12 individual words. Place your mouse over the phrases to unblur them, and [write down your seed phrase, to be stored in a secure location after](https://support.metamask.io/hc/en-us/articles/4404722782107-User-Guide-Secret-Recovery-Phrase-password-and-private-keys#h_01FYVAXSE5C9E4YBCSWT2F2RBQ). Once done writing your phrase, check the “I saved my secret recovery phrase” box and click “continue”.

<figure><img src="/files/i5vvVaWGfDyRUu8XqlhZ" alt=""><figcaption><p>DO NOT EVER SHARE YOUR PHRASE WITH ANYONE ELSE</p></figcaption></figure>

* Click “finish” on the next screen, and your Phantom wallet will be officially set up!
* Now that you have your Phantom wallet, 3 separate wallet addresses will be automatically generated for this new wallet. If you click on the Phantom icon, it will open up your wallet, showing you your current balances.&#x20;

<figure><img src="/files/WNsaIIEUubHOEdiVNDUT" alt=""><figcaption><p>A fresh wallet should appear empty, like this</p></figcaption></figure>

* Click on the “Account 1” or “Account” tab and it will show you the wallet addresses for this Phantom wallet on the Solana chain, Ethereum chain, and on layer 2 Polygon chain. Please keep in mind that you will need to choose the correct chain address when selecting deposit locations.

<figure><img src="/files/6vXPei5GCN5mN7TvkMoI" alt=""><figcaption><p>Clicking on the wallet address will copy that address to your clipboard</p></figcaption></figure>

You are now all set-up with a Phantom wallet! If you have any questions, please reach out to the Render Network team support channels for advice through this transition.


# Setting up a Solana Compatible Ledger Wallet

How to use a hardware wallet with Solana

For those intending to use a hardware wallet, we recommend using a Ledger. You can find detailed documentation for setting up a Ledger Solana account, produced by the Solana Foundation, below:

{% embed url="<https://support.ledger.com/hc/en-us/articles/360016265659-Solana-SOL-?docs=true>" %}

Below we will run through the basics for preparing your Ledger wallet to be Solana compatible:

First you will need to install the Solana (SOL) app on your Ledger device. To do this you must:

1. Open **Ledger Live** and navigate to the "**My Ledger**" tab
2. Connect and unlock your Ledger device.
3. If asked, allow the "My Ledger" on your device.
4. Search for the "**Solana (SOL)**" app in the app catalog.
5. Click the Install button to install the app on your Ledger device.

<figure><img src="/files/NJa3wjjZawpYaotq3uQ3" alt=""><figcaption><p>You should download the latest version of the Solana app available</p></figcaption></figure>

To connect your Phantom (SOL) wallet to your Ledger, open up a browser with the Phantom plugin installed.&#x20;

* Open the Solana app in your ledger device. Then go to the Phantom extension in your browser and click on the top left corner (should look like 3 horizontal lines) in the Phantom extension window.

<figure><img src="/files/CgXi7RiWekZXSS7NHreQ" alt=""><figcaption></figcaption></figure>

* From the menu, click on "Add/Connect Wallet".

<figure><img src="/files/4yQZUGz9lWSoqEoCyQzX" alt=""><figcaption><p>It should appear as a Plus (+) symbol in the menu</p></figcaption></figure>

* From the options, click on "Connect Hardware Wallet".

<figure><img src="/files/6bEgvhXh03f9IfWeJoNK" alt=""><figcaption></figcaption></figure>

* A pop-up should appear from the Phantom browser extension, prompting you to connect to your plugged in Ledger device. Click on "Connect" in this window.

<figure><img src="/files/WOZVNTWqyuoKxjGEYWtr" alt=""><figcaption></figcaption></figure>

* Once connected, Click on "Continue" in the browser window to prompt Phantom to search for a Solana account in your Ledger.&#x20;
* Once Phantom finds the Solana app account on your Ledger, it will prompt you that it has connected to the account. Simply click "Continue" in the browser to complete the setup.

<figure><img src="/files/dFIMIUAat8wjc7PdoZMI" alt=""><figcaption></figcaption></figure>

If you have any questions regarding SOL and your hardware wallet, please read through the Ledger documentation linked above. If you still have questions, feel free to contact either Ledger support or the Render Network team through it's support channels.


# Using the Solana Upgrade Assistance Tool

How to upgrade your RNDR (ETH) Tokens into RENDER (SOL)

One of the most prominent changes of the Solana blockchain shift is the launch of "RENDER", the new network token built on the Solana blockchain. Similar to the launch of the ERC-20 token contract, alongside the new contract launch was the launch of an upgrade assistance tool to allow users to transfer and upgrade their current RNDR (ETH) into RENDER (SOL). Similarly, an upgrade assistance tool has been launched for holders of RNDR on Polygon to upgrade to RENDER (SOL). Below is a guide on how to use the tool properly and upgrade your RNDR to RENDER.

### Preparing to use the Upgrade Assistance Tool

Before using the upgrade assistance tool, **you will need to make sure that all of your RNDR tokens are on Layer 1**. If you have any RNDR tokens on Layer 2, you will need to transfer them back to a Layer 1 compatible wallet.&#x20;

**Note: You'll only be able to upgrade once using the Polygon to Solana Upgrade Portal.**

### Video Walkthrough&#x20;

{% embed url="<https://www.loom.com/share/2ca3b5d69d5a42fc8044df748f126a4c?_hsenc=p2ANqtz-9lqjPts34NFWXpNznL1bs-5znXplheKk2eJdChgL0GHT2nhU3EJcvce5AKGVJmQWyMWfHYFTzN5Bo6wIG0velhPzdTZUbz3P8HB6K1Dh1wGMVHe-0&_hsmi=308736370&replyToComment=54175060&utm_content=308736370&utm_medium=email&utm_source=hs_email>" %}

### Upgrade Assistance Guide

* Start by going to [**upgrade.rendernetwork.com**](https://upgrade.rendernetwork.com) for RNDR (ETH) or [**polygon.rendernetwork.com**](http://polygon.rendernetwork.com) for RNDR (POL). We suggest typing the URL into your browser to verify you are on the correct page.

**Reminder: You'll only be able to upgrade once using the Polygon to Solana Upgrade Portal.**

<figure><img src="/files/hqafvuIEqDIL0Odu40KU" alt=""><figcaption><p>You should see this exact page for RNDR (ETH). If you do not, manually re-enter the URL or contact the Render Network Foundation support team.</p></figcaption></figure>

* For RNDR (POL), it should look like this:

<figure><img src="/files/QWdgTzv4462IorDotIvA" alt=""><figcaption></figcaption></figure>

* Click “Connect” under “Connect your Ethereum Wallet”.

<figure><img src="/files/6gRgYMMF31HHcyufCVkK" alt=""><figcaption></figcaption></figure>

* Select “Metamask,” "Coinbase," or “WalletConnect” if you have a different ETH wallet:

<figure><img src="/files/wtuH0DVNqbcV7M9dbCXp" alt=""><figcaption></figcaption></figure>

* If connecting using your desktop, select the “Desktop” tab, then click “Connect with Metamask Extension” or "Coinbase Wallet extension."

<figure><img src="/files/UrfpJ719tRKyPyu38rAE" alt="" width="389"><figcaption></figcaption></figure>

* A Metamask or Coinbase Wallet window should appear. Select an account that contains your RNDR, and click “Next”

<figure><img src="/files/tTcqUtAOrWc6knTthsdi" alt="" width="273"><figcaption></figcaption></figure>

* On the next screen, click “Connect”

<figure><img src="/files/8vMrgVAmSMg2MxABA5V3" alt="" width="273"><figcaption></figcaption></figure>

* Your wallet should then appear connected under the Step 1 tab

<figure><img src="/files/ZJ2kzSXBjoERa4H0NLH7" alt=""><figcaption></figcaption></figure>

* For RNDR (POL) upgrade to RENDER (SOL), it will look similar.
* Select your wallet under “Connect Solana Wallet”.
  * Choose your wallet option from between Phantom, Solflare and Torus. If you have a wallet plugin installed on your browser, it should detect one of those wallet options.
  * A window should appear for your selected wallet (using Phantom in this case). Select “connect”.&#x20;

<div><figure><img src="/files/emr4V1ua8bJj1pzhKP2j" alt=""><figcaption></figcaption></figure> <figure><img src="/files/V8YwzJ2A3fMjMiBY56bb" alt=""><figcaption></figcaption></figure></div>

* Once both wallets are connected, enter an amount of ETH-RNDR or POL-RNDR to transfer over to SOL-RENDER, and click “Transfer”.

<div><figure><img src="/files/JGx37ehdB4ePvYFrIImU" alt=""><figcaption></figcaption></figure> <figure><img src="/files/RBG7E3HXe8V7uujfHUXd" alt=""><figcaption></figcaption></figure></div>

* For RNDR (POL) to RENDER (SOL), it will look similar.
* Two transactions on Metamask (or Coinbase wallet or other wallet connected via WalletConnect) will appear. First, a transaction that permits token transfer, and second, the token transfer itself.
* A Metamask (or Coinbase wallet or other wallet) window should appear with the total token amount being transferred and an estimated gas fee for the transaction. Review these details and if they are correct, click “Confirm”.
* The transaction should take approximately 15 minutes, though times may vary based on blockchain factors, so we advice monitoring your token transfer using a network explorer like Etherscan (or Polygonscan for RNDR on Polygon).
* Use a whole number, such as 15 instead of 15.55 if you are experiencing a high gas estimate.&#x20;
* If you run into any problems head to the [Render Foundation Support Page. ](https://renderfoundation.com/support)

{% hint style="info" %}
***If, during either the initial transaction or the dispersal period, you experience wait times exceeding either the Metamask estimates or the estimated 15 minutes for token dispersal, please reload the page.***&#x20;

***This should correct any issues and you WILL NOT be double charged any transaction fees.***&#x20;
{% endhint %}

* If you encounter any issues, please contact support in Discord.

**Reminder: You'll only be able to upgrade once using the Polygon to Solana Upgrade Portal.**


# \[Legacy Topics] Bridging RNDR ERC-20 Polygon Tokens to Upgrade

## NOTE: the Ethereum<>Polygon bridge is now deprecated. The below information is retained for record-keeping purposes only.

\
To bridge your RNDR (POL) to RENDER (SOL), get step-by-step instructions: <https://know.rendernetwork.com/general-render-network/rndr-to-render-what-you-need-to-know/using-the-solana-upgrade-assistance-tool>&#x20;

and then go to [polygon.rendernetwork.com](https://polygon.rendernetwork.com) to begin your upgrade.&#x20;

The below information is for legacy record-keeping purposes only.

\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\
\
\&#xNAN;*\*please verify all token contract addresses from official Render Channels only - accessible* [***here***](https://medium.com/render-token/render-network-contract-address-resources-and-official-channels-a80d822bff52)*.\**

RNDR ERC-20 Tokens on the Polygon Mainnet need to be bridged to RNDR ERC-20 Tokens on the Ethereum Mainnet in order to be upgraded to Solana SPL Tokens through the [Upgrade Portal](https://upgrade.rendernetwork.com/).&#x20;

If you need to bridge RNDR Tokens on the Polygon Mainnet, first locate your RNDR ERC-20 Tokens by switching to the Polygon Mainnet in Metamask (or other supported wallets that support Matic and the Polygon Bridge). For the purposes of this guide, Metamask is used as an example.

**Note: You will only be able to upgrade from Polygon to Solana once via our Upgrade Portal.**&#x20;

Click the Dropdown by the **Ethereum Mainnet** Symbol.

<figure><img src="/files/QNHTnzetQ0OCqtFPYAUm" alt="" width="349"><figcaption></figcaption></figure>

And then select the **Polygon Mainnet**

<figure><img src="/files/cuDNpcawiOZpqSTKR6kA" alt="" width="313"><figcaption></figcaption></figure>

If the RNDR Tokens do not automatically appear in your wallet, you may need to import the tokens.&#x20;

<figure><img src="/files/4xFZmWH7ZS75r3hH2tri" alt="" width="350"><figcaption></figcaption></figure>

Click **Import tokens** and enter the RNDR ERC-20 Polygon Contract address in the 'Token Contract address' field:  [**0x61299774020dA444Af134c82fa83E3810b309991**](https://polygonscan.com/token/0x61299774020dA444Af134c82fa83E3810b309991) The RNDR symbol should auto-populate, and click '**Next**.' Your RNDR ERC-20 Polygon token balance should appear and click '**Import**'.

**Reminder: You will only be able to upgrade once from Polygon to Solana via our Upgrade Portal.**

<div><figure><img src="/files/vymqpxlp6OcbDAVPG9I7" alt=""><figcaption></figcaption></figure> <figure><img src="/files/ZoDntKiD6HEUPmCe28XI" alt=""><figcaption></figcaption></figure></div>

Now that your tokens are successfully imported, you can bridge using Polygon's native bridge: <https://portal.polygon.technology/bridge>&#x20;

\[**please note**: bridging using Polygon's bridge will take approximately 45 minutes to an hour]

Click **Connect Wallet** using your wallet of choice.&#x20;

<figure><img src="/files/zgUbCLbCoIK07bGcma1V" alt=""><figcaption></figcaption></figure>

Select **'Polygon POS'** in the **Transfer from** dropdown menu, select the **RNDR Token** in the token drop down menu on the Right, and select '**Ethereum**' in the **Transfer to** dropdown menu, and click **Bridge**. \[**Note**: You will need a small amount of Polygon tokens in your account to pay the transaction fees in order to bridge]

<figure><img src="/files/ktucqlFOgVsQ0r78ASWU" alt=""><figcaption></figcaption></figure>

Confirm the transaction in your wallet and wait for the Bridge to complete (roughly 45 minutes).&#x20;

<div><figure><img src="/files/6lRmUqOHEp5ZMLRGgpTW" alt="" width="528"><figcaption></figcaption></figure> <figure><img src="/files/3VmwYot8ISMb8VFqlV3t" alt="" width="563"><figcaption></figcaption></figure> <figure><img src="/files/6A6Z4j25o9Myp6UpTMRD" alt="" width="563"><figcaption></figcaption></figure></div>

Once this completes you will need to **Claim** your tokens on the Ethereum Mainnet. To do so, click **Add RNDR to wallet** in order to import the RNDR ERC-20 contract on the Ethereum Mainnet. You will be prompted to switch back to the Ethereum Mainnet, click '**Switch network**' and then '**Add token**' on the Ethereum Mainnet.&#x20;

<div><figure><img src="/files/ZUvfQFKzLbJvSXIhm18k" alt=""><figcaption></figcaption></figure> <figure><img src="/files/fNHDyJk9zzxwVJQW2Zon" alt=""><figcaption></figcaption></figure> <figure><img src="/files/CjFOpyYmkqfCU7YrEYmv" alt=""><figcaption></figcaption></figure></div>

Once the Bridge completes, a popup will ask you to claim the RNDR ERC-20 tokens on the Ethereum Mainnet. Click **Claim,** set the Ethereum gas fee, and click **Confirm**.

<div><figure><img src="/files/GdukBW2CiWRk2JDGq7ny" alt=""><figcaption></figcaption></figure> <figure><img src="/files/UCv2bzd6DAXOIzP5weTf" alt="" width="346"><figcaption></figcaption></figure></div>

Once the transaction completes, your RNDR tokens are bridged to the Ethereum Mainnet and you are able to upgrade them to RENDER SPL tokens on Solana using the [**Upgrade Portal**](https://upgrade.rendernetwork.com/). Please see [**here**](https://know.rendernetwork.com/general-render-network/rndr-to-render-what-you-need-to-know/using-the-solana-upgrade-assistance-tool) for guide on using the RENDER SPL token upgrade assistant tool.&#x20;

{% embed url="<https://know.rendernetwork.com/general-render-network/rndr-to-render-what-you-need-to-know/using-the-solana-upgrade-assistance-tool>" %}
Guide to using the Solana Upgrade Assistant Tool
{% endembed %}

**Migrating Genesis RNDR ERC-20 Tokens**\
\
Other tokens that need additional steps before being able to be successfully upgraded to RENDER SPL Tokens on the [Upgrade Portal](https://renderfoundation.com/upgrade) are RNDR ERC 20 Tokens on the legacy genesis contract.  Please see the [RNDR Genesis Token Upgrade guide](https://know.rendernetwork.com/basics/migrating-tokens) for instructions on upgrading RNDR tokens to the current ERC 20 contract before using the Portal.&#x20;

{% embed url="<https://know.rendernetwork.com/basics/migrating-tokens>" %}
A guide to Migrating Genesis RNDR ERC-20 Tokens on Ethereum, which is needed to do for Genesis RNDR token holders prior to upgrading o Solana SPL RENDER tokens at the RENDER [Upgrade Portal](https://renderfoundation.com/upgrade).
{% endembed %}


# Render Network Upgrade Portal FAQ

Answers to common questions regarding Solana and the upgrade

{% hint style="info" %}
Official RENDER Solana Mint: [rndrizKT3MK1iimdxRdWabcF7Zg7AR5T4nud4EkHBof](https://explorer.solana.com/address/rndrizKT3MK1iimdxRdWabcF7Zg7AR5T4nud4EkHBof). Beware of any scams.
{% endhint %}

The [Render Network Foundation](https://renderfoundation.com) is facilitating the upgrade from RNDR (ETH) to RENDER (SOL) and RNDR (POL) to RENDER (SOL), as well as\` for the technical architecture of the Render Network. The Render Network Foundation has put together these frequently asked questions for the community to have clear and official answers. *Please be aware of scams and verify all links on official channel.*

### What is RNDR vs RENDER?

Our community voted to build the network on a new Layer 1 Blockchain, Solana (SOL) after we had previously built on Ethereum (ETH). When rolling out the new token on SOL a new token needed to be minted and RENDER was created. The old token, RNDR (ETH), will still live but going forward the Render Foundation will focus and put our full support into RENDER. Users can Upgrade their RNDR (ETH) to RENDER via the official Upgrade Tool found at <https://upgrade.rendernetwork.com/>.

Additionally, a small portion of RNDR on Polygon was issued for a brief period before the upgrade to Solana. The RNDR (POL) token has been deprecated. Users can upgrade their RNDR (POL) to RENDER via the official RNDR Polygon Upgrade Tool at:

<https://polygon.rendernetwork.com/>.

### Why is Render upgrading to Solana?

Our community voted for the move in RNP-002. Solana was chosen as it is faster, cheaper, and able to handle the broad vision of the Render Network. RNDR ERC-20 encompasses both RNDR (ETH) and RNDR (POL).

### What is the Swap Ratio for Upgrading RNDR to RENDER?

When upgrading RNDR ERC-20 tokens to RENDER SPL tokens, there is a 1:1 upgrade ratio for RNDR (ETH) and at for RNDR (POL). \
\
1 RNDR = 1 RENDER.

### How does the upgrade process work?

Step by step instructions can be found at the [RNDR (ETH) to RENDER Network Upgrade Portal Instructions page](/general-render-network/rndr-to-render-what-you-need-to-know/using-the-solana-upgrade-assistance-tool).&#x20;

Similarly, the [Polygon to Solana Network Upgrade Portal](https://polygon.rendernetwork.com/) will upgrade (or burn) your RNDR (POL) to RENDER (SOL). **Note: You will only be able to upgrade from Polygon to Solana once on the Upgrade Portal.**

### Are my tokens being burned?

The [RENDER Network Upgrade Portal](https://upgrade.rendernetwork.com) will upgrade (or burn) your RNDR for RENDER.&#x20;

### Will the Render Network Foundation pay my gas fees?

This offer has expired as of January 31, 2024. The Render Network Foundation covered upgrade gas fees for every ETH wallet, captured as of Oct 30, 2023, that has RNDR tokens, for the first 90 days of the Upgrade. Wednesday, January 31, 2024 was the last day gas fees were eligible for reimbursement.

### The gas fees are incredibly high, how do I fix that?

There is a bug where gas fees in the upgrade process are being estimated at an incredibly high number. If you run into that, try using a whole number like 22 instead of an amount with a decimal such as 22.23.&#x20;

### How do I know this is safe?

The Render Network Foundation has collaborated with Otter Security, best-in-class auditors, who have reviewed the bridge code. Ensure you are on the proper URL for your upgrade at all times, as scams can be rampant.

### Do I need a Solana wallet?

Yes you do. Full instructions can be found on the [RENDER Network Upgrade Portal Instructions page](/general-render-network/rndr-to-render-what-you-need-to-know/using-the-solana-upgrade-assistance-tool).&#x20;

### Can I transfer RENDER back to RNDR on ETH or Polygon?

No. All token upgrades are one-way from ETH mainnet or Polygon to SOL mainnet.&#x20;

### Do I have to upgrade all of my tokens?&#x20;

Not for ETH to SOL. Users can select their own desired amount of tokens to upgrade at any given time. Fees will only be covered for the first transfer if users opt to upgrade in multiple transactions.

For POL to SOL, you need to upgrade all your tokens as you will only be able to upgrade from Polygon to Solana once on the Upgrade Portal.

### Is the RNDR (ETH) token going away?

No. But, the token will no longer be maintained by the Render Network Foundation and the token will not be able to be used on the Render Network.&#x20;

### Is the RNDR (POL) token going away?

No. but the token will no longer be maintained by the Render Network Foundation and the token will not be able to be used on the Render Network.

### How will voting work?

Voting and governance occurs with RENDER on Solana. Voting with RNDR on Ethereum has been deprecated.

### Can I still buy and sell RNDR on centralized exchanges?

To an extent. RNDR token pairs on centralized exchanges are still live on some exchanges. As centralized exchanges cease trading or delist RNDR (ETH) and RNDR (POL), we highly recommend token holders to upgrade to RENDER (SOL).

### Will I be able to store RENDER on my Ledger hardware wallet?

Yes. Ledger is supported by leading Solana wallets like Phantom, Solflare, and Glow. View the guide for Phantom [here](https://help.phantom.app/hc/en-us/articles/4406388670483-How-to-use-your-Ledger-Nano-hardware-wallet).

### What exchanges is RENDER listed on?&#x20;

RENDER is listed on most major exchanges.&#x20;

### How long does it take for the ETH[ RNDR](https://twitter.com/search?q=%24RNDR\&src=cashtag_click) token to burn to[ RENDER](https://twitter.com/search?q=%24RENDER\&src=cashtag_click)?

When you upgrade from RNDR to RENDER, your RNDR (ETH) and RNDR (POL) will be burned in advance of receiving your RENDER transfer. This process should take approximately 15-20 minutes, but may take longer depending on Ethereum congestion and gas fees paid for the transaction.&#x20;

If you experience times exceeding 1 hour, please reload the page. Your transaction should remain queued up. If you have any issues, please reach out to admins in our Telegram or email <support@renderfoundation.com> for ticketed support.&#x20;

### I connected both wallets, but I don't see anything. What's wrong?

There should be a transfer button and input field. Try clearing your cache, refreshing your page, or disabling browser extensions like AdBlock. Javascript must be enabled for the transfer.

You can see a walkthrough video tutorial here: <https://twitter.com/PraveenJandu/status/1720112998923288951>

### I'm having trouble with the Upgrade Tool. What should I check before contacting support?&#x20;

The transfer process works in the following way

1. When you input a RNDR amount in the box and click Transfer, the UI submits an Approve transaction via Metamask. An approve is your permission for the wormhole token bridge contract to spend the given amount of RNDR out of your wallet. you should approve >= the amount you just entered in the box (its generally advised when interacting with ETH contracts via MM to not Approve more than whatever amount you plan to transfer over in the near future, as Approves are cached so if the contract were to be compromised, the attacker could spend your cached Approves)
2. Once the Approve goes through, the UI will submit a TransferTokensWithPayload tx via MM and you'll see a new pop-up to complete the transfer itself

Possible Issues:

* The minute you connect your MM wallet we pre-calculate gas fees for both transactions so you will see an error message if you don't have enough ETH from the get go. or if you don't have enough for the transfer after the Approve went through successfully. Gas fees have at times spiked – $30-60 depending on the size of the transaction. So that means that if you dont already have a successful Approve cached you'll need gas fees for the approve and the transfer. so that could be up to $70. We do not control this, either top up your wallet and try again or wait for gas fees to go down.
* If the Approve went through but say the transfer (the 2nd MM pop - the tx to actually submit the transfer) fails, simply refresh and retry and the UI should skip the Approve step and take you directly to the transfer step.

3. Once that goes through wait for the UI to spit out an ETH transaction meaning the transfer went through.
4. Now the "hard" bit (where most user complaints come from) is over. Now you need to wait roughly 30min (Ethereum's transaction finality time) though it could take longer due to network/propagation delays. This is because the transfer has to make its way through the wormhole blockchain accumulating confirmations on the way. once it has enough confirmations, a relayer picks it up and cashes it on the Solana side.

Possible issues:&#x20;

* Double, triple, quadruple check the Solana address you connected to right before you clicked the Transfer button. We have users creating tickets for transfers that wound up in different addresses than the ones they were expecting, later to find they had some other wallet selected at the time of the transfer. Use either Phantom or Solflare. Once you have authorized and connected the app to your wallet extension, when you open the extension pop up window and toggle different address, confirm that you see that the Solana address displayed in the wallet connect button changes. That is your destination Solana address. Whatever that says, that's where the tokens are going.&#x20;
* If you believe you have a delayed transfer. meaning more than 4/5 hrs have passed since you successfully completed the ETH side steps, the UI printed an ETH tx, and you don't see the RENDER in the designated Solana address: when you submit a ticket at <https://renderfoundation.com/support> and include your ETH address or ETH TX.

### I Sent RNDR to the ERC-20 Contract

We cant recover your tokens because the upgrade authority on the RNDR ERC20 was burned. The code can't be updated and there's no existing functionality in the contract to refund the tokens. Always triple check destination addresses before submitting blockchain transfers, a list of [official contract addresses can be found at the bottom of the support page. ](https://renderfoundation.com/support)

### I'm running into a problem burning tokens: After I click transfer, Render Network suggests a gas fee of $0.00 in Metamask. What should I do?

Try clearing cache/refreshing browser. You can see a walkthrough video tutorial above. If that fails please contact support.

### How long will the upgrade option stay open?

The upgrade assistant will stay open indefinitely.

### How do I verify my RENDER on Solana is correct?

The contract address for RENDER, (SPL Address) is as follows: rndrizKT3MK1iimdxRdWabcF7Zg7AR5T4nud4EkHBof

You can verify your transaction [using SOLscan](https://solscan.io/token/rndrizKT3MK1iimdxRdWabcF7Zg7AR5T4nud4EkHBof).

Other Official RENDER Contract Addresses can be found at the [bottom of this page](https://renderfoundation.com/support).&#x20;

### If my tokens are on a Ledger on an ERC-20 chain, do I need to do anything?

Should you decide to optionally upgrade to RENDER, you will be able to use your Ledger to store your new RENDER as Ledger is compatible with Solana wallets including Phantom (Similar to how you can connect Ledger to Metamask.)

### Can I just keep my RNDR and not move it to the Solana chain?

Yes, but keep in mind fewer and fewer centralized exchanges support trading of RNDR. For RNDR (POL), there’s no ability to bridge to ETH mainnet.

### Will redemption value on Credits change with BME, since value is moving to a non-pegged price?

Yes, the redemption value of credits and RNDR will be replaced.

### I hold RNDR and am wondering if I could just send what I have to an exchange and swap out there for the SPL version?

No. Unless your centralized exchange messages otherwise, the only place to upgrade RNDR (ETH) to RENDER is located at <https://upgrade.rendernetwork.com/> and <https://polygon.rendernetwork.com/> for RNDR (POL).&#x20;

### How can I upgrade my RNDR from an Exodus wallet? I don't see that this is possible unless I pay ETH fees to send it to Metamask?

Exodus wallets are not supported by the upgrade assistant. You will need to transfer your RNDR from your Exodus to a compatible wallet in order to upgrade.

### I have my RNDR Tokens on my Ledger, do I need to do something for them?

There is no requirement for you to do anything. Should you decide to upgrade to RENDER, you will be able to continue to use your Ledger to store your new RENDER as Ledger is compatible with Solana wallets including Phantom. You can read instructions for setting up your Ledger for Solana compatibility [here](/general-render-network/rndr-to-render-what-you-need-to-know/setting-up-a-solana-wallet/setting-up-a-solana-compatible-ledger-wallet).

### Will ERC-20 pairs stop trading / liquidity be removed?

The network does not control whether an exchange decides to list or remove pairs.

### When will centralized exchanges (Coinbase, Binance, OKEX) release information about upgrade plans?

The network does not control whether an exchange decides to list or remove a token. When the network knows more about exchange upgrade plans, we will share across relevant social channels.

* [Binance upgraded all users from RNDR to RENDER automatically.](https://www.binance.com/en/support/announcement/binance-will-support-the-render-rndr-token-swap-and-rebranding-to-render-render-d1f2ae8d99b24439a7a900caa9bb6b3b?hl=en)
* [OKX is upgrading all users from RNDR to RENDER automatically.](https://www.okx.com/help/okx-to-support-rndr-token-migration)
* [Crypto.com is upgrading all users from RNDR to RENDER automatically.](https://x.com/cryptocom/status/1811385295272825266?s=46\&t=f3sjT4xADOJ47qrgONI4aA)
* [Kraken is upgrading all users from RNDR to RENDER automatically.](https://x.com/krakenpro/status/1811060916156285034?s=46\&t=f3sjT4xADOJ47qrgONI4aA)
* [HTX is upgrading all users from RNDR to RENDER automatically.](https://www.htx.com.cm/support/74974397538634)
* [MEXC is upgrading all users from RNDR to RENDER automatically.](https://www.mexc.com/support/articles/17827791517241)
* [Coinbase listed RENDER](https://www.coinbase.com/price/render-network), but did not upgrade users. Furthermore, Coinbase [ceased trade support](https://x.com/CoinbaseAssets/status/1927396042191847673?utm_source=Iterable\&utm_medium=email\&utm_campaign=campaign_13847796) of RNDR (ETH).

### I have a defi wallet with Crypto.com with RNDR, how do I upgrade?&#x20;

If you had RNDR on the cronos network please contact Crypto.com team for help in manually upgrading. If you are in the crypto.com app you can reach out to CS in the App -> left top corner menu -> setting -> support. You can also find them at <https://help.crypto.com/en/>. If that does not work, please contact us at <support@renderfoundation.com> and we will help.&#x20;

### Is the upgrade mandatory for holding?

No.

### Is the upgrade mandatory for future liquidity providers?

The upgrade is not mandatory, however we encourage token holders to upgrade to RENDER (SOL). For RNDR (POL), we highly encourage token holders to cease all trading and upgrade to RENDER (SOL) as the bridge to RNDR (RNDR) has been deprecated and the Render Network Foundation will no longer support RNDR (POL).

### Is the upgrade compulsory for governance?

Yes.

### Do Node Operators need to take any action today?

The Render Network implemented a process to reach out to Node Operators with instructions on how to update their wallets.&#x20;


# Central Exchanges RNDR to RENDER Upgrades

Exchanges upgrading RNDR to RENDER for users.

With the ongoing upgrade from RNDR (ETH) to RENDER (SOL) as [voted by the community in RNP-002](https://github.com/rendernetwork/RNPs/blob/main/RNP-002.md), exchanges are announcing their plans to upgrade.&#x20;

All exchanges are announcing their plans. Here is the Kracken statement, which is succinctly put: \
\
\&#xNAN;*On July 29, 2024, Kraken will begin migrating RNDR from the Ethereum Blockchain to RENDER, on the Solana blockchain. Kraken will subsequently delist RNDR and list RENDER. RNDR tokens will be converted to RENDER tokens at a 1:1 ratio.*&#x20;

A list of exchanges and their plans:&#x20;

* [Coinbase announced support of RENDER](https://twitter.com/CoinbaseAssets/status/1758185744521154798), but did not upgrade users.
* [Binance is upgrading all users from RNDR to RENDER automatically](https://www.binance.com/en/support/announcement/binance-will-support-the-render-rndr-token-swap-and-rebranding-to-render-render-d1f2ae8d99b24439a7a900caa9bb6b3b?hl=en).
* [OKX is upgrading all users from RNDR to RENDER automatically](https://www.okx.com/help/okx-to-support-rndr-token-migration).
* [Kraken is upgrading all users from RNDR to RENDER automatically.](https://x.com/krakenpro/status/1811060916156285034?s=46\&t=f3sjT4xADOJ47qrgONI4aA)
* [HTX is upgrading all users from RNDR to RENDER automatically](https://www.htx.com.cm/support/74974397538634).
* [MEXC is upgrading all users from RNDR to RENDER automatically.](https://www.mexc.com/support/articles/17827791517241)
* [Crypto.com is upgrading all users from RNDR to RENDER automatically.](https://x.com/cryptocom/status/1811385295272825266?s=46\&t=f3sjT4xADOJ47qrgONI4aA)
* [Bitvavo is upgrading all users from RNDR to RENDER automatically.](https://bitvavo.com/nl/blog/rndr-render)
* [Bitget is upgrading all users from RNDR to RENDER automatically.](https://www.bitget.com/support/articles/12560603812822)
* [Kucoin is upgrading all users from RNDR to RENDER automatically.](https://x.com/kucoincom/status/1818632708941341135?s=46\&t=f3sjT4xADOJ47qrgONI4aA)
* [Bybit is upgrading all users from RNDR to RENDER automatically.](https://announcements.bybit.com/article/bybit-to-support-render-rndr-token-swap-and-rebranding-to-render-render--blt1fffcc692a611113/)
* [Phemex is upgrading all users from RNDR to RENDER automatically.](https://phemex.com/announcements/phemex-will-support-the-render-rndr-token-swap-and-rebranding-to-render-render-on-july-16-2024)
* [CoinDCX is upgrading all users from RNDR to RENDER automatically.](https://info.coindcx.com/announcement/render-rndr-token-swap-and-rebranding-to-render-render/)
* [Gate.io is upgrading all users from RNDR to RENDER automatically.](https://www.gate.io/announcements/article/37795)
* [IXFI is upgrading all users from RNDR to RENDER automatically.](https://x.com/ixfiexchange/status/1813937014820962621)
* [WhiteBit is upgrading all users from RNDR to RENDER automatically.](https://x.com/WhiteBit/status/1814307426469822515)


# \[Legacy Topics] Migrating RNDR Genesis Tokens and ERC-20 RNDR Token Info

It is important to note that holders of Genesis RNDR ERC-20 tokens will need to ***first migrate their Genesis tokens to the current ERC-20 RNDR token contract*** on the Ethereum mainnet before being able to Upgrade their RNDR tokens to the new supported RENDER SPL tokens.

Information about Migrating RNDR Genesis ERC-20 tokens can be found in the step by step migration guide below:

{% embed url="<https://know.rendernetwork.com/basics/migrating-tokens>" %}

For additional detailed information about the RNDR ERC-20 token, please see Knowledge Base articles about the the legacy token.&#x20;

{% embed url="<https://know.rendernetwork.com/basics/token-metrics-summary>" %}


# Creators and Node Operators: Where do you fit?

Figuring out what role is best for you on the Render Network

Render Network's system can be broken down into 2 main roles: **Creators** and **Node Operators**. Here's a handy guide to figure out where you might fit in on the Render Network:

{% tabs %}
{% tab title="Creators" %}
Whether you're a graphics artist, mechanical engineer, AR/VR/XR visionary, architect or studio modeler, if you make digital visuals, you're a Creator.&#x20;

Creators are those whose vision is only limited by the power at their disposal, which is where Render Network provides a solution. Through the Render Network, Creators can tap into GPU power beyond their doorstep, rendering final images at higher speeds and lower costs than previously available.&#x20;

You can login with your OTOY account and start rendering at [**render.x.io**](https://render.x.io/)

{% content-ref url="/pages/-MMcVkxGP4beU941KYHe" %}
[How to Use the Render Network - Artist Guide](/getting-started/how-to-get-started)
{% endcontent-ref %}
{% endtab %}

{% tab title="Node Operators" %}
Maybe you're a hardware enthusiast with GPUs to spare, or maybe you're a cryptocurrency guru with a passing interest in VFX. If you've got GPUs that are sitting idle at any time, you're a potential Node Operator who can use that GPU downtime to earn RNDR.

Node Operators register their GPUs to the Render Network to be "rented out" by Creators in need of additional power, and get paid RNDR tokens for time spent rendering.&#x20;

{% content-ref url="/pages/-MMcXArmiOlWtH59tt0x" %}
[How to get started as a Node Operator](/general-render-network/what-role-am-i/how-to-get-started-1)
{% endcontent-ref %}
{% endtab %}
{% endtabs %}


# How to get started as a Node Operator

Joining the network, setting up your node and understanding Render Network

To join the network as a node operator, complete the [Render Network Interest Form](https://renderfoundation.com/gpu)[ ](https://renderfoundation.com/gpu)and you will be added to the on-boarding queue. When your node is ready to be added, The Render Network Team will follow up with more on-boarding information.

## Recommended Hardware

Please see [**Hardware FAQs**](https://help.otoy.com/hc/en-us/articles/360054367272-Hardware-Guide-for-OctaneRender) for more detailed hardware information, while general recommendations are:

* A CUDA-enabled NVIDIA® GPU and a minimum of CUDA® 10.1 [drivers](https://www.nvidia.com/download/index.aspx?lang=en-us) with support for [compute capability 3.0 or higher](https://www.nvidia.com/download/index.aspx?lang=en-ushttps://developer.nvidia.com/cuda-gpus) (the minimum driver version is 566.36). We recommend a minimum 6GB of VRAM, and 8+GB VRAM is preferred. Higher VRAM is key to better performance on the network.&#x20;
* 32+ GB System Memory (RAM) is a recommended minimum with more RAM helping your node process more complex scenes.
* Strong Network Connectivity is required to download and upload assets.
* 100GB Free Disk Space is recommended. SSDs and non-mechanical hard drives are also preferred for faster read/write speeds. Render Network uses a node's C-Drive, so if you have multiple drives, please use the faster Drive or SSD as the Temp Folder in the C-Drive, and ensure there is sufficient space.


# Connecting your Node to the Render Network

Downloading the Render Network client and earning your first RNDR

When your node is ready to start mining, please follow these steps to connect your node:

* Download and install the application sent to you from The Render Network Team (<team@rendertoken.com>). Additional information for setting up your node will be included in the email.
* Open and run the Render Network client. A window will pop up for you to add your unique Ethereum Wallet or Solana Compatible Wallet. ***Please make sure this is the same ETH Wallet ID or Solana Wallet ID you have previously shared with the Render Network Team***. Once you copy in your ETH/SPL Wallet ID, please click "**Set wallet ID"**.

![You can find the window for entering your ETH Wallet in the Taskbar (see above). ](/files/-MNVDikhL42ikOoFz1p8)

{% hint style="warning" %}
***If you do not see this popup in your taskbar, please check your security and firewall settings.***
{% endhint %}

## The Render Network Client Configuration File

The client generates a `rndr-config.ini` in the `%localappdata%\OtoyRndrNetwork` directory which you can use to set which GPUs will be used for Octane render. In addition you can control which GPU should be used for denoise and tonemap. This only required for artists which need specific settings.&#x20;

```
# user configuration file generated by the rndr client
# this file is edited by the RNDR client when gpu changes or gpu pci id changes are detected
# the list of detected gpus and their order is in the "[gpu_pci_bus_ids]" section at the end of the file
# this file can be safely edited until the "DO NOT EDIT" comment below

#### EDITABLE ####

# render (r), denoise (d), tonemap (t) settings for each gpu
# at least one gpu must be enabled for r, d, and t
# editing this will cause OctaneBench to re-run

[octane_gpu_prefs]
gpu1_prefs = "rdt"
```

To make the RNDR client open minimized by default add this snippet to the editable section of your .ini file:

```
#### EDITABLE #####

[general]
minimize_gui_on_startup = true
```

* Once you connect your ETH Wallet ID, your node will connect to RNDR and the network will run a benchmark of your node. Once the benchmark completes the application relaunches and your node will start getting assigned rendering jobs as jobs are submitted to the network

{% hint style="info" %}
**\[NOTE]:** If the application does not run initially, please open up the Task Manager, and check to see if "TCP/IP Service.exe" or a similar application is running. If so, try closing/ending the application. \
Closing TCP/IP service.exe will clear the RAM, and should allow the client and other applications to restart.
{% endhint %}

* Creators have 24-48 hours to approve rendering jobs. Only after a Creator confirms that renders are successfully processed, will you receive your RNDR tokens.&#x20;
* Payouts are currently taking place every 7 - 10 days in a consolidated transaction to save on transaction fees required to make payments on the Ethereum blockchain.
* You can track your earned RNDR on [Etherscan.io](https://www.google.com/url?q=https%3A%2F%2Fetherscan.io%2F\&sa=D\&sntz=1\&usg=AFQjCNGcMC0N5GpKNVe4tkcVhSp-lKzZKg) by entering your Ethereum Wallet ID in the Block Explorer. Please make to search for the Render Token (RNDR) under ERC-20 Tokens.

![Earned tokens will only appear under "ERC-20 Tokens"](/files/-MNVJynQjVWzu29OUcfF)

{% hint style="warning" %}
**\[IMPORTANT:]** To discontinue rendering - for example if you want to run local renders or programs on your workstation - **please close the Render Network Application**.&#x20;
{% endhint %}

\
You will need to complete all in progress frames, but this will stop new frames from getting assigned to your node. If you do not complete in-progress frames, your reputation will be reduced. \
Please see the [**RNDR User Manual**](broken://pages/-MMcYj7_XDipPokhfRus) **(2018)** for more information about Job Assignment and Node Reputation Scores.


# Running Multiple Programs or Tasks

Getting the most out of the Render Network client

If you have a lot of GPU intensive background tasks running while processing renders on the Render Network, it may lead to job failures that will hurt your reputation score.&#x20;

As a result, we recommend connecting your node to the Render Network only when you are able to commit most of your GPU, RAM, and CPU resources to the Render Network. \
Mining multiple networks simultaneously or running background programs will lead to excessive failures and **potential quarantining of your node.**

{% hint style="warning" %}
**Any nodes that are&#x20;*****inactive*****&#x20;for&#x20;*****3 months or more*****&#x20;will be considered "**<mark style="color:red;">**expired**</mark>**" and&#x20;*****removed from the Network*****, and expired operators will&#x20;*****need to reapply*****&#x20;to the waitlist in order to have their nodes considered for re-entry onto the Network. Please see subsection 1.8 of the Node Operator (FKA "Miner") Terms of Agreement for justification, whereby the Network can revoke operator access at any time.**
{% endhint %}


# Running at Full Wattage

Understanding the power needs of Render Network

OctaneRender and the Render Network client can run your GPUs at nearly full wattage (90% and above) in order to maximize GPU acceleration. As a result, if your system's power supply (PSU) cannot run all your GPUs at full wattage with an overclocked CPU, you may experience hard crashes that can harm your machine. As a result, please ensure that your PSU has enough wattage.&#x20;

For questions about power and wattage, please email <team@rendertoken.com>


# Render Compute Network GPU Compute Node Waitlist FAQ

Answer to common questions about joining the Render Compute Network

The Render Compute Network compute nodes waitlist is now open. In order to join the waitlist, an application form is required. It includes a benchmark assessment and speed test, and other required fields.&#x20;

Below are some frequently asked questions about the waitlist application form.&#x20;

**Refer to** [**RNP-019**](https://github.com/rendernetwork/RNPs/blob/main/RNP-019.md#gpu-model-scores-for-distributed-gpu-processing) **for full list of requirements**:

* GPU with a compute score at or above the RTX 3050, from recent GPU generations up to RTX 5090 (see the approved list)
* 64GB+ RAM and 2TB+ SSD
* Linux OS (Ubuntu 22.04 or 24.04 preferred)
* 100 Mbps+ download / 75 Mbps+ upload
* Docker + NVIDIA Container Toolkit installed

**IMPORTANT NOTE:** This is a call for existing hardware. We strongly advise against purchasing new hardware. Joining the waitlist does not guarantee a spot in the first (or subsequent) cohorts. There are no guarantees about the amount of work that will be assigned to nodes via the network.\
\
To join the waitlist, apply here: <https://waitlist.renderfoundation.com/>\
\
For direct support, please contact **<support@renderfoundation.com>**

### FREQUENTLY ASKED QUESTIONS

#### Should I run Windows or Linux?

Linux or WSL are acceptable. For optimal compatibility we recommend native linux, ubuntu 22.04 or 24.04.

#### The benchmark doesn’t see my x hardware (e.g. 4090 GPU)? Is that normal?

Yes, this is normal. We have data about expected GPU scores via OctaneBench. The benchmark assessment is able to record the type of GPU being assessed.

#### My computer was using AMD CPU/GPU and not my RTX5090 for the benchmark test. Json script wasn’t generated.&#x20;

We recommend running the benchmark assessment from the shell. It should provide the necessary information about where the json file was saved. Alternatively, check the working folder.

#### Can nodes be multi-GPU? X4 RTX4090 for example?

Yes, nodes can be multi-GPU workstations. However, the benchmark tool only captures data for single workstations. As a result, workstations should be benchmarked individually, and we only recommend submitting one workstation at the moment.

#### It says my 9800XD, 96GB DDR5 and 2x 4090s was like a 7 year old Mac - what's happening?

The built-in comparison data generates this output due to the limited sample size of initial data. As additional examples are collected, comparison results will update. This should not impact the ability to run the tests and upload the data.

#### Can I use 2 ssd 1TB or must it be 2TB ssd to submit?

As stated in the requirements, 1TB NVMe SSD per node. See [**further details**](https://github.com/rendernetwork/RNPs/blob/main/RNP-019.md) under the Storage (HDD/SSD) minimum requirements section in Appendix 1.

#### I can’t find the benchmark result file. Where did it go?

It should either save in the Desktop bench\_output folder or home directory for Mac/Linux. Alternatively, check whether it saved to the current folder. It is meant to be run as a command line tool not as a GUI. It should display all the information while it’s running. We recommend running the benchmark assessment from a terminal/shell or cmd prompt, which should tell you what it’s doing and where the JSON file is being saved.

#### Example

See example run below for the latest version using testing\_ variant.

```
charlie@M4 ~ % /Applications/Bench.app/Contents/MacOS/bench 
=============================================
  bench - cross-platform system benchmark
  v0.2.1 (build: 2025-05-08)
=============================================
Running all benchmarks...
System Information:
==================
OS: macOS 24.5.0
Hostname: M4.local
CPU Information:
  Model: Apple M4 Max
  Architecture: arm64
  Physical Cores: 16
  Logical Cores: 16
  Base Clock: 3200 MHz
Memory Information:
  Total Physical: 128.00 GB
  Available Physical: 88.09 GB
  Total Virtual: 128.00 GB
  Available Virtual: 88.09 GB
Disk Information:
  /: 3.63 TB
  /: 3.63 TB
  Temp Directory: /tmp
GPU Information:
  Name: Apple M4 Max
  Vendor: Apple
  Driver Version: N/A
Running benchmark: CPU Matrix Multiplication
Description: Measures CPU performance for matrix multiplication operations (FLOPS)
[==================================================] 100%
[==================================================] 100%
Result: 4.36459 GFLOPS
Running benchmark: CPU Threading Performance
Description: Measures CPU's multi-threading performance
Result: 34428.4 MegaItems/sec
Running benchmark: CPU Vector Operations
Description: Measures performance of CPU for vector operations (SIMD-friendly)
Result: 112.857 GB/s
Running benchmark: RAM Bandwidth
Description: Measures memory read/write bandwidth
[==================================================] 100%
[==================================================] 100%
Result: 125.637 GB/s
Running benchmark: RAM Latency
Description: Measures memory access latency using pointer chasing
[==================================================] 100%
[==================================================] 100%
Result: 11.9266 ns
Running benchmark: Disk Read Speed
Description: Measures sequential disk read bandwidth
[==================================================] 100%
[==================================================] 100%
Result: 18556.2 MB/s
Test file removed: /tmp/bench_disk_read_test.dat
Running benchmark: Disk Write Speed
Description: Measures sequential disk write bandwidth
[==================================================] 100%
[==================================================] 100%
Result: 7392.24 MB/s
Running benchmark: Disk Random I/O
Description: Measures random disk access performance (IOPS)
[==================================================] 100%
[==================================================] 100%
Result: 552133 IOPS
Running benchmark: GPU Matrix Multiplication
Description: Measures GPU performance for matrix multiplication operations (GFLOPS)
[==================================================] 100%
[==================================================] 100%
Result: 4.33622 GFLOPS
Running benchmark: GPU Memory Bandwidth
Description: Measures GPU memory read/write bandwidth
Result: 0 GB/s
Benchmark Results Summary:
=========================
Benchmark                     Score          Units          Rating    
----------------------------------------------------------------------
CPU Matrix Multiplication     4.36           GFLOPS         **---     
CPU Threading Performance     34428.41       MegaItems/sec  ***+-     
CPU Vector Operations         112.86         GB/s           ****-     
RAM Bandwidth                 125.64         GB/s           **+--     
RAM Latency                   11.93          ns             **---     
Disk Read Speed               18556.19       MB/s           **+--     
Disk Write Speed              7392.24        MB/s           **---     
Disk Random I/O               552132.99      IOPS           **+--     
GPU Matrix Multiplication     4.34           GFLOPS         -----     
GPU Memory Bandwidth          0.00           GB/s           -----     
Overall Score: 118.77 points
Performance Category: Very Good - Better than reference system
(Reference System: Apple M3 Max (2023))
Comparisons with other reference systems:
- Faster than Intel Core i9-13900K (2023) (134%)
- Faster than AMD Ryzen 9 7950X (2023) (139%)
- Significantly faster than Intel Core i5-13600K (2023) (506%)
- Significantly faster than Apple M1 (2020) (243%)
- Significantly faster than Intel Core i3-12100 (2022) (592%)
- Significantly faster than Raspberry Pi 4 (2019) (3779%)
Benchmark Results Graph:
------------------------
  GB/s:
  CPU Vector Operations |##########################################        | 112.86 GB/s
  RAM Bandwidth      |###############################################   | 125.64 GB/s
  GPU Memory Bandwidth |                                                  | 0.00 GB/s
  GFLOPS:
  CPU Matrix Multiplication |###############################################   | 4.36 GFLOPS
  GPU Matrix Multiplication |###############################################   | 4.34 GFLOPS
  IOPS:
  Disk Random I/O    |###############################################   | 552132.99 IOPS
  MB/s:
  Disk Read Speed    |###############################################   | 18556.19 MB/s
  Disk Write Speed   |##################                                | 7392.24 MB/s
  MegaItems/sec:
  CPU Threading Performance |###############################################   | 34428.41 MegaItems/sec
  ns:
  RAM Latency        |###############################################   | 11.93 ns
  
macOS build: Saving output to /Users/charlie/Documents/bench_output/bench_results_2025-05-22_13-14-36.json
Results saved to JSON file 'bench_results_2025-05-22_13-14-36.json'
```

<br>


# How to Use the Render Network - Artist Guide

Step-by-step guide to get you creating on Render Network

{% embed url="<https://youtu.be/XApToOtsnUo>" %}

To get started on the [**Creator portal**](https://render.x.io/), you must have an active OctaneRender License or Subscription, which can be purchased [**here**](https://home.otoy.com/render/octane-render/overview/) or register for an Octane Prime license [**here**](https://home.otoy.com/render/octane-render/demo/#prime).&#x20;

If you own an OctaneRender Subscription or Maintenance License, you can start rendering at [**render.x.io**](https://render.x.io/) where you simply login with your OTOY account.

![If you already have an OTOY account, simply login to access Render Network](/files/-MOdNa68641Nof2GSQsf)

You're now ready to start rendering on the Render Network.


# Preparing a scene

Setting up your files ahead of upload

### **Checking Octane Version**

The Render Network supports the most stables versions of **OctaneRender.**

{% hint style="info" %}
*We recommend selecting the latest version in order to benefit from the latest optimizations and core bug-fixes.*
{% endhint %}

We can now differentiate 2 types of OctaneRender versions: \
\
-The ones prior to 2021.1 (2020.1.4, 2020.1.5, 2020.2.3, 2020.2.5, 2021.1 included) which are using the "old" render passes system\
\
-And the new versions: 2021.1.1+ that now includes the new render passes system: AOVs.\
\
Those 2 types don't mix up, and will very likely result in saving errors on the Render Network.\
\
\&#xNAN;*New features in 'Release Candidate' (RC) or 'Experimental Build' (XB) versions of OctaneRender will not be supported until they are available in a stable release. To ensure compatibility, please check your scene in the corresponding OctaneRender Standalone version.*\
\
The Render Network updates regularly to support the latest Stable Edition of OctaneRender, so please regularly check the version of the Render Network client. Again, XBs and RCs are not fully supported on the Render Network, so scenes using new XB or RC features may not render properly. You can view the latest version of OctaneRender [here](https://help.otoy.com/hc/en-us/articles/214154363-Get-the-Latest-Edition-of-Octan).

### **Exporting to ORBX file format**

To upload a scene to the Render Network, the scene needs to be exported as an ORBX file, using [OctaneRender](https://home.otoy.com/render/octane-render/) Standalone or any of the supported [OctaneRender Plugin Integrations](https://home.otoy.com/render/octane-render/). Checking a scene and optimizing a scene in Octane Standalone prior to uploading to the Render Network is recommended to avoid errors, re-renders or unnecessary costs. \
Please consult [**OctaneRender Documentation**](https://docs.otoy.com/Portal/Home.htm) for complete instructions about how to use OctaneRender as well as information about packaging ORBX Scenes.

\
For scenes created using an Octane plugin, it is especially recommended to first check your generated ORBX file in the corresponding ***OctaneRender Standalone version*** prior to uploading it to the network. \
Importing an ORBX scene in OctaneRender Standalone allows you to confirm that there are no missing elements, and that a scene is configured correctly prior to spending RNDR tokens on a render job. If you have issues with exporting ORBX files contact <support@rendertoken.com>.

* To check how an exported scene looks in Octane Standalone, simply open the file, choose **Render Target** and lock the perspective. This prevents you from accidentally moving the camera.&#x20;
* Load in your OCIO config file in your imaging settings if you're using an ACES color space.

![Select your OCIO file in imaging settings > imager](/files/g2ks0bPtzDVAAJSoAGeP)

* Please note: Octane **Render Passes** need to be selected as well - this is important to check for plugin integrations like Cinema4D.

![Select "Render Passes" within Octane Standalone](/files/-MNQk_lCa-u_UEawvG1W)

For more information, please refer to [OctaneRender Documentation](https://docs.otoy.com/Portal/Home.htm) and the following articles:

* [Working with files and geometry in OctaneRender Standalone](https://docs.otoy.com/StandaloneH_STA/StandaloneManual.htm#StandaloneSTA/WorkingWithFilesAndGeometry.htm)
* [ORBX Exporting and Importing in OctaneRender for Unity](https://youtu.be/Q4poaPrsjOg)
* [OctaneRender for Maya: Export to ORBX](https://youtu.be/0dLBebnI2BA)

### Cinema 4D Exporting to ORBX

The C4D plugin exports now through the picture viewer. It forces the scene to be updated every frame. The old exporter is using the live viewer and sometimes skips an update and saves the same frame twice which leads to duplicated frames perceived as stuttering.

The new C4D ORBX exporter can be found in the Render Settings as shown in the screenshot below.

1. Check Enabled
2. Check Ignore rendering
3. Set ORBX file name
4. Click Start export

<figure><img src="/files/4agS8mUc8svNkU9uFNud" alt=""><figcaption></figcaption></figure>

For documentation on how to export ORBX Scenes from plugins like Cinema4D, please see the 'Octane Cloud Rendering' section of the [OctaneRender for Cinema4D](https://docs.otoy.com/cinema4d/COVER.html) manual

{% embed url="<http://www.aoktar.com/octane/OCTANE%20HELP%20MANUAL.html?index.html>" %}
Copyright Ahmet Oktar
{% endembed %}


# Working with Particles, Attributes and Dynamics

Avoiding common errors when setting up your scene

In programs like Cinema4D and Houdini - when users often work with plugins for particle effects - some additional baking may be needed to use the Render Network. This tutorial created by artist [Andrey Lebrov](https://www.youtube.com/channel/UCZsHHoDLK0s6r44ifx0DnXQ), walks you through the process of working with particles and attributes in Cinema4D for use on the Render Network.

{% embed url="<https://youtu.be/Ee4X8Slzi6o>" %}
Baking Tutorial by Andrey Lebrov
{% endembed %}

For more information about exporting ORBX Scenes from Cinema4D, please see the guide below:

{% embed url="<https://youtu.be/zzlPI68RRW0>" %}
Exporting ORBX from C4D guide
{% endembed %}

You can also find documentation for exporting ORBX Scenes from Cinema4D in the 'Octane Cloud Rendering' section of the [OctaneRender for Cinema4D](http://www.aoktar.com/octane/OCTANE%20HELP%20MANUAL.html?index.html) manual&#x20;

{% embed url="<http://www.aoktar.com/octane/OCTANE%20HELP%20MANUAL.html?index.html>" %}
Copyright Ahmet Oktar
{% endembed %}


# Upload ORBX Scene for Rendering

Guiding you through your first upload

Using Octane Standalone or any of the OctaneRender supported plugins, export your scene as an ORBX file. From there, navigate to the Scenes page by clicking on the "*Scenes*" tab in the top right. Click on the cloud icon and select an OctaneRender Package File (files with .orbx extensions).

![Successfully uploaded scenes will appear as pictured ](/files/-MNR37uYGF0OM5CdxMlI)

{% hint style="danger" %}
**\[SECURITY NOTE]:** When you are uploading Scenes to Render Network, each file is encrypted during the uploading process and cannot be retrieved once on Render Network. As a result, Render Network does not fully function as cloud storage and we encourage storing a backup of your work internally.
{% endhint %}

### **Uploading a Scene from an Octane DCC Integration**

This process varies for some OctaneRender plugins that are more deeply integrated into the Host 3D Content Creation tool. For example, with Cinema4D, please consult the 'Octane Cloud Rendering' section of the [OctaneRender for Cinema4D manual](http://www.aoktar.com/octane/OCTANE%20HELP%20MANUAL.html?index.html).

### Exporting an ORBX from Cinema4D Plugin

The latest plugin revisions, dubbed R8 (which can be viewed [here](https://render.otoy.com/forum/viewtopic.php?f=85\&t=80831)), most notably include a new ORBX export command to the live viewer specifically for RNDR Jobs. Redubbed “Animated package for RNDR (orbx)”, you can call the new method from the live viewer alongside the old method, which is still present in R8. In addition, there have been speed improvements made on several different cases for animated ORBX exports, in both the Octane Render Settings method and the “Animated package for RNDR (orbx)” command.

<div><figure><img src="/files/32lHE7pAJ752Sh0h8DI2" alt=""><figcaption><p>Export times using the new export method prior to 2022.1 R8</p></figcaption></figure> <figure><img src="/files/dTxCvBlWbSB5iK8hQkZm" alt=""><figcaption><p>Export time using 2022.1. R8+</p></figcaption></figure></div>

<figure><img src="/files/b80X0UMfx64S5tbFlsZ0" alt=""><figcaption><p>The new export function through the live viewer</p></figcaption></figure>

These improvements greatly reduce the friction between creation in C4D and exporting to the Render Network for final frame rendering. We highly recommend that all C4D plugin users test out this new method using the Render Network in their workflows to see a noticeable improvement in work time and efficiency.&#x20;


# Using ORBX from Unreal Engine

A guide to exporting ORBX files to the Render Network when using Unreal Engine

When using Render Network in conjunction with Unreal Engine, the accepted output format is ORBX. An Unreal Engine scene layout can be exported in ORBX format from either the **Octane** menu or from the **Sequencer** window if the file to be exported contains animations designed using the Sequencer.&#x20;

&#x20;

An Unreal Engine scene can be exported from the **Octane** menu if the scene does not contain any animation designed using the Sequencer window (**Figure 1**). The preferred export format from the **Export Scene Opt** window is Alembic.&#x20;

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcRJHyZRezJvDQXveulMlqW7t6tlrKoFfEpn4_SAToeUe0UB_Pwi4TUIFYlUvhuCuPgyCeaqchTlBykD_zBGPVPJCDV_dammsxRZjfsNu-qJXqaPKakpiiitBF4yrQgw3S0nfs4lAMbQunQt4V5i6BqhpX1?key=y3l_Ji7BRbWsVPCyX_K9yg" alt="" width="563"><figcaption><p><strong>Figure 1</strong>: Exporting to ORBX from the Octane menu</p></figcaption></figure>

Animated scenes can be exported from the **Sequencer** window.  A Camera and a **Camera Cuts** track are required for proper export to ORBX from the Sequencer window (**Figure 2**).&#x20;

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdYSFF8yhchIuiYTb4yUKSOgIWIcnnqmU8Mb4LKLQsPcUyx7hQcjJryDWYWI7Xu1ltsANqskQuiRvjcvX9leBRD64NDRjIynOz9ljnIEdx01ggzvbrHnQ6JxoLa7plvmyM5hyX3E2pXOnWaLNupOekCYig?key=y3l_Ji7BRbWsVPCyX_K9yg" alt="" width="563"><figcaption><p><strong>Figure 2</strong>: A Camera and Camera Cuts track added to a Sequence</p></figcaption></figure>

An active **Render Target** is also required when exporting to PRBX from the Sequencer window (**Figure 3**).&#x20;

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXczkkKEAXy-9mOxHXaUvovvB1_8Mr6eP13zPPxTSSAbuY1ZxplZ8NeWkM8xw3U4V7WUkZEKvx-qhDT07HfVrJiVZbZSuwswgSPzsasiWV2RYm7Y5mhfpKLXWCJlOlEcYuDbIE5sAoAamFYfRe7VbwZZZm8?key=y3l_Ji7BRbWsVPCyX_K9yg" alt="" width="563"><figcaption><p><strong>Figure 3</strong>: Activating an Octane render from an Octane Render Target actor</p></figcaption></figure>

Once there is an active Octane render rendering in the **Octane Viewport**, the Movie Render Queue (**MRQ**) can be opened from the Sequencer window (**Figure 4**).&#x20;

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfxAocaUznxRBEbUdLBb_2Ig9Pxp-IDrZGLgzDINKwBUA996xhkFcatrw1_E0rdQxiBpguaDMbE4GFclV3mfzZfLJD7Yg5PWF8FbjDjcUAKkhIsJdCiWoqfR05sMX4HUR4C5IYwjsv5ozKAOgdt9yPhJI3G?key=y3l_Ji7BRbWsVPCyX_K9yg" alt="" width="563"><figcaption><p><strong>Figure 4</strong>: Accessing the MRQ from the Sequencer window</p></figcaption></figure>

Clicking on **Unsaved Configuration** will open the render settings. An **Octane ORBX (Local Only)** export option can be added by clicking on the **+Settings** button (**Figure 5**).&#x20;

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfoTl3KY3NtHs5Ly3v5bQdXDJjZiONOrFIEZ8UzJ3ePF0m8Fggahy0ZYlx2cCKwysvZt2Und8CbY0KqVCd1WwDunvgvWTRnFQexXM5IqEGLAZ-fi8TFLeSGjcVXmGjDiRXp21A4nYyr7aq0hBGkOMVCJ6V-?key=y3l_Ji7BRbWsVPCyX_K9yg" alt="" width="563"><figcaption><p><strong>Figure 5</strong>: Adding the Octane ORBX export to the configuration</p></figcaption></figure>

Once this has been added, clicking on the **Accept** button will close the window and the ORBX export can be executed by clicking on the **Render (Local)** button in the Movie Render Queue window (**Figure 6**). The exported ORBX file will be located in the location specified under the **Output** column.&#x20;

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfEZd8fyO0mzwskuNRoJhQwlR8v7v0XL6PyuqAgn5XoCTRx_KSiG5Q3wKjNjjxuQOdhYO-xYalpjIJVk48NcirYF0HP-pYVkHTIQAoDk7YJaOIjAOAB43xbNMJMvJRexQUv1bjQaYcKq7QvuJ_MDhfU_bYf?key=y3l_Ji7BRbWsVPCyX_K9yg" alt="" width="563"><figcaption><p><strong>Figure 6</strong>: Rendering an animated sequence to ORBX from the MRQ window</p></figcaption></figure>

It is good practice to open the ORBX file in Octane **Standalone** to make sure everything from the Unreal Engine scene is exported properly. To check for rendering issues inside of Octane Standalone, click on the **Render Target** node in the **Node Graph Editor** window (**Figure 7**).

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcvqyHOv59l3NXI2sO1gMhLwJ-em6oSIn71pbCu_BdFZcI-6bej0lOSyaG_7IguNU8qoy-Phc8b2eVI4HkUdu-t0SfgtWlSs3xAtdyeJFM8B6GjMLZIP0uXkFjh0JHo5XDrhjFE8KvauhK2XvrqBT2w6zU?key=y3l_Ji7BRbWsVPCyX_K9yg" alt="" width="563"><figcaption><p><strong>Figure 7</strong>: Activating a render in Octane Standalone by clicking on the Render Target node</p></figcaption></figure>

\
If the exported ORBX file contains animation, the timeline will be visible in the Standalone **Render Viewport** window (**Figure 8**).

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcoQ0lVNtRRzlwasoO7MoeilNL9gYXTQMjCCxv42ADWZ3-TmzBf--g7ngTzPt7HwPrtxbi1uUn_MzivmvO-hd68Sv5ZIBxtZAcEu2DYOIe08Np938Fmi_8ITR5hNhZhKuOCEnDgzTDuTq6AC4K7Rnv67KdU?key=y3l_Ji7BRbWsVPCyX_K9yg" alt="" width="563"><figcaption></figcaption></figure>

<br>


# Using ORBX From Blender

A guide to using the Render Network from Blender

When using Render Network in conjunction with Blender, the accepted output format is ORBX. This guide walks you through the steps for exporting ORBX files from Blender to the Render Network.\
\
A Blender scene can be exported in ORBX format from the **File** menu (**Figure 1**). Additional tips for preparing Blender files for export as ORBX can be found in the **Considerations for Exporting to ORBX** section at the end of this document.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdA81L3MqH1JmsYDYilAcq_GLkSfLsTbZYVvTuoRksvXnHN1V0TxyFt7AkzwHg7JibU7d88Te44mepYQp15jtoC_jDWw3LQOY0SsEbY2X-8DTIWrgiPgyNtYLTv22mihZAQyEkdedZoiG-QCaQmsIgu5Y2v?key=3SnqjMm8DwLv_-bzpp1Alg" alt="" width="375"><figcaption><p><strong>Figure 1:</strong> Exporting a Blender scene in ORBX format</p></figcaption></figure>

It is good practice to open the ORBX file in Octane **Standalone** to make sure everything from the Blender scene is exported properly (**Figure 2**).&#x20;

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdcf4h_6jOR_GIdUp9CHbmuaEoyNICGm2RtHYULCxm9bIMtjPvAba_viYVQqVQPZo8Ff8S3gi4ikO2CRPPJU28AOexbT7sF8wVIbtce4KVdDoCb4LefzRJtX62yP7d4nhPyr-fL6zwKCSF_MG2pBtpRfUOd?key=3SnqjMm8DwLv_-bzpp1Alg" alt="" width="563"><figcaption><p><strong>Figure 2:</strong> Opening an ORBX file in Octane Standalone</p></figcaption></figure>

If using the [**Prime**](https://home.otoy.com/render/octane-render/demo/#prime) version of Octane, the [**Standalone Demo**](https://home.otoy.com/render/octane-render/demo/#demo) version can be used to open the ORBX file and check for proper export from Blender. To check for rendering issues inside of Octane Standalone, click on the **Render Target** node in the **Node Graph Editor** window (**Figure 3**).

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfeCMedzdbzVJE5MHIu5HDjsP8r3mcSVBxkujinoputVI1N9_P1Q34zVmGMjynwwX-CEgylgygfpa3cwTeDIxV8PiqYNzTkqc9hGc4ANMxA8ZxFiXFyuiYEkC5cGBdyTtX38ZI-IMEknVT_qTof_PuB5rLU?key=3SnqjMm8DwLv_-bzpp1Alg" alt="" width="563"><figcaption><p><strong>Figure 3</strong>: Activating a render in Octane Standalone by clicking on the Render Target node</p></figcaption></figure>

If the exported ORBX file contains animation, the timeline will be visible in the Standalone **Render Viewport** window (**Figure 4**).

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeCZEHmeybywVHT9lDcZZg38hTl425k4RZguz6CRSveC8Jm85-E4CEE4RvNUXAYyx-3k37rxkxJYaXFQGgsCrAxY8RfH9kJJ9rJ9s0Qzb4WAK8RWyfN3lazM_VSXRAfRw9e17WtAPm9d79lJxI_z3pklHA?key=3SnqjMm8DwLv_-bzpp1Alg" alt="" width="563"><figcaption><p><strong>Figure 4</strong>: The Render Viewport timeline</p></figcaption></figure>

**When Exporting Large Scenes**

If a Blender scene is large, the export to ORBX process can take a large amount of time and is more prone to crash during the export process. In order to avoid large export times or crashes, separating the Blender scene into smaller ORBX exports can be beneficial. There are two primary ways to do this:

* **Blender Collections** can be used to isolate which scene assets are exported in an ORBX file. Collections that are inactive will not be included in the ORBX export  (**Figure 5**).

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfE-GE9rMobDrliunX4bCDsFdi5i5OEPl9_ZABSRMp5yUPj3FiMThi25FJ2cVoyBAIwQ2mt6jK086s46BGc1Y1gpNlKeMU-HQIHWWA9ZlZqQwUdb5Y8oSAg9_sLpOqDc3VcmdXCpQNtZpSvsoGbdsbowZNg?key=3SnqjMm8DwLv_-bzpp1Alg" alt="" width="563"><figcaption><p><strong>Figure 5</strong>: The Scene Assets Collection is inactive</p></figcaption></figure>

* **Using the Octane Node Graph Window for ORBX Export**
  * Allows for exporting individual or sets of specific nodes as ORBX
  * Exports only a single frame, animation cannot be exported using this method
  * Must be in Rendered view to export from Node Graph Window

## **Considerations for Exporting to ORBX**

* **File Size -** The ORBX files should not exceed 20 GB in size. If an exported ORBX file is larger than 20 GB (which can be the case with animated projects), the export can be broken down into frame ranges..&#x20;
* **AOVs -** Render passes or AOVs need to be set up prior to exporting the ORBX file from Blender. AOVs can also be set up using Octane Standalone prior to uploading the ORBX to the Render Network.&#x20;
* **Simulation Effects -** All simulation assets such as particles, fluids, hair, etc. should be baked prior to ORBX export.

**Common Question: Reshapable proxy - Octane Object Properties**&#x20;

* Q) My mesh is not animated when I Render or View my scene in standalone&#x20;
* A) Deforming mesh elements, for example items with a modifier or character rig may need to be set as a reshable proxy (see below). <br>

  <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfftIdaOLU8iWsvOzzncL1jaB9oWgMOUra6fiOhyX0-JU1FeXJgv5_DTD8okN5ZaUtQTHKTFqPsRhQYW8405UEuwjB5iYKqLsrEEde4svJPTW_Bgt38Q4N95tJ0kFcF-u5kNV6lP3v4FMFJ-Ubg7qUTFII?key=3SnqjMm8DwLv_-bzpp1Alg" alt="" width="375"><figcaption><p> Deforming mesh elements as a  reshable proxy</p></figcaption></figure>

Additional Learning Material about Using the Render Network from Blender Pipelines can be found in this instructional video created by **Alex Pearce** from [**Light Sail VR**](https://www.lightsailvr.com/).

{% embed url="<https://youtu.be/XFtdoOrgHBw?si=BVrT1k-b0LKnQPqE>" %}


# Using ORBX From Houdini

Guide to Exporting ORBX Files from Houdini for Use on the Render Network

When using Render Network in conjunction with Houdini, the accepted output format is ORBX. A Houdini scene can be exported in ORBX format from an **Octane ROP** node menu (**Figure 1**). Additional tips for preparing Houdini files for export as ORBX can be found in the **Considerations for Exporting to ORBX** section at the end of this document.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdEdPcHaQ1KcsWCdEYuZBmsFtsojwTzxvgnDQdA73_0F-Wzv-DBZyHmP29iHTcMw6rRFZT6cjhk1Xs2mbtB3M2zjemdYTqAPzcA2NsM6CV4_xNApCudPb90nULT_ePNp9P5Lq9_JXMH0SyewkUKgPFs7DQR?key=Kr1_Ms7Sb5YB3uVEz-3bzA" alt="" width="563"><figcaption><p><strong>Figure 1</strong>: Exporting a Houdini scene in ORBX format</p></figcaption></figure>

The **Export ORBX** and **Alembic Files** checkbox needs to be activated. The **Export Mode** option provides an option between exporting the entire scene to ORBX or to Alembic only. When preparing files for the Render Network, **Full ORBX Scene** should be selected (**Figure 2**).&#x20;

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcZjSVdXSsFHvrg6gyxS7wy9af9TDSnU2ZsT2Ok9aFsNONyN4ChZVDDsWw7TS7mRRdAemeFCPUQVeLIu5X3s2y0Yb9rGhzXstCqGhKViKbjmTkfMForX4_VLmR1TKvMwzpWA3FFULhS8lQL2JYwE07kITQx?key=Kr1_Ms7Sb5YB3uVEz-3bzA" alt="" width="563"><figcaption><p><strong>Figure 2</strong>: Choosing Full ORBX Scene as the Export mode</p></figcaption></figure>

The file name and location for saving the ORBX export can be determined with the **Base File Name** parameter (**Figure 3**). The .orbx file extension does not need to be added to the file name manually as is the case with typical of Houdini file saving conventions. The .orbx extension will be added automatically.&#x20;

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdpuQ5Akwi9OQW_iOS9WJAicxAbVpzH4AmZuFdLlJezfC_UFdhVu68gUgSi8ApZGH4Stq57wgzyQP46Bq5nqsesgQWnWHf5NMCnm_DVzjbQjFdBR7Ib0ll8Eodk-5q8gYGl5O65EHp58jufXXW8wPVnTGgz?key=Kr1_Ms7Sb5YB3uVEz-3bzA" alt="" width="563"><figcaption><p><strong>Figure 3</strong>: Naming and determining the save location for the ORBX export</p></figcaption></figure>

The **Export without Render Scene** should be activated to disable Octane from rendering the scene (**Figure 4**).&#x20;

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdUuLsVwkFjGR27e79HGtRE2G0CYp1i6U2Q4UeRhU4KueiXeLVvuJaRNHqF598ebctJkuxeqFVXnO-UWVSchqlhFfEArxtwNqQUAbKJpaqqQMBCbpzWaMTLinf_5vn47mkqk35-DYIT99Gqkj-t_oUlFN5L?key=Kr1_Ms7Sb5YB3uVEz-3bzA" alt="" width="563"><figcaption><p><strong>Figure 4</strong>: Activating Export without Render Scene</p></figcaption></figure>

It is good practice to open the ORBX file in Octane **Standalone** to make sure everything from the Houdini scene is exported properly. To check for rendering issues inside of Octane Standalone, click on the **Render Target** node in the **Node Graph Editor** window (**Figure 5**).

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdKclqMmXKEFEd4dAldoPI4IzPFTLBIct3AYyxYTOkQe2RGxh82zICssRzrRirr4u8quqIRE2Vpyh09HWs1ZtgCV1KQGHCFO5FL0aL1oWv1dXovjvljYeE6zRKXigGxlRR9RcIUzKxyLLTn5uA4cfPS_hdo?key=Kr1_Ms7Sb5YB3uVEz-3bzA" alt="" width="563"><figcaption><p><strong>Figure 5</strong>: Activating a render in Octane Standalone by clicking on the Render Target node</p></figcaption></figure>

If the exported ORBX file contains animation, the timeline will be visible in the Standalone **Render Viewport** window (**Figure 6**).

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXexeTukaZUXM_EH_mF_dGvn2ehuGpnJ4qV688z8oo2_3sSE1Xoxn-2iyKjVD1hdJEYG37P3tqXoVSfaaaD3XnoWZ_AeGujIz1bhPhSlerrmLJjKNXshxlhp93QRd6RxMzoLhaowd8N9A8l3ftqCrr_opvG8?key=Kr1_Ms7Sb5YB3uVEz-3bzA" alt="" width="563"><figcaption><p><strong>Figure 6</strong>: The Render Viewport timeline</p></figcaption></figure>

## **Exporting Large Scenes**

If a Houdini scene is large, the export to ORBX process can take a large amount of time or in some cases, crash during the export process. In these cases, separating the Houdini scene into smaller ORBX exports can be beneficial. There are two primary ways to do this:

* The various **Objects** filters in the Octane ROP’s **Objects** tab can be used to filter what scene objects will be exported (**Figure 7**).

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXePDyFB_7b4o4zJQyd9K7OLMpN4kJcH1gTRAxfp4uHBVaS4xcui9yaAuRNb-OCwU4iorGTE69QaZ0VYWc45ELXdwGVZx1-9zQkpnk1DqlelF3GkB5sj36i42hbDQssTUHzNOc9xMAFWVqPOYaZN9LUhHpg1?key=Kr1_Ms7Sb5YB3uVEz-3bzA" alt="" width="563"><figcaption><p><strong>Figure 7</strong>: The Scene Assets Collection is inactive</p></figcaption></figure>

* Geometry nodes in the **Objects** network can be deactivated by turning off their **Display** option. Any Geometry nodes not being displayed will not be included in the ORBX export (**Figure 8**).

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXemJcaK6-24J1moTlj_JlIc_af8PTLLmFTHwrilGuRRAdxo1OzCemqGAPuSce1XwB3pJCqnb8-KoV1WgqdVi1vlwN8Y8RcY8qn9UfuV9ws3dP1JDA4GilNR6Nq6Qd0TIV1DjtU57iH_TCTErvico93JK7TD?key=Kr1_Ms7Sb5YB3uVEz-3bzA" alt="" width="563"><figcaption><p><strong>Figure 8</strong>: Deactivating Geometry node Display status</p></figcaption></figure>

## Considerations for Exporting to ORBX

* **File Size** - The ORBX files should not exceed 20 GB in size. If an exported ORBX file is larger than 20 GB (which can be the case with animated projects), the export can be broken down into frame ranges.
  * **Tip**: Brendan Prednis has created a free Houdini script (available [**here**](https://github.com/brendisurfs/OrbxBatchExport)) for automating breaking up ORBX files into chunks of frame ranges with one click - enabling easier use of the Render Network with large ORBX files and long animations.
* **AOVs** - Render passes or AOVs need to be set up prior to exporting the ORBX file from Houdini. AOVs can also be set up using Octane Standalone prior to uploading the ORBX to the Render Network.&#x20;
* **Simulations** - All simulation assets such as particles, fluids, hair, etc. should be baked prior to ORBX export.&#x20;
* Double check Pyro or VDB simulations in Standalone prior to uploading the ORBX to the Render Network. This is to ensure that the proper VDB grids are loaded in the ORBX file.


# Using ORBX From Solaris (Houdini)

A guide to using the Render Network with Solaris in Houdini

When using Render Network in conjunction with Solaris in Houdini, the accepted output format is ORBX. A Solaris scene layout can be exported in ORBX format from the Octane-specific **Render Settings** node connected to a USD Render ROP node (**Figure 1**). Additional tips for preparing Houdini files for export as ORBX can be found in the **Considerations for Exporting to ORBX** section at the end of this document.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcKBN1WF2DqrdsIMAkHCDesHS9brHzm5FsykAPaHw8qwGT_c9jSRPt_Hl89WLoyKY4rcOgSNvVw80viZAmRQ5A8OwK2kCYp2ue7mbc8ONU3mjxWh5-r6YYbP15WjeawTLxSx6N2OVXMjQueUkLpgd3q1no?key=650Say7VubRpnvVyDtKdYg" alt="" width="563"><figcaption><p><strong>Figure 1</strong>: Adding an Octane Render Settings and USD Render ROP to Solaris</p></figcaption></figure>

In the Octane **Render Settings** node, the **Export ORBX and Alembic Files** checkbox needs to be activated. The **Export Mode** option provides an option between exporting the entire scene to ORBX or to Alembic only. When preparing files for the Render Network, **Full ORBX Scene** should be selected (**Figure 2**).&#x20;

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdf0ytxtYB-49m02oHJGH_uw2i4EtKEBx9-VZ5kyJeF_HjFl2KQ_b7DNTnCzqDBOhfi0x5sfvMNpvOYwOhaTYNcDhywbQ5bqxvxdTYALy5cHdBJsGn_lJ5ck54cGnS9gQmh8LvUVjWgnwTjTM9bLHIYAHE?key=650Say7VubRpnvVyDtKdYg" alt="" width="563"><figcaption><p><strong>Figure 2</strong>: Choosing Full ORBX Scene as the Export mode</p></figcaption></figure>

The file name and location for saving the ORBX export can be determined with the **Base File Name** parameter (**Figure 3**). The .orbx file extension does not need to be added to the file name manually as is the case with typical of Houdini file saving conventions. The .orbx extension will be added automatically.&#x20;

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXelmiw36hepytyQZte16M1S-z-r-cbX5rETKrG53wmjJHAMaugpxYqIqPu8EbvyuGa1SRDKxEtH_i2l_XKVXRMBdy84HtlHFFNh8iIw4AtY9bXeG9uOxgcvoXVKycHS1xbpcEKMSmqZuYG7V5Y8eYHBU0_d?key=650Say7VubRpnvVyDtKdYg" alt="" width="563"><figcaption><p><strong>Figure 3</strong>: Naming and determining the save location for the ORBX export</p></figcaption></figure>

The **Render Settings** parameter in the **USD Render ROP** node should be set to the Octane-specific **Render Settings** node discussed previously (**Figure 4**).&#x20;

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcVfmRxt5T6swiCqg9RR-e8xOcEpR1nQU560VaIqjkdCtBBLWkvquRoaSIY1Qf2KTwx70FbbnM1poiImBCvsGhzvi9eZUCAa8ieB2vMKD5MiFOm7NDmDzrNJkttBRQ5ZEcN8MEqZ6dFOJ8ndLZefcqBUFY6?key=650Say7VubRpnvVyDtKdYg" alt="" width="563"><figcaption><p><strong>Figure 4</strong>: Adding the Render Settings node to the USD Render ROP node</p></figcaption></figure>

The **Render All Frames With a Single Process** should be activated in the USD Render ROP node (**Figure 5**). Otherwise, Octane will not render all frames of an animated sequence.&#x20;

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfJw74UAMVSFwT7HV972fPjGKmIjdGV3H5_FmgHjV7k8ep31NNOt9bYxcvwGFfJE8ErJSbWnWs14JbGo2rA3PnZ2aZjIF47711ZjONYnEtjFKow4w2PZ-vjebiZmSwCcXs6fl3Qm6THArPAKiuxt6_uJc6h?key=650Say7VubRpnvVyDtKdYg" alt=""><figcaption><p><strong>Figure 5</strong>: Activating Render All Frames With a Single Process</p></figcaption></figure>

The exporting of the ORBX file can be started by clicking on the **Render to Disk** button in the USD **Render ROP** node (**Figure 6**).

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfKbPDqZ1zEXjiVdTNAijfkcsexmAx8gLGi83YYdCpFTaUFDoCvialK0a68_vtJ9ZM_StSPywQ0g1J2Qop5JXxHF4rtXouCEO2LlwIwNIDLmZ-DrbW6HhYfsHYn48XOJToBRc0Liw-KQEdHasZrr8HMM-A?key=650Say7VubRpnvVyDtKdYg" alt="" width="563"><figcaption><p><strong>Figure 6</strong>: Rendering to disk from the USD Render ROP node<br></p></figcaption></figure>

It is good practice to open the ORBX file in Octane **Standalone** to make sure everything from the Solaris scene is exported properly. To check for rendering issues inside of Octane Standalone, click on the **Render Target** node in the **Node Graph Editor** window (figure 7).

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXelvO0guGivHqpI2pI6T69Kl1R9BK-Souf_pKwpTpBKXC1bELzFINgLwp-zLPc6zyLAJly5ubi9X72aeZR9uPp7Q_XJVc6Djrn9rVov0u1zA2wht7_TGi3jji1o-P5y2KNGMvJHzgou0fN6_VQhg3q4tl-p?key=650Say7VubRpnvVyDtKdYg" alt="" width="563"><figcaption><p><strong>Figure 7</strong>: Activating a render in Octane Standalone by clicking on the Render Target node</p></figcaption></figure>

If the exported ORBX file contains animation, the timeline will be visible in the Standalone **Render Viewport** window (**Figure 8**).\
\
A Solaris scene can also be exported in USD format using the **USD ROP** node instead of the **USD Render ROP** node (**Figure 9**).

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXc-5Mj1rtWNwzZ-YXvKJ9GgOSYegpLZWea11ZEB1Gwr2SnS_pW2tB2M1ZFDYs_Lwubp61dPOalYrkbffVCtZK1YfCUY0ODjC9GjbdBu4TQlLiXBRKczuVB3R921sqyLlcrYG87hnDT6OzGglzGgHV2mhaw?key=650Say7VubRpnvVyDtKdYg" alt="" width="563"><figcaption><p><strong>Figure 8</strong>: The Render Viewport timeline</p></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXc7iG3LThZVy6lX0QiYTTvt7h06vUi4-GxxmH4ln9_etovkkgXVyQVu-1QLTAZdLsZ6hmUDMZeiu73PRyZRfQCSuhHR5fO1yuiavuul2-OAHaxxcMlpmiUkQqhhSx4XK8C__stMxlAfombxtPXZM_sy6GM?key=650Say7VubRpnvVyDtKdYg" alt="" width="563"><figcaption><p><strong>Figure 9</strong>: Exporting to USD </p></figcaption></figure>

The **Output File** path in the **USD ROP** node needs to be set accordingly along with the .usd file extension (**Figure 10**).

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXehvlVmcEiqX4xm4nJrRN1qFDzyasRP0AjzlvsAhdrKOnYkw3XLsPQUQPnzk7HTmJHRTCybjMDsGW_ft_wL9InUgrzmKOMV4kcMWWGCd65IBcJJH4jpGIFy6A8fWq_WlI_TmDQGwXUyrGBOiUE8Z5czW2pC?key=650Say7VubRpnvVyDtKdYg" alt="" width="563"><figcaption><p><strong>Figure 10</strong>: Setting the output path and .usd file extension</p></figcaption></figure>

The exporting of the USD file can be started by clicking on the Save to Disk button in the USD ROP node (**Figure 11**).

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXc9ljTyGhEIS8XTWApb0auGI0Ok3rp-EMf4364g3in4wxe6quclYRkpwL4xo5I0RkzxEYjkFeEKZ1SLbRjklN2kA_QijNFkg1LHLRvyhz8oxpfgg80s-y35919YNeilg0jIPrCKcrVkiK6YfdANTmwCHn3t?key=650Say7VubRpnvVyDtKdYg" alt="" width="563"><figcaption><p><strong>Figure 11</strong>: Saving to disk from the USD ROP node</p></figcaption></figure>

The exported USD scene from Solaris can be imported into Octane Standalone by dragging and dropping the USD file into the Standalone **Node Graph Editor** window (**Figure 12**).

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeP6hHXUUzi-CZUFPvZNNdX40l8dvStHAiFLlVAWc0t8hB_L0fnlYffD9tWbiWae-rKbkJr0L2NVTuWBGFK7nMirN99fsbVyzfJV27CRP4TDVnYT0APoHH_JR3H_QC-CBFoXJp6pF5ukWxGrApvoREOkbC2?key=650Say7VubRpnvVyDtKdYg" alt="" width="563"><figcaption><p><strong>Figure 12</strong>: Adding the USD file to the Node Graph Editor window in Standalone</p></figcaption></figure>

A **Render Target** node needs to be added by **right-clicking** in the **Node Graph Editor** window and choosing **Render Target** from the node list. The camera and geometry output pins on the .usd node need to be connected to the Render Target’s **Camera** and **Geometry** input pins (figure 13).

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeilCqosF6uDrstKYCC-rydWu0CLkn4WOXqiyIdrNIPv0ivz_JVWz77WYDVJ3fJayvCZv8Pl89tQHH0lRx9QsTIIdVf8pVny-u4jeP8k4PECVR4KW7lOxdV0S9MgX7duDj-nPApDtenf2zAndBsnx70XY73?key=650Say7VubRpnvVyDtKdYg" alt="" width="563"><figcaption><p><strong>Figure 13</strong>: Connecting the usd node’s output pins to the Render Target node</p></figcaption></figure>

The scene can be saved in ORBX format by choosing Save As or Save as Package from the File menu (**Figure 14**).&#x20;

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXd6X-fEmqJk2C_ZQS3FcpojBo9BMJrmmIG0kgtigkFYJ7eL_355o1wQtaV-i3513o3I9er5mjM3FbM91herUNH8PGsY_CLrArAWEEDGRekvi-pPHqZop7gwFluq3CCSCkFWM1936ZmxKfqBTsb5FUBtJ2di?key=650Say7VubRpnvVyDtKdYg" alt="" width="563"><figcaption><p><strong>Figure 14</strong>: Saving ORBX scene from Standalone</p></figcaption></figure>

For more information on saving, packaging, and unpacking files, refer to the [**Octane Standalone documentation**](https://docs.otoy.com/standaloneSE/CoverPage.html).&#x20;

## Considerations for Exporting to ORBX

* **File Size** - The ORBX files should not exceed 20 GB in size. If an exported ORBX file is larger than 20 GB (which can be the case with animated projects), the export can be broken down into frame ranges..&#x20;
* **AOVs** - Render passes or AOVs need to be set up prior to exporting the ORBX file from Solaris. AOVs can also be set up using Octane Standalone prior to uploading the ORBX to the Render Network.&#x20;
  * **The Product Type** parameter in the **AOV Settings** tab of the Octane-specific **Render Settings** node can be set to **Raster** so the AOVs can be viewed from the OctaneRender Viewport or it can be set to **Octane\_raster** to save the AOVs for final output.&#x20;
* **Simulations** - All simulation assets such as particles, fluids, hair, etc. should be baked prior to ORBX export.&#x20;
* **Double check Pyro or VDB simulations** in Standalone prior to uploading the ORBX to the Render Network. This is to ensure that the proper VDB grids are loaded in the ORBX file.


# Create Job Parameters for Rendering

Setting up your scene

Once you have uploaded your Scene, you will find it on the Scenes page. There you can create Jobs, delete Scenes, or sort Scenes by either date, name, or status.

![Multiple new Jobs can be created from the same Scene ](/files/-MNR6R9GYx0hDwBVymF5)

When you have a scene to render, you can create a Job. To begin this process click the **'Create a Job'** button on your scene. You will be redirected to the **‘Create a Job**’ page, where you will have several options.

![To achieved desired clarity, test sample settings prior to uploading your ORBX](/files/-MNR6nSBAlWGB-Bffd30)

![Confirm frame output names using the example provided in the window](/files/-MNR7-zMkPlbRdkDNav7)

**Main parameters**

* **# of Samples:** Just like in OctaneRender, this sets the maximum number of samples per pixel before the rendering process stops. The higher the number of samples per pixel, the cleaner the render.&#x20;
  * ***It is important to test your preferred sample settings prior to cloud rendering in order to find the optimal amount of samples a render requires to achieve desired results.***&#x20;
    * Set your sample settings too low you may have an unusable noisy render.
    * Set your sample settings too high, you may be incurring cloud rendering costs with diminishing returns.
* **Resolution:** This must be between 1 and up to 65000 for both width and height.
* **Select Frames:** Range of frames you want to render (can be single frame, a range, or mix of ranges)
* **Output:** There are several format outputs, including PNG, EXR and Deep Image, and various metadata options.&#x20;
  * To select the format(s) you want, simply click on the option in menu.&#x20;
  * To change the Output Naming Format, just enter one or more of the Output Naming Options in the drop down menu.
  * **Output Format Recommendation for Render Network**: Very large file sizes can reduce speeds and increase costs. The Render Team recommends to work with the lossy compressed file format **EXR DWAA** or **DWAB** when using the network (click [here](/getting-started/how-to-get-started/recommended-dwa-compression) for more details)<br>


# Advanced Job Paramaters: Minimum VRAM & Maximum GPUs

Guide to using Advanced Job Settings on the Render Network

The Render Network Job Configuration page offers more granular controls to help you more optimally leverage the Render Network diverse pool of GPUs. Although they are *optional*, these **Advanced Job Parameters** are recommended for many scenes in order to increase the efficiency of your renders.

## Setting Minimum Node VRAM

If your scene is resource-intensive, it is recommended to select the appropriate **VRAM requirement** in order to ensure it stays within GPU VRAM limits. This will reduce failures, job re-queuing, and increase performance on complex scenes that require high amounts of VRAM. The setting is is particularly relevant for Octane users, where performance is optimized for VRAM and not Out-of-Core Geometry.&#x20;

By effectively setting **Minimum Node VRAM** on complex scenes, you can prevent your render from utilizing Out-of-Core Geometry, which will slow down Render times and increase failure rates, and can lead to higher costs because Render Network nodes are not configured for Out-of-Core Geometry.&#x20;

<figure><img src="/files/jQmqIJstNwscU8Z8gR0I" alt=""><figcaption><p>Figure 1: Setting Minimum Node VRAM</p></figcaption></figure>

When setting Minimum Node VRAM, you can select between **6, 8, 11, & 16GB** Minimum VRAM Settings. If Minimum VRAM is unspecified, the assigner will select nodes algorithmically. It is recommended to include GPU headroom for your scene. For example, if your scene is 7.4gb VRAM, it is recommended to select 12GB VRAM or higher rather than selecting 8GB VRAM, which does not have a lot of headroom. You can check your memory usage in through the **Statistics Panel** or the **Rendering Window**.

## Setting Maximum Number of GPUs

On the Render Network, you can define the **Maximum Number of GPUs** per node you would like to render on a scene. For example, if you set the Maximum GPU setting to 2 GPUs, your job will only be rendered with nodes with up to 2 GPUs. Using this feature on shorter animations or less complex scenes, will lower job costs, restricting a job from being sent to large multi-GPU setups that can charge more.

<figure><img src="/files/nd4Oj4NdoMdNJcNHfXkD" alt=""><figcaption><p>Figure 2: Setting Number of GPUs</p></figcaption></figure>

For jobs using Redshift or Blender Cycles, the default **Maximum GPU** setting is 4 GPUs, but you can choose anywhere between 1-4 manually. For jobs being rendered in Octane, the default is unlimited, but in practice, this means on Tier 2 the jobs will go to nodes with up to 14 GPUs. If you know that your Octane scene is light and fast, it is better to restrict the number of maximum GPUs, which can be set between 1-8 GPUs, allowing you to save on Octane Bench usage.&#x20;

<figure><img src="/files/jrooORVGvLAhAP4ZLtLi" alt=""><figcaption><p>Figure 3: A breakdown of Maximum GPU settings in different 3D tools</p></figcaption></figure>

The addition of a **Maximum GPU** setting on Render allows artists to customize their rendering preferences to meet the specific demands of a job, enabling them to take advantage of the wide variety of Render Network node configurations and granularly optimize between cost, performance, and speed.

When artists optimally set their job settings to efficiently use VRAM and Maximum Node GPUs, it also helps **Node Operators**, because it enables the network to more effectively allocate high performance jobs to powerful nodes, while also providing fast and cost effective rendering for less complex scenes. \
\
Additions to **Minimum VRAM** and **Maximum GPU** settings may be updated over time, as GPU hardware changes and artist usage evolves.&#x20;


# Linear EXR workflows and recommended DWA compression

Avoiding common errors through compression

Very large file sizes can reduce speeds and increase costs. This is especially true when working with high resolutions, high numbers of render passes, high bit-rate output formats or multiple outputs. \
To increase processing speed, reduce download times, and even increase responsiveness in composition tools, the Render Network team recommends to work with the lossy compressed file format **EXR DWAA** or DWAB when using the network.

* **The standard was contributed by DreamWorks Animation**. The reduction in size is up to 10x and the file size of a 32-Bit EXR image is roughly the same as a 8-Bit PNG which results in much better dynamic range for the end result. Tools like Adobe After Effects are also reported to be more responsive in recent versions when working with compressed files.
* DWA in OpenEXR is actually two compression options, DWAA and DWAB. They use the same algorithm, but DWAA compresses pixels in blocks of 32 scanlines, while DWAB does 256 scanlines. Bundling more lines together lets DWAB compress more efficiently and increases performance when the entire entire image is read at once, as most programs do. Meanwhile, DWAA's smaller bundles make it more efficient for reading just a few scanlines at a time, as Nuke usually does." For the full breakdown, [click here](https://fnordware.blogspot.com/2014/08/dwa-compression-in-openexr-22.html)
* For more information on EXR Data Compression types please read [this article](https://www.exr-io.com/openexr-data-compression/)

The following are two videos which are an excellent tutorial about linear EXR outputs and workflows by OctaneRender artist Raphael Rau (Silverwing VFX).

{% embed url="<https://youtu.be/xqXwgqGRi7Y>" %}
Credit: Raphael Rau
{% endembed %}

{% embed url="<https://www.youtube.com/watch?v=ZIXceP3CKWI>" %}


# Select Render Tier

Picking the settings that are right for you

Render Network's pricing is structured in a Multi-Tier Pricing format. To learn more about Render Network's multi-tier pricing structure and mechanics, read our in-depth breakdown:

{% embed url="<https://medium.com/render-token/rndr-tokenomics-update-multi-tier-pricing-mtp-338d5dea1d29>" %}

Currently only **Tier 2 (Priority)** and **Tier 3 (Economy)** are available, though work is underway to release **Tier 1 (Trusted Partners)** in the future. To determine which pricing tier is best for your job, you have to factor in 3 main criteria: *rendering speed, security,* and *price.*

* **Tier 2** provides rendering queue priority, at a price of *100 OBh/1 RNDR Token* or *400 OBh/1 Render Credit*. Tier 2 nodes provide more power, are able to handle larger and more complex scenes, or render scenes at faster average speeds than Tier 3.
* **Tier 3** provides the most economic rendering solution, at a price of *200 OBh/1 Render Token* or *800 OBh/1 Render Credit*. It is recommended that you do not utilize Tier 3 when rendering work on a tight deadline, as rendering queue priority and requisite node power are not guaranteed.

Once you've determined which tier you would like to render your job on, simply:

1. Select the tier from the right side menu
2. Select the payment method
3. Select preferred frame approval method

![Toggling between Tiers will provide more detailed price and availability information](/files/-MQmuZ87V5pCCnaBWrOr)


# Estimate Job Costs Prior to Rendering

Understanding what contributes to RNDR costs

The final step before rendering your job is generating a cost estimate. This is to avoid final job cost exceeding the amount of tokens that were temporarily held for rendering.&#x20;

{% hint style="warning" %}
***If the amount of work exceeds the amount of tokens/credits in your account, a render will be paused and you will be prompted to add more tokens/credits into your account to resume the render.***
{% endhint %}

![Estimated Token or Credit costs will appear on the right side of the panel ](/files/-MNR8r3mx-Q4ZEHbznmP)

**To generate a cost estimate:**

1. Download the latest version of [OctaneBench](https://render.otoy.com/octanebench/) and run the application to get your system's OB score.&#x20;
2. Render a single frame or range of frames from your scene to see how long they take to render. We recommend rendering the most complex frame(s) from your scene in order to generate an upper bound for rendering time.
3. Enter in your OB score and Time Per Frame into the labeled boxes
4. Based on your OB Score, Time Per Frame and # of Frames Selected, a cost estimate will be generated on the right hand panel. If your estimate exceeds the amount of Tokens/Credits in your account, a notification will appear below the estimate instructing you to deposit more Tokens/Credits to complete your render.

![Tokens/Credits can be deposited by clicking on the underlined text](/files/-MOcQt1I58PYjn73DhDe)

***It is important to note*** that estimates are just an approximation, as there are often significant frame to frame disparities in rendering work that cannot be projected prior to completing rendering work. Working off an upper bound limits the potential that your rendering costs will exceed the amount of tokens you have in your account.


# Adding Funds to Your Account

Understanding the different payment streams on Render Network

If you have insufficient funds to process a job, you will have to add tokens to your account in order to submit the job. Additionally, if you run out of RNDR in your account while your job is in progress, your job will be paused until you add more tokens to your account.

RNDR Credits and RNDR Tokens can be added in the Render Network Portal by following the following steps:

1. In the left hand menu, click *"Add RNDR"*
2. A window will appear prompting you to deposit funds (see below).&#x20;
3. Select the *"Add RNDR Credits"* tab or *"Add RNDR Tokens"* tab
4. Enter how many Credits or Tokens you would like to purchase or load, then continue.

![This portal can also be reached by clicking on your balance directly ](/files/-MYvTCqUGEGzHp0ZaJgR)

![Hitting "Continue to Checkout" will redirect to the selected payment provider](/files/-MYvWYfURvZqYNPGCyeX)

![Hitting "Deposit RNDR" will open Metamask](/files/-MYvWlvBQftkGFiYVxse)

You can add RNDR tokens to your account using Metamask - please see a guide for this [here](https://vimeo.com/343770307).

{% hint style="danger" %}
**\[IMPORTANT]**: If you are using RNDR Tokens, please use the new RNDR contract address: [**0x6de037ef9ad2725eb40118bb1702ebb27e4aeb24**](https://etherscan.io/token/0x6de037ef9ad2725eb40118bb1702ebb27e4aeb24)
{% endhint %}

You can read information about migrating tokens to the new address [**here**](https://medium.com/render-token/rndr-token-migration-instructions-7db3ee8941a)**.** The Render Network interface will also prompt you to migrate if you have not done so already.


# Review and Approve Frames

Double checking your frames

Creators are able to review frames as they are rendered with a full watermarked preview. This allows a creator to ensure their renders are properly executed. Additionally, creators have the ability to watch an animated preview, and can control how long each frame is displayed once a job is completed.

![Selecting frames from the frame timeline will bring them up in the preview window](/files/-MQmv8WseNm9XE9nnLOe)

![Double Click for Full Frame Preview with watermark](/files/-MNR9GQnVNa6LWvKrFvg)

![](/files/-MNR9MmJ64o_l7RGagz-)

![Selecting will redirect to the video viewer](/files/-MNR9RO0Pa6a_url0xFg)

You can also view a rendered outputs as an animated sequence by selecting the **"play frames as a video"** icon, where you can control how fast the animation runs in the **"Seconds Per Frame"** field (see below).

![Manually skipping frames will pause the video](/files/-MNR9WL6OZScDgUHrobK)

As Frames are rendered and after a job has been completed, you can individually approve or reject each frame. You can also approve frames in batch sequences. For example, at frame 1000, you can approve all previous frames from 0-1000 in one click.&#x20;

Once a frame is approved, the tokens will be debited and used to pay for the approved frames. Once you have successfully paid for a frame, you can download the frames in your Creator Portal.

![](/files/-MNR9bHG-vrSAxtJGI-6)

!["Pre-approve frames" can be selected during job setup, removing this step ](/files/-MNR9e4ZRv9QomRkTGA7)

You can approve frames individually frame-by-frame or select all frames, or a larger sequence of frames by **"selecting all"**. This can happen during or after the job is complete.

{% hint style="danger" %}
**\[IMPORTANT]: if no approval or rejection of frames or frame sequences is given within** **72 hours of Job completion,&#x20;*****all frames will be automatically approved.***
{% endhint %}

In some cases, you will need to add RNDR Tokens or currency in order to download the approved frames. Consult the [previous section](/getting-started/how-to-get-started/adding-tokens-to-your-account) for more information on adding to your account.


# Requesting a New Node

Re-rendering your work in case of errors

Occasionally a frame may take a long time to finish because the node has difficulty processing the frame. After a period of time, the frame will be sent to a new node to be completed. However, if you want to expedite this process so that your job can complete, you can **Request a New Node** by selecting the highlighted area below in the preview window.&#x20;

![Requesting a new node will redirect the selected frame to a similarly available node](/files/-MNR9yvHd-nUKrOpcZm1)

Selecting this option will send the frame to a new node.&#x20;

{% hint style="info" %}
**\[NOTE]:** if the frame is currently in progress, you will have to pay for this frame to be sent to a new node. It is recommended to use only sparingly - for example if your job is 97-99% complete and you are on deadline, with some frames taking time to finish.&#x20;
{% endhint %}

For frames that are stuck and not in progress, *'**Requesting a New Node'** does not cause you to incur additional costs*. For all other instances, please email [support@rendertoken.com](mailto:%20support@rendertoken.com) for help.

### **Frame Rejection**

Select the Individual Frame or Sequence of Frames and click **'Reject'**. Once a Frame is Rejected, it will automatically be sent to another node on the network to be re-rendered.&#x20;

You ***will not*** be charged additional RNDR for this work. However, you will also not be allowed to modify the frame or sequence in any way. Jobs should only be rejected if there was an error processing the frame, like black frames, partially rendered frames, or broken frames.

After three failed re-renders, a job will be terminated and a support ticket will be automatically created. A support team member will review the failure and follow up. For support inquiries please contact <support@rendertoken.com>.

### **Cancellation vs Frame Rejection**

If, for example, you want to modify the Sample rate or change elements in a scene like the camera, lighting, color etc., please cancel the Job, make the changes and Submit a new Job to be processed. This means it is very important to check a Job prior to rendering.

All correctly processed rendering work will be paid for as the network needs to compensate node operators for their work in order to be sustainable. See Job Cancellation FAQ’s in the [General FAQ](https://help.otoy.com/hc/en-us/articles/360029817931) for more details on cancelling scenes you no longer want rendered.

### **Frames Automatically Approved After 72 Hours**

&#x20;If no Approval or Rejection of frames is given within 72 Hours after Job completion, all frames will automatically be approved.&#x20;

RNDR is a two-sided network of Node Operators and Creators, and Node Operators who have hard infrastructure costs need to receive Tokens in a timely manner so that they are able to maintain operations. For this reason, release of tokens needs to be expedient. With rapid confirmation, Node-Operators are able to more easily use the network, building critical GPU supply that is intended to lower costs and increase availability for Creators.

### **Adding Tokens or Credits to Download Frames**

&#x20;It is not possible to estimate Job costs with 100% accuracy prior to actually doing the rendering work. Often times there is significant variance in the rendering work required between frames as things like the camera positioning, lighting, and a host of other factors change from one frame to another. For this reason, the Tokens in the locking smart contract are only a base estimation, and the actual rendering work will occasionally exceed the initial estimation.

When a job exceeds Tokens in the locking smart contract, it will automatically be paused, and a notification will pop up asking you to add Tokens or Credits to your account. However, all the frames that are currently in progress will be rendered.&#x20;

Once approved, completed frames can be downloaded. In order to continue a job, you will need to add Tokens or currency to your account and resume the render.

### **Job Cancellation**

Jobs can be cancelled at any point. However, in progress frames will be completed and node-operators will be compensated for this rendering work, with RNDR released from a Creator's wallet for the completed frames. These frames will then be available for download.


# Downloading and Sharing Completed Frames

Figuring out the end-of-work flow

Sharing and downloading animated Jobs can be done through the side toolbar after a job is paid and downloaded. The functions include: **'playing outputs as an animation'**, **'downloading outputs'**, **'sharing outputs'**, **'duplicating the job for new renders'**.

![Duplicated jobs will generate new job IDs](/files/-MNRAGQoEl6FSU_3bX9u)

Downloading and Sharing a Job operate similarly. When either function is selected, it will redirect you to another page where you will be able to select the range of frames and output format(s) that you want to download/share.

Once you have done that, click on the button below and you will be redirected to a page where you need to approve any pending work first. If approved, the release of Tokens from the locking smart contract to the nodes is triggered and you are granted access to download the final, watermark free images.

![](/files/-MOcTj4OZXAr8ccdvAcE)

In the case of sharing your Job, you will be redirected to this same page but will also have a link that you can give out at the top of the page, or optionally you can add users to a mailing list, where they will be provided a download link via email.

![](/files/-MOcTnspsDRHmZIqy2iy)

If approved, the release of tokens from the locking smart contract to the nodes is triggered and you can download the final, watermark free images. If declined, you cannot download unwatermarked full resolution outputs.

{% hint style="danger" %}
**\[IMPORTANT]:** Render Network should not be used for long term storage. Rendered outputs will be deleted a week after a job has been confirmed, and the ORBX scene will be deleted 10 days after a job has been completed.&#x20;

As a result, it is important to save copies of files you would like to keep locally.
{% endhint %}


# Downloading Directly to Cloud Storage Providers

Guides to using third party cloud storage providers like Dropbox, AWS, and more

The Render Network is integrated into third party storage providers like Dropbox and AWS, with the aim to support over 60 of the leading cloud storage providers, enabling artists and studios to more efficiently download renders directly from the network to major cloud storage services.&#x20;

Downloading renders directly to third party cloud storage providers allows artists and studios in collaborative cloud workflows to bypass the friction of downloading renders locally and then re-uploading them to the cloud, saving time and bandwidth.\
The following articles provide in-depth details for using the Dropbox and AWS cloud storage integrations.&#x20;

**Guide to Using the Dropbox Cloud Storage Integration**

{% embed url="<https://know.rendernetwork.com/getting-started/how-to-get-started/downloading-directly-to-cloud-storage-providers/using-the-render-network-cloud-storage-integration-for-dropbox>" %}

**Guide to Using the AWS S3 Cloud Storage Integration**

{% embed url="<https://know.rendernetwork.com/getting-started/how-to-get-started/downloading-directly-to-cloud-storage-providers/using-the-render-network-cloud-storage-integration-for-aws-s3>" %}


# Using the Render Network Cloud Storage Integration for Dropbox

A guide to using the Render Network Dropbox cloud storage integration

{% embed url="<https://youtu.be/eEiPnY3sKVs?si=Q9fY9-NFApFAg4DO>" %}
Tutorial by legendary 3D artist, Brilly, walking you through using the Render Network Dropbox cloud storage integration
{% endembed %}

**Introduction**

Downloading your renders from The Render Network is now seamless with the new cloud storage integration. Now rendered frames can automatically be added to your cloud storage straight from the Render Network, simplifying collaborative workflows from the network. <br>

**Connect Your Cloud Storage**

* Log into your Artist Portal at [RNDR.X.IO](https://rndr.x.io/)
* Enter into your Account through the navigation followed by the **Cloud Storage Tab**
* Click “**Connect to RNDR**” and enter a Title or subject line you wish to be associated with your Dropbox Account
* **Confirm Connection**
  * Located on your artist portal you will see a green notification box appear that will read “Dropbox authentication successful, will connect accounts.” Your connection is now confirmed.

**Setting Up a Job on the Render Network to Download to Dropbox**

* **Upload scene**
  * Create New Job and proceed to Step 3&#x20;
* **Step 3** Network Settings
  * Frame Approval Method: **Pre-Approve Frames** (Must be set to Pre-Approved Frames to unlock ability to access Cloud Storage)
  * Cloud Storage: **Select Provider**

**Downloading Render from Cloud Storage**

* Dropbox.com -> Login
  * Review how your folder is created Automatically inside the **Apps Folder**
  * Select **Folder Download** (if you do not have your DropBox automatically linked to your local drives)


# Using the Render Network Cloud Storage Integration for AWS S3

A Guide to using the AWS S3 cloud storage integration on the Render Network

{% embed url="<https://youtu.be/x5sBJESlCWE?si=w-BT-pukDqEGeg2H>" %}
Tutorial by legendary 3D artist, Brilly, walking you through using the AWS S3 cloud storage integration on the Render Network
{% endembed %}

**Introduction**

Downloading your renders from The Render Network is now seamless with the new cloud storage integration through Amazon Web Service. Now rendered frames can automatically be added to your S3 Cloud Storage straight from the Render Network, simplifying collaborative workflows from the network.&#x20;

**First we need to create an AWS Account account if you do not currently have one**

AWS offers a free tier for you to try their services with. We’re going to use Amazon S3, which comes with 5GB of storage. The following instructions should be considered the simplest way to configure your account, which may deviate from the recommended configuration as well as the production ready configuration. Adhering to **AWS recommendations and documentation** is **strongly encouraged**.<br>

**We will need to start by creating a Bucket**

1. First go to the AWS page and select the button in the top right that reads **“Create AWS Account”**
2. Follow the onscreen steps to set up your account starting with entering your email address to begin the process.
3. You will need to verify your email address and then log in
4. One of the final steps for creating your account is selecting your AWS Support Plan. We are going to select “Basic Support” which is free.
5. Now we will go to the **AWS Management Console** so we can create a bucket. From here you will need to expand the navigation menu down from the top corner, go to all services, storage and click S3.
6. On this page you will then click on the **“Create Bucket”** button
7. Name your bucket by following [**AWS’ Bucket naming rules**](https://docs.aws.amazon.com/AmazonS3/latest/userguide/bucketnamingrules.html?icmpid=docs_amazons3_console)
8. Scroll down to the bottom of the [**Create Bucket page**](https://us-east-2.console.aws.amazon.com/s3/bucket/create) and click on the **“Create Bucket”** button.

Now that you have a bucket set up, you will need to create an **Access Key** so that you can share access to it.

**To Create an Access Key**

1. To Create an access key, select the “My services” button at the top of the page followed by IAM which will allow access to AWS resources.
2. You should now be in the IAM Dashboard. Now scroll over to the “Quick Links” section and click on “My Security Credentials”.
3. Now Scroll down to the “Access Keys” section and click on “Create Access Key”
   1. Please note that you may get a warning that says this is not recommended. This is expected if you’re following the steps in this document. Make sure to check out the [**AWS security credentials**](https://docs.aws.amazon.com/IAM/latest/UserGuide/security-creds.html) and [**Managing access keys for IAM users**](https://docs.aws.amazon.com/IAM/latest/UserGuide/id_credentials_access-keys.html?icmpid=docs_iam_console#Using_CreateAccessKey) documents when you set up your account for commercial use.
   2. Once you confirm this step you will then click **“Create Access Key”**.
4. Now you can download or copy your Secret access key. ***You will not be able to access it again and will have to create another Access Key if not saved.***

With that you’re done. The next step is to link your account to the Render Network.

**To link your account we need to Connect Your Cloud Storage**

* Log into your Artist Portal at **RNDR.X.IO**
* Enter into your Account through the navigation followed by the **Cloud Storage Tab**
* Here you will see Amazon S3 and you will click the **“Connect to RNDR”** button to bring up the submission form.
* Enter a name for your record, your **Access Key, Secret Access Key, and the name of your bucket** and then click **Submit**.
* Wait for our system to confirm your credentials and access to the given bucket. You will see a green notification appear on the page after a short wait, your connection is now confirmed.

And with that you’ve finished linking your account to Render.

**Setting Up a Job on the Render Network to the Amazon S3 Cloud Storage** can be completed with a simple click:

* Upload your scene and create **New Job** just as you would normally and proceed to Step 3&#x20;
* Now in the **Network Settings** the **Frame Approval Method** must be set to **Pre-Approved Frames** to unlock the ability to access **Cloud Storage**. Then go to **Cloud Storage** and select your Amazon S3 account.

And now you have successfully rendered your scene through Amazon S3 Cloud Storage on the Render Network.

<br>


# Using Cloud Storage When Manually Approving Renders

A Guide to Using Cloud Storage When Manually Approving Renders

You now have more flexible options for syncing your rendered frames to cloud storage on the Render Network - even after the job has been submitted or completed.

#### What’s New:

Previously, cloud storage (Dropbox or Amazon S3) could only be used if:

* You linked your account before rendering, and
* Selected Frame Pre-Approval mode.<br>

This meant if frames had issues, you'd need to resubmit the entire job instead of just re-rendering single frames. Now, with the latest update: **You can use Cloud Storage with Manual Frame Approval**

When setting up your job, just select **Manual Approval** and check the **Cloud Storage** option.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXf0txXt6LCUXAzKvXmmrUR_dHymMq3g0yyWSmflrlp5QL9uIyzs15KF5IFod8xxm94kxlJPC4peEy0lf88r1BTkSlKaxzZkd51ntSvbCutX22UrgEpUx595y2ooGT14RcDWEODb4g?key=TmYJE86nCEbA_oLq5JumwA" alt="" width="563"><figcaption></figcaption></figure>

***

**Forgot to enable cloud storage during job setup?**

No problem. You can now:

* Head to the **Download Page** after rendering is complete and select Sync to Cloud Storage<br>

  <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdjg-3xy6Q1d-VYFUqHisDToAIWQNNcjaNnkF58m1h-gqnOpVREjyl1xK89-DkpIMUSdfZsTTBC0pswb5PGT0uTWaBrpcFIe_eiV5dSob1B40_P4ZEfLtDSOGPh70-cVPMD66Qx?key=TmYJE86nCEbA_oLq5JumwA" alt="" width="563"><figcaption></figcaption></figure>
* Or use the new cloud icons directly on the **Jobs Page** (under your render preview) to push frames to your linked cloud service.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcAFLnJI5RPD6HnFGqy6RVfhPliZMUPcfHcHcJSV0c8HmCitIegRJOR9-N4cRF6QeoTmxUm7KjUZXGDPyREmvMcrP66TRN98uVpl5dgcgu5D_dsyhkPGN0c4a4W3VX6mQ0Bw_A8?key=TmYJE86nCEbA_oLq5JumwA" alt="" width="375"><figcaption></figcaption></figure>

***

#### Setup Reminder:

Make sure your Dropbox or Amazon S3 is connected in your **Account Settings > Cloud Storage** before using these features.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfQyBs3tbFDTIbVN54fF_0qOzHTZIq_slx2J07UUzGDqhHKoaeZQtR5SgmejL5d5b8uW-mv9XJi7cSX7S4SE_HdDSyQ6wRQ4Xx8CpYBMaXiRYCFBO2z55DDXfWRYrBvzvaMNXNZQA?key=TmYJE86nCEbA_oLq5JumwA" alt="" width="563"><figcaption></figcaption></figure>


# The Render Network for Apple Users

Information about getting started with Octane X

To get started you need an Octane X License in order to operate the Octane X app on your Mac device. You can download a free trial [here](https://home.otoy.com/render/octane-render/demo/#x), or purchase an OctaneRender Studio license [here](https://home.otoy.com/render/octane-render/purchase/).

Once you have either, you can download Octane X Standalone for the Mac using [this link](https://render.otoy.com/customerdownloads/8f/78/3a/61/Octane_X_Prime_2022_1_RC_3_macos.dmg).

Once you have an Octane license setup, you should be able to access the artist portal on [rndr.x.io](https://rndr.x.io/) using your Octane account. You can find instructions for accessing the portal and more in the ["How to Get started as a Creator"](https://know.rendernetwork.com/getting-started/how-to-get-started) section.

To use the Render Network you will need to buy RENDER credits. Instructions for acquiring and using both can be found in the ["Adding Funds to Your Account"](https://know.rendernetwork.com/getting-started/how-to-get-started/adding-tokens-to-your-account) section.


# Render Network Tutorials

Recommended Guides and Tutorials on Using the Render Network

{% embed url="<https://youtu.be/XApToOtsnUo>" %}

If you are looking for introductory tutorials, the following videos are curated recommendations from some of the 3D industry's leading creators, Brilly, Zomax and Silverwing - walking you through everything from the basics of using the Render Network to theoretical techniques.&#x20;


# Getting Started with Brilly

Walking through everything you will need to know to start your first scene on the Render Network

{% embed url="<https://youtu.be/MghPaVl9aM0>" %}
Walking through from start to finish with a professional creator
{% endembed %}

Among the features in Brilly's walkthrough, the following highlights could be considered key:

* **Review your Scene**: It is important to check scenes in Octane Standalone - especially when they contain a number of effects, denoising, layers and even plugins (like those from GSG).
* **New ORBX Exporter**: One of the newer streamlined features with exporting (which he does through the Render settings directly in C4D) is where you can access the OctaneRender plugin and its built in ORBX exporter.
  * From this same screen you can even select to open the exported file in Standalone immediately, to check your file in Standalone before uploading to the Network.
* **Zip your ORBX** for large scenes file before uploading to save time and money - it will not only upload faster but it will also be downloaded faster by the individual nodes during your job.
* **Real Time Support Chat** is now available through the creator portal, which gives any user direct access to our world class support team, who are available to help nearly around the clock with hands on help.

<div><figure><img src="/files/XdgEDSpEincrewaiYP8h" alt=""><figcaption><p>Support Chat Button</p></figcaption></figure> <figure><img src="/files/Z4kqhq5rszFtRU6r8bxe" alt=""><figcaption><p>Fully expanded Support Chat window</p></figcaption></figure></div>

* Finally, if your scene is particularly heavy, it's recommended to use a [free download manager](http://freedownloadmanager.org) to assist in downloading.


# Going behind the process with Zomax

A look at how a professional creator uses the Network

Now that you've seen how to use the network step-by-step, you can see how another professional uses the Render Network for a high-profile piece in the Planet Zomax universe, “[you touch, you buy](https://corneliusdammrich.com/youtouchyoubuy)”. The video breaks down some of his creative process, small tips and tricks for professional quality work, and why he used the Render Network for his project.

{% embed url="<https://youtu.be/sKLHVwlaNoA>" %}
Creating "you touch, you buy" on the Render Network w. Zomax
{% endembed %}

Among key highlights:

* **Converting certain** **elements**, like changing a cloner over to an alembic, can guarantee that your elements stay as you wish them to in exporting.
* **Exactly how much** power you get from an individual RNDR Token/RNDR Credit.&#x20;
* **Setting a minimum VRAM requirement for nodes** can further narrow down the types of nodes that are assigned to your job.&#x20;


# Understanding Caustic Rendering with Silverwing

Going deep into theory behind Caustics and the difficulties with rendering them

Silverwing takes a critical lens further in depth to the rendering engine behind the Render Network, dropping a theoretical video breaking down Caustic Rendering.

{% embed url="<https://youtu.be/AMYJwUri7DM>" %}
Caustic Rendering: Theories, Charts and Data
{% endembed %}

For those of you who work with caustics or are looking to get started but aren’t sure where to even begin, this video goes deeper than ever before, delving into the inner workings of pathtracers, OctaneRender and why these properties work the way they do.

For those who want more step-by-step information on how to get started with the Network, continue onto "[how to get started as a Creator](/getting-started/how-to-get-started)".


# The Render Network on Mac with Pro Tharan

Pro Tharan shows just how easy it is to create your own logo animations using the power of a Mac and the Render Network

With Octane having expanded out onto Apple's M1 and M2 chips, and onto the iOS ecosystem with the Octane X app, the power of the Render Network is now at the fingertips of Mac users! But what exactly can you do with that power? Award winning creator [Pratheep Tharan](https://protharan.com/) (aka [Pro Tharan](https://twitter.com/ProTharan)) shows you how you can make your own logos and the possibility for more in his video tutorial!

{% embed url="<https://youtu.be/Z-ABCOx9ANg>" %}
Create a logo in 15 minutes using a Mac and Render Network
{% endembed %}

To start off, you'll need to have the following tools:

{% tabs %}
{% tab title="Hardware" %}
**Any Apple M1 or M2 machine**
{% endtab %}

{% tab title="Software" %}
**Cinema 4D + the Octane Plugin for C4D**

**Octane Standalone**
{% endtab %}

{% tab title="Files" %}
**Your Logo as an Adobe Illustrator file (.ai)**

**Brand Color as a hex code (ex. "#000000")**

**A free HDRI ("High Dynamic Range Image"), which can be found** [**here**](https://polyhaven.com/hdris)
{% endtab %}
{% endtabs %}

* To get started you need an Octane X License in order to operate the Octane X app on your Mac device. You can download a free trial [here](https://home.otoy.com/render/octane-render/demo/#x), or purchase an Enterprise license [here](https://home.otoy.com/render/octane-render/mac-pro/). Once you have either, you can download Octane X Standalone for the Mac using [this link](https://render.otoy.com/customerdownloads/8f/78/3a/61/Octane_X_Prime_2022_1_RC_3_macos.dmg).
* Once you have an Octane license setup, you should be able to access the artist portal on [rndr.x.io](https://rndr.x.io) using your Octane account. You can find instructions for accessing the portal and more in the ["How to Get started as a Creator"](/getting-started/how-to-get-started) section.
  * To use the Render Network you will need to use either RNDR Tokens (Blockchain Based) or RNDR Credits (Fiat based). Instructions for acquiring and using both can be found in the ["Adding Funds to Your Account"](/getting-started/how-to-get-started/adding-tokens-to-your-account) section.

Once you have the above, you're all set to get started on making your logo! We highly encourage watching Pro Tharan's detailed video above, but here are some of the highlights:

* Setting your keyframes in the viewer will make your rotating logo easy to adjust and remix.&#x20;
  * Do so by setting the first keyframe in your 0 frame, with your null camera H coordinate set to "0" before locking the frame (hitting the diamond icon)
  * Go to your 300 frame and follow the same instructions, only set your null camera H coordinate to "360" before locking the frame. This will ensure your object starts facing forward and ends after a 360.
* If you follow the instructions in the video, you should only need 4-5 RNDR Credits to render your animation. This may change if you adjust the size or settings in the animation!
* Your "time per frame" will be available in the window where you made your scene.
* Before downloading your completed frames, go to your Chrome or Browser settings and make sure they are downloading to the location you would like them to.
* Once your scene has been completed and you've made your animation in Quiktime Player, you can airdrop that scene to your iPhone or iPad!&#x20;
* Just as easily, you can Airdrop your ORBX file to your iPad and remix it using the Octane X app on iPad!


# Everything you need to know about using the New ORBX Exporter

Exporting ORBX files has never been easier

The recent plugin revisions for C4DOctane (which can be viewed [here](https://render.otoy.com/forum/viewtopic.php?f=85\&t=80831)) notably include a new ORBX export command to the live viewer specifically for RNDR Jobs. Redubbed “Animated package for RNDR (orbx)”, you can call the new method from the live viewer alongside the old method, which is still present in the latest plugin revisions.&#x20;

In addition, there have been speed improvements made on several different cases for animated ORBX exports, in both the Octane Render Settings method and the “Animated package for RNDR (orbx)” command.

These improvements greatly reduce the friction between creation in C4D and exporting to the Render Network for final frame rendering. We highly recommend that all C4D plugin users test out this new method using the Render Network in their workflows to see a noticeable improvement in work time and efficiency.&#x20;

<div align="left"><figure><img src="/files/32lHE7pAJ752Sh0h8DI2" alt=""><figcaption><p>Export times using the new export method prior to 2022.1 R8</p></figcaption></figure> <figure><img src="/files/dTxCvBlWbSB5iK8hQkZm" alt=""><figcaption><p>Export time using 2022.1. R8+</p></figcaption></figure></div>

{% hint style="info" %}
**OF NOTE: the above screenshots are of a specific scene. While export times are overall much faster, it is still dependent on scene complexity**
{% endhint %}

<figure><img src="/files/b80X0UMfx64S5tbFlsZ0" alt=""><figcaption><p>A Visual Guide to finding the new export function in the live viewer</p></figcaption></figure>

### Common Issues and Solutions

Like any visual software, occasionally issues crop up that lead to errors, like static frames or missing geometry. Here are some common place errors and the suggested solutions. Before diving in, we highly recommend anyone using Boolean Operations and Operators, Cloners or using Xpresso directly check out the in depth "[Octane for Cinema 4D manual](https://docs.otoy.com/cinema4d/PreppingforRNDR.html)" on these topics.

#### Static Frames

Static frames are a common issue that many C4D users encountered in the early stages of the Render Network while exporting to ORBX. However, the new exporter uses the Picture Viewer instead of the live viewer, which makes it much easier to check for static frames and animations prior to final export.&#x20;

While it is an option to view every frame in the Picture Viewer as it is exported, this will increase the export time, so it is not recommended for those on a time crunch. Instead, it is advised to check the "Ignore Rendering" box while in the export options, then check the exported ORBX in Standalone prior to uploading to Render Network. This will allow for less wasted time and funding prior to sending the file to the Render Network for final frame rendering.

#### Missing Components

If components are still missing in the Picture Viewer, or in your test animation in Octane Standalone, it is suggested to bake down items within the scene into simpler components. This often reduces the load of the scene overall, resulting in most errors from complex rigs and scene setups solving themselves. This will also reduce render times and overall costs for rendering your scene on the Render Network.

As always, we suggest testing a frame or more in Standalone prior to exporting and uploading to the Render Network. The general rule of thumb: "if it works in Standalone, it should work on the Render Network."

#### Scatter Objects and Animated Geometries

The latest 2022.1.1 update to OctaneRender for C4D fixed an issue that artists have encountered with unsupported scatter objects and animated geometries not exporting properly to an ORBX, which meant they were subsequently not rendering on the Render Network.&#x20;

{% embed url="<https://twitter.com/octanerenderit/status/1642050740901273601>" %}
OctaneRender Italia official plugin update announcement
{% endembed %}

As the above tweet outlines, these issues with exporting to ORBX, alongside other plugin fixes, have been resolved and through tests have shown to not hinder fully realized rendering on the Render Network.

You can find the ORBX exporter used in a creative pipeline in Brilly's tutorial below if you would like a walkthrough (for more info check out Brilly's tutorial [here](/getting-started/render-network-tutorials/getting-started-with-brilly))

{% embed url="<https://youtu.be/MghPaVl9aM0?t=216>" %}


# Cinema 4D on the Render Network with Brilly

A beginners guide to preparing and uploading your C4D files to the Render Network

For an introductory video tutorial on Using Cinema 4D on the Render Network, please see this guide from 3D Artist, Brilly:

{% embed url="<https://www.youtube.com/watch?v=X3Fsa8UqAE0>" %}

Within his walkthrough, Brilly highlights a few key tips for making sure you have a seamless experience with the C4D Beta:

* **Double Check:** Double check that not only are all the assets collected in the correct location that you selected, but also that all file-paths for those assets are correctly formatted.
* **Change File-Paths Easily:** If there are any issues with the file-paths of your assets, there are easy solutions:

  * If the assets are using absolute rather than relative pathing, go to the Asset Inspector, select the particular assets, go to the "Asset" tab and select "Localize Filename".&#x20;

  <figure><img src="https://lh4.googleusercontent.com/eEmSIbrw4mjkyi6MWFKnVTqYurzp_CNGyecmeY0IkPyhEu1Z_1yLrzoXk0drbvkOSrIKbJTaJYu5ZAfnYfSvqsDm4gScqC0cgmgvFxbTLWwLRz5Sk1NEupfGU4BObLJzzlieqe46KuBEq6EZGSP9n-A" alt=""><figcaption><p>Make sure that all assets are selected, like in the screengrab above</p></figcaption></figure>

  * If the assets were improperly collected in the first place, repeat the above steps, but once in the "Asset" tab, select "Consolidate Assets" and save your project.

<figure><img src="https://lh5.googleusercontent.com/2y7kT7kxEsg97GPJgch29Q-3IzRiN4FGuq8BtAHbr4aQd8d5GLglkqK1q5-EZvu4u0AsbpvGx8beKeUHSrAZatJ_4cW2_JXvAtUzWWyxaTcxHyYrTjBRUKb7G2lpnuSuGC_pZbU0b3PGUYIXBTtZics" alt=""><figcaption><p>Once again, make sure that all assets are selected</p></figcaption></figure>

* **Match Your File and Folder Names:** The Network will look for a file matching the name of the folder you upload when you upload your project, so make sure that the C4D file name and the project folder name are the exact same.

To submit a support request or to report a bug, please visit [this page](https://help.otoy.com/hc/en-us/requests/new?ticket_form_id=360000219751) and enter *"C4D Beta"* in the subject line.

For more granular questions on preparing a file for upload and any technical specifications available or unavailable in the current Beta version, please continue on to the [Cinema 4D Beta Guide](/getting-started/cinema-4d-on-render-network-guide).


# Using Render's Differential Uploading from Octane Standalone

A guide to using the Render Network's Differential Uploading, enabling you to sync changes to scenes in Octane Standalone without re-uploading entire ORBX Files

{% embed url="<https://youtu.be/3NTL4fPG8bY>" %}
Spenser Dickerson walks you through leveraging Differential Uploading from Octane Standalone on the Render Network
{% endembed %}

With differential uploading, you can drastically reduce the time spent on Render Network uploads by sending only the data that has changed - eliminating the need for full scene re-uploads.

Learn more about using Differential Uploading from the Manager App below.

{% embed url="<https://know.rendernetwork.com/getting-started/using-the-render-network-manager-app-and-render-network-api/differential-uploads-via-the-render-network-manager-app>" %}

This guide will walk you through the process step-by-step for Octane Standalone.

***

### 1. Exporting an ORBX from Your DCC

To utilize differential uploading, the first step is to export your scene as an ORBX file from your Digital Content Creation (DCC) software, such as Cinema 4D, Blender, or Houdini.

#### Steps:

1. Open Render Settings in your DCC and ensure OctaneRender is selected as the render engine.
2. Scroll down to OctaneRender settings and find the ORBX Export options.
3. Enable all settings to ensure your ORBX file retains all necessary data (caches, plugins, etc.).
4. Select a directory and filename for your ORBX export.
5. Click Export ORBX.
   1. The system will now bake all frames, appearing as if it renders to black—this is expected.
6. Once completed, Octane Standalone will launch.

***

### 2. Loading Your ORBX in Octane Standalone

Upon successful export, the ORBX file will open in Octane Standalone. This step ensures that your file is properly loaded for rendering and uploading.

#### Steps:

1. Open Octane Standalone 2024.1.2 (or your corresponding version).
2. Click on Render Target to begin previewing your scene.
3. If working with an animation, scrub through the timeline to check your file.

***

### 3. Uploading Changes to Render Network

Differential uploading allows Octane to analyze your scene and only send updated data, rather than the entire project.

#### Steps:

1. Click on the Cloud Menu in Octane Standalone.
2. Select Upload Scene Snapshot.
   1. This initiates an analysis and uploads only the new or modified data.
3. Once the upload is complete, click Render.
4. Your Render Network account will open, displaying your new job under 'Scenes'.

***

### 4. Benefits of Differential Uploading

* **Faster Uploads:** Only changed files are sent, saving time and bandwidth.
* **Optimized Workflow:** Iterate quicker without full re-uploads.
* **Seamless Integration:** Works effortlessly with Render Network.

***

### 5. Troubleshooting & FAQs

#### Q: My ORBX isn't exporting correctly. What should I do?

✔️ Ensure you have enabled all ORBX Export settings in your render settings.\
✔️ Verify that Octane is set as the active render engine.\
✔️ Confirm that your DCC and Octane Standalone versions match.

#### Q: My scene isn’t updating properly in Render Network.

✔️ Make sure you’re using Upload Scene Snapshot instead of re-uploading everything.\
✔️ Check if your changes were saved in your DCC before exporting the ORBX.\
✔️ Try restarting Octane Standalone to refresh the scene.

***

### Final Thoughts

With this powerful differential uploading feature, you can cut down hours of redundant uploads and focus on what truly matters - creating stunning 3D visuals.

Happy Rendering!

<br>


# LMI Houdini Tools | Unlocking Octane & Render Network Capabilities with Andrey Lebrov

Tutorial and Q\&A with Andrey Lebrov about Using LMI Houdini Tools on Render

{% embed url="<https://www.youtube.com/watch?v=Au9hJUnCZOc>" %}
In this video, Andrey shows a new Houdini workflow with inspiration from working years inside Clarisse - with the goal of baking massive scenes into ORBX and leveraging the Render Network more efficiently.
{% endembed %}

**Key Advantages:**

Massive‑scene baking shrinks TB‑scale files into tens‑of‑GB ORBXs

* Solaris/LOP integration means everything stays live and editable
* Single‑click ORBX assembly replaces days of manual splitting and re‑merging
* Tag‑based isolation supercharges lookdev with zero node juggling<br>

For comprehensive information about building Assembly Pipelines using OctaneRender and the Render Network, please see the new series of guides below:

{% embed url="<https://know.rendernetwork.com/getting-started/how-to-build-assembly-pipelines-with-octane-and-the-render-network>" %}

## Assembly Workflow Spotlight: Using Octane Stantalone as a Scene Compiler

Beyond shot-based lookdev and ORBX export, Andrey’s latest workflow pushes even further,  treating Octane Standalone as a scene compiler rather than a traditional renderer.

By assembling finalized assets exported via the LMI Tools (using per-tag ORBX exports), Andrey imports animated cameras, scene layers, and frame-split ORBX files directly into Octane Standalone for final assembly. This approach drastically reduces file sizes (e.g., from 250GB+ ORBX to 1.5GB Final Uploads) while leveraging the Render Network’s Differential Upload system to avoid redundant data transfer.

This “assembly-first” strategy lets artists build reusable, shaded asset libraries that plug directly into production scenes - greatly improving efficiency on high-volume projects and reducing iteration time across shots.

While this workflow leans into advanced use cases, it opens the door to powerful non-destructive pipelines - perfect for modular asset reuse, episodic content, or complex layout updates that don't require re-baking every element.

## **Q\&A with Andrey Lebrov**&#x20;

#### ***How does your system shrink a massive Houdini scene into a much smaller ORBX file, without losing detail?***

We maintain the integrity of the scene — nothing is reduced, compressed, or compromised. The key to achieving smaller file sizes lies in the automatic frame-splitting system. Instead of baking entire animation sequences as one continuous file, we divide them into smaller segments.

This results in manageable bakeouts that align with the optimal file size guidelines set by the Render Network. Currently, the most efficient rendering performance is achieved when uploaded scenes are kept within the 20 -30 GB range.

#### ***When you export by tag (trees, rocks, etc), how do you tell the stitcher which files go together?***

The new Octane Shot Manager for Solaris functions as a standalone utility, designed to streamline the ORBX workflow. At its core, it leverages a continuously evolving LUA script developed by Padi Frigg. This tool empowers users with a clean, intuitive interface that simplifies the ORBX merging process—just select the desired files, hit "Assemble ORBX", and a Render Network–ready, fully merged ORBX will be generated in your destination folder. Frame-splits are recognised automatically by naming patterns that are assigned on baking stage.

Beyond merging, we're actively expanding the Shot Manager’s capabilities. Upcoming features include more granular control over render-target assignments, allowing users to manage it from within the tool; change settings on the fly, change or add cameras etc. We're also preparing to roll out support for Cinema 4D and Blender, extending the Shot Manager’s utility across multiple DCCs.

#### ***For an animation, what’s the sweet spot of frames‑per‑chunk so it doesn’t blow out RAM?***

Anywhere from 10 to 25 frames would work well. It's important to maintain balance, but it will depend on the complexity of your scene and animations specifically. Currently, the tool enforces a minimum split of 5 frames, so users won’t be able to divide scenes into smaller segments than that.

#### ***What exactly is Solaris in Houdini, and why does it matter for these tools?***

Solaris runs on a Hydra-based architecture, which is a core part of Pixar’s USD workflow. It works with any render delegate that supports Hydra, making it super flexible. Houdini isn’t the only player in this space—Maya, Blender, NVIDIA Omniverse, and Unreal Engine all tap into Hydra—but Houdini definitely stands out in terms of performance and execution. It’s just next level. And we can code and build incredible things in it.

Since Solaris is built on USD, it gets all the benefits that come with it. USD was designed from the ground up to handle massive, complex 3D scenes, so you get insane control over instancing, variations, and referencing. We’re constantly working to bring all that power into our tools—and that’s precisely what makes these new, more complex Octane scenes possible.

#### ***MaterialX lands in Octane 2026 – how will that change your ORBX export process?***

Right now, the tool bakes out ORBX only—but we’re already rolling out a new mode called “USD + ORBX Sampling.” This lets you bake everything into USD, with all the flexibility and power that comes with it, and automatically generate a 1-frame ORBX that includes all your Octane materials. The tool then assembles the USD files, samples the Octane materials from the ORBX, and assigns them correctly to the USD—seamlessly bridging the two.

Once native support for MaterialX (MtlX) lands, this workflow will still stick around. We want to keep the option open for anyone who prefers Octane Materials over MtlX. In that case, MtlX materials will bake directly into the USD, while Octane users can still enjoy the same sampled-material pipeline.

#### ***If someone isn’t a Houdini guru, what’s the minimum they need to know about SOPs vs LOPs?***

Think of it like this—SOPs (Surface Operators) is where you build everything. That includes modeling, simulations, animations, layout—you name it. It’s the creative sandbox.

LOPs (Lighting Operators), Solaris, is where you assemble, light, and lookdev your scenes. It’s the stage where all your assets come together. Most of what you do in LOPs references stuff built in SOPs—unless you’re working directly with USD files from disk, in which case you can skip SOPs entirely.

That’s really it. SOPs build it, LOPs lookdev it.

#### ***How do you plan to package and share these tools for other artists, will they come as a Houdini Digital Asset, or something else?***

Yes, all the tools are packaged as HDAs. They’ll ship with a pre-configured .json package, and likely a small prerequisite script that adds a few lines to the user’s environment—nothing complicated. We’re aiming for a smooth setup experience: just a couple of clicks, and you’re ready to go. No hurdles, no mess—just plug and play.

#### ***If an upstream SOP (say your layout or scatter parameters) changes, how does Octane Shot Manager know which tag or frame‑chunk ORBXs actually need re‑baking, so you don’t redo the entire scene?***

In Houdini, it’s actually pretty hard to not know when something has changed—but you’re right, edge cases can slip through. At the moment, there’s no built-in change detection in the Octane Shot Manager, since Solaris references data rather than storing it directly. That’s something we’re definitely looking into.

That said, the whole idea behind this workflow is to approach large scenes brick by brick. You’re working on one element at a time—baking things down step-by-step. This gives you clear visibility over each piece, and if something breaks or needs tweaking, you don’t have to redo the entire scene—just the specific tag or chunk that’s affected.

So yeah, no auto-detection yet, but the modular approach already minimizes rework. And that’s a great suggestion—definitely on our radar now.

#### ***Have you built in any profiling or logging (bake times, peak RAM/VRAM, final ORBX sizes) into your tools? How do you use that data to optimize subsequent runs or troubleshoot bottlenecks?***

Right now, there’s a basic bake tracker that logs each bakeout directly in the console—including how long it took to process. But currently, that only covers the Houdini side of things. Once it hands off to Octane Standalone, we lose visibility—so no deep integration or detailed logging from that side yet.

Same goes for resource tracking: at the moment, we’re relying on external system monitors for checking RAM/VRAM usage. There’s nothing built into the tool (yet) for that kind of profiling.

With that being said, RenderCon was a fantastic opportunity to connect with the people behind the scenes—and let’s just say, there’s a lot of potential for making this more powerful down the line. No promises yet, but we’re optimistic about where this could go.<br>

#### ***When you split your scene into per‑tag ORBXs (e.g. “trees,” “rocks,” “flowers”), how do you guarantee that UDIM‑based textures and multi‑layered MaterialX shader graphs stay perfectly aligned once you stitch everything back together?***<br>

* ***Do you embed the full UDIM tile set and complete shader definitions in each ORBX, or reference a shared library?***

Yes, each ORBX maintains full shader integrity, including the entire UDIM tile set and complete shader definitions. Even if you're only baking a specific part—like just the arm or the head of a creature—the system still samples the full shader. So partial geometry doesn’t mean partial materials. Everything is embedded to ensure consistency and avoid any broken links or missing data down the line.

This approach guarantees that no matter how you split your bakes, the look remains intact—just as it should.<br>

* ***How do you avoid duplicating large texture files or losing tile‑coordinate integrity across ORBX boundaries?***

Currently, there’s no deduplication happening at the assembly stage. That’s just a limitation of Octane Standalone—it’s missing some of the smarter handling that Render Network already has. Render Network treats files as hash codes, so there’s no fooling it. If something’s duplicated, it knows, and it only keeps one copy.

But with Standalone, and by extension any ORBX workflow, there’s no asset hash filtering—and we don’t have a way to force it during the baking process either. So yeah, duplicates can happen.\
This is being looked at and I'm sure very soon we will have comprehensive filtering from A to Z.<br>

* ***What metadata or conventions does your stitcher use to reconcile UDIM ranges and MaterialX node trees so the final assembled ORBX renders seamlessly?***

Nothing like that is required. At the core of USD, you have to explicitly declare your geometry, its parts, and shader assignments—basically, you’re coding it in, unlike what you might be used to in DCCs like Blender or C4D where things are more intuitive, Drag and Drop.\
\
We do streamline this to some extent with our complimentary SOP tools—like the Scatter Tool and Layout Tool—and we’re actively exploring ways to automate these declarations. That’s especially important for our ‘USD + ORBX Sampling’ mode, where proper declarations are key. Without them, shaders won’t correctly hook into USD inputs.\
\
That said, once everything is wired up, the shaders and textures bake out cleanly and completely — they are not divided. Our test scenes include multiple UDIM sets, and they’ve all held up perfectly. So while there’s no magic pill around deduplication, we’re working on ways to make the process of shaders assignment smoother and automate the optimisation.


# Using the Video Playback Feature in Frame Approval

Guide to using video playback for approving frames on the Render Network

{% embed url="<https://youtu.be/SNdd5WOgWck>" %}
Using Video Playback is a useful tool for approving frames on the Render Network
{% endembed %}

**Overview**\
The Frame Approval step on the Render Network includes a powerful video playback feature that lets you preview your animation directly in-browser. This helps you catch issues like flickers, black frames, or rendering artifacts without having to inspect every frame manually.

***

**How It Works**\
Once frames begin rendering, you can:

* Play the animation back in real-time using the video player.
* Adjust playback speed to quickly scan or slow things down for a closer look.
* Pause and scrub to any point in the timeline.
* Use frame-by-frame navigation to inspect exact frames.
* Queue individual frames for re-render directly from the timeline.

This is especially useful for identifying visual errors across long sequences.

***

**Partial Renders Are OK**\
Even if your render job isn’t 100% complete, you can still preview whatever frames have finished. This gives you a usable reference earlier in the process.

***

**Clearing Cached Previews**\
After queuing re-renders, refresh your browser to clear cached video previews and ensure you’re seeing the updated frames.

***

**Try It Today**\
Start rendering at [render.x.io](https://render.x.io) and take full control of your review process.

***

<br>


# Using OctaneBench 2025 to Benchmark Your GPU and Estimate Render Costs

A Guide to Using OctaneBench 2025

{% embed url="<https://youtu.be/UPp9moey8iA>" %}
Video Tutorial for Using OctaneBench 2025 available at: <https://render.otoy.com/octanebench/>
{% endembed %}

### How to Use OctaneBench 2025

OctaneBench 2025 is now available - providing a fast, free, and reliable way to benchmark your system’s GPU performance using real-world OctaneRender scenes. Whether you’re new to Octane or just starting on the Render Network, this is the easiest way to estimate rendering costs before submitting a job.

***

#### Why Use OctaneBench?

OctaneBench simulates realistic rendering workloads using official Octane scenes, providing a numeric score that reflects your system’s rendering performance. This score can then be plugged directly into the Render Network Cost Calculator to give you accurate pricing and time estimates.

***

#### How to Download OctaneBench 2025

1. Head over the OctaneBench download page [ ](https://otoy.com)[OctaneBench • OTOY](https://render.otoy.com/octanebench/?fbclid=IwY2xjawKiub1leHRuA2FlbQIxMABicmlkETFBNUM5eG1odGdKN3N5bnpnAR6fIBQWjiImJ4DagNjASQDRsojwp7VN268bC1RHldHHPJFyf5hcSqXU_Q4e-Q_aem_qgKL0cniXHKuL6yscsYpSg)
2. Select the 2025 OctaneBench
3. Download the latest version for your operating system.

***

#### How to Run the Benchmark

1. **Unzip** the downloaded folder.

   There’s no installer - OctaneBench runs out of the box.<br>
2. **Launch** the OctaneBench application.\
   (Make sure your GPUs are available and drivers are up to date.)<br>
3. **Select the GPU(s)** you’d like to benchmark.<br>
4. Click "**Run"**.\
   OctaneBench will now process a series of official test scenes and measure your GPU performance.<br>
5. **Review** your score.\
   Once complete, you’ll receive a numeric score based on your system's performance.

***

#### Using Your Score on the Render Network

When submitting a job on the[ ](https://render.network)[Render Network](http://render.x.io/), you’ll be prompted to enter a benchmark score. Input your OctaneBench 2025 score in the designated field of the estimate page:

* Get accurate time and cost estimates for your render job
* Optimize your workflow based on your system’s performance\ <br>


# Rendering Jobs with AOVs on the Render Network

Guide to using AOVs in your workflow on the Render Network

{% embed url="<https://youtu.be/4GW9TtgqPMA>" %}
Try rendering works leveraging AOV on the Render Network at: [**render.x.io**](https://render.x.io/)
{% endembed %}

**Overview**\
This article explains how to render scenes with AOVs (Arbitrary Output Variables) using the Render Network, ensuring your outputs are set up correctly for maximum flexibility in compositing and look development workflows.

***

**What are AOVs?**\
AOVs allow you to output additional render passes beyond the standard beauty pass, such as diffuse, specular, reflection, cryptomatte masks, and more. These passes give you granular control when compositing or adjusting renders in post-production.

***

**Before You Start**

✔️ Ensure your AOVs are enabled in your scene file\
✔️ Upload the correct scene version with your desired AOVs active

***

**Submitting a Job with AOVs**

1. Upload your scene to the Render Network.
2. Start a new job.
3. At the job creation screen:

* Verify scene versioning matches to ensure your AOVs are available.
* Scroll to Advanced Options at the bottom of the render settings configuration page.

![](https://lh7-rt.googleusercontent.com/docsz/AD_4nXfeSvx4uYQ5Wluf1YB_gcQUPy4GopV1ZM590_mHr815emrni_2h9KJHIX0yp1_edjCcCR_ygJag_BnLYihkSD5PfEW6jfRRh8kDrStgfJDIUm03D_zolGRf87QvjetJnn8DMbgWdg?key=BMORG9WEH4ztdJu5po4_bA)

4. **Check your AOVs list**

* All AOVs enabled in your scene should appear here.
* If no AOVs are listed, return to your 3D scene to enable them and re-upload

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdG4D6rKPOBKcMpzSpk52iZ2OGbNKQi81EU4R0JBAnC57JVVUcJgQecs_mnnXOiotslFUZmzt4ptjq3XiHaptCwqdVXdqd9sg5zhhBDFzOnR0kLZKjrrn7FtQSQCX-F26EoJQYrpA?key=BMORG9WEH4ztdJu5po4_bA" alt="" width="563"><figcaption></figcaption></figure>

5. **Select or disable AOVs as needed**

* The beauty pass cannot be disabled.
* Other AOVs can be disabled if not needed for the render.\ <br>

5. **Configure your Outputs**

* Under the Outputs tab, select your desired output formats and bit depths.
* You can add multiple outputs (e.g. PNG8, PNG16, EXR32) if different passes are needed in different formats.

***

**Final Job Submission**

✔️ Confirm AOVs are enabled and outputs are set before submitting.\
✔️ Submit the job.

***

**Post-Submission Checks**

1. Open the render config settings on the submitted job.

* Confirm Render Passes are listed.\
  ![](https://lh7-rt.googleusercontent.com/docsz/AD_4nXeTMcLj6g31wMooAGeDYg4rE48ZAwSFiPh_RUKQ9gXfqHKpSjSRETvjllI5vUzwgbs1WN3npjhRWEnCsSflxhvve1SOX_LxCNHiTBmOEl1K0rN3phpANGWCU1BE1iEtcHvu_BLwRQ?key=BMORG9WEH4ztdJu5po4_bA)
* If not, return to the job submission page and enable them before re-submitting.<br>

1. Approve frames after rendering completes.

***

**Downloading Renders with AOVs**

1. Go to the download page.
2. You will see:

* Your output formats listed
* All available AOVs for each output

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcqp8ykAgEnA1M1ndSJpowupA38EzMeYxFnb6Onzu1l9Rd7yA4UhBRQ9A9gUZrmuOx0SctgVsSv9j8g-UC990hiJd92RiCsTAi2TE3Ic7CV3kH4kSBVXKwLTr6N37EXxKga-hI1?key=BMORG9WEH4ztdJu5po4_bA" alt="" width="563"><figcaption></figcaption></figure>

1. Select only the passes you need for immediate download.

* Remaining passes can be downloaded later if needed, as they are already rendered and stored.

***

**Download Options**\
✅ Download via Web App: Quick and browser-based\
✅ Download via Render Network Download Manager: Preferred for larger or multiple file downloads with more control

***

**Best Practices**

* Always confirm scene AOV settings are up-to-date before uploading.
* Use the Render Network Download Manager for bulk downloads and stable transfers.
* Remember, AOVs provide flexibility - even if not needed now, rendering them can save time later in post-production.

**AOV Compositor Updates in Octane for C4D**

{% embed url="<https://youtu.be/P_Jh4UqGguw>" %}
Learn more about Octane's refreshed AOV Compositor system for C4D workflows – with increased control and stability
{% endembed %}


# Cinema 4D on Render Network Guide

The native Cinema 4D files integration with the Render Network.

{% hint style="info" %}
**Cinema 4D Versions supported:**

* Cinema4D 2023.2.2
* Cinema4D 2024.5.1
* Cinema4D 2025.0.2
* Cinema4D 2025.1.1
* Cinema4D 2025.2.1
* Cinema4D 2025.3.1
* Cinema4D 2026.0.0
* Cinema4D 2026.1.3<br>

**Current render engines supported in with Cinema 4D:**&#x20;

* Cinema4D Standard & Physical (CPU - Tier 3 only)&#x20;
* OTOY Octane for C4D Plugin 2023.1.3\_R3
* OTOY Octane for C4D Plugin 2024.1\_R3
* OTOY Octane for C4D Plugin 2024.1.2-R2
* OTOY Octane for C4D Plugin 2025.2.1 Build 1.6.1
* OTOY Octane for C4D Plugin 2025.3-v1.7.1
* OTOY Octane for C4D Plugin 2026.1-v1.8.2
* OTOY Octane for C4D Plugin 2026.2-v1.8.4
* Redshift 3.6.00 (GPU-only)
* Redshift 3.6.04 (GPU-only)
* Redshift 2025.1.1 (GPU-only)
* Redshift 2025.2 (GPU-only)
* Redshift 2025.4.1 (GPU-only)
* Redshift 2025.5 (GPU-only)
* Redshift 2026.0.0 (GPU-only)
* Redshift 2026.2 (GPU-only)

Recommended to use the [C4D Render Network Wizard Plug-in](/getting-started/cinema-4d-on-render-network-guide/c4d-wizard-plug-in).
{% endhint %}

*If you are in need of support, please contact the Render Network Support Team at* [*https://help.otoy.com/hc/en-us/requests/new*](https://help.otoy.com/hc/en-us/requests/new) *and select "Render Network Artist \[Report an Issue]" in the ticket category.*

Below you can find tables containing information about current supported C4D features, unsupported C4D features, and the status surrounding those features:

<table><thead><tr><th width="219" align="center">C4D Feature Name</th><th align="center">Supported: Y or N?</th><th align="center">Additional Info</th></tr></thead><tbody><tr><td align="center">Additional File Formats (non PNG &#x26; EXR)</td><td align="center"><mark style="color:red;">N</mark></td><td align="center">In development</td></tr><tr><td align="center">Ambient Occlusion</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Alembics</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Audio Files</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Capsules</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center">Excluding Python reliant capsules</td></tr><tr><td align="center">C4D Render Effects (Denoise, Sharpen, Tone Mapping, etc.)</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">C4D Noises</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">C4D Procedural Shaders (effects and surfaces)</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Cloners + Effectors</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Deformers</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Fields</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Generators</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Hair Object</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Hair Shader</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">IES Lights</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Magic Bullet Looks</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center">For Cinema 4D 2025 and up</td></tr><tr><td align="center">Metaball</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Maxon One Content</td><td align="center"><mark style="color:green;">Y*</mark></td><td align="center">Python-based tools not supported</td></tr><tr><td align="center">Mograph Color Shader</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Mograph Beat Shader</td><td align="center"><mark style="color:green;">Y*</mark></td><td align="center">Standard/Physical supported, not Octane</td></tr><tr><td align="center">Mograph Multi Shader</td><td align="center"><mark style="color:green;">Y*</mark></td><td align="center">Standard/Physical supported, not Octane</td></tr><tr><td align="center">Mograph Camera Shader</td><td align="center"><mark style="color:green;">Y*</mark></td><td align="center">Standard/Physical supported, not Octane</td></tr><tr><td align="center">Mograph Cache (Internal)</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Mograph Cache (External)</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Motion Blur: Geometry</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Motion Blur: Volumetrics</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Motion Blur: Sub-frame Motion Blur</td><td align="center"><mark style="color:green;">Y*</mark></td><td align="center">Standard/Physical supported, not Octane</td></tr><tr><td align="center">Motion Blur: CameraMoblur (on/off)</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Motion Blur: Lights</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Motion Blur: Instances</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Motion Blur: Pyro-generated volumetrics</td><td align="center"><mark style="color:green;">Y*</mark></td><td align="center">Standard/Physical supported, not Octane</td></tr><tr><td align="center">Multipasses</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Octane Object Tag Hair Shading</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Octane Light IDs</td><td align="center"><mark style="color:green;">Y*</mark></td><td align="center">Octane supported</td></tr><tr><td align="center">ORBX Files</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Particles systems (C4D native)</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Parenting/Constraints</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Python/Python Tag</td><td align="center"><mark style="color:red;">N</mark></td><td align="center">External Plugin not currently supported</td></tr><tr><td align="center">Pyro (motion blur via velocity channel)</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Render Region</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Simple XRefs</td><td align="center"><mark style="color:green;">Y*</mark></td><td align="center">Standard/Physical supported, not Octane</td></tr><tr><td align="center">Sketch &#x26; Toon</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Stage Object</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Substance Assets</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Takes</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Text/Mograph Text/Text Spline</td><td align="center"><mark style="color:red;">N</mark></td><td align="center">Needs to be converted to paths or polygon objects</td></tr><tr><td align="center">Thinking Particles</td><td align="center"><mark style="color:red;">N</mark></td><td align="center">Workaround in progress</td></tr><tr><td align="center">Vertexmaps</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Viewport Rendering</td><td align="center"><mark style="color:red;">N</mark></td><td align="center">Error under investigation</td></tr><tr><td align="center">Volume Loader Object</td><td align="center"><mark style="color:green;">Y*</mark></td><td align="center">Needs to be inside a "Volume Loader" folder with a relative path</td></tr><tr><td align="center">Volume Builder Cache</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Volume Mesher</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center"></td></tr><tr><td align="center">Watermark Effect</td><td align="center"><mark style="color:green;">Y</mark></td><td align="center">Machine Info not supported</td></tr></tbody></table>

Additionally, during Alpha and closed Beta testing, certain features were discovered to need preparation in order to function currently. Those can be found in the table below alongside instructions for those features.

|            Feature Name           |             Prep Instructions             |
| :-------------------------------: | :---------------------------------------: |
| Assets from the C4D asset browser | Needs to be saved into the project folder |
|        C4D Particle Emitter       |             Needs to be cached            |
|          Dynamics: Cloner         |             Needs to be cached            |
|          Dynamics: Cloth          |             Needs to be cached            |
|           Dynamics: Rope          |             Needs to be cached            |
|        Dynamics: Soft Body        |             Needs to be cached            |
|        Dynamics: Rigid Body       |             Needs to be cached            |
|           Dynamics: Hair          |             Needs to be cached            |
|     IR/LM Global Illumination     |             Needs to be cached            |
|         Motion Blur: Hair         |             Needs to be cached            |
|             ORBXLoader            |        Relative path in PAI needed        |
|      Octane VDB Volume Object     |        Relative path in PAI needed        |
| Physical/Standard Caustics effect |   "Save Solution" needs to be turned off  |
|               XRefs               |        Relative path in PAI needed        |


# C4D Wizard Plug-in

Welcome to The Render Network® Wizard (Cinema4D) available [here](https://renderfoundation.com/c4d-wizard).&#x20;

The C4D Wizard ensures seamless rendering experiences with our Python-based plugin designed exclusively for C4D users. The Render Network® Wizard streamlines your workflow by effortlessly checking project files before submission to the Render Network® for distributed online rendering.

{% embed url="<https://youtu.be/toMKuNaKuCo>" %}
Legendary 3D artist, Brilly, shares a guide outlining key information for using the Cinema 4D Wizard on the Render Network.
{% endembed %}

**Key Features:**

* Pre-Check Functionalities: Create backups, pack scenes into .zip files, and ignore warnings with ease.
* Scene Checking: Verify render settings, file paths, OCIO configurations, and more for a flawless rendering process.
* General Settings: Customize default folders, project names, and .zip file destinations for optimal efficiency.
* User-Friendly Interface: Dockable design, progress indicators, and intuitive buttons make navigation a breeze.

**Get Started:**&#x20;

Enhance your rendering workflow today with The Render Network® Wizard.&#x20;

Download here: \
<https://github.com/rendernetwork/c4d-plugin/releases/download/v1.06/Render.Network.Wizard.v1.06.zip>

***

**Installation Instructions:**

1. Download the Plugin: After downloading The Render Network® Wizard, unzip the folder to access its contents.
2. Copy to Plugin Folder: Navigate to your Cinema 4D plugin folder. This folder is typically located in the installation directory of Cinema 4D.
3. Paste Contents: Copy the contents of The Render Network® Wizard folder into the plugin folder. Ensure that all files and folders are placed directly within the plugin folder.
4. Launch Cinema 4D: Open Cinema 4D on your computer.
5. Access the Plugin: Once Cinema 4D is open, navigate to the "Extensions" menu.
6. Start The Render Network®: Under the "Extensions" menu, locate and click on "The Render Network" to launch the plugin.

**Compatibility:**&#x20;

The Render Network® Wizard is compatible with all versions of Cinema 4D from 2022 onwards.

***

### Full Feature List (V1.0)

**1. Pre-Check Functionalities:**

* Create Backup before Running: Safeguard your project files by triggering a "Save Project With Assets" command, which backs up and collects the entire project into a predefined folder.
* Pack Scene into .zip for the Render Network: Automate the packing process by generating a .zip file containing your scene, ready for submission to the Render Network.
* Open Folder after Export: Conveniently access the folder where the .zip file is saved with a single click.
* Ignore Warnings: Toggle this feature to bypass warnings during the check process and automatically pack the scene into a .zip file.
* Open Artist Portal in Browser: Seamlessly navigate to the "Scenes" page on the Artist Portal WebApp using your default browser.

**2. Scene Checking Functionalities:**

* Render Settings Check: Ensure compatibility by displaying selected Render Engine, verifying resolution, FPS, frame range, and highlighting the active take and camera name.
* File Path Validation in PAI: Identify absolute file paths in the Project Asset Inspector, with options to open the inspector and fix paths automatically.
* OCIO Configurations Check: Detect custom OCIO configurations in Octane and Redshift Render Settings, providing warnings if found.
* Text Objects Handling: Identify text objects, check for animation, and offer actions such as conversion to editable objects or alembic animations.
* Missing Assets Check in PAI: Warn about missing assets in the Project Asset Inspector, with the option to open the inspector for further action.
* Unsupported Objects Identification: Detect unsupported objects like Xrefs, Thinking Particles, Python Tags, and more, providing advice on resolution.
* Uncached Dynamics Detection: Identify un-cached dynamics and offer options to select and cache dynamic tags or simulation objects.
* Unsupported Plugins Check in Render Settings: Warn about unsupported plugins in Render Settings, ensuring seamless rendering experiences.
* Maxon One Exclusive Content Check: Detect Maxon One exclusive content and capsules, providing alerts if found.
* Octane Mix Materials Handling: Detect Octane Mix Materials and offer guidance on optimization and conversion.

**3. General Settings Functionalities:**

* Default Folder for Backups: Choose to use the default folder setting provided by the tool or specify a custom folder for backups.
* Default Project Name when Backing Up: Opt to use the default naming provided by the tool or set a custom name, with options to use Cinema4D’s own tokens.
* Default Folder for .zip Files: Select the default folder setting provided by the tool or specify a custom folder for saving .zip files.

### Changelog

**v1.05**

* Added Collect Button: Collects your scene into a folder in the default Render Network Export folder without packing it into a .zip file,
* Added Manager Tab: Can send the project to the Render Network Manager App (minimum version 1.38.00 and API access required) via the "Send to App" button.\
  \&#xNAN;*Also added a checkbox to transform the Collect button into sending the project to the Manager App for more convenience.*
* The Wizard now checks the scene for Skin deformations, which should be cached,
* The Wizard now also checks for character rigs (bones), which should also be cached,
* OCIO check for Materials now has a "Jump to" button,
* Check for Delay Effectors only triggers a warning, if the Effectors are enabled

**v1.04**

* Added HiDPI Splash Screen,
* Progress bar for zipping,
* Fix for RS Proxy objects,
* Better OCIO check for Cinema4D 2025,
* Added button to disable all python objects and tags at once,
* "Jump to first" button now also scrolls to first active in the Object Manager,
* Better check for Maxon One content for Cinema4D 2025

**v1.03**

* Changed the name to Render Network Wizard
* Added check for .rs Proxy issues
* Added Check for Octane Cryptomatte types
* Added check for Delay and Jiggle effectors and Delay and Decay Fields
* Added Check for Redshift Rendering Engine/Final Rendering settings
* Fixed Folder Structure for Backups and Export when custom Project Names are used
* Fixed an issue with automatic text conversion when "Ignore Warnings" is checked
* Fixed the persistence of Cinema running after closing
* Minor interface tweaks
* Minor Splash Screen color adjustment
* several smaller bug fixes

**v.1.02**

* Added check for native Cinema 4D materials when using octane
* Minor fixes

**v.1.01**

* Added splash screen&#x20;
* Minor fixes

**v1.00**

* Initial release


# Using the C4D Wizard for Octane Render

The [**Render Network Cinema 4D Wizard**](https://rendernetwork.com/integrations/c4d/) can be used to prepare and upload native C4D files rendered with either Octane or Redshift to the Render Network. The C4D Wizard packs a project into a zip-file which can then be dragged-and-dropped into the Render Network WebApp. This guide walks you through using the C4D Wizard for Redshift

The Wizard can be downloaded from this link: [**https://rendernetwork.com/integrations/c4d/**](https://rendernetwork.com/integrations/c4d/)

Once installed, the Wizard can be accessed from the Extensions menu (**Figure 1**).

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXd1IzgUfKgyz6sAfsqGWsTcB3bcnBDBypnpzIyPbUcXoIQdXfXr-eEsG15pWZdn1WFaSuIPXEe9HviyWfFPnfmRb5PYHbGb-gk3MwmizCAbzjxolT3gTDHN8hGSG5T2JqenRcJ3tG1bkjNNW6FPUUXtvK8l?key=ZHN7mdEhhYfhltFMmMWGtw" alt=""><figcaption><p><strong>Figure 1:</strong> Accessing the Wizard from the Extensions menu</p></figcaption></figure>

The following link demonstrates the overall process of using the Wizard inside of C4D, including the steps for proper installation.

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

Octane should be listed under the **Render Engine** entry in the Wizard window (**Figure 2**).

<figure><img src="/files/qr9c2aYSVUaTm3XNppcL" alt=""><figcaption><p><strong>Figure 2</strong>: Octane is listed as the Render Engine in the Wizard window</p></figcaption></figure>

\
Additional information regarding the Render Network can be found in the general Cinema 4D [**manual**](https://docs.otoy.com/cinema4d/TheRenderNetwork.html)**.**

**Considerations for Caching Simulations**

{% embed url="<https://know.rendernetwork.com/getting-started/cinema-4d-on-render-network-guide/preparing-your-cinema-4d-file-for-the-render-network/caching-simulations-for-the-render-network-advanced>" %}

**Using Nested Scenes**

{% embed url="<https://know.rendernetwork.com/getting-started/cinema-4d-on-render-network-guide/preparing-your-cinema-4d-file-for-the-render-network/how-to-work-with-nested-scenes-xrefs-in-c4d-for-the-render-network-advanced>" %}

The following link provides an overview for preparing and uploading native C4D files to the Render Network manually, without the use of the Wizard

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

Below you can find tables containing information about current supported Octane features, unsupported Octane features, and the status surrounding those features:

| Octane Feature Name              | Supported: Y or N? | Additional Info                                             |
| -------------------------------- | ------------------ | ----------------------------------------------------------- |
| Baking Camera                    | Y                  |                                                             |
| Cryptomattes                     | Y                  |                                                             |
| Custom OCIO Configurations       | N                  | See Photo Below for current allowed configurations\*\*      |
| C4D Light Linking                | Y                  |                                                             |
| Deep Images                      | N                  | In development                                              |
| Denoiser                         | Y                  |                                                             |
| External OSL Files               | Y                  |                                                             |
| Hair Rendering                   | Y                  |                                                             |
| Octane Scatter                   | Y                  |                                                             |
| Octane Scatter (via .csv import) | Y                  | Only Octane C4D 2022.1.1.R6 and higher                      |
| OSL Shaders                      | Y                  |                                                             |
| Pyro                             | Y                  |                                                             |
| Pyro (Motion Blur)               | N                  | Not available on launch, coming soon                        |
| Vectron                          | Y                  | Only for files created in Octane C4D 2022.1.1.R6 and higher |
| Volumes                          | Y                  |                                                             |

<figure><img src="/files/L0LA6l5PRRHN4jN8386K" alt=""><figcaption><p>Currently allowed color space options</p></figcaption></figure>


# Using the C4D Wizard for Redshift

A Guide to Using the Cinema4D Wizard for Redshift

{% embed url="<https://youtu.be/H7_meR9AGkU?si=doTdXy1caKVb3GNo>" %}
Guide created by legendary 3D artist, Brilly, walking you through using the Render Network Cinema4D Wizard for Redshift
{% endembed %}

The [**Render Network Cinema 4D Wizard**](https://rendernetwork.com/integrations/c4d/) can be used to prepare and upload native C4D files rendered with either Octane or Redshift to the Render Network. The C4D Wizard packs a project into a zip-file which can then be dragged-and-dropped into the Render Network WebApp. This guide walks you through using the C4D Wizard for Redshift

The Wizard can be downloaded from this link: [**https://rendernetwork.com/integrations/c4d/**](https://rendernetwork.com/integrations/c4d/)

Once installed, the Wizard can be accessed from the Extensions menu (**Figure 1**).

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXd1IzgUfKgyz6sAfsqGWsTcB3bcnBDBypnpzIyPbUcXoIQdXfXr-eEsG15pWZdn1WFaSuIPXEe9HviyWfFPnfmRb5PYHbGb-gk3MwmizCAbzjxolT3gTDHN8hGSG5T2JqenRcJ3tG1bkjNNW6FPUUXtvK8l?key=ZHN7mdEhhYfhltFMmMWGtw" alt="" width="375"><figcaption><p><strong>Figure 1:</strong> Accessing the Wizard from the Extensions menu</p></figcaption></figure>

The following link demonstrates the overall process of using the Wizard inside of C4D, including the steps for proper installation.&#x20;

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

It uses a scene designed with Octane but the process is identical when using Redshift. The only difference is Redshift instead of Octane will be listed under the **Render Engine** entry in the Wizard window (**Figure 2**).

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXe9ZTEfXxiNrcrCFPrMq5AqG-a7xy-oAVh9nLjPMdYjCwCE5i5KMNnKFxOHdzJI8V_mUedpDKTlvjuBumugs5JH14eLLGByzS2Rbt1qL3Xxwc5PyAG7Td4VLz7zUc835Uy8c4zFZa5hMhgcUdt2BqKaaJCk?key=ZHN7mdEhhYfhltFMmMWGtw" alt="" width="563"><figcaption><p><strong>Figure 2</strong>: Redshift is listed as the Render Engine in the Wizard window</p></figcaption></figure>

Additional information regarding the Render Network can be found in the general Cinema 4D [**manual**](https://docs.otoy.com/cinema4d/TheRenderNetwork.html)**.**&#x20;

**Considerations for Caching Simulations**&#x20;

{% embed url="<https://know.rendernetwork.com/getting-started/cinema-4d-on-render-network-guide/preparing-your-cinema-4d-file-for-the-render-network/caching-simulations-for-the-render-network-advanced>" %}

**Using Nested Scenes**

{% embed url="<https://know.rendernetwork.com/getting-started/cinema-4d-on-render-network-guide/preparing-your-cinema-4d-file-for-the-render-network/how-to-work-with-nested-scenes-xrefs-in-c4d-for-the-render-network-advanced>" %}

The following link provides an overview for preparing and uploading native C4D files to the Render Network manually, without the use of the Wizard<br>

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

#### Currently known limitations:

\
**Available versions:**\
For Cinema 4D 2023 we support Redshift version 3.6.00\
For Cinema 4D 2024 we support Redshift version 3.6.03&#x20;

**Available file types for rendering:**

Redshift on the Render Network currently only supports **PNG** and **EXR** outputs.&#x20;

**Cryptomatte Rendering:**\
Cryptomatte rendering currently only works by choosing the single-layer EXR file type for your Multipass images. It is not supported for Multi-Layer EXR Multipasses.\
If you choose PNGs as your Multipass file type, the Cryptomatte passes will be ignored.<br>

**Asset collection for .rs Proxy file**s:\
Cinema 4D currently can not collect assets (for example texture files) belonging to an embedded .rs Proxy object. If your .rs Proxy files use external textures make sure they are stored next to the .rs Proxy object and the relative path linking to those texture files is correct.

* Example: Your .rs. Proxy object uses external textures, which are stored in the “tex” folder next to the .rs Proxy object.  In this case keep the .rs Proxy object next to your .c4d file and store the textures inside the “tex” folder of your Cinema 4D project.

| Redshift Feature Name          | Supported (Y/N) | Additional info                             |
| ------------------------------ | --------------- | ------------------------------------------- |
| Cryptomatte                    | Y               | Only in Single-Layer EXR mode               |
| .rs Proxy files                | Y               | <p><br></p>                                 |
| RS Volume                      | Y               | <p><br></p>                                 |
| C4D Shaders                    | Y               | If supported by Redshift                    |
| Hair Rendering                 | Y               | Needs to be cached                          |
| Pyro                           | Y               | Needs to be cached                          |
| Pyro Motion Blur               | Y               | Needs to be cached (including XYZ velocity) |
| OSL                            | Y               | <p><br></p>                                 |
| Deep Images                    | N               | Still in development                        |
| Trace sets / C4D Light Linking | Y               | <p><br></p>                                 |
| Custom OCIO configs            | N               | <p><br></p>                                 |
| <p><br></p>                    | <p><br></p>     | <p><br></p>                                 |

\
\ <br>


# Using the C4D Wizard with the Render Network Manager App

A guide to using the C4D Wizard with the Render Network Manager App

{% embed url="<https://youtu.be/Luw_HJOF9mU>" %}

#### Overview

The **Render Network Wizard for Cinema 4D** is a powerful bridge between your creative workflow and the Render Network. Built to streamline scene prep, validation, and upload, the Wizard now supports **direct job transfers to the Render Network Manager App** - no manual packaging required.

With version **v1.05**, artists can send Cinema 4D projects straight to the Manager App in one click, complete with **differential upload support** for faster, bandwidth-efficient transfers.

***

#### Key Features

* **Adaptive Scene Recognition** – Automatically detects your render engine (OctaneRender or Redshift), resolution, and frame range.
* **Smart Scene Checker** – Flags missing textures, uncached dynamics, or unsupported plugins before upload.
* **Differential Uploads** – Only new or modified assets are re-uploaded, dramatically reducing transfer times.
* **One-Click Upload** – Push jobs directly to the Render Network Manager App (requires API access).
* **Flexible Options** – Package, back up, or skip job creation for later submission.
* **Integrated Access** – Download the Manager App or open Knowledge Base links directly from within Cinema 4D.

***

#### Wizard Tabs Overview

**1. Checker**

The **Checker tab** acts as your preflight toolkit, verifying that all scene components are render-ready.\
It can automatically back up, zip, or validate your project and will flag any issues such as:

* Uncached simulations (cloth, RBD, particles)
* External or non-localized textures
* Missing third-party plugins

You can choose to fix issues directly or allow the Wizard to localize files automatically for you.

***

#### **Manager App**

The **Manager App tab** introduces the new seamless bridge between Cinema 4D and the Render Network.

**Here, you can:**

* **Download the Render Network Manager App**
* **Request API Access** (required for app communication)
* **Send Scenes Directly to the App**

When you click **Send to App**, the Wizard automatically consolidates all scene assets into an **RN Export** directory, ensuring a clean and consistent upload structure.\
\
You’ll see real-time progress inside both the ***Activity Panel*** and ***Scenes Panel*** in the Manager App.

***

#### D**ifferential Upload Integration**

The Cinema 4D Wizard works hand-in-hand with the Render Network’s **differential upload system**, which compares your new export against previous uploads and only transfers changed files.\
This means:

* Faster upload times on iterative revisions
* Reduced bandwidth and data duplication
* Ideal for large projects or multi-version pipelines

Differential uploads ensure you can make quick changes in C4D (e.g., animation tweaks or texture updates) and re-upload to the Render Network in seconds - not hours.

**Skip Job Creation**

You can also enable **“Skip Job Creation”** to upload your scene now and create jobs later directly within the Manager App. This is useful for batching multiple scenes or adjusting settings post-upload.

***

#### **General Settings**

The **General Settings tab** provides control over default directories, project paths, and ZIP export preferences.\
Set your storage locations once, and the Wizard will automatically handle consistent folder organization for all future jobs.

***

#### Benefits of the New Workflow

* **No manual packaging or file management** - the Wizard handles it.
* **Differential uploads for incremental changes** - upload only what’s new.
* **API-based communication** - ensures secure, reliable, and automated transfers.
* **Scene validation baked into the Wizard** - no broken links or missing assets.
* **Full control via the Manager App** - monitor uploads, manage jobs, and view costs in real time.

***

#### Next Steps

To enable this workflow:

1. **Download the Render Network Manager App**
2. **Request API Access to unlock app communication**
3. **Update to the latest Cinema 4D Wizard** (v1.05 or later)

Once set up, you’ll experience a fully optimized, push-button workflow - allowing you to create more and manage less.

For more information about using the [**Render Network Manager App and API**](/getting-started/render-network-tutorials/lmi-houdini-tools-or-unlocking-octane-and-render-network-capabilities-with-andrey-lebrov), please see comprehensive resources in the Render Network Knowledge Base.

{% embed url="<https://know.rendernetwork.com/getting-started/using-the-render-network-manager-app-and-render-network-api>" %}


# Sending and Rendering Jobs on Render Network within the Cinema 4D Wizard

<p align="center"><br><img src="/files/aUCadMRjYssOZcKlZzlP" alt="" data-size="original"></p>

The Cinema 4D Render Network Wizard allows artists to submit render jobs to the Render Network directly from within Cinema 4D.

With the latest Wizard update, users can:

* Validate scenes before submission
* Export ORBX files with frame chunking
* Submit jobs directly through the Manager App
* Start renders immediately from within Cinema 4D
* Automatically download completed frames locally

This workflow removes the need to manually package and upload render jobs, allowing artists to scale rendering workloads across the network while continuing to work locally.

***

## Requirements

Before submitting jobs using the Cinema 4D Wizard, ensure the following:

* The latest Cinema 4D Wizard is installed (v1.06+)
* The Render Network Manager App is installed\
  ![](/files/PD0X3m1G6NRpLwTTsxgl)
* Your account has API Access enabled\
  ![](/files/pUQ2bWlHvrlfQsjiC7k3)
* Your scene is configured for either Octane or Redshift via Cinema 4D

***

## Accessing the Render Network Wizard

The Render Network Wizard can be accessed in two ways:

#### Method 1 - Extensions Menu

1. Open Cinema 4D.
2. Navigate to:

Extensions → Render Network Wizard\
![](/files/f0dhWLPbYJJmK0G4ZmRj)

#### Method 2 - Picture Viewer (Octane Users)

If you are using OctaneRender, the Wizard can also be accessed directly from the Picture Viewer.

1. Open the Picture Viewer.
2. Click the Render Network icon in the top-right corner.

![](/files/xyNCVKVB3tUYNXTzgov0)\
This will launch the Wizard interface inside Cinema 4D.

***

## Step 1 - Preflight Your Scene

Before submitting a job to the network, it is recommended to validate your scene using the Check Project tool.

1. Open the Wizard.
2. Click Check Project.

This tool scans the scene for common issues and ensures the project is compliant with Render Network requirements.

Users should also review the render settings panel located in the bottom-left of the Wizard interface to confirm:

* Frame range
* Resolution
* Output settings
* Render configuration\ <br>

***

## Step 2 - ORBX Export and Chunking

The Wizard includes an ORBX Export tab, which allows scenes to be exported in the ORBX format.

ORBX is a reliable format for transferring scenes to the network, particularly for complex projects.

However, ORBX files can become large depending on scene complexity.

To improve performance, the Wizard now supports frame chunking, which allows large ORBX exports to be split into smaller frame batches.

Benefits of ORBX chunking include:

* Smaller ORBX file sizes
* Faster upload throughput
* Improved distributed rendering efficiency<br>

Users can define the number of frames per chunk before exporting.

***

## Step 3 - Installing the Manager App

To submit jobs directly from Cinema 4D, users must install the Render Network Manager App.

Within the Wizard:

1. Open the Manager App tab.
2. Click the Install Manager App button.

![](/files/XlpKWvEmpVsAzekswQiG)\
This will direct you to the installer.

***

## Step 4 - Request API Access

After installing the Manager App, users must enable API Access for their account.

To request access:

1. Log in to your Render Network account.
2. Navigate to the Permissions tab.
3. Click Request API Access.

![](/files/a0P6d8d5aiGuUw8OCnBI)\
Once approved, the Wizard will be able to communicate directly with the Render Network through the Manager App.

***

## Step 5 - Submit a Render Job

Once API access is granted, jobs can be submitted directly from the Wizard.

To submit a render job:

1. Open the Manager App tab.
2. Disable Upload Only if you wish to start rendering immediately.\
   ![](/files/9w64tPh6LyPnKgu1Fyc5)
3. Set your custom download folder if you want completed frames downloaded automatically.\
   ![](/files/xsJlZvTkmvxeWAp63ztC)
4. Click Render Scene.\
   ![](/files/TeJKnMwWdEvbf0Tzl3zI)<br>

Your scene will then be:

1. Packaged automatically
2. Uploaded to the Render Network
3. Added to the render queue<br>

***

## Monitoring Render Jobs

Once submitted, jobs can be monitored through:

* The Render Network Web Portal
* The Render Network Manager App

\
Users can track:

* Upload progress
* Job queue status
* Active rendering nodes
* Frame completion<br>

***

## Automatic Local Downloads

If Local Downloading is enabled in the Wizard:

Completed frames will automatically download to the folder specified in your settings.

This allows artists to continue working while renders are processed and delivered in the background.

***

## Benefits of the Cinema 4D Wizard Workflow

Using the Wizard with the Manager App enables a streamlined rendering workflow:

* Submit jobs directly from your DCC
* Eliminate manual packaging and uploads
* Monitor jobs from multiple interfaces
* Automatically retrieve rendered frames<br>

This allows artists and studios to scale rendering workloads efficiently while maintaining full visibility and control over their jobs.


# Preparing your Cinema 4D file for the Render Network

A step-by-step guide to preparing your files for upload

{% hint style="danger" %}
**Please note: this is an on-going beta and the points raised in this article may change in the future. In this case, the Render Network Team will make sure to keep this article up to date.**
{% endhint %}

For information about any current limitations, please visit [this page](/getting-started/cinema-4d-on-render-network-guide).&#x20;

To submit a support request or to report a bug, please visit [this page](https://help.otoy.com/hc/en-us/requests/new?ticket_form_id=360000219751) and enter ***"C4D Beta"*** in the subject line.

## Preparing your Cinema 4D Scene File

For The Render Network to process your scenes correctly, it needs to be prepared first. The two most important points of preparation are:

* **Caching dynamic simulations**
* **Collecting all assets**

### Caching Dynamic Simulations

Please note that for a project with dynamic simulations to work on a distributed network it is crucial to cache these objects.

To do this, go into the dynamic object or tag and look for the ***Cache*** tab, then make sure to cache the whole animation.&#x20;

Please note that in Cinema4D, this functionality can be called **“Bake All”,** **“Calculate Cache”**, **“Cache all”** or simply **“Calculate”** or **“Cache”**.

<figure><img src="https://lh4.googleusercontent.com/c0m82BbsazlrTQGyrYqzFul_vB0_ZeE3y0JAmrxEL90Fzw0rGTjCbybW-KiGVsb5zBL428HGV7ClRDaXGeHj7sASgPc8bEW2--ctJ5K5ZRoLLLq8-9txJ8S7HGaj8wi6-eMgIYn9X29EXSFjZCLoVfI" alt=""><figcaption><p>Example: Dynamic Body Tag</p></figcaption></figure>

<figure><img src="https://lh5.googleusercontent.com/o7iDiROT0E9mxG9lMIYBzknwKM9xhSgkNvjViwXbdiGv6trTzVcrcB1OmkFWiPVW24g6_hZTNj-8PaDuTffqREPhfgHqhT9mR8jVtcSRdnm6usZTH56ftJVdseUaJZnoeA6scUp01ELL1_U03mmApsQ" alt=""><figcaption><p>Example: Cloth Tag</p></figcaption></figure>

<figure><img src="https://lh3.googleusercontent.com/j9ccfOpoa2vtZ-_AXc7SuPhNt6AZBUHyNc15nPP1lYcw9AzwkVamcq-VE4MDtJOVUmIWBAY_NzAf7WR31jwZHOapKIBiNccRLNHmqDwiqCMBnbRtfEohLQvA1EZeiQaWSaBnb7AycGzC__x-p-iq79Y" alt=""><figcaption><p>Example: Hair Object</p></figcaption></figure>

### Collecting All Assets in One Folder

Once all objects have been cached, the next step is to **collect everything into one folder**.

To do this go to "**File** -> **Save** -> **Save Project with Assets**" and choose a folder, where to collect everything for your Render Network Scene.

<figure><img src="https://lh6.googleusercontent.com/mXoN33KWu9eDgbC7iX7DflCe7HPv4rD9CMhW6BcX1XPLrmt046hHH2X7EtNOHckBzUeXIP_Whmt0QSSoCeUa-V61hVab53zlV6sOPZa-eE53pIlkNRTIn_Z8cEFkupo36DQ0-XMcNolW-Ps7qWMdG9k" alt=""><figcaption></figcaption></figure>

After the project has been saved, it is important to open the **Project Asset Inspector** under "**Window** -> **Assets** -> **Project Asset Inspector.**"

<figure><img src="/files/p7Scx8kpcYRsFV9KflPi" alt=""><figcaption></figcaption></figure>

It is important to make sure that all linked assets are represented using a **relative path**.

For this to be true, you shouldn’t be seeing any absolute paths in the “Path” column (it is fine if they have absolute paths in the “Absolute Path” column).

<figure><img src="https://lh5.googleusercontent.com/qsQbdui96LvdqEYNAWK2zO3ZZzHbMj8rcWe9US1E2Wjqk84wK6eTtKfq3wgtihdQUjD8kotgHauveWSPF_h0L8hSpn9wjuEuO62n3hRb1oMgn3ymVt10fhxOnn14dXDauRhfoni5dmSV3TSzT6dAkDA" alt=""><figcaption></figcaption></figure>

If you do still see some assets using an absolute path, select them and choose "**Asset** -> **Localize Filenames**".

<figure><img src="https://lh5.googleusercontent.com/2PdQ81iVE-dEyVQBM6dWyNi-6iFj3Iq2cQjyMHWEv9Gab57zDCRWRZew5RTxWeHPiQptiF6D6ZS43eStr3oSIKhvZQD4rmbfMkTBAK7vXIUDWHTXFZk_3r7zzvKHEVZ38lz6d4UeLna25MhI-3ybOr8" alt=""><figcaption></figcaption></figure>

If that doesn’t work, make sure the files were indeed copied to the collected folder. If this is not the case, select the asset and choose "**Asset** -> **Consolidate Assets**."

<figure><img src="https://lh4.googleusercontent.com/rj97p1ophvIe7zHSP-xdH5F1TvbpJ0-8k_SU0bjHzAgW_N_-GECthtMSgFaPKyd6tmQ-2fVJHPvllTy39dpq-sEONrt1gfG4zwPY1HhRvH4RAB4Ux6ftkD4nb2eEMXrCTY03cFFcWYs05kE4W3Moars" alt=""><figcaption></figcaption></figure>

This will move the Assets to the project folder. Choose “**Localize Filenames**” again, if necessary.

<figure><img src="https://lh5.googleusercontent.com/0L6By94eSon4fdv7aVwivDqD14_YXTv0xVldZxaKImNYh2vDs5rcc8Wfn9ocbc0ZOYl1lMnDN8IR-tVj6crK0Eusz1Ywo4BJepdhJfHYcrNTDsh4v8Rbjc27lYoAn0mwW0GZG0VZyHSV0SiyA60UhJs" alt=""><figcaption><p>Example: A Correctly Path-ed Project</p></figcaption></figure>

Now save the Project file again by hitting CTRL+S or Option+S on a Mac.

{% hint style="danger" %}
**Repeat this process every time you open the scene file again.**
{% endhint %}

Close the project, go to your folder using the **Exploder** or **Finder** and inspect it.&#x20;

If you are importing other .c4d files using XRefs into your scene, make sure your main scene is called **exactly the same as the root folder you collected the project into**. This is not necessary if you are just uploading a single .c4d with assets.

<figure><img src="/files/NZODEfEBaQ17N4k9g1HM" alt=""><figcaption></figcaption></figure>

Finally, select the root folder and choose “**Add to ZIP-Archive.**”

## Uploading to Render Network

After the folder has been zipped, go to the Render Network website, choose “**Scenes,**” and drag-and-drop the zip archive into the upload field at the top.

<figure><img src="https://lh6.googleusercontent.com/niulFasloDVOg5XerGEg-4biGQezrzuhQJLpUw9aVovShneMoH6xkTGY1ttjw9uKTJEvkitO5JNwcS-Ghsonke8PoMDwqj6Z-GUnSBriJ8Ak8IIxFFKpbX6O3GoJayNtsMjaieEbG56F7U137kvp1rw" alt=""><figcaption></figcaption></figure>

Since we are dealing with a C4D Project file, choose Cinema4D (.c4d File) and click on “**Confirm**”.

## Configuring a Job on Render Network

After the file has been uploaded and processed, start a new job by clicking on “**Create new job**”.

In the job submission window, make sure to type in the correct resolution and check the frame-range. If you click on “**Show Advanced Options,**” you have the possibility to change the FPS of the scene.

<figure><img src="/files/TX5bziqoOYnEDD4PmWbM" alt=""><figcaption><p>Setup options for a C4D File Job</p></figcaption></figure>

On the next window, select your file-format. Currently you have the options of **PNG**- and **EXR** files.

<figure><img src="https://lh6.googleusercontent.com/1c_iW3uLeKyQUbeNlm3_Km5NH8C7IaovceWaI6odA7VJoq39oMKPZrzuX4f4lrRqEqM1mThjIpHDxGoJ3yuxdYEXvrbytRoy2aP-UNs_DMw67QN-FihZjJN0WdFferWIG93-rX9UWKakQ7mXrvU2Bkw" alt=""><figcaption><p>Output setup options</p></figcaption></figure>

{% hint style="danger" %}
**Please note, render passes for the&#x20;*****Standard*****&#x20;and&#x20;*****Physical*****&#x20;render engines are currently ONLY supported using EXR files in Multilayer mode.**
{% endhint %}

After you have chosen your filetype click on “**Continue to Network Settings**”.

<figure><img src="https://lh6.googleusercontent.com/7vVqCR_EqeyyS9xCqPsjdrn8UMMi-mskxwfqXlm0AIa2o36aMF_n34WqAlRNlPK9cNzlgEKyFKoHwnIRY6TKAchPxyc327isEis0JPCCBhV4dL8UZynjwqld2ugTSU49cSGsJ35YBeSKsPhNNtuUAJo" alt=""><figcaption></figcaption></figure>

Here set your **desired tier**, **payment** and **approval method**. Then choose a **minimum VRAM** amount for the nodes, depending on the requirements of your project.

The next window lets you get a cost estimate after you enter your machine's Octane Bench score and how long the frames render on your machine.

<figure><img src="https://lh6.googleusercontent.com/E0ccafzcVnGnRjibPKkW7eWlqtWBRYyPTiyLepN6x8q-LyGlQGJP0F5gm7j4V2GkbKQW6xVyQqumXf1MiL_fIF4oQOa3jusHCv6-y2adCAKnJrljuVrpEEbbXwozS09XyXtMEaTmwmguDb9OjCD5fhs" alt=""><figcaption><p>Example of a cost estimate in Credits for a sample job</p></figcaption></figure>

For additional information on how to deal with specific objects, assets or limitations, please see the following sections.


# Caching Simulations for the Render Network (Advanced)

Looking further into how to cache simulations for upload, and why

## General Rules

As the [previous section](/getting-started/cinema-4d-on-render-network-guide/preparing-your-cinema-4d-file-for-the-render-network) detailed, everything that is dynamically calculated, needs to be cached prior to sending it to the Render Network. This also includes cameras, if they are somehow affected by the scene changing dynamically (for example triggered by a collision or similar).

Be aware that each frame of your animation is probably being picked up by a different node, so each node needs to know where things are for that given timeframe. \
The scenes are not being “pre-run” or prepared from frame 0 on each node, because that could take hours for complex scenes. That’s why it’s crucial that objects, which are not animated using keyframes or time-based formulas, need to be cached or baked somehow.

> **Example:** A MoGraph Cloner, which is animated by a Plain Effector and a keyframed Field Object, does not need to be cached. But if that Cloner **also has** a Rigid Body Simulation applied to it, then it needs to be cached.

With that in mind, below are instructions for caching individual dynamically calculated elements.

### Caching the MoGraph Cloner

Caching the MoGraph Cloner is very simple, just 3 easy steps:

1. Add a MoGraph Cache tag to the Cloner object.
2. Activate the “**Range**” checkbox and set the correct range.
3. Hit "**Bake**".

<figure><img src="https://lh6.googleusercontent.com/ivJ3GDk82wHiWQrbxgiPk03ZaBH8ndbjo0HHeScSvDNW9HEHNOCyD2NoRCXpyQGFUa98ycuoN4hqzTBH50T9NLWt0K_VN0J010WJF4iqp_rmtUWPr1k4cYi-sXL_d8bCClIHvmC3slXo-W65brdvlXk" alt=""><figcaption><p>Find this within the "Attributes" viewer</p></figcaption></figure>

### How to cache a Particle Emitter

There are two ways to cache a C4D Particle Emitter:

* **Option 1:** select your Emitter, then go to "**Simulate**" -> "**Bake Particles**" and set it up accordingly.

<div align="center"><figure><img src="https://lh5.googleusercontent.com/oXrNBaihOqldv1ilOMVk-akUkfbDGdiSgQPixH8c4UdNkFNIhIluj4mYffdoe4sYphvgiwb8XEV-RLswbCloBIC5AX3FwnqmXUgA8gaSa1vX9YprVrjTj6RNOuvTN2Jg1teZTQ3jzso6_L1QSdyB6nk" alt=""><figcaption></figcaption></figure> <figure><img src="/files/PijU1eKze8jYY3Zc848b" alt=""><figcaption><p>Remember to set the range</p></figcaption></figure></div>

* **Option 2:** reference the Emitter inside a Mograph Cloner in "**Object**" mode.\
  Then use a Mograph Cache to cache the animation this way. This has the advantage of being able to retime the Mograph cache, which is not possible with the simple Emitter bake. <br>

  <figure><img src="https://lh4.googleusercontent.com/uzoz7wBIW58jLgwTjXLOdz6EBgjALN5ci4LD3jqTEEZxK7cAU-s-xOpxhI1ByN70r36jhxMo3XMg5WXNzS5sJR_BYTJHan6nUB4JT5wASP5x0y5Ii5tZ47Y2zd62bdvKFi4hNKhqQZfw23osIoNceks" alt=""><figcaption></figcaption></figure>

### Caching Rigidbody and Softbody simulations

In the "**Dynamic Body**" tag, go to the “**Cache**” tab and click on the “**Bake All**” button.

<figure><img src="https://lh6.googleusercontent.com/INshTa18hNqcFpXrdisFzUgHj6JdUrt5F3jQeqt0-P0FOKS13sSIB6ZXvC7ApoY163lP6mbpWmBVnMVxg-LuExaneUNxHdqZDEDGwe35cAc4AfrerYoUknDCMDVx9z0xKfAaylqax3b3Esm0JPR3tPM" alt=""><figcaption></figcaption></figure>

### Caching Cloth and Balloon Simulations

In the "**Cloth**" tag, go to the “**Cache**” tab and click on “**Cache Scene**”.<br>

<figure><img src="https://lh3.googleusercontent.com/PPc6HwEwn6Hetr5zinkH7_3HoKjSv3WgSCUcFfMRUeV8acXxoMShLCpQ8HisPIGjcn3G4B2kxV9y89V-0Sal2lMmVR_5z-JfX_hJ2JifFVHCRslf-fI_TueBlSRB_nezGlsuFCw_EFZorl-u3bCRKAA" alt=""><figcaption></figcaption></figure>

### Caching Rope Dynamics

Go into the "**Rope**" tag, click on the “**Cache**” tab and click on the “**Cache Scene**” button.

<figure><img src="https://lh6.googleusercontent.com/mru24WgRYisQShw4liLDm54mGvu8OUYXWnvu_XBUrE_mJ7ff5iZ7csY1NOjDgLntX59LQFI2736tlc2K2bLA91YG-ul2MioBVkHfw-xadpjnB2p_dzeI0qu9SMqjQk4QwU-K7tWaArJ-SqtNqhS48aQ" alt=""><figcaption></figcaption></figure>

### Caching Hair Dynamics

To cache hair dynamics, open the "**Hair**" object, click on the “**Cache**” tab and choose “**Dynamics Cache**”, then “**Calculate**”.

<figure><img src="https://lh4.googleusercontent.com/M_iGm4wdZ_yJnv7eO6iRNu1bnhQtaR0U84nkxLWmNo70lLwENG69GPCz3QBXS6EXTiNqIQ3E_v5lROmmT_WiqKRTjSl9nOXR6sBXtV4I-5d9UkoNpB3loldHRRSxztYaSUDdG4SQyC1xMbhD9DIbnNQ" alt=""><figcaption></figcaption></figure>

### Caching the Pyro Solver

To cache a Pyro simulation, click on the "**Pyro Output**" object, go into the “**Cache**” tab and click on the “**Cache Scene**” button.

<figure><img src="https://lh5.googleusercontent.com/m9qMzQ_roVHkhW7RO5dlseG-NCoNdHKJTvK9i3eeI0CwKLeqnyzTs-U9bvDGtBRmTKbWSkb4Ur15Im5vGPsCNNnaW4qrWiPQqiPtBQflfL08-NOTokc5m5G880xS7BXiWX3A8CJq7p7rOpPGHHtpr9U" alt=""><figcaption></figcaption></figure>

{% hint style="danger" %}
**Please note:** The cache will be represented as an external VDB-sequence. Make sure to copy that sequence into your project folder and read it via a relative path.
{% endhint %}

A more secure caching option is to collect the project with “**Save Project with Assets**”, which will automatically copy the VDB-Sequence to a “vol” folder next to the project file.

### Caching the Volume Builder object

{% hint style="danger" %}
**Please note:** <mark style="color:red;">this feature is currently</mark> <mark style="color:red;"></mark><mark style="color:red;">**not yet available**</mark> <mark style="color:red;"></mark><mark style="color:red;">on the Render Network. Only Volume Builder objects without a cache are currently supported.</mark>
{% endhint %}

In the "**Volume Builder**" Object, click on the "**Cache**" button.

<figure><img src="https://lh4.googleusercontent.com/VXrhfd4wcV3-ibMiGHN46fRSVH9U2mLouhthBnz1GOKAqsDuZLg7Ak0f4yHOzv6We-28T9SNCQVpycpMn6duZF3mvKyob4G3uOSZimCf00ZTeqsztLirw9s6ogAufupnG0bHTL5a5gsLYqFTdUioEbg" alt=""><figcaption></figcaption></figure>

Next check the “**Animation**” checkbox if your objects in the Volume Builder are animated. Finally click on “**Cache**” to create the cache.

<figure><img src="https://lh3.googleusercontent.com/sktF9K1ftgcvgDZHAXW_5Nq7etISr9LIENKs6YGLZ4tCo4bhPQ_cK4lje0r7bWfI-bjqMhuoFDu6ts3LGmnNcAzghKxfCQKYsBImr10GKg4wZbK9O5FPJbYrsY-_ArE1ZsJj8NqhNIDfuZbHV-aE80c" alt=""><figcaption></figcaption></figure>

### Caching Global Illumination for STD/Physical renderers in Cinema4D

When working with Global Illumination in Standard or Physical renderer, you can cache the calculation of the GI caches to a file, so they do not have to be calculated again during rendering on the network. This works with Radiosity Maps, Light Mapping and Irradiance Cache types of Global Illumination.

For this to work, you need to have already rendered the scene locally at least once, so the caches can be built. **There is no other way to create them other than to render the scene locally**.

In the "**Cache**" tab of the Global Illumination effect in the Render Settings window, check “**Auto Load**” for all GI-types which support caching. Then check the “**Custom Location**” checkbox and set the folder to somewhere next to your project file. For Irradiance Cache also check “**Skip Prepass (If Present)**”.

After the scene has been rendered locally, the caches will be found in the “**Cache**” folder where you specified it. Include these cache files in the project's Zip-file so the Render Network can utilize them. Without any caches for the Global Illumination, flickering can occur when rendering the scene on a distributed network.


# How to work with nested scenes (XRefs) in C4D for the Render Network (Advanced)

A Guide to working with XRefs in the C4D

{% embed url="<https://youtu.be/cz4qjmNedlk>" %}

Like simulations, XRefs need preparations to work correctly on the Render Network.

If you want to include Cinema4D files as nested scenes inside your main project, you need to add the **.c4d** using the "**XRef**" object, which you can find in "**Create**" -> "**XRef**" -> "**Add XRef**".

<figure><img src="https://lh3.googleusercontent.com/Aj3976zLTTmDwmmo0yaFGAfT_rvn_OXWtxg53TzqVhEA_6Upm02nvVTkrb5y0ZrKeKONSoZFkWoyw9pbX8jlG4rr6tWDzAlBBNUTxDpAvQqxdU8Hg9JmKwzz8aihAXDzUcIT7HWygqwhGk2X_woT1JM" alt=""><figcaption></figcaption></figure>

{% hint style="danger" %}
**Please note:** <mark style="color:red;">the “</mark><mark style="color:red;">**Simple XRef**</mark><mark style="color:red;">” object is currently not supported by the Cinema 4D Octane Plugin.</mark>
{% endhint %}

After adding the XRef and saving your scene file, make sure you collect all files next to the project file either by choosing "**File**" -> "**Save Project with Assets**", or by going into the **Project Asset Inspector** and choosing "**Asset**" -> "**Consolidate Assets**" for all assets in the scene.

You will most likely need to turn the link for the XRef into a relative path, and will need to do this right before saving the project file.

Click on the loaded scenefile in the **Project Asset Inspector** and choose "**Asset**" -> "**Localize Filename.**" Make sure that your XRef are using a relative path in the Project Asset Inspector as well as the actual XRef object like this:

<figure><img src="https://lh6.googleusercontent.com/l6BNfDw7G_FMo72h3T7Fd_mDlLZspeqJjgZ9G0V1WHMmlPA2a1uGLcCkDrfjEcSUm-93TOMyiOKNTM5u0JMLaknUC0TTqYa-VoqoIsQ9seHtIhT-W_jl1q-KL2puWscZkwMKCkHYjmmHQjWOSSYyjUk" alt=""><figcaption><p>In this case the Male_1.c4d file is located right next to our actual project file.</p></figcaption></figure>

**Before** creating a Zip-file from the project folder, make sure that your main project file is called **exactly** as the zipped folder you are uploading to the network. All nested project files, which are imported as XRefs, will need to be named differently to the main project file and the folder it is located in.

<figure><img src="/files/wUfY8xv3wnr1MILp8XOZ" alt=""><figcaption></figcaption></figure>


# Using Custom OCIO Configurations

If you want to use custom OCIO configurations in your renderings, please carefully read the current limitations.

## For Octane ORBX

* **Octane 2023 and prior**: Not supported
* **Octane 2024 and up**: During ORBX export the currently used view transform will be baked into a LUT and saved into the ORBX file.

## For Octane C4D

* **Cinema 4D 2023**: Not supported.
* **Cinema4D 2024/2025**: Octane will use by default the ocio.config file from the Cinema 4D resource folder found under resource\modules\c4d\_base\ocio. Other configurations are not supported.

## For Redshift C4D

* **Cinema 4D 2023**: Not supported.
* **Cinema 4D 2024 / 2025**: Redshift will use by default the ocio.config file from the Cinema 4D resource folder found under resource\modules\c4d\_base\ocio. Other configurations are not supported.


# Cinema 4D on the Render Network with Brilly

A beginners guide to preparing and uploading your C4D files to the Render Network

For an introductory video tutorial on Using Cinema4D on the Render Network, please see this guide from 3D Artist Brilly:

{% embed url="<https://www.youtube.com/watch?v=X3Fsa8UqAE0>" %}

Within his walkthrough, Brilly highlights a few key tips for making sure you have a seamless experience with the C4D Beta:

* **Double Check:** Double check that not only are all the assets collected in the correct location that you selected, but also that all file-paths for those assets are correctly formatted.
* **Change File-Paths Easily:** If there are any issues with the file-paths of your assets, there are easy solutions:

  * If the assets are using absolute rather than relative pathing, go to the Asset Inspector, select the particular assets, go to the "Asset" tab and select "Localize Filename".&#x20;

  <figure><img src="https://lh4.googleusercontent.com/eEmSIbrw4mjkyi6MWFKnVTqYurzp_CNGyecmeY0IkPyhEu1Z_1yLrzoXk0drbvkOSrIKbJTaJYu5ZAfnYfSvqsDm4gScqC0cgmgvFxbTLWwLRz5Sk1NEupfGU4BObLJzzlieqe46KuBEq6EZGSP9n-A" alt=""><figcaption><p>Make sure that all assets are selected, like in the screengrab above</p></figcaption></figure>

  * If the assets were improperly collected in the first place, repeat the above steps, but once in the "Asset" tab, select "Consolidate Assets" and save your project.

<figure><img src="https://lh5.googleusercontent.com/2y7kT7kxEsg97GPJgch29Q-3IzRiN4FGuq8BtAHbr4aQd8d5GLglkqK1q5-EZvu4u0AsbpvGx8beKeUHSrAZatJ_4cW2_JXvAtUzWWyxaTcxHyYrTjBRUKb7G2lpnuSuGC_pZbU0b3PGUYIXBTtZics" alt=""><figcaption><p>Once again, make sure that all assets are selected</p></figcaption></figure>

* **Match Your File and Folder Names:** The Network will look for a file matching the name of the folder you upload when you upload your project, so make sure that the C4D file name and the project folder name are the exact same.

To submit a support request or to report a bug, please visit [this page](https://help.otoy.com/hc/en-us/requests/new?ticket_form_id=360000219751) and enter *"C4D Beta"* in the subject line.

For more granular questions on preparing a file for upload and any technical specifications available or unavailable in the current Beta version, please continue on to the next page.


# Using Blender Cycles on the Render Network

Comprehensive Guide to Using the Blender Cycles Integration on Render

{% embed url="<https://youtu.be/UwmKqntaT6w>" %}
Introductio to Using Blender Cycles on the Render Network
{% endembed %}

The Render Network now supports Blender's Cycles, bringing near unlimited high-performance GPU rendering power to the leading open source GPU render engine. \
\
This set of tutorials will guide you through using the Blender Cycles integration on the Render Network, available at <https://render.x.io/>

You can download the Full Guide below.

{% file src="/files/fLlNAeJIMgq2oaRD2X2W" %}


# Preparing Your Blender Scene for Upload

Guide to Preparing your Blender Scene for Rendering

### Preparing your Blender scene for upload

One of Blender's advantages is its native file format, which allows most assets, including geometry and textures, to be directly saved or embedded into the **.blend** file. This makes uploading to the network more convenient. However, it's important to maintain a proper folder structure and correctly reference external files, such as image sequences, dynamic caches, and linked files, to ensure everything is organized and functions smoothly.<br>

The network currently requires the .blend file to be **compressed into a .zip format** to upload your scene. This helps distinguish between different 3D applications and ensures that all necessary files are correctly packaged for rendering.\
\
We recommend using your operating system's built-in zip functionality. For example, in Windows 11: right-click on the **folder > Compress to ZIP file**.

Alternatively, you can use a third-party application like[ 7-Zip](https://www.7-zip.org/) for compression: <https://www.7-zip.org/>

**Basic Folder Structure Example**

It's good practice to name your root folder the same as your .blend file. This helps when including a secondary scene, such as linking assets from another Blender file, and keeps everything well-organized and easy to manage.

Root Folder: **MyBlenderScene >**

&#x20;                                                       **>  MyBlenderScene.blend**

&#x20;                                                       **>  Image\_Sequence \[folder]**

&#x20;                                                       **>  VDB\_Sequence \[folder]**

&#x20;                                                       **>  Cloth\_Cache \[folder]**

&#x20;                                                       **>  Linked\_Blender \[folder]**

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXerIgWEFJHoY6s8-nXhO_3NQTAqdh-w0SR7CTpiCs0XB9rHQwUZYn_fxVSzXcnB3aN4xAZ37viSPDJCuwBshxmH_Uu1zI6J3I4dfjpgd_g1BCE6qTnukAveI2a5oVrZSXp5xZJOdw?key=gCOMcS62Q1j5QOuIVXrNws2D" alt=""><figcaption><p>Typical example MyBlenderScene.zip </p></figcaption></figure>

**Q) is it possible to have everything just in the root folder**

1. Yes, however, this can lead to issues when rendering, it's always best to structure your scene content and reference them correctly in your Blender scene file. <br>

{% embed url="<https://youtu.be/E-t93ZG4VRM>" %}

**Uploading your scene** (UI subject to change):

Login into your Render Network account at  [www.render.x.io](https://render.x.io/)

Click the scene tab on the right side&#x20;

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcSEGOE17hizbMrkMpkLe7tXcxk6Bl6d6jtzw6oOO--xiafGk9y2w9nvmBhDf_js75lTvf3nj9cIn9XkI37s90ay_aOcBrkr3YIMCucs6M-mJKzhgfP-mCROwXavX8SVPa7gIUFCQ?key=gCOMcS62Q1j5QOuIVXrNws2D" alt="" width="375"><figcaption></figcaption></figure>

You can simply **drag and drop the .zip file** onto the page or click on the dialogue box and select the file from your computer location.&#x20;

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXc0312Emiy0F8-M805a1WGhElGEYGit1APApMpLw6yLBuFwybPjnpp5i7ScxoojBf_qpGseKgjEspuFtG9vm2uHEdpLtL5_saPBCLBY2EWsewIQw4kTW6IFIvH7ch-x1gG3Q085?key=gCOMcS62Q1j5QOuIVXrNws2D" alt="" width="375"><figcaption></figcaption></figure>

This will present the options. Please **select Blender (.blend file)** and confirm the selection. Your blender file will upload and begin processing<br>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXf1QOcblRY4TYJlQMHmv2AxiDe5zV-K9p4Fgj_bVL2jG5zD961y_mzeeOgbTago-GPoOYltpyQhHPi-pJdTRaDRO6h__ILimgACEXwJd3J75VGXeRaNMstuvVtHx1rQFb_MIwXTiA?key=gCOMcS62Q1j5QOuIVXrNws2D" alt="" width="375"><figcaption></figcaption></figure>

Once the processing has been completed we are now ready to **+ Create New Job**. Click on **Create New Job** to view the rendering options and begin creating your settings for rendering.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcXgHOvS16G7gK8FbEPHQPTlqPQePs6DWuoNCuoqNCnHktX3to1JiAwsuwHqAQS9PvOoHfasyIZ-PUp0P-Yyz6--9Eaxf-yiZBN1HrcltWpTc03CA_KI65rHSVqEnmx23WOkIrSsw?key=gCOMcS62Q1j5QOuIVXrNws2D" alt="" width="375"><figcaption></figcaption></figure>


# Creating Render Settings for your Job

Step-by-Step Guide to Navigating the Render Network Render Settings

**Step 1: Create Render Settings**

By default, the network will use the settings saved in your Blender scene. These settings will be displayed in Step 1 of the render settings page, allowing you to review and make any necessary adjustments. It’s always a good idea to check your scene beforehand to ensure everything is working correctly. You can do this by setting the frame range to the first 10 frames or rendering every second frame, depending on your scene’s requirements.&#x20;

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdFBVxTg-bXMfl679DvuGh_Rkkt38AdLnoba4-vGiyDeN34W8uKsEE0BhjjjF8QfbJ3gVjQsYiRS0RAg2-RCU-yk6XNmdhRv76-UF1HXungcTBiyqzcM-6Tx0Hv8i9CIrl7v9LLJw?key=gCOMcS62Q1j5QOuIVXrNws2D" alt=""><figcaption><p>Render Network Settings Interface</p></figcaption></figure>

**Show Advanced Options (Dropdown)**

This section displays additional details, such as the frame rate and any render passes included in your scene. In this example, we have a custom file output node in the compositor with unique passes enabled. Below that, you’ll find a confirmation of which passes are enabled in the **View Layer** settings. The network also allows you to download these view layer passes separately, making it ideal for compositing and providing greater flexibility.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfK5FpGQtx_q9Q8VzHyHPQX5EbtqIr6njt_QUlo1GWQFrMDVTCbZQpmGAMC_KBZVYhi7zQkYEffPoy8J-qf6CDEyNtQ4awhfJp0wZmpOquosF2s1O8uKNNE4-Sc1UtLePyJ2Rcxfw?key=gCOMcS62Q1j5QOuIVXrNws2D" alt=""><figcaption><p>Using Advanced Render Setting Options</p></figcaption></figure>

**Step 2: Select Outputs**<br>

As of the moment the Render Network supports only two methods of saving file outputs.\
PNG and EXR including Multilayer EXR <br>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdZBFIvUTD0Er_MIW3PUXaddDU8OocK7aFpzWKQyZ29JtvpRwQMVLXZTmncu153CBOucPXO7KR5NCUrvLZPl7cCKUGDGhq-VBwFMJ4nXgN_bKB3GWafTvThIXnluDGe7WrxSO46rQ?key=gCOMcS62Q1j5QOuIVXrNws2D" alt="" width="563"><figcaption></figcaption></figure>

Once you have selected your preferred output method the table will expand giving you more control over the final output format such as the Bit Depth, compression method (exr), and the ability to configure the file output names.<br>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeyWTXU1Jfv7LFTejF5BqNxBTBcUfPsJ711jBIRsbk1yY3rYrqSZuxNkGqpObkGlwbHsbZnx792rTJ-xptSWcVNhXNPQYiKAlZQDQXzRbcBZM0ftqy4w_7rWhTwCFWl--F15aYLWg?key=gCOMcS62Q1j5QOuIVXrNws2D" alt="" width="563"><figcaption></figcaption></figure>

By default, the network will assign a basic file naming convention, such as the scene and file name, frame and layers, custom text can also be added by clicking on **ADD ANOTHER NAMING ELEMENT**.&#x20;

**Step 3: Network Settings**&#x20;

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXc9GLVqUgcQC90kmcTwPuQJmDOjtkP1qyTUEB5zHMzw_ytVnLDV0R7lUjDX25B4QNgfUfX74CaYrwKKEOyDU_sPsMrE-DsyvHyjghP9lRVxmG5gkzfBvnXGF63rm9PuA7yIk4PA5w?key=gCOMcS62Q1j5QOuIVXrNws2D" alt="" width="563"><figcaption></figcaption></figure>

#### Network Settings Page: Rendering Options

**Selecting a Render Tier:**

* Tier 2 (Priority): Faster rendering at a higher cost.
* Tier 3 (Economy): More affordable rendering for non-urgent projects—still delivers fast results.

**Select Payment Type:**

* Pay with RNDR Credits or RNDR Tokens.

**Select Frame Approval Method:**

* Manually Approve Frames (Recommended)
* Pre-Approve Frames

**Minimum Node VRAM:**

If your scene is resource-intensive, ensure it stays within VRAM limits by selecting the appropriate VRAM requirement. This is particularly relevant for Octane users. You can check your memory usage in Blender through the Statistics Panel or the Rendering Window. For more information about setting **Minimum Node VRAM,** please consult this guide to [**Using Advanced Job Parameters**](https://know.rendernetwork.com/getting-started/how-to-get-started/advanced-job-paramaters-minimum-vram-and-maximum-gpus).&#x20;

**Cloud Storage:**

Automatically send completed frames to a cloud storage service (e.g., Dropbox). Pre-approve frames must be enabled for this feature to work. For more information about using third party cloud storage providers on the Render Network, please consult this guide.

{% embed url="<https://know.rendernetwork.com/getting-started/how-to-get-started/downloading-directly-to-cloud-storage-providers>" %}
Guide to using Cloud Storage Providers on the Render Network
{% endembed %}

**Step 4: Cost Estimate**

Before creating the job and starting the render, you will see the cost estimation page. This is primarily designed for Octane users, which is why the **OctaneBench Score (OBS)** is included as an option.

For reference, an Nvidia 4090 typically scores around 1350 OBS. By entering the average render time per frame, you can get a rough cost estimate. Additionally, a calculator page is available to help refine the estimation. Once all fields are filled in, click **Create Job** to start the render.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdOSyy2pCD8_vtG8VwAsnj2JIqo4XRUyAgEXeRzqX9lVCD0vecv8SFUKy8MhIA1kpHlpYYF62-zXmohjNGuQzhHXO3xc9vDpwXcNgq3UFxZEE4sZoacYpw1tf4k661WARD0D-LFwA?key=gCOMcS62Q1j5QOuIVXrNws2D" alt="" width="563"><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfm2QkEhbGYat45zp290M0efiLEKIFaL_-AYzinNMxUKsjbPaBxupbsjMuvd5eA_aTfF89lrXL8KivDeLqMLpQBspdti3wNmH2uLV7wCBydZiigJGFAp8QSZsDLIlRmO3HAGPigXg?key=gCOMcS62Q1j5QOuIVXrNws2D" alt="" width="563"><figcaption></figcaption></figure>

<br>


# Navigating the Jobs Page and Managing Downloads on Render

Guide to Navigating the Jobs Page and Job Downloads

**Navigating the Jobs Page:**&#x20;

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfNnL38Gqt6Mw3W8lCxnpdJTSyR2mOLm2RNDiYSNYbvHLGuNE67lvyn4N-36LvCqx-rcQcdHCv7hFcJPrkoE2BxO1nE3fcI6DZ2mABbsYTDkmk-f_EWTNnfqvswdI_3GqXTmjQn?key=gCOMcS62Q1j5QOuIVXrNws2D" alt="" width="563"><figcaption></figcaption></figure>

Once the render has started you will start to see the frames complete, this is indicated by the frame square turning to orange on completion, you will also see an indicator of the frame progress simulated with a grey progress bar.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfJsFCSf6mIR6LZPRcrKBYv77Al_GlPnN3_S8MpGgO5AazWBB1miBPFpLJ-e-bT-f58Ph7l-fMrJgi7EyupHVjd-woFEahga1ODqU17uSvkheqqjG4i-9kfzc_XNfnspsAKa4hRZA?key=gCOMcS62Q1j5QOuIVXrNws2D" alt="" width="563"><figcaption></figcaption></figure>

You can individually click on each frame to check its output and make sure the frame is correct, if you notice an error you can re-render the frame or request a new node if the frame is taking longer than expected.

Once the frames have been completed and you are happy with the results you can view each frame by clicking or by playing the video of the preview, in order to download the full and final render you need to **Approve All Frames**.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcwxOGWsINt08BrM7mpl-ebOYs21Yv30P0QgxwGdp7THVKvWUDlZObJ40pPRtF6hrkoyfBjfjKXrEeUyoA4CO4PHDjByzlQN2haxha8l_YHnlmFVkTZC2Q9kSOt9ptwVXQ0O5twUw?key=gCOMcS62Q1j5QOuIVXrNws2D" alt=""><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXd-hiYLvJaAKd_vXNgIbeEvE25_7NjxLZM1DRf5UO4dI-KiGPkEyaV1hrTmzR4FKvsGlJg6PDueLkPKCGZ8rv9iYsrAUQqb5R12RFO_-u8ITSMKV6yhHZfFO8RbAqOI_ndZpj8O?key=gCOMcS62Q1j5QOuIVXrNws2D" alt="" width="563"><figcaption><p>The frames will turn green when approved<br></p></figcaption></figure>

You can now proceed to downloading, click the **Download** button on the right-hand side of the UI&#x20;

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeZm0rS7wM8xCFAwiLroPuSEKceSgFtp2s_YbybWx4n0WcABEE72FqegLTS-mySrpWJYZGjNq_iN2zObJ6dbA71LQJwgmIS6Z6WCg3HbOKCZwqhotCUnNdgAn6nu7zvBhumZ5E8gw?key=gCOMcS62Q1j5QOuIVXrNws2D" alt=""><figcaption></figcaption></figure>

**Downloading:**\
Before downloading your files, you can configure exactly what you would like to download:&#x20;

**Select Frames: All**\
Frame Range: Select frame range&#x20;

**Outputs**

The output format you selected

**Selected Passes**

Additional passes you may have enabled including custom file outputs

**Viewlayer**\
These are disabled by default but you also have the ability to download these viewlayer passes individually&#x20;

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXf6Lz_RGrX9pecbX_LbNx7fCR5LDyiRnDHXvzcPkLQMRiYnHNw8XGnEv9CeNWnhblE8_KHQxfgGW_LeBghynIyIJYTV7N5QXBnBBIPRI2CK5TvL5MdMy9ntVfqhnpscIwa3K9oMXg?key=gCOMcS62Q1j5QOuIVXrNws2D" alt="" width="563"><figcaption></figcaption></figure>

If you are happy with your configuration, you can now click on **Download Selected Configuration**&#x20;

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdf77TYFtvrI48fjWBZDGgEmeOIue0CcArtLk0-r62tkhyYtrZPGnt__LmfXOrs8TuwQm_KPdTMj9OwJHn5lcVhfrDsQeBiQdwgkDyz7KDZaP9qA7euBojXx0piD9ixT_Cg5ERKWA?key=gCOMcS62Q1j5QOuIVXrNws2D" alt="" width="563"><figcaption></figcaption></figure>

There are several ways to download your files:

* **Browser Download** (Slower Method): Click Download All to retrieve files via your web browser. If using Google Chrome or another browser, ensure it allows multiple file downloads; otherwise, you will need to approve each file individually.
* **Manual Download**: Click on each file listed below to download them one by one.
* [**Render Network Download Manager**](https://know.rendernetwork.com/getting-started/render-network-downloads/the-render-network-download-manager-application) (Recommended Method): For the fastest and most efficient download experience, use the Render Network Download Manager.

**Video Guide to Using the Download Manager:**&#x20;

{% embed url="<https://youtu.be/Az813YntO-Q>" %}


# Video Guides and Additional Tips

More resources for working with Blender on the Render Network

**Reducing .blend file size**

Blender can reduce the size of a .blend file using compression techniques. This can be achieved when saving the file by enabling the gear icon on the right side and ticking the Compress option.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXddrYXBzQLhZ_tbdXoAn6PjZ8YZmbC3A1gzrXSM4Fdh5YXO8DkNGn-k7PZ-yqmDIIAZQ733DHWDQcPWAkcgpwbjSwGFX55GWx4znQBqSlkelLXrd4X7NuVK1knb4Ujo_ru487zV?key=gCOMcS62Q1j5QOuIVXrNws2D" alt="" width="563"><figcaption></figcaption></figure>

**Video Guide to reducing the .Blend file size**&#x20;

{% embed url="<https://youtu.be/PaxszErQb0c>" %}

**Bake Rigid Body - To Keyframes**

{% embed url="<https://youtu.be/XJcIO-TA9yI>" %}

**Bake Cloth Physics** to disk cache and setting up the correct folder structure to render on the network.

{% embed url="<https://youtu.be/bzvpSUELYnw>" %}

**Custom File Output Passes** now supported on the network – brief overview and setup

{% embed url="<https://youtu.be/6_LMWX1qO_E>" %}

**Saving Hair Dynamics** to cache – for rendering on the network

{% embed url="<https://youtu.be/6Q84c7TBEnA>" %}

**Additional Questions**

Q) Is Python supported<br>

1. No, for security reasons all python is disabled, it's advised to bake out your keyframes, you can use blenders bake action .

Sometimes you may use an add-on or create a scripted expression to drive animation channels, unfortunately, the Render Network disables all scripts, but here's a workaround using the **Bake Action** method

{% embed url="<https://youtu.be/5B5UYyZWa0A>" %}

**Additional Guides**

Please see the complete playlist of video guides to using Blender on the Render Network

{% embed url="<https://www.youtube.com/playlist?list=PLTqdDmFtprFlLYKTVDV7J9ZzdRXNmMg3y>" %}

<br>


# Referencing Image Sequences in Blender

A guide to working with image sequences when using Blender on the Render Network

{% embed url="<https://youtu.be/6LlBQ6FKAEw>" %}

When using Blender, users often encounter missing VDB sequences and alembics. This guide walks you through how to properly reference image sequences when working with Blender on the Render Network.


# Using Differential Uploading with Blender Cycles

Accelerate your Workflow with Differential Uploading

#### **Blender Differential Upload – How It Works**

The Render Network Manager supports differential uploads for Blender scenes by tracking file-level changes between render jobs.

**Key behavior:**

* Each uploaded file is hashed and cached
* On subsequent renders, only files with detected changes are uploaded
* Unchanged files are reused automatically<br>

**Blender-specific notes:**

* External assets (textures, caches, linked files) benefit fully from differential upload
* When assets are packed into a .blend, the entire .blend file is treated as a single unit
* Any modification to packed data requires re-uploading the .blend file<br>

**Recommended workflow:**

* Keep heavy assets external when iterating
* Use packed assets for portability when needed, understanding the tradeoff<br>

This enables significantly faster Blender iteration on the Render Network, especially for lighting, camera, and animation passes.<br>

**Full release notes and improvements:**

<https://github.com/nordskill/render-network-manager-app/releases>

\
**Try Today** at <https://render.x.io/>

<br>


# Using Octane X – for Apple

A Guide to using Octane X on the Render Network

The Render Network allows you scale renders from next generation M-series Mac Pro, MacBook, MacBook Pro, iMac, and iPad to near unlimited on-demand high performance rendering power on the Render Network. Cross platform support enables Apple creative professionals working with Apple Silicon devices to scale renders on the latest generation of CUDA GPUs, enabling you to get game-changing performance from lightweight mobile workstations and devices.

{% embed url="<https://youtu.be/2LBQRBNutp4>" %}
Harness near unlimited high performance GPU power on the Render Network from M-series devices.
{% endembed %}

#### Getting Octane X for Apple laptops and workstations

Octane X supports the latest generation Apple Silicon GPUs, beginning with M-Series 1 GPUs for all Apple M-series devices including Mac Pro, iMac, Mac Mini, Macbook Pro, and Macbook.

Free versions of Octane X are available with full access to the Render Network, available at: <https://home.otoy.com/render/octane-render/demo/#x>&#x20;

**Steps to getting started:**&#x20;

* First you will have to sign in and create an OTOY account from the link above, and confirm your email in order to get a subscription to Octane X.&#x20;
* Then, to get started on the Render Network, log in to <https://render.x.io/> with your account and click through the user agreement.&#x20;

#### Getting Octane X for iPad

The Octane X App is also available for the iPad, which can be downloaded for the Apple App Store.

{% embed url="<https://apps.apple.com/us/app/octane-x/id1609342064>" %}
Download Octane X for iPad at the App Store
{% endembed %}

#### Additional Resources

For more in-depth information about using the Render Network from Apple workstations, laptops, and mobile devices, please follow acclaimed 3D artist Pro Tharan's tutorial walking you through using Octane X on the Render Network, with sample assets.&#x20;

{% embed url="<https://know.rendernetwork.com/getting-started/render-network-tutorials/the-render-network-on-mac-with-pro-tharan>" %}


# Setting Up Local Network Rendering with OctaneRender (Mac + PC)

Guide to Using Local Network Rendering Across Mac and PC

{% embed url="<https://youtu.be/VHMcA_ZwHHY>" %}

**Summary**\
Leverage all your local GPUs across Mac and PC to speed up render times with OctaneRender's built-in network rendering system. This guide walks you through the full setup - from installing daemon nodes to enabling rendering across machines - and shows how local optimization can bridge the gap before sending large jobs to the [Render Network](https://render.x.io/).

***

**Step 1: Install the Octane Render Node App**

1. Visit[ ](https://otoy.com)[otoy.com](http://otoy.com) Click on Downloads→ Applications
2. Scroll to OctaneRender Network Render Node Installers
3. Download and install the same version (e.g., 2025.2) that matches your Standalone and DCC plugins (e.g., C4D).

⚠️ Versioning matters: mismatched node versions will result in connection errors.

***

**Step 2: Configure Your Slave (Daemon) Machine**

Windows:

* Navigate to your installed node directory (inside your application where you installed the node application)
* Run: \_install\_daemon.bat
* When prompted:
  * Port: 48000 (leave default unless changed)
* GPUs: all or specify which
* Enable out-of-core memory as needed
* Then run: \_run\_installed\_daemon.bat

**macOS:**

* Currently Mac can only be used as the master and not the slave component. This means you can bind your Windows laptop and PC GPU’s to your Mac seamlessly, but not the other way around currently.<br>
* Please also check the MacOS compatibility guide to ensure your hardware is compatible: <https://help.otoy.com/hc/en-us/articles/10308990111771-Octane-macOS-Compatibility-Chart>&#x20;

***

**Step 3: Enable Network Rendering in Octane**

In Cinema 4D (or other DCCs):

* Open Live Viewer → Options → Network Rendering
* Click Settings
* Ensure the Daemon Network Port matches (48000)
* Enable nodes when they appear (must be running the \_run\_installed\_daemon.bat on the Daemon machine)<br>

In Octane Standalone:

* Go to Preferences → Network Render
* Toggle Enable Network Rendering
* Nodes will appear automatically once active

***

**Tips for Best Performance**

* Local network rendering is most impactful for heavy scenes with volumetrics, glass, particles, etc.
* For small/light scenes, the network overhead may outweigh the performance gains.
* Running multiple machines (e.g., Mac + PC) allows hybrid setups for maximum flexibility.
* If the nodes are running and the network render client is reading them on your main machine, try toggling the enable on and off to refresh

***

**💡 Render Network Unlimited Scale**

If you're not quite ready to send a large scene to the [**Render Network**](https://render.x.io/), setting up local network rendering gives you a major speed boost while keeping everything in-house. It’s a great way to test performance, iterate quickly, and prepare your scene before pushing to a massively scalable render farm.

***

**✅ Final Thoughts**

With just a few setup steps, you can turn your spare laptops, desktops, or even hybrid Mac/PC setups into a local render farm. Download the node installer and start optimizing your Octane workflow today.<br>


# Quickstart for C4D/Blender/Unreal/Houdini

How to get started on the Render Network as an artist as quick as possible!

{% content-ref url="/pages/Ft9DEbuGJFvgtPvWe6Ib" %}
[Quickstart - C4D & Octane/Redshift](/getting-started/quickstart-for-c4d-blender-unreal-houdini/quickstart-c4d-and-octane-redshift)
{% endcontent-ref %}

{% content-ref url="/pages/BdKxVRsQi6AqeF8ReSap" %}
[Quickstart - Blender](/getting-started/quickstart-for-c4d-blender-unreal-houdini/quickstart-blender)
{% endcontent-ref %}

{% content-ref url="/pages/wEvuZELTHtGiVx7ehaPD" %}
[Quickstart - Unreal Engine](/getting-started/quickstart-for-c4d-blender-unreal-houdini/quickstart-unreal-engine)
{% endcontent-ref %}

{% content-ref url="/pages/VxE2UIdLFCy1SIZHEBqf" %}
[Quickstart - Houdini](/getting-started/quickstart-for-c4d-blender-unreal-houdini/quickstart-houdini)
{% endcontent-ref %}


# Quickstart - C4D & Octane/Redshift

**1)** The first step to using the Render Network is creating an OTOY account with your email address here: <https://account.otoy.com/user>

**2)** After creating your project using Cinema 4D and Octane or Redshift, you can use the C4D Wizard [(available here)](https://renderfoundation.com/c4d-wizard) to quickly check the scene, package the file, and open the Render Network artist portal at [rndr.x.io](http://rndr.x.io/) ready to upload your zipped .c4d file!&#x20;

Here’s legendary 3D artist, Brilly, explaining how to use the Render Network C4D Wizard:

{% embed url="<https://www.youtube.com/watch?v=toMKuNaKuCo>" %}

**3)** You can link your Dropbox or AWS account to your account and have renders sent directly to your cloud storage. Excellent for remote working and having the ability to check on renders on the move!

**Render Network with Dropbox**

{% embed url="<https://youtu.be/eEiPnY3sKVs?si=Pber1Buo0fRIrbgo>" %}

**Render Network with AWS**

{% embed url="<https://youtu.be/x5sBJESlCWE?si=Se3gPnFsMqSNWRZN>" %}

**For more detailed information visit the links below:**&#x20;

**How to use the C4D Wizard with Redshift:**&#x20;

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

**How to use the C4D Wizard with Octane:**

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

**Render Network Knowledge Base:**&#x20;

{% embed url="<https://know.rendernetwork.com/getting-started/cinema-4d-on-render-network-guide>" %}


# Quickstart - Blender

Note: Blender currently supports Octane. Cycles is in closed Beta and will be supported shortly. Please check back for an update if Cycles is your preferred workflow!

**1)** The first step to using the Render Network is creating an OTOY account with your email address here: <https://account.otoy.com/user>

**2)** Next, you’ll need to download the [Octane Prime plugin for Blender](https://home.otoy.com/render/octane-render/demo/#prime), allowing free use of Octane.

**3)** Here’s Render Network Foundation grant recipient Patrick Levar guiding you through getting started with your Blender Octane workflow:

{% embed url="<https://youtu.be/CSI21-hkPmk?si=2lxUZIHZZUUT9rlF>" %}

*Until a Blender Wizard is released for simple workflow to the Render Network, the process is to export to ORBX, use Octane Standalone to check your file, and then proceed to upload to the* [*Render Network*](http://rndr.x.io/)*.*&#x20;

**4)** You can also link your Dropbox or AWS account to your account and have renders sent directly to your cloud storage. Excellent for remote working and having the ability to check on renders on the move!

Render Network with Dropbox:

{% embed url="<https://youtu.be/eEiPnY3sKVs?si=Pber1Buo0fRIrbgo>" %}

Render Network with AWS:&#x20;

{% embed url="<https://youtu.be/x5sBJESlCWE?si=Se3gPnFsMqSNWRZN>" %}

**5)** In the video below, Render Network Foundation grant recipient Alex Pearce goes through the entire workflow in detail:

{% embed url="<https://www.youtube.com/watch?v=XFtdoOrgHBw>" %}

**For more details on the process, view our Knowledge Base here:**&#x20;

{% embed url="<https://know.rendernetwork.com/getting-started/how-to-get-started/upload-orbx-scene-for-rendering/using-orbx-from-blender>" %}

Artists also often face issues like missing VDB sequences and Alembics when working in Blender on the Render Network. The guide below walks you though how to avoid this common issue and properly reference image sequences in Blender:&#x20;

{% embed url="<https://know.rendernetwork.com/getting-started/using-blender-cycles-on-the-render-network/referencing-image-sequences-in-blender>" %}

#### Using Cycles on the Render Network

Please see a comprehensive set of guides and tutorials about using Blender Cycles on the Render Network below:&#x20;

{% embed url="<https://know.rendernetwork.com/getting-started/using-blender-cycles-on-the-render-network>" %}


# Getting Started with Octane for Blender

This guide walks you through setting up OctaneRender in Blender - from downloading the correct files to rendering your first scene.

{% embed url="<https://youtu.be/bQetziYf-Z4>" %}
Video guide to getting started with Octane for Blender
{% endembed %}

***

#### Step 1: Download the Required Files

Visit OTOY's [Downloads Page](https://render.otoy.com/account/downloads.php?) and download the following:

* Octane Server
* Octane for Blender build (make sure the version matches your current Blender version)<br>

⚠️ The Blender build must be version-matched for Octane to function correctly.

***

#### Step 2: Launch the Octane Server

Once both files are installed:

* Launch the Octane Server.\
  This app must be running in the background in order for Octane to work inside Blender.

***

#### Step 3: Enable the Octane Add-on in Blender

Inside Blender:

1. Go to Edit > Preferences > Add-ons
2. Search for “Octane”
3. Enable the checkbox next to the Octane plugin
4. Restart Blender if prompted

***

#### Step 4: Set Octane as Your Render Engine

* In the Render Properties tab, switch the render engine to Octane
* You should now see Octane’s render settings and node editor available

***

#### Step 5: Start Building

To begin creating with Octane in Blender:

* Add Octane lights or an HDR environment
* Begin using Octane shaders and materials within the node graph

***

#### ✅ You’re Ready!

Octane is now fully integrated with Blender.

<br>


# Quickstart - Unreal Engine

**1)** The first step to using the Render Network is creating an OTOY account with your email address here: <https://account.otoy.com/user>

**2)** Next, you’ll need to download the [Octane Prime plugin for Unreal](https://home.otoy.com/render/octane-render/demo/#prime), allowing free use of Octane.

**3)** Export your scene as an ORBX and open in Octane Standalone. Watch the tutorial by Render Network Foundation grant recipient Alex Pearce on how to use Octane Standalone to optimize files for use on the Render Network.&#x20;

{% embed url="<https://www.youtube.com/watch?t=682s&v=XFtdoOrgHBw>" %}

**4)** You can also link your Dropbox or AWS account to your account and have renders sent directly to your cloud storage. Excellent for remote working and having the ability to check on renders on the move!

Render Network with Dropbox:

{% embed url="<https://youtu.be/eEiPnY3sKVs?si=Pber1Buo0fRIrbgo>" %}

Render Network with AWS:&#x20;

{% embed url="<https://youtu.be/x5sBJESlCWE?si=Se3gPnFsMqSNWRZN>" %}

Follow our Knowledge base article below to learn how to export an ORBX and render on the Render Network

<https://know.rendernetwork.com/getting-started/how-to-get-started/upload-orbx-scene-for-rendering/using-orbx-from-unreal-engine><br>

\ <br>


# Quickstart - Houdini

**1)** The first step to using the Render Network is creating an OTOY account with your email address here: <https://account.otoy.com/user>

**2)** Next, you’ll need an [Octane license](https://home.otoy.com/render/octane-render/purchase/#studio_monthly).

**3)** Export your scene as an ORBX and open in Octane Standalone. Watch the tutorial by Render Network Foundation grant recipient Alex Pearce on how to use Octane Standalone to optimize files for use on the Render Network:

{% embed url="<https://www.youtube.com/watch?t=682s&v=XFtdoOrgHBw>" %}

**4)** You can also link your Dropbox or AWS account to your account and have renders sent directly to your cloud storage. Excellent for remote working and having the ability to check on renders on the move!

Render Network with Dropbox:

{% embed url="<https://youtu.be/eEiPnY3sKVs?si=Pber1Buo0fRIrbgo>" %}

Render Network with AWS:&#x20;

{% embed url="<https://youtu.be/x5sBJESlCWE?si=Se3gPnFsMqSNWRZN>" %}

Follow our Knowledge base article below to learn how to export an ORBX and render on the Render Network

<https://know.rendernetwork.com/getting-started/how-to-get-started/upload-orbx-scene-for-rendering/using-orbx-from-unreal-engine>

For up to date information about using **Octane for Houdini**, please follow guides and tutorials on the [Octane Universe YouTube](https://www.youtube.com/@OtoyNZ) channel.&#x20;

{% embed url="<https://www.youtube.com/playlist?list=PLTqdDmFtprFnviBWx3xcsCZJvqDTgUNhx>" %}


# Using The Render Network Manager App and Render Network API

A comprehensive guide to using the Render Network Manager App and API

{% embed url="<https://youtu.be/j3hulzCT0C8>" %}

The [**Render Network Manager**](/getting-started/using-the-render-network-manager-app-and-render-network-api/using-the-render-network-manager-app) **App** is the extended version of the Render Network [**Download Manager**](/getting-started/render-network-downloads/the-render-network-download-manager-application) - designed for artists and studios who want deeper control, faster iteration, and seamless job management.

With **API Access**, users can unlock the full power of the Render Network directly from their desktop environment – from job submission and preset management to automated workflows and cost calculation.

***

#### &#x20;What the Manager App Does

The Manager App acts as a bridge between your local setup and the Render Network, offering the same reliability as the web app but with added speed, organization, and direct-to-desktop control.

**Key advantages include:**

* Differential uploads for faster re-renders

{% embed url="<https://know.rendernetwork.com/getting-started/using-the-render-network-manager-app-and-render-network-api/differential-uploads-via-the-render-network-manager-app>" %}

* Scene management and drag-and-drop job creation
* Custom presets to streamline future submissions
* Local directory control for inputs and outputs
* A built-in render cost calculator
* Streamlined bridge capabilities to your DCC<br>

Whether you’re managing a few test jobs or hundreds of frames across multiple projects, the **Manager App** helps you scale more efficiently.

***

#### How It Fits in the Render Network Workflow

1. **Download the Manager App** – Start with the latest version of the [**Render Network Download Manager**](/getting-started/render-network-downloads/the-render-network-download-manager-application).
2. **Request API Access** – Enable extended functionality through your Render Network account.
3. **Activate Manager Mode** – Once your token is entered, your app becomes the full Manager App.
4. **Upload, Manage, and Review Jobs** – All from one unified desktop tool.

***

To Get Started using the Manager App, first get API access by following this guide:&#x20;

{% embed url="<https://know.rendernetwork.com/getting-started/using-the-render-network-manager-app-and-render-network-api/render-network-api-access>" %}


# Render Network API Access

A Guide to accessing the Render API

Render Network API Access unlocks the full capabilities of the Render Network Manager App, enabling seamless log-in, automated workflows, and expanded job management tools.

For comprehensive details about the **Render Network API** please see information here:&#x20;

{% embed url="<https://know.rendernetwork.com/the-render-network-api>" %}

***

#### Requesting API Access

1. Open the [**Render Network Download Manager**](https://know.rendernetwork.com/getting-started/render-network-downloads/the-render-network-download-manager-application)
2. Disable **Compact Mode** to reveal the **Personal Access Token** input field.

![](/files/kHoDA21BeyJnOblUmz7N)<br>

3. **Click “Access Token”**

This opens the **Render Network Web App** in your browser.\
![](/files/kR5W2XoXUyELz38Ro0vh)

3. **Log In and Navigate to the Permissions Tab**

You’ll see a large purple **Request API Access** button. Click it to streamline your access request.

<figure><img src="/files/f22YlG83w6YBvyvD5CwH" alt=""><figcaption></figcaption></figure>

4. **Approval and Token Creation**

Once approved, your API Access status appears in the list.  Click **Create New Permission** to generate your token.\
\
\
Make sure to copy the provided unique hash code.

<figure><img src="/files/CTlxadJeJFiJRB1fAKn8" alt="" width="336"><figcaption></figcaption></figure>

5. **Connect Your Token**

Return to the Manager App and paste the token into the Access Token field. The app will now unlock Manager Mode with full API features.

<figure><img src="/files/rAJue6CoMz3eYwy30wMn" alt="" width="407"><figcaption></figcaption></figure>

***

#### What API Access Enables

Once connected, API Access gives you:

* Full access to scenes, presets, and job management
* Local file control for uploads and downloads
* Integration with differential uploading for faster re-renders
* The ability to automate submissions and build custom pipeline tools<br>

Your **Render Network Manager App** now operates as an advanced control hub - ideal for artists, studios, and teams working at scale.

***

#### Managing Tokens

* Tokens can be revoked, or recreated anytime from your Web Portal Permissions tab.
* Keep your token secure - it provides direct access to your account and API actions.

***

Now you're ready to use the **Render Network Manager Application**.&#x20;

{% embed url="<https://know.rendernetwork.com/getting-started/using-the-render-network-manager-app-and-render-network-api/using-the-render-network-manager-app>" %}


# Using the Render Network Manager App

Comprehensive guide to using the Render Network Manager APp

Once you’ve connected your API token, the **Render Network Manager App** becomes a full production hub for rendering, monitoring, and downloading your scenes.

{% embed url="<https://youtu.be/j3hulzCT0C8?si=1Eii9WJ68zNGRBbb>" %}

***

#### Interface Overview

At the top-right, you’ll find your account info and balance. Along the top-left toolbar, several icons give access to key tools:\
![](/files/rz0vti1P1euoTKRIOi76)

* **Help** → Opens the **Render Network** [**Knowledge Base**](https://know.rendernetwork.com/)<br>
* **App Updates** → Lists version changes and available updates\
  ![](/files/fbNsQmF5QZ4TPBKUYc6n)
* **Settings** → Adjust file handling, compression, directories, and more\
  ![](/files/6pwSIkOP3OEZz4CFSzAp)
* **Calculator** → Estimate render costs anytime\
  ![](/files/ncPL4T16DyRf9ltMw7nW)\ <br>

***

#### Settings and Configuration

Within the Settings menu, you can:

* Set you API Access Token
* Set your Octane Standalone location
* Define how the app packages ZIP uploads
* Enable Differential Uploading for incremental scene updates
* Choose your compression method
* View your local GPU OctaneBench score
* Set output directories for render downloads<br>

***

#### Uploading and Processing Scenes

You can upload scenes in multiple formats:

* .zip (Blender, C4D, or ORBX)
* .orbx
* .ocs

Drag and drop your scene or archive into the Activity tab to begin processing.\
You can upload multiple scenes at once and even auto-start jobs once processing completes.The Activity tab is a monitor for jobs uploading, scenes processing, and render jobs in-progress.

***

#### Scene and Job Management

<figure><img src="/files/zWpvO4VYkCAA8Oo3UA08" alt=""><figcaption></figcaption></figure>

The **Render Network Manager App** separates your workflow into two clear stages: Scenes and Jobs.\
Each tab plays a distinct role in managing your rendering pipeline efficiently.

***

**Scenes Tab - Preparing and Managing Source Files**

The Scenes tab is where you upload, process, and prepare your files before rendering.\
Scenes appear here after being uploaded and processed, but before they’ve been turned into active jobs.

**You can:**

* **Upload** .zip, .orbx, or .ocs files (from Blender, C4D, or Octane Standalone).
* **Batch-select** multiple scenes to create jobs using presets.
* **Monitor processing progress** while your scenes are being prepared.
* **Create jobs** directly from ready scenes, either individually or as grouped submissions.

This makes the **Scenes** tab your staging area - a place to organize, review, and prepare files before committing them to render.

***

**Jobs Tab - Managing Active and Completed Renders**

Once a scene becomes a render job, it appears in the Jobs tab.\
This section mirrors the Render Network Web App dashboard but provides real-time control and visibility.

From the **Jobs** tab, you can:

* View live frame completions with the Frame Status Grid.
* Preview renders as they complete, download preview frames or generate MP4 previews.
* Download final frames and open your download folder directly.
* Review job details including settings, GPU tier, frame range, and cost.
* Duplicate jobs for re-renders or variation passes.
* Create new presets directly from any job for fast reuse in future submissions.
* Open in Browser to view the same job in the Web App.

This tab serves as your command center for production-level monitoring and output retrieval – everything from frame previews to downloading completed results.

***

**🔄 Combined Workflow**

1. **Upload & Process** → **Scenes** Tab
2. **Create & Manage** → **Jobs** Tab
3. **Preview & Download** → **Jobs** Tab

This two-stage design keeps the workflow clean and scalable – ideal for artists who process multiple projects or studios managing large render queues.\
\
**Presets tab** - save & reuse render configurations

**Presets** live in their own tab and are used every day to standardize job submissions.\
You can (a) create a preset from any finished or in-progress job (**Jobs** → Create preset from the job), and (b) apply a preset when creating a new job from a scene.

What a preset captures (exactly as grouped in the job form):

![](/files/TLLQ2Jpx7alcIX82YG2K)

**Where you’ll work with presets:**

* **Presets tab** - view/manage your library; apply one when creating jobs from scenes.
* **Jobs tab** - click Create preset from the job to snapshot current job settings into a reusable preset.

**Built-in defaults (as shown):**

* ![](/files/2XX6vlbtzyg3MVgdYlfA)

***

#### Calculator Tool

A dedicated Calculator tab lets you estimate job costs using your desired GPU tier, frame range, and settings - perfect for quoting or budgeting before submission.\
![](/files/Vp6gdyEgXTmaP2DYjSzJ)

***

#### Pro Tip

Save time by creating custom Presets for your most common jobs – they store all your settings (Render Network job settings, AOVs, output formats, etc. ) and can be recalled instantly during new submissions.<br>


# Differential Uploads via the Render Network Manager App

Guide to using Differential Uploads to accelerate your workflow

### Overview

Differential Uploads (DU) in the **Render Network Manager App** are designed to dramatically reduce upload times when iterating on scenes.

Instead of re-uploading entire projects for every revision, the Manager App analyzes what has changed between versions and uploads **only the deltas** - new or modified files - while reusing everything already present on the Render Network.

This guide focuses **specifically on using Differential Uploads through the Render Network Manager App**, which is the recommended workflow today for most users.

***

### Requirements

Before using Differential Upload, make sure the following requirements are met:

* Render Network account with Render API access [enabled](https://know.rendernetwork.com/getting-started/using-the-render-network-manager-app-and-render-network-api/render-network-api-access)

<figure><img src="/files/p1Weinyg5YUKalR4wUPC" alt=""><figcaption></figcaption></figure>

* Render Network Manager App (upload and job management unlocked)<br>

  <div align="left"><figure><img src="/files/bFEvb6SxVZsRd3tUZ9Xr" alt="" width="314"><figcaption></figcaption></figure></div>

* Latest version of the Manager App installed

<div align="left"><figure><img src="/files/4rLCpBxogadkkACo8mwd" alt="" width="375"><figcaption></figcaption></figure></div>

* Differential Upload enabled in Manager settings

<div align="left"><figure><img src="/files/gcEDochz4n6fPo1CqqeT" alt="" width="364"><figcaption></figcaption></figure></div>

API access is required to enable upload and job management features in the Manager App.

***

### What Differential Uploads Actually Do

When you submit a scene through the [**Render Network Manager App**](https://know.rendernetwork.com/getting-started/using-the-render-network-manager-app-and-render-network-api), the system:

* Hashes scene files and referenced assets
* Identifies unchanged assets already stored on the Render Network
* Uploads only:
* New assets
* Modified assets
* Updated scene descriptions (camera changes, light tweaks, material edits, etc.)

This means iteration becomes faster with each pass.

***

### Supported DCC Workflows (Important Distinction)

#### Cinema 4D + Octane

Cinema 4D users have access to the [**Octane C4D Wizard**](https://know.rendernetwork.com/getting-started/cinema-4d-on-render-network-guide/c4d-wizard-plug-in), which integrates directly with the Manager App. The Wizard allows you to:

* Validate scenes before upload (preflight)
* Automatically collect and package dependencies
* Submit scenes directly to the [**Render Network Manager App**](https://know.rendernetwork.com/getting-started/using-the-render-network-manager-app-and-render-network-api)
* Benefit from Differential Uploads automatically

<figure><img src="/files/wmwezs5uL2hvTljVPCah" alt="" width="563"><figcaption></figcaption></figure>

***

#### Blender (Current State)

Blender does **not** yet have a dedicated Wizard.

Blender users typically submit jobs by:

* Dragging a **folder** of assets into the Manager App, or
* Dragging a **zipped archive** into the Manager App

Once uploaded, Differential Upload behavior still applies exactly the same way - the Manager App compares assets across versions and only uploads changes.

<figure><img src="/files/lWgbwJJXnuUf4dQ261KY" alt="" width="563"><figcaption></figcaption></figure>

***

### Case Study: Flower Scene Iteration

This real-world example demonstrates how Differential Uploads accelerate iteration.

<figure><img src="/files/Ilp0DRQOz0u6QbT9PN9G" alt=""><figcaption></figcaption></figure>

<div align="left"><figure><img src="/files/CQPNoh2lCWW4lHnbDlAZ" alt="" width="375"><figcaption></figcaption></figure> <figure><img src="/files/yHtAewpq1WJOuaTWDkK1" alt="" width="375"><figcaption></figcaption></figure></div>

<figure><img src="/files/ETVQc5Jf8BYMvRJSoyw8" alt=""><figcaption></figcaption></figure>

| Scene        | Upload Type               | What Changed                                                          | Data Uploaded | Processing                            | Upload Time | Notes                                            |
| ------------ | ------------------------- | --------------------------------------------------------------------- | ------------- | ------------------------------------- | ----------- | ------------------------------------------------ |
| Flower Red   | Initial upload (baseline) | All assets (geometry, Alembics, textures, HDRI, materials, animation) | \~9 GB        | Scene collection + preprocessing      | \~10 min    | Establishes asset baseline on the Render Network |
| Flower Blue  | Differential upload       | Scene file only (camera + material color changes)                     | \~2–3 MB      | \~3 sec local asset scan & comparison | \~2 sec     | Geometry, Alembics, textures, HDRI reused        |
| Flower Green | Differential upload       | Scene file only (lighting + color variation)                          | \~2–3 MB      | \~3 sec local asset scan & comparison | \~2 sec     | Smooth iteration while previous versions render  |

***

### Why This Matters Beyond a Single Machine

Differential Uploads are **Render Network-wide asset intelligence**, not local caching.

Once assets are uploaded:

* They are available across:
* Different computers
* Fresh OS installs
* Different locations
* They persist across all supported render engines
* Octane
* Redshift
* Blender Cycles (where applicable)

As long as the same assets are referenced, the Render Network recognizes them and avoids re-uploading. This effectively turns the Render Network into a **global asset cache**.

***

### What Differential Uploads Are (and Are Not)

**Differential Uploads ARE:**

* Asset-aware
* Scene-version aware
* Ideal for iteration
* Automatic when using the Manager App

**Differential Uploads are NOT:**

* A local disk cache
* A per-machine feature
* A manual toggle

They happen automatically when using the **Render Network Manager App**.

***

### Best Practices for Fast Iteration

* Keep assets consistent across versions
* Avoid unnecessary renaming of files
* Reuse HDRIs and Alembics whenever possible
* Let the Manager App handle packaging and comparison

***

### Summary

Using Differential Uploads via the [**Render Network Manager App**](https://know.rendernetwork.com/getting-started/using-the-render-network-manager-app-and-render-network-api) allows artists to:

* Iterate faster
* Upload less data
* Reduce friction during look-dev
* Treat the Render Network as a persistent asset layer

The **Flower → Flower Blue → Flower Green** sequence demonstrates how a heavy scene can evolve rapidly without repeated full uploads.

Once your assets are on the Render Network, iteration becomes lightweight.


# Generative Workflows on the Render Network

Guide to creating generative 3D art applications on the Render Network

<figure><img src="/files/R6jJlQlAESGxfC7UrTbM" alt=""><figcaption><p>ZenBlocks by MHX</p></figcaption></figure>

Due to its parallelized computing architecture, the Render Network is a great tool for generative, code-based 3D workflows – enabling artists to concurrently render many generative permutations of a scene or 3D asset on thousands of high performance decentralized GPUs. \
\
With the [Render Network API](https://know.rendernetwork.com/getting-started/using-the-render-network-manager-app-and-render-network-api) and with [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), artists also have powerful tools to programmatically manage their rendering workflows – from scripting uploads to managing outputs – allowing them to integrate compute intensive coding principals in their 3D workflows.

Alongside 3D rendering tools [Dispersed](https://dispersed.com/), the Render Network's new general purposed dockerized AI / ML compute platform, offers artists access to a customizeable and composable compute protocol for generative processing needs.


# Using the Render Network API for Generative Houdini Workflows

<figure><img src="/files/6IMjb2v3oVrYqGR5UzXX" alt=""><figcaption></figcaption></figure>

#### A walkthrough by technical 3D artist MHX

Technical 3D artist **MHX** demonstrates how the [**Render Network API**](https://know.rendernetwork.com/getting-started/using-the-render-network-manager-app-and-render-network-api) can be used to support generative 3D workflows built in Houdini and rendered with **Octane** on the **Render Network**.

In these examples, procedural scenes are generated in Houdini, submitted to the Render Network for rendering via the API, and retrieved as part of a connected workflow. MHX shows this process running both locally and in a virtualized compute environment, using [**Dispersed**](https://dispersed.com/).

{% embed url="<https://www.youtube.com/watch?v=dmI0OawnCK4>" %}

***

### Generative workflows driven directly from Houdini

<figure><img src="/files/p4J5WIFBKz9bsgx5z1Xr" alt=""><figcaption></figcaption></figure>

In the first workflow, MHX shows how the Render Network API can be accessed **directly inside Houdini** using a custom **Houdini Digital Asset (HDA)**.

At a high level:

* Houdini generates procedural or generative scenes
* The HDA packages the scene as an **ORBX**
* The Render Network API submits render jobs
* Job status is tracked programmatically
* Rendered frames are retrieved back into the workflow<br>

This allows MHX to manage the full render loop - submission, rendering, and file handling - **without leaving Houdini**, making it well suited for iterative and generative work.<br>

<figure><img src="/files/kxDKzGqda8BNobaWYUyz" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/2Eaf0HQsvBtneCxkDdoZ" alt=""><figcaption></figcaption></figure>

<br>


# Using the Dispersed for Dockerized Compute

### Running Houdini and Octane via Dispersed

<figure><img src="/files/OUGassxZHVLpF4IAVtSh" alt=""><figcaption></figcaption></figure>

MHX also shows how the same [**Render Network API**](https://know.rendernetwork.com/getting-started/using-the-render-network-manager-app-and-render-network-api) workflow can be used when **Houdini and Octane are run on** [**Dispersed**](https://dispersed.com/).

In this setup, Houdini is packaged inside a **Docker container** and executed in a virtual compute environment instead of on a local workstation.

**At a high level:**

* Houdini and Octane run inside a Dockerized environment
* Procedural systems generate scenes as they would locally
* Scenes are packaged and submitted via the Render Network API
* The Render Network renders frames on decentralized GPU nodes
* Rendered outputs are retrieved for review or post-processing

The workflow remains artist-driven - the Compute Network simply provides a way to run familiar tools remotely and at scale.

<figure><img src="/files/fBGytQHng5cYO78MJXlT" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/Ox7AbLOtk1CbAoehGXc9" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/yymIrjEoGPNjCH7aap3T" alt=""><figcaption></figcaption></figure>

***

### What is the Dispersed Compute Network?

The [**Dispersed**](https://dispersed.com/) compute network is a decentralized network of onboarded nodes designed to run general-purpose compute workloads.

Unlike the Render Network, which is optimized specifically for rendering, Dispersed can run containerized applications such as:

* Houdini
* Python tools
* Procedural systems
* Supporting scripts and services

In MHX’s workflow, the Compute Network is used to run Houdini and Octane virtually, while the Render Network handles the final GPU rendering.


# Using the Render Network as a Programmable Rendering Layer

Across both workflows, the role of the Render Network is consistent:

* The **Render Network** performs GPU-intensive rendering
* The **Render Network API** enables programmatic job submission, tracking, and output retrieval

This allows generative Houdini workflows to scale beyond a single machine while staying integrated with existing creative pipelines.

***

### Generative Workflow Future Directions

<figure><img src="/files/9pPOGmFSHRiBJvIIRBHn" alt=""><figcaption></figcaption></figure>

MHX’s walkthrough shows how the Render Network API can be integrated directly into Houdini-based generative workflows - whether Houdini is running locally or via the Compute Network.

By treating the Render Network as a programmable rendering layer, artists and technical directors can extend procedural workflows while maintaining full creative control.

#### Potential Use Cases

**Large-scale generative art**

Build a single Houdini system, then let it generate hundreds or thousands of unique results. Each variation can be sent to the Render Network to render at scale, freeing artists from hardware limits and letting them focus on creative exploration instead of render management.<br>

<figure><img src="/files/Tx8bBl3Fzw7D7oT5iYYC" alt=""><figcaption></figcaption></figure>

\
**Data-driven visuals**

Scenes don’t have to be static. Data like financial activity, live feeds, or external datasets can drive motion, form, and composition inside Houdini. Using the Render Network, those evolving visuals can be rendered consistently and repeatedly as the data changes.

<figure><img src="/files/w2wXXeYwvTOl1vqwuZj5" alt=""><figcaption></figcaption></figure>

**Working beyond a single machine**

By running Houdini and Octane through the Compute Network, artists can work in virtual environments while still rendering on the Render Network. This makes it easier to work remotely, scale up complex systems, or run heavier workflows without changing how scenes are built.

<figure><img src="/files/fNnW4M2VvBssugBRg4mz" alt=""><figcaption></figcaption></figure>

<br>


# How to Build Assembly Pipelines with Octane & the Render Network

Leveraging the Assembly Pipeline with Octane and the Render Network

Octane Standalone is more than just a render engine-it’s a powerful assembly tool capable of streamlining production workflows for visual effects studios and artists working across multiple DCCs. In this series, award-winning director and VFX supervisor Andrey Lebrov walks through his latest pipeline architecture built around **Octane Standalone + The Render Network**, using assembly workflow theory and his studio's LMI Tools for Houdini, Blender, and C4D.<br>

Introductory tutorials previewing this Assembly workflow using Octane Standalone as a scene compiler were released in early 2025.

{% embed url="<https://know.rendernetwork.com/getting-started/render-network-tutorials/lmi-houdini-tools-or-unlocking-octane-and-render-network-capabilities-with-andrey-lebrov>" %}

This series of expanded guides follows up with a multi-part comprehensive tour exploring the structure and benefits of this workflow, providing a digestible breakdown of the series for those looking to enhance scalability, efficiency, and team collaboration.

<br>


# Assembly Pipeline Principles

High level principles for building assembly pipelines using Octane and the Render Network

{% embed url="<https://www.youtube.com/watch?v=RB0utw_RK5o>" %}

The **"assembly" concept** is the foundation for Octane workflows: building modular, reusable scenes without baking assets or pre-merging geometry. Scenes are structured like blueprints: referencing geometry, materials, animations, and light rigs without destructive edits.

***“Octane Standalone is an assembler, not a traditional DCC. It allows for infinite scalability without compromise.”** - Andrey Lebrov*

**Key benefits:**

* Faster lookdev without destructive overrides
* Cleaner scene structure
* Easier team-based asset handoffs
* Lower render overhead when used with Render Network


# Assembly Pipeline Foundations

Guide to key tools and file systems on the Render Network for Assembly Pipelines

{% embed url="<https://www.youtube.com/watch?v=7t2IZyKdX6Y>" %}

There are a number of workflow tools, file systems, and libraries that are key to understanding in order to build successful assembly pipelines using Octane and the Render Network.

#### **OCS vs ORBX**

* OCS: Saves the current layout (.ocs file), ideal for saving the master scene.
* ORBX: Stores encapsulated objects (.orbx), ideal for asset libraries and importing.

#### Differential Upload

When preparing jobs for the Render Network using **Render Network Manager**, scenes are uploaded incrementally:

* Only new or changed assets are re-uploaded
* File trees and XRefs are respected
* Saves time and bandwidth<br>

For more comprehensive information about using **Differential Uploading** on the Render Network, please refer to the guide below.

{% embed url="<https://know.rendernetwork.com/getting-started/render-network-tutorials/using-renders-differential-uploading-from-octane-standalone>" %}


# LMI Tools: Houdini Integration

Guide to creating Custom LMI export nodes with Houdini + Solaris for Octane Standalone

{% embed url="<https://www.youtube.com/watch?t=12s&v=p5g9tXf4BsQ>" %}

In this video, Andrey focuses on Houdini + Solaris, using custom LMI export nodes to streamline the packaging of assets for Octane Standalone.

**Highlights:**

* Custom Solaris node setups to bake out .orbx files
* Point clouds and instancing packed assets
* Geometry and shader baking for large-scale environments
* Automated RBX structuring for Render Network jobs

**Example use cases:**

* Animate and scatter thousands of trees in Houdini
* Export grooms, FX sims, and assets as references
* Maintain clean ORBX libraries for rapid assembly in Standalone<br>

{% embed url="<https://www.youtube.com/watch?v=zDhSymlPSGE>" %}

### Use Case: The Meridian Forest

Lebrov's studio showcases the power of this pipeline with the Meridian Forest scene:

* Scattered thousands of animated trees using point clouds
* All assets exported from Houdini as ORBX
* Assembled in Octane Standalone
* Final renders processed through Render Network for scale and speed

Even with thousands of objects and animated elements, the scene remains responsive and clean inside Octane. Artists can work on asset lookdev, camera blocking, and lighting in real-time.

<br>


# Working with Point Clouds (Scatters) in Houdini

Guide to working with Point Clouds in Houdini for Assembly pipelines

{% embed url="<https://youtu.be/k85KO2zsU44?si=FmiZimfrIFrWOntd>" %}

#### What are **point clouds?**

In the Octane Standalone pipeline, point clouds act as scatter controllers - defining the position, rotation, and scale of instanced assets like trees, debris, lights, and more. Instead of baking geometry-heavy ORBX files, Andrey Lebrov's **LMI Point Cloud Baker** exports CSV files containing only transform data.

**Why this matters:**

* ORBX baking of scatter data duplicates geometry per instance → huge scene bloat.
* The LMI Point Cloud Baker:
  * Extracts transform data from Houdini point systems
  * Supports **split-by-ID exports** for multiple asset types (e.g., 5 tree species = 5 CSVs)
  * Delivers **live-linked scatter nodes** in Octane Standalone - update once, update everywhere<br>

**Use Cases:**

* Animated forests
* Procedural cities using nested assemblies
* Layout replication with point cloud-driven asset connections

**Bonus:**\
These CSV scatter files can be refreshed and updated in Standalone anytime, to update your scatter simply re-export from Houdini and click refresh on the scatter node in Standalone

### Assembly Resources

* [Render Network Manager](https://rendernetwork.com/resources/Downloads)
* [Octane Standalone](https://render.otoy.com/account/downloads.php?#core)
* [Andrey Lebrov on YouTube](https://www.youtube.com/@AndreyLebrov)
* [LMI Tools Houdini](https://yt.lebrov.com/NLBC56)
* [LMI Tools Blender](https://yt.lebrov.com/aYoUSc)
* [LMI Tools C4D](https://yt.lebrov.com/td0Hd0)


# Render Network Integration

<figure><img src="/files/Uz06W7jI44qNqDx2m9E4" alt=""><figcaption></figcaption></figure>

### Harnessing the Render Network for Scalable Cloud Rendering

Once you have set up your Assembly Pipeline, you are now positioned to harness the power of the [**Render Network**](mailto:undefined) with on-demand access to near unlimited high performance GPU compute power alongside a host of production ready workflow management tools.

* Once the scene is ready in Octane Standalone, it can be dispatched to the network using the Render Network Manager
* Supports full job submission, cost estimation, and node selection
* Differential uploads ensure only changed assets are re-uploaded

**Studios can:**

* Cut render times drastically
* Avoid buying additional GPUs
* Empower artists with MacBooks or mid-tier systems to render massive scenes

***

### Resources

* [Render Network Manager](https://rendernetwork.com/resources/Downloads)
* [Octane Standalone](https://render.otoy.com/account/downloads.php?#core)
* [Andrey Lebrov on YouTube](https://www.youtube.com/@AndreyLebrov)
* [LMI Tools Houdini](https://yt.lebrov.com/NLBC56)
* [LMI Tools Blender](https://yt.lebrov.com/aYoUSc)
* [LMI Tools C4D](https://yt.lebrov.com/td0Hd0)

***

### Summary

The future of FX rendering is modular, scalable, and GPU-powered. With Octane Standalone at the center and the Render Network as your rendering backend, artists and studios can iterate faster and render bigger-without compromise.

Start exploring assembly workflows today and unlock the true power of distributed GPU rendering.

***

### What’s Next?

This series will be expanding with upcoming videos for:

* LMI Tools for Blender
* LMI Tools for Cinema 4D
* Point Clouds From DCC to Octane Standalone


# Creating Large Productions on the Render Network

In-depth guide to creating large format rendering projects 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) |

<br>


# Job Configuration & Settings

**1. AOVs & Output Setup**

* Ensure all AOVs and output paths are correctly configured before submission.
* ⚠️ Note: These settings cannot be changed once the job is submitted.<br>

**2. Run Test Batches**

* Submit multiple small batches:
* 25–50 frames: Check visual fidelity and consistency
* 50–100 frames: Evaluate animation flow, motion blur, and lighting
* Use viewport playblasts or animatics to preview animation timing before full-resolution rendering.<br>

**3. Version Control**

* Do not update your engine or application versions after rendering begins.
* Ensure render engine version matches local project version 1:1.<br>

**4. Scene Baking**

* Bake all simulations and dynamics (cloth, particles, fluid, rigid body).
* Cache MoGraph clones and effectors to avoid real-time recalculations.<br>

**5. VRAM Optimization & OOC Avoidance**

* Minimize Out-of-Core (OOC) memory usage to reduce instability and render failures.
* Use texture compression, reduce texture size, simplify shader networks, and consolidate materials.
* ⚠️ If your local render uses nearly all VRAM, it will likely exceed memory on lower-tier RN nodes.
* &#x20;Aim for <90% VRAM usage locally; optimize scenes to run entirely in VRAM if possible.<br>

**6. Scene Cleanup & Efficiency**

* Eliminate unnecessary geometry and reduce subdivision levels.
* &#x20;Remove unused or hidden assets, deactivated dynamics, and unsupported plugins.<br>

**7. Network Support Access**

* &#x20;Use the **Render Network** channels for live tech help and rendering issues.<br>

**8. Playback & Frame Validation**

* ⏯ Use Render Network playback tools (Manager App or WebApp) to validate test frames.
* Approve 2–3 visual keyframes before scaling to full batch submission.

#### Critical Network Settings: VRAM, Max GPU, and Tier<br>

**Minimum Node VRAM:**

* If your scene uses \~7.9GB locally, choose **11GB or higher** to account for GPU overhead.
* **Priority Tier 2** gives access up to 32GB nodes in addition to smaller ones.
* **Economy Tier 3** limits maximum available nodes to 11GB minimum VRAM.\
  ![](/files/ocu5WlKmhZwKJSXg6BUi)

**Maximum Number of GPUs Per Node:**

* Limits how powerful each assigned node can be.
* Helps avoid assigning unnecessarily large nodes to small scenes, saving on costs and improving availability.\
  ![](/files/WZ7luHAjHiI3ttl4Qy4f)

**Tier Selection:**

* **Tier 2 (Priority):** Faster queue, broader node pool, includes large VRAM nodes.
* **Tier 3 (Economy):** Cost-effective, slower queue, capped VRAM pool.

**Cost Savings Tip**: Avoid overpowered nodes for simple jobs.

Use the built-in **Cost Estimate Calculator**:

* Input your [**OctaneBench score**](https://render.otoy.com/octanebench/) (found via OB tool or prefilled in Manager App).
* Time a representative frame locally - ideally, choose a complex or mid-sequence frame.
* Enter frame time and OctaneBench score for an approximate token/credit estimate.
* Note: Estimates are approximate; results vary with scene complexity.


# Scene Packaging & Optimization

Tips for packaging and optimizing scenes for large-scale renders

#### 🔷 Cinema 4D (Octane or Redshift)

* Use the **C4D Wizard Plugin** (inside Cinema 4D):
* Checks for missing textures and non localized links
* Identifies uncached objects
* Flags unsupported plugins
* Preps ZIP file automatically
* Can publish files directly to the Manager App with API Access without the need to ZIP
* Drag the ZIP into the [**Manager App**](/getting-started/render-network-tutorials/lmi-houdini-tools-or-unlocking-octane-and-render-network-capabilities-with-andrey-lebrov) for seamless submission

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

<figure><img src="/files/dlvEvQWIuUIUMp4UjVFr" alt="" width="563"><figcaption><p>The Render Network <a href="/users/A4AFgBkRNMQX3GahnhoGvnacfxE2">Cinema 4D Wizard</a></p></figcaption></figure>

***

#### 🔷 Octane Standalone

* Export your scene as an **ORBX file**.
* Submit via **Manager App, WebApp, or through Octane Standalone**.

Caution: ORBX files bake all geometry and animations into a single heavy package, similar to Alembic caches. For highly dynamic scenes, prefer C4D methods if possible.

***

#### 🔷 Blender (Cycles)

* Pack your Blender project into a ZIP.
* Submit via **WebApp ONLY**.
* Manager App currently does ***not support Blender***.

![](/files/Li0cErMOhQLCrwPncDVT)

***

#### Scene Optimization Tips

* Reduce unnecessary geometry.
* Use optimized texture resolutions.
* Bake dynamics/particles when possible.
* Remove unused assets and hidden geometry.
* Set correct frame range and output format.
* Verify your render samples balance noise and efficiency.
* Do a test render of a few frames on the network


# Working with Complex Projects

#### Differential Uploading

Differential Uploads (DU) in the **Render Network Manager App** are designed to dramatically reduce upload times when iterating on scenes. Instead of re-uploading entire projects for every revision, the Manager App analyzes what has changed between versions and uploads **only the deltas** - new or modified files - while reusing everything already present on the Render Network.

This dramatically accelerates workflows with complex scenes and simplifies asset management:

{% embed url="<https://know.rendernetwork.com/getting-started/using-the-render-network-manager-app-and-render-network-api/differential-uploads-via-the-render-network-manager-app>" %}

#### Simulations and Instances

Cloth, particles, MoGraph clones - if they aren’t baked, they’ll break across distributed render nodes. Jobs will fail or return inconsistent frames.

* **Fix**: bake and cache everything. Assume the render network won’t calculate sims live.

***

#### Local Render Testing

IPR rendering is fast and you have everything cached locally. Test rendering through your DCC to see if there are any bottlenecks before sending to the Render Network. The Network has to cache the scene on each node that it’s sent to, so if there are performance issues caused by live deformations that are CPU process, those will hit initialization walls on your scene on each node and add significant render time.

* **Fix**: Again - bake and cache everything.  This isn’t intuitive, but if you find your scene is taking 25 minutes to initialize rendering before it begins rendering, there are some areas in the scene that could potentially be baked to alembic or PLA to streamline the rendering.

***

#### Outputs and AOVs

Once you hit render, outputs are locked. If you forget to enable an AOV, the only way to get it is to render the whole thing again. At 18K, that’s not a mistake you want to make.

* **Fix**: double-check outputs, enable multi-layer EXRs, and include all required passes before submission. Toggle down your job details after submission and review briefly to ensure the settings are correct and AOVs are listed - If they aren’t - cancel the job and resubmit.

<br>


# Workflow Recommendations

### The Manager App & API

* Use **Presets** in the Manager App to streamline job submissions:
* Build from completed jobs or predefine custom setups per job

Please see detailed information about the Manager App here

{% embed url="<https://know.rendernetwork.com/getting-started/using-the-render-network-manager-app-and-render-network-api>" %}

### Using Differential Uploading

The Render Network uses **Differential Upload** to save time:

* On your first upload, all assets are uploaded normally.
* On future submissions using unchanged assets, the network only uploads differences.
* This drastically speeds up subsequent job submissions.

**Using the Manager App automatically enables Differential Upload.** WebApp supports it as well.

![](/files/Dm7ODb3vJTTwjcmTqk8g)

Here is a guide to using Differential Uploading from Octane Standalone.

{% embed url="<https://know.rendernetwork.com/getting-started/render-network-tutorials/using-renders-differential-uploading-from-octane-standalone>" %}

#### Using Render Network Cloud Storage

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

Massive renders aren’t like sending a Dropbox link to a client for a few JPEGs. An 18K sequence can be hundreds of gigabytes. Uploading, downloading, and re-transferring files between people wastes days if it’s not planned.

* **Why it matters:**\
  Cloud storage networks like **Amazon S3, Dropbox**, or **Google Drive** can act as the bridge between render output and delivery. They let you sync straight from the render network to cloud, or link a local hotfolder that uploads automatically. This means you don’t have to manually babysit transfers every time.<br>
* **What happens if you skip it:**\
  You end up downloading files locally just to re-upload them again for delivery, doubling your transfer time. With files this size, that can mean losing a full day or more — often at the worst possible moment.<br>
* **How to address it:**\
  Set up cloud storage in advance. Point your render outputs to a hot folder that syncs to the cloud. Once the frames land, the other party can start pulling them down immediately - even while new frames are still uploading. This simple workflow saves hours and avoids delivery delays.


# General Suggestions

**Scale and Detail**\
What looks like a bit of grain on your monitor becomes a giant shimmering texture at 40 feet wide. Tiny details disappear, but noise and artifacts blow up. If you don’t test early, you may discover at delivery that the scene feels messy.

* Fix: render a few mid-sequence frames at full resolution and check them. Simplify shaders, reduce noise, or increase samples before committing to the full sequence. (denoise is recommended)

***

**Timing and Pacing**\
A room-sized canvas needs more breathing room. Cuts that feel sharp on a laptop can overwhelm in a wraparound wall or dome. Fast wipes and snappy edits become unreadable when the eye has to travel 270 degrees.

* **Fix**: slow transitions more than you think. Do a low-res proxy of the full sequence and watch it in a headset or on a projector. If you feel rushed, the audience will too.

***

**Spatial Layout**\
In immersive, there isn’t one “center of frame.” Viewers will look left, right, up, down. If you put the main story beat on just one panel, people may miss it. If you split action across seams, it can feel broken.

* **Fix**: keep focal action in a central field of view, use side walls or the floor for atmosphere and secondary motion. Design it like staging a play in the round - everything should feel connected.

***

**Color and Contrast**\
Subtle shifts get washed out at scale. Pale gradients or muted colors vanish; what survives are strong forms, bold shapes, and clean gradients.

* **Fix**: push contrast and saturation slightly higher than you’d normally use. If it feels a bit bold on your monitor, it usually reads correctly in the space. (Watch histograms so you don’t blow out visuals).

***

**Render Tests**\
Don’t just test your first and last frames - those are often fades or less dynamic and kinetic. The heavy parts are in the middle. If you skip this, you might find out too late that your render takes 25 minutes per frame instead of 2 minutes, and suddenly your job costs tens of thousands.

* **Fix**: always render 1–2 seconds from the most complex part of your timeline at full resolution when testing. Use that to gauge costs and confirm your look.
* This will also aid in things like animated image sequences within textures and materials

***

**Proxy Runs**\
A ¼-res or ⅛-res full sequence, even with low samples, is critical. Without it, you won’t know if your pacing, beats, or composition actually work across the entire duration. Too many projects have gone to full res only to discover timing issues that required re-renders.

* **Fix**: deliver a proxy version for feedback before you ever press “render” on the master.

***

**Data Size and Delivery**\
An 18K sequence at 3–4 minutes is hundreds of gigabytes. Uploading or downloading can take 24–48 hours, even on a fast line. If you hand off files the night before deadline, they may not even finish transferring in time.

* **Fix**: plan for transfers. Deliver at least a day before final deadline to leave space for QC and re-renders.

***

**Naming and Versions**\
Confusing file names and duplicates slow everything down in post.

* **Fix**: keep versions clean and incremental: Project\_v03\_main\_($f).exr. Always communicate which version is “approved.”


# New Features & Releases

Follow Render Network on X for the latest product updates and releases: \
<https://x.com/rendernetwork>\
\
Please see the latest Render Network downloads here:&#x20;

{% embed url="<https://know.rendernetwork.com/getting-started/render-network-downloads>" %}


# Render Network NVIDIA 50-Series Blackwell GPU Support with 32GB Minimum Node VRAM on Tier 2

{% embed url="<https://youtu.be/Ojg_Rym9gFo>" %}

### **Overview**

The Render Network is continuously evolving to provide artists and studios with access to the latest GPU technology. We are excited to announce two major updates available today at <https://render.x.io/>

1. **Support for NVIDIA 50-series Blackwell GPUs (including RTX 5090s)**
2. **New 32GB minimum node VRAM option for Tier 2 jobs**

These additions expand the global decentralized pool of compute resources, enabling faster, more efficient rendering and supporting larger, more complex scenes.

***

### NVIDIA 50-Series GPU Support

Render jobs are distributed across a global pool of decentralized nodes. With the integration of NVIDIA’s latest 50-series Blackwell GPUs, your projects can now be powered by cutting-edge hardware - without any upgrades or extra setup on your local machine.

**What this means for users:**

* Renders benefit from the most advanced GPU generation available.
* The latest additions include full 50 Series RTX support, which enhances ray tracing, AI-driven denoising, and the ability to handle larger scene scatters and complex lighting with greater efficiency.
* The network automatically allocates jobs across 50-series RTX-enabled nodes where available.
* No workflow changes required - just submit as usual.<br>

***

### 32GB Minimum Node VRAM Option

Alongside 50-series support, we’ve added a new 32GB minimum node VRAM setting, available in the Network Settings tab for Tier 2 jobs.

**Why it matters:**

* Unlocks the ability to render larger, denser scenes without going out of core(OOC).
* Provides stability and performance when working on projects exceeding the previous 24GB VRAM ceiling.
* Helps maximize GPU efficiency for memory-intensive workflows such as film VFX, heavy simulations, or massive photorreal environments.\ <br>

***

### How to Use

1. When submitting a job, open the **Network Settings** tab.

   <figure><img src="/files/SxLFmt0wRBXgRDeBpla0" alt=""><figcaption></figcaption></figure>
2. **Select Tier 2** to access the expanded hardware pool.<br>

   <figure><img src="/files/N9sP7hutJIaR6HfXH5tq" alt=""><figcaption></figcaption></figure>
3. Choose the **32GB minimum VRAM** option to ensure your renders are matched to nodes with at least 32GB of GPU memory.<br>

   <figure><img src="/files/X2Huyz2EVhUicBhUpWOv" alt="" width="469"><figcaption></figcaption></figure>

***

### Availability

* **50-Series GPU support**: Already live across many decentralized nodes.
* **32GB minimum VRAM option**: Now available for all users submitting Tier 2 jobs.

***

### Summary

These updates give Render Network users access to the most powerful GPU generation to date, along with higher VRAM capacity for handling complex, memory-intensive projects. Together, they mark an important step forward in scaling rendering performance for artists everywhere.

Take advantage of these features today and scale your rendering with the Render Network at: <https://render.x.io/>&#x20;


# Enabling Render Network Support Team to Download Scenes for Help

Guide to getting help from Render Network support team by enabling scene downloads

The **Download Scenes Flow** provides a faster, more secure way for the Render Network Support team to access the **exact scene package** you’ve already uploaded to the Network (e.g., .orbx, .ocs, or .zip).\
Instead of re-zipping and sharing via Drive/Dropbox, Support can **request access directly** and you approve with one click. You stay in control at all times and can **revoke access** from the web app.

***

### How it works (at a glance)

* **Support requests access** to a specific scene package tied to your account.
* **You receive an email** with **Approve/Decline**.
* **Approved requests** appear in your **Support** tab, where you can revoke anytime.
* After approval, **Support can download the scene package** directly from the Network to troubleshoot your issue.

***

### Approve or decline a request

1. **Check your email**\
   Look for an email from Render Network Support requesting access to a specific scene. Use **Approve** or **Decline**.
2. **Or Approve in the Web App**
   1. Go to **Web App** → **Account** → **Support**.
   2. Find the request in **Support Access Requests** and click **Approve** or **Decline**.

***

### Track and Manage Active Approvals

* Navigate to **Web App** → **Account** → **Support.**
* Each entry shows S**cene ID, Scene Name, Request Reason, Date Requested, Status**, and an **Action** button.

**To revoke at any time**: Click **Revoke Access** to immediately remove Support’s ability to download that scene package.

<figure><img src="/files/kKg9Mr9crBNNufttLgzD" alt=""><figcaption></figcaption></figure>

***

### What Support can access

* Only the scene package already uploaded to the Render Network for that specific request (e.g., .orbx, .ocs, .zip).
* Access is **read-only** and ***only after*** you approve the request.
* You can revoke access at any time from the **Support** tab.

***

### Why this helps

* **No repackaging**: Skip creating new archives or sharing links.
* **Faster turnaround**: Support can reproduce the issue using the same files the Network processed.
* **User control**: Explicit opt-in and one-click revoke in the web app.

***

### FAQs

**Do I have to keep my machine online?**\
No. The scene package is fetched directly from what’s already on the Network.

**Can Support access other projects or my outputs?**\
No. Approval is scoped to the specific scene package requested. It does not grant access to unrelated scenes, your wallet, or account settings.

**What if I accidentally approved?**\
Open Account → Support and click Revoke Access. The status updates immediately.

**What file types are supported?**\
Scene packages you’ve uploaded to the Network (typically .orbx, .ocs, or zipped DCC project archives).

**What if the scene was deleted or replaced?**\
If the original package is no longer available, Support may send a new request for the current scene package.

<br>




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