Wer sind wir?

Fox Renderfarm ist ein branchenführender Cloud Renderfarm Service. Seit der Gründung im Jahr 2009 hat Fox Renderfarm ein gutes Ansehen für qualitativ hochwertige Performance, großartigen Kundenservice und flexible Preisprogramme erhalten.

Bekommen Sie $25 als kostenloser Test

Die beste Maya Render Farm

Feature1

Leistungsfähig

Tausende Rendering Nodes sind verfügbar.

Bis zu 360Gps Speicherdurchsatz.

Sowohl CPU & GPU Rendering sind verfügbar.

Erkennt automatisch die IT Umgebung und

passt den Cloud Infrastruktur Service an.

Feature2

Bezahlbar

$25 kostenloses Renderingguthaben für jede neue Registrierung.

Nur $0.036 pro Kernzeit.

Bis zu 50% Rabatt für VIP 4 Kunden.

Bildungspreise sind verfügbar für Lehrer,

Studenten und Bildungseinrichtungen.

Feature3

Sicherheit

ISO27001 erfüllt

Gemäß den Sichereitsstandards von MPA.

Sichere Datenübertragung per Eigentumsprotokoll.

Bank Sicherheitsstufe Datencenter.

Feature4

Verlässlich

Die Partner von oscargekrönten Produktionsteams.

Mit jahrelanger Erfahrung auf Hollywood-Niveau.

24/7 Live Kundenservice und Techniksupport.

Hohe Verfügbarkeitsrate, kein unnötiges Warten.

Fox Renderfarm Cloud Rendering Schritte

Mit nur 4 Tipps zum Rendern Ihrer Maya Kunstwerke

Step1

Registrierung

Um unseren Cloud Rendering Service zu nutzen, müssen Sie sich zunächst registrieren. Es gibt $25 kostenloses Guthaben für jede neue Registrierung.

Step2

Projektupload

Loggen Sie sich ein und laden Sie Ihr Projekt auf das internetbasierte Programm von Fox Renderfarm hoch.

Step3

Rendering

Das Projekt wird automatisch analysiert und gerendert.

Step4

Projektdownload

Laden Sie die gerenderten Frames mit ein paar einfachen Klicks herunter.

Other Supported Software, Renderers and Plugins

Klingt großartigt, nicht wahr?

Register and try rendering your artwork online now!

Bekommen Sie $25 als kostenloser Test
free-trial

Fox Renderfarm News Center

In the world of CG art, there are individuals who not only create stunning visuals but also weave compelling narratives through their work. Liad Damhuis, a 28-year-old digital artist from The Netherlands, is one such individual. Liad's artistic journey began at a young age, her love for movies and games, and the way they conveyed stories through various artistic mediums, ignited a spark within her. Recently, Liad's talent and hard work were recognized as she clinched 3rd place in Bad Normals' Worlds Inside Glass Challenge.In an exclusive interview with Fox Renderfarm, the industry's top cloud rendering and leading render farm service provider, Liad shares her insights, experiences, and the driving force behind her creative endeavors. Join us as we delve into the mind of this remarkable artist, unraveling the stories and inspirations that fuel her imaginative creations.Fox Renderfarm: Hi Liad! Thank you so much for accepting our interview! Please introduce yourself to our readers.Liad: My name is Liad Damhuis, I am a 28-year-old digital artist from The Netherlands. I’ve been drawing forever, and my teachers and peers always describe me as the "artist kid". Growing up I loved movies and games. I loved how they could tell stories through cinematography, music, and world-building. This inspired me to go and draw digitally to become a concept artist, however, after I graduated I ended up pursuing a career as a 3D artist, and 3 years later I am also looking into graphic design jobs. In general, I love being creative, it's my passion.Fox Renderfarm: Congratulations on winning 3rd place in Bad Normals's Worlds Inside Glass Challenge! How do you feel about it?Liad: Thank you! Honestly, it was quite a surprise because there were some really good artworks and it was my first time participating in a challenge by Bad Normals so I had no idea what to expect. I totally forgot the top 5 could even win prizes because I was more focused on whether I could make an image that could convey the story I came up with, and if others could see it too. But winning the plugin and credits for render farm definitely motivated me to create more projects. Fox Renderfarm: How did you capture and recreate the spirit and memories of loved ones in designing the 3D visuals for Memorby?Liad: Once I came up with this idea of a deceased loved one I wrote down everything that I could think of in such a scenario. How do people grieve, what do they keep from this person, and what memories are their favorites. Specifically, the last thing that inspired me to make a personalized heaven orb. I thought of what type of person or people we see and what's their relationship. I picked a hobby or personality that was easy to show visually in both the background and inside the orb. Someone who loves painting might leave behind artwork to show in the background... but I wouldn't necessarily know what his or her forever home would be within that interest. So I picked hiking, the outdoors. I could reflect it in the orb with a bit of nature and the typical a-frame house, the books in the background, the pictures, and the hiking boots. I broke it apart just a little by adding in a baby Yoda too.Background Objects © LiadFox Renderfarm: In this artwork, the scene in the light ball looks very vivid, does a real memory of yours inspire it?Liad: It wasn't necessarily inspired by something I've experienced myself. The idea came to be after brainstorming about many different ideas and I got hyped about this one once I asked myself questions about how it'll work, what we see, and what can I do with it. But I do believe it reflects the way I personally think about memories and death. I do not believe in an afterlife or a place you'd go to, which is kind of a scary thought. What is nothingness then? People like to think that this person is in a better place, people spread ashes in places that remind them of that person. So I do find it a nice thought that your loved one could be somewhere where they'll be happy forever. I know that my dad would like a little house by the lake in Sweden, reading books and tinkering in his car. I know that I'd love to have an endless flower field with a small beach, feeling the soft sand between my toes and when the sun is a little too hot I can get in to cool down, or below a big tree and hear the leaves in the wind. I sometimes wish I could make the memories of my grandparents into a video so I won't forget their likes and dislikes, their quirks, and the sound of their voices. So I can imagine that a Memorby can be something extra to remember your loved one and feel as if they're truly in their forever happiness.Fox Renderfarm: Could you please tell us about your pipeline for this work? And how long did it take you?Liad: Certainly! It started with a mind map to generate as many ideas as possible. At first, I was skeptical about joining because I wasn't too excited about the first ideas like a season change portal or global warming inside an orb. I felt that I couldn't do much with storytelling in the details. I almost did a Black Mirror type of Tamagotchi idea where some rich kid doesn't realize, or maybe does, that the person living inside the orb house is a real person stuck in there. But because it wasn't an animation project, I struggled with showing this idea.Mind Map © LiadShifting gears, I considered a narrative where a less privileged child glimpses a life of luxury or experiences the harsh reality of war. I thought of him seeing his killed parents but felt it was too much and maybe becoming political. So it turned into a woman losing her fiance due to a war. I started making the scene, knowing I wanted a dresser with candles in the back, a picture, and maybe a TV on a news channel. Then I added in some details to really make it feel like home and all. Let's say this woman sends memories to this company to make the orb 2 weeks after he passed away... it might take another 2 or maybe a month to make and ship it, "why would a news channel still cover the incident?" I almost ended up putting bandaids on that plot hole when I thought... "why does it matter how he died? Why not focus on the memory?" That's when I changed his interest to the outdoors and also picked the right house inside the orb and made a whole package design for the object. Framing © LiadI made a quick house to put inside the orb 3 times. The first one was too sci-fi, it would take away the attention, and people would question the reason why it looked like that inside this story... when I made the second one it still felt sci-fi which was ok because the orb itself was a sci-fi idea.. yet the house felt more realistic. But when I got the idea for an outdoor personality I knew an A-frame would fit the narrative more. I couldn't tell you the exact hours because I was working on it on and off. Let's say an average of 5 hours per day for 2 weeks.House Design © LiadFox Renderfarm: There are many details in this scene, how did you decide which elements were important and needed to be highlighted?Liad: To really narrow down again after all those ideas and details, it's about a woman who bought a Memorby of her deceased lover. Ok, and this Memorby shows what about this person? He loved the outdoors, so anything else could be distracting. As I said before, I first wanted to explain the cause of death and then decided to focus instead on this memory. You know he's dead because of the pictures in the back, the candles, the flowers, the cards, the woman crying and her kissing the orb. Her relationship with his personality, his memory, is more important than what killed him. I added a baby Yoda in his hiking boot too just to kind of break up all the elements talking about his love for the outdoors. He has more interests than that obviously. I gave the woman a ring too so it's more believable that they were in a relationship than it is some random guy or perhaps a friend or brother. A ring, a kiss, those memories, pictures together, those are the storytelling ingredients you need to explain their relationship.Memorby Product © LiadBackground Details © LiadFox Renderfarm: The female character in the image conveys strong emotions, how did you capture and render these expressions?Liad: The company I've worked for used Character Creator 4, and just before I got laid off in December I downloaded their default character in case I need a character or a base very quickly when I don't have time to make something from scratch. These characters come with blend shapes and they were perfect to use with motion capture. Unfortunately, I don't have a suit myself, so I had to manually set the values of the blend shapes. Plus I added some red on the base color texture around the eyes, nose, maybe cheeks a bit, and the eyeballs. And I've also lowered the roughness there to give the impression of crying.Character Creation © LiadFox Renderfarm: What were the biggest technical challenges you faced while working on this project, and how did you overcome them?Liad: The biggest technical challenges... I actually didn't struggle a lot with this. It took me some time to get the woman in the right pose and also make her sit as the horizon wouldn't work if she was standing, but overall I didn't struggle technically. I think because my idea didn't come across things I've never done before, or because it wasn't an animation.Fox Renderfarm: Are there any moments you enjoyed during the creation process? And what was the most memorable?Liad: Actually it was the moment I went from "meh, not sure if I'm excited to spend 2 weeks on this challenge for just a season change" to "...o my god, someone's dead, you give them an eternal home, and I'm going present it like an actual product from a company with package design and all, that's a pretty cool idea?!" It was the hype I got from ideas that popped up, and as I tried to plot hole-proof them I only got more excited if I knew a way to dodge it.Fox Renderfarm: How do you envision the role of art in providing comfort to individuals, as demonstrated by Memorby's slogan "Their Spark In Your Darkness"?Liad: That's an interesting question, I got inspired by this Facebook graveyard thing and AI. I wouldn't be surprised if this would ever be a thing though. If you think about it... you can give AI a prompt and pretend to be a certain person. How to behave, what they like, to their little quirks. It can create real-life pictures of humans even when they don't exist, and this time you'd have an entire album of your person. If you want them to talk, send in a voice memo and you'll hear them talk or sing whatever. Next time AI could learn their movements from videos, make a 3D avatar... and voila, the environment is just 3D. Maybe there are a few interactive points, and you can have this very product in real life. Maybe even very comforting, the idea that this person didn't just disappear but is eternally home.In general, I think lots of people would like to keep a visual memory of someone, whether it is a picture, something they owned, or even ashes made into an art piece. It sounds weird but I do get it. My mom is getting a tattoo for my late grandmother even though I never expected her to, it just changed things. I personally love looking at old pictures of family members that even go back generations who were lucky to be wealthy enough to have them made. Wondering what their lives were around my age, and how they expected their futures to be. When looking at my childhood pictures I see all the people that cared for me when I was just existing and not knowing anything. So to me, visuals are very important.Fox Renderfarm: Have you tried or heard about Fox Renderfarm’s services before? What is your impression of our cloud rendering services?Liad: I've heard of render farms before, just not specifically the one from Fox Renderfarm. I think it could be very useful to render faster if you don't have the specs or to keep working on your PC while the render farm is in the process of rendering. I've actually bought a new laptop recently which can do quite some rendering, but I'll definitely use my coupon for upcoming projects. I want to challenge myself by doing lots more in 3D and then utilize a render farm for it.Fox Renderfarm: What did you learn from this project and how will it impact your future 3D art creations?Liad: I've learned to really prioritize. Give yourself time to come up with an idea and work it out in a block or in a sketch, write down what you need at a minimum to get this done. Only when the bigger elements are done, you can dive into details. Just in case you run out of time to do these details... At least the bigger picture is there. Liad’s Social Media:Instagram: https://www.instagram.com/bulletproof_eggs/YouTube: https://www.youtube.com/@BulletproofEggs28Blender Library credits:Rug: "Persian Carpet by BlenderKit Community"Table lamp: "Table Lamp by MNDV"One of the flowers: "Flower Jug-02 by Jhon Maycon" but changed the color and vaseProduct box: "Paper box template by Vilém Duha" but own made Memorby textureSketchfab assets:Yoda plush: "Baby Yoda Plush by Nom" Hiking boot: "Hiking Boots LOWPOLY by EFX"Other assets were self-made, either from scratch or from older projects. Exception for 2 or 3 landscaping assets of which unfortunately I don’t have the credits as they’ve been made/downloaded by ex-colleagues in the past and I’ve saved them for future purposes. So I can’t verify the original artist.

more2024-05-15

With the introduction of Marvelous Designer 2024, Marvelous Designer, who has long been at the forefront of digital apparel design, cemented their leadership in the field. The most recent version adds a number of elements to the fashion designer's arsenal that are not only enhancements but game-changing innovations.Harnessing the Power of WindImage from Marvelous DesignerThe incorporation of Multiple Wind Controllers in fabric simulations brings them to life. Now that intricate wind scenarios can be created, clothing can flutter and flow with a level of realism never before possible for designers.Capture the MomentImage from Marvelous DesignerIt's now easier than ever to showcase your designs in motion with the new Video Capture tool. Take direct videos of animations from the 3D window and publish your dynamic works online.Soft Body Simulation: The Touch of RealismImage from Marvelous DesignerThe Soft Body Simulation by Marvelous Designer opens up new possibilities for how clothing and body interact. The flexibility of the skin now influences how clothes hang and move, providing a previously unachievable level of realism.Seamless Avatar IntegrationImage from Marvelous DesignerFor those who deal with custom models, the Auto Convert to Avatar tool is revolutionary. Every avatar you bring into Marvelous Designer is prepared for action thanks to this tool, which expedites the process.EveryWear: The Future of Digital GarmentsImage from Marvelous DesignerThe EveryWear toolset is a throwback to a time when fashion transcends the material world. Its purpose is to optimize clothing for digital environments, so your creations will be prepared for the metaverse, the next big thing in fashion.LiveSync with Unreal EngineImage from Marvelous DesignerMarvelous Designer LiveSync for Unreal Engine is evidence of the program's dedication to usability and integration. This live link allows for a smooth transition to Unreal Editor by bridging the gap between design and deployment.Puckering: The Devil’s in the DetailsImage from Marvelous DesignerLastly, the ability to produce puckering enables designers to incorporate the crucial tiny wrinkles that lend authenticity and character to ensembles.After being released on February 29, 2024, Marvelous Designer 2024 is obviously a leap into the future of digital fashion creation rather than merely a step in the right direction.As a leading cloud rendering and render farm service provider in the CG industry, Fox Renderfarm is now offering a free $25 trial to all new registrants, so let's start rendering!Source: CLO Virtual Fashion

more2024-05-14

Rémi Arquier founded Unfold3D in 2003, a pioneer in commercial UV mapping technology. In 2016, he launched Rizom-Lab and the RizomUV product line, focusing on speed and ease of use. The team's goal is to create the perfect UV mapping toolset through collaboration with clients and users. Rizom-Lab offers 2 standalone applications which are RizomUV Virtual Spaces and RizomUV Real Spaces, and integrative solution RizomUV C++ Library for software companies. Fox Renderfarm, as the industry's top cloud rendering and render farm service provider, is honored to interview the Rizom-Lab team. Join us in this interview to learn more about Rizom-Lab and its innovative products.Fox Renderfarm: Hey guys! Can you give our users an overview of Rizom-Lab’s products and key features?Rémi: At Rizom-Lab, we specialize in developing cutting-edge software solutions for 3D mapping and unwrapping. Our flagship product is RizomUV, a powerful set of tools designed to streamline the UV mapping process for 3D artists. © Rizom-LabKey features include:Efficient UV Unwrapping: RizomUV offers advanced algorithms for efficient and accurate UV unwrapping, allowing artists to easily attain UVs with minimal distortion, very quickly.Optimized Packing: RizomUV includes tools for optimizing UV space, ensuring efficient use of texture space, and organizing islands where the artist needs them.Collaboration and Compatibility: We understand the importance of collaboration in creative projects. RizomUV supports various file formats (USD, FBX, OBJ, etc…), enhancing compatibility in a workflow, and facilitating smooth collaboration among team members.Real-Time Visualisation: Users can visualize their UV maps in multiple ways, making it easier to identify and address any issues during the mapping process.Automatic unwrapping: A semi and fully-automatic tool to generate seams, unwrap, and pack in a single click.© Rizom-LabRizomUV comes in two flavors, so to speak, Virtual Spaces and Real Space. Virtual Spaces is aimed at people who are creating 3D objects that will end up in a virtual environment, think game engines, and rendering. Real Space, on the other hand, is for people who want to bring their 3D objects or UV templates into the real world. Good examples of this would be printing or laser cutting. As you can imagine, this requires real-world coordinates and accurate size, which is why Real Space has a 1:1 scale relationship between 3D and UV space.Fox Renderfarm: How does Rizom-Lab differentiate itself from competitors in the UV mapping software market, and what makes it a preferred choice for 3D artists and well-known studios?Samuel: I think we distinguish ourselves through a combination of our software’s advanced features, and a commitment to providing solutions that meet the evolving needs of not only established 3D artists and studios but also those that are just starting their journey. One area we are particularly proud of is our indie pricing. We have always tried to be fair in this regard, and refrain from putting up barriers to people that are just starting out, or trying to learn. This is demonstrated beautifully by our free licenses for students.As for what makes RizomUV a preferred choice? Put simply, I’d say it’s performance and speed, facilitated by tools that are both powerful and accessible, that artists actually need.Fox Renderfarm: RizomUV is known for its ultra-fast processing speed. Could you elaborate on the technology or innovations that enable this remarkable speed, and how it enhances the workflow of 3D professionals?Rémi: Absolutely! The exceptional speed of RizomUV is primarily due to 3 key factors: First, our algorithms. We've continually refined key algorithms, including Unfold, Optimise, Pack, and Auto Seams, to enhance speed, quality, and versatility. We have been working on these advanced subjects since 2004, with our earlier versions even integrated into the most renowned DCCs (Digital Content Creation tools). Today, we offer even more advanced capabilities in our standalone version, and we are still working on them for the next versions.© Rizom-LabSecondly, the UI design is crucial. We tailored RizomUV specifically for UV mapping, making it more than just an add-on or subset feature of a DCC toolset. It's a dedicated solution for UV mapping, and its specialization is evident upon first use. This is achieved by seamlessly integrating both 3D and UV space, optimizing the transition of geometry from 3D to UV. A key example is how isolating an island in the 3D view automatically isolates it in the UV view, and vice versa. This simple detail, among many others, sets us apart.Lastly, the feature set significantly contributes to the efficiency of our software. While automatic features provide rapid results, crafting high-quality UVs, particularly for gaming applications, requires pixel-perfect precision and effortless control over coordinates. This often necessitates manual intervention. In this context, RizomUV is comparable to Illustrator, but for UV mapping. It features an extensive range of tools for alignment, flipping, fitting, and distribution, all meticulously tailored for UV mapping requirements. Beyond this, we offer unique and visually stunning real-time tools to visualize and select elements according to their texel density, orientation, distortion, and more.The combination of these technologies and optimizations not only makes RizomUV one of the fastest UV mapping solutions on the market but also significantly enhances the overall workflow for 3D professionals. Artists can accomplish more in less time, iterate quickly on their designs, and maintain a smooth and productive creative process from start to finish.Fox Renderfarm: Can you tell us about any recent developments or updates in the software that users in the 3D industry should be excited about?Samuel: I can’t say too much before the release as things are still changing, but what I can say is that one big feature is going to make a lot of game artists very happy. We are developing a set of tools in an area that is completely new to RizomUV, and will definitely make the application more complete. I can also tell you, that the look and feel of the application is shifting too. This is in order to facilitate a better user experience and to give us a solid foundation to add feature additions, without RizomUV becoming cluttered. It’s very exciting stuff!© Rizom-LabFox Renderfarm: How do you manage digital marketing and communication strategies to reach your audience and maintain a vibrant community?Samuel: When it comes to letting people know a new RizomUV release is out, or we have a sale in progress, social media and publishing campaigns are invaluable in this regard. But when it comes to communicating something about the software itself, I’m a big believer in the visual approach. This is why we are building up a library of tutorial videos and playlists. It is much easier for someone to understand an abstract concept if they can see it being played out, as opposed to a wall of text. We also speak to our users directly through our support system, and through our Discord server which is a really great place to speak, share work, images, and videos, and generally help each other out. It feels very natural and informal.Fox Renderfarm: Rizom-Lab places a strong emphasis on its relationship with the community. Can you share some insights into the kind of feedback received from the community, and how this relationship influenced the ongoing development and improvement of the software?Samuel: Speaking to our users, Discord community, and studio artists is invaluable, and dare I say, crucial. We learn a lot about what artists need, and inversely what they don’t. They also give us good lessons in broad generalized psychology. I know that may sound strange, but when you have lots of people asking the same questions about a tool, or it’s expected behaviour, it really helps us shine a light on something we may not have considered.We also have a BETA Team that is entirely comprised of community members. This ranges from studio artists, educators, developers, and 3D generalists. They get access to new releases first and help us tweak things and squash bugs before wider releases. They are a fantastic and enthusiastic bunch! Fox Renderfarm: Lastly, can you share the future plans and upcoming initiatives?Rémi: Yes, I can. We are currently reworking our website, in an effort to make things flow better and generally be more user-friendly. It’s also getting an upgraded look, so it will be easier on the eye. We are also putting a lot of consideration and thought into the automatic tools in RizomUV. Not only do we want them to be better, but also more understandable from a user perspective. In a more general sense, we are adopting a “less is more” philosophy with RizomUV. We want to strip out the unnecessary while streamlining and optimizing what is needed for a more concise, and faster user experience.© Rizom-LabRizom-Lab’s Social Media:Website: https://www.rizom-lab.com/Discord: https://discord.com/invite/UjsFx7YFacebook: https://www.facebook.com/groups/rizomUV/Twitter: https://twitter.com/rizomuvInstagram: https://www.instagram.com/rizom_uv/YouTube: https://www.youtube.com/@RizomUV

more2024-05-13
  • Foxrenderfarm

    Leistungsfähiger Renderfarm Service

  • TPN
  • TPN

    Unternehmensberatung

    Global Agent Kontakt: William Zhao

    Email: williamzhao@foxrenderfarm.com

    Marketingkontakt: Rachel Chen

    Email: rachel@foxrenderfarm.com

    Kontaktieren Sie uns

Fackbook Customer Reviews