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    The four-day live event originally scheduled to take place from 17 – 20 November in Daegu, South Korea, will now be fully virtual; more details will be revealed in due course 2 July 2020 – Ongoing worldwide travel restrictions due to the COVID-19 pandemic make it impossible to host an in-person SIGGRAPH Asia 2020 in Daegu, South Korea in November. Therefore, we have decided to move to a virtual conference for SIGGRAPH Asia 2020. “This has not been an easy decision, but we came to a common consensus that it was necessary in this current climate. The safety and well-being of all our participants remains our top priority. We appreciate your understanding and patience as we adjust our plans and refocus our efforts to put together the very first SIGGRAPH Asia virtual event for the community,” shared Jinny HyeJin Choo, SIGGRAPH Asia 2020 Conference Chair. The theme for this year’s SIGGRAPH Asia ‘Driving Diversity’ will take on a new meaning as we give our diverse group of worldwide technical and artistic contributors the opportunity to connect with and inspire new communities. The conference chair, Jinny Choo, and her team of program chairs are committed to delivering a strong SIGGRAPH Asia 2020 that celebrates this year’s innovation, advances and achievements in computer graphics, interactive techniques and beyond. We are optimistic that the virtual format will allow our global community to come together and participate in new and innovative ways and drive forward the forefront of our field. As the details of this virtual experience are resolved, the exact dates and format will be revealed in the coming weeks and will be announced through


    André Jukebox © Jonathan W. Rodegher The artwork, André Jukebox, was created by Jonathan W. Rodegher from Argentina, who is currently working in Ireland as Lead Sequence Lighter for a feature film, and rendered with Fox Renderfarm, the leading cloud rendering services provider in the CG industry. This video has been made as a technical test for his short film, André Jukebox. It tells a story about André, a busker, who intends to pursue a life doing music, his main passion, despite being born and raised in the marginality. This is the first of the last array of renders that will close this phase, reaching an important milestone in the animation project. Following this, there will be a number of updates rolled out for the character, including new skin shader/textures, eyes improved, cloth new shaders and textures, a much better-improved rigging system, etc. Here’s the interview between Jonathan and Fox Renderfarm, in which we can find out how he came up with the idea and created this wonderful video. - Jonathan W. Rodegher - Lead Lighter and Compositor in Boulder Media - From: Argentina - ArtStation: Fox Renderfarm: Hi Jonathan, thank you so much for accepting our interview! Could you briefly introduce yourself? Jonathan: Hi! Thank you for interviewing me. My name is Jonathan, I’m from Argentina and currently working in Ireland as Lead Sequence Lighter for a feature film. I’m also a bit of a music nerd and lately, I’ve been going into filmmaking and storytelling. Fox Renderfarm: Now we can see the beautiful shot concept of André Jukebox, including a video as the technical test, could you give a brief introduction about the whole story? Jonathan: Well André is a busker who, despite being born and raised in the marginality, intends to pursue a life doing music, his main passion. Along with JD, a friend from childhood, they both try to survive and help each other try to build a better life, far from a drug-infested neighborhood. Fox Renderfarm: What’s your inspiration for the short film? Jonathan: The Wire is a big one, storytelling and tone wise. Narc, the movie is another one. Visually though, Seven, Pear Ciders and Cigarettes and Into the Spiderverse. Very different sources that I intend to mix somehow. Fox Renderfarm: In the video, we see the cloth and hair motion is realistic, how did you do that? Jonathan: I just did the sims and then load them up as alembics, using modifiers to apply wind-like motion. For such a short clip, these little tricks are often good enough. André Jukebox © Jonathan W. Rodegher Fox Renderfarm: When did the project start? And when will the film be released which we are looking forward to? Jonathan: I started building the character, from design to final model, about 2 and a half years ago. By then I already had a few written ideas. After that, it’s been iterations and iterations of improvements, be it technical or visual. I just put in some hours now and then when the inspiration hit or when new ideas came up. Fox Renderfarm: What’s the most interesting or unforgettable thing during the process? Jonathan: For sure the learning side of it is the most interesting. For example, I had to learn how to actually build cloth, and shoes. Also, how many times you think you’re done and happy with, and keep finding ways to improve your assets. Fox Renderfarm: Have you met any difficulty in the creation? How did you overcome it? Jonathan: Yeah, naturally. Many different issues during all this time. The way to overcome it is to test, test and test. Also do a lot of solid research. Taking a day or two away from the problem is a really good technique too, given you have the time. Way too many times I found myself stuck in an issue, and I just needed a fresh look into it. Fox Renderfarm: The video is the milestone in your project, so what’s your next step for the project? Jonathan: Right now there’s a teaser/proof of concept on the works. The next step is to gather all the needed assets/rigs up to pace so the animation team can start with final animation. In the meantime there’s quite a bit of pipeline and other processes being developed as we go, as well as finishing with the rigging, recording of voices, music, touching up the edit, etc. André Jukebox © Jonathan W. Rodegher Fox Renderfarm: When did you encounter CG? Could you briefly tell us the story of your educational and work experience along your CG journey? Jonathan: I found a VFX school in Argentina, around 2001, and that was the first time I got the idea that I could actually work on it, in a user computer. Having always had the knack for drawing and animation, and also a huge interest in computers, I found that 3d animation was quite ideal. So I started there, with a very basic and informative 6 months training. And not too long after that, I started working on tv ads. Around that time, lucky for me, 3d animation was wildly popular for ads. Not too long after that I was working on animation full time. Fox Renderfarm: What do you do to enhance your professional skills? Jonathan: I’m usually keeping an eye open for any new training material I can come across. Especially if it comes from artists I admire/respect. The other thing that’s very important is to keep working on your stuff, and be brutally honest about your results. Your instincts are pretty good at telling you what you don’t wanna hear/see. Fox Renderfarm: Anyone or any artwork inspires you the most in this industry? Jonathan: Lately, I’ve found the work from Alberto Mielgo super interesting. His stuff looks amazing. Also, Zac Rets, his art direction is pretty stunning too. Fox Renderfarm: How do you feel about Fox Renderfarm’s cloud rendering services? Jonathan: It’s been a real pleasure to work with. Everyone seems eager to make the whole thing go as smoothly as possible, not to mention how friendly the attention is. If my project can afford it, it’s a no brainer! Fox Renderfarm: Any other things you wanna share with CG enthusiasts? Jonathan: Be humble, there’s at least one very very useful thing you can learn from anyone in the team. Also, take more time learning the fundamentals, I’ve seen a lack of this over the years. A software might take a couple of weeks to get used to, fundamentals? You’ll be perfecting forever. It’s the fastest way to make your work look really good.


    The SIGGRAPH Asia 2020 Computer Animation Festival is open for submissions! There's only a month left! As the long-term partner of SIGGRAPH Asia, Fox Renderfarm is committed to providing more opportunities for CG artists to show their talents, so now we invite creators from around the world to submit their projects and showcase the world’s most innovative and exciting computer animation. This coming 17 - 20 November, the SIGGRAPH Asia 2020 Computer Animation Festival will convene in Daegu, South Korea, to celebrate the vibrant, diverse, and inspiring world of computer animation. From short films to scientific visualizations to AI-enhanced deepfakes, this year’s festival promises its most expansive and compelling program ever. An international jury of top computer animation experts will judge the best works entered in each category; from that pool of top picks, they’ll hand out three prestigious 2020 awards: Best Student Project, Jury Special, and Best in Show. In addition, the judges will select between 30-40 (or more) “best of the best” works from across the submission pool, to be curated into the two “stars” of the festival: the always spectacular Electronic Theater and Animation Theater screenings. Each year, both the Electronic Theater and Animation Theater never fail to dazzle and delight conference audiences eager to sit back and enjoy an entertaining and thought-provoking sample of the world’s best CG animation. If it’s animated, and a computer was used at some part of its production, we want to see it! Join the festivities and honor the best in CG animation -- submit your latest projects in any of the following categories: 1. Computer Animated Shorts: Includes character animation, narrative works, experimental works, opening sequences, game cinematics, selections and/or montages of animated television series, new-media format. 2. Animated Feature Films: Selections and/or montages of computer animation created for animated feature films. 3. Music Videos: Commissioned and/or independent works that use any combination of computer animation, digital effects, and live-action to illustrate, enhance, and/or complement a musical creation. 4. TV and Web Commercials: Advertisements created entirely or partially with computer animation and/or digital effects. This category also includes promotional spots, broadcast bumpers and graphics, and public service announcements. 5. Visualizations and Simulations: Computer animations created to explain, analyze, or visualize information for applications including scientific research, architecture, engineering, systems simulations, education, and documentary projects. 6. Visual Effects for Films and TV Programs: Selections and/or montages of visual effects created for live-action films and/or for television programs. 7. Real-Time Animation: Game, web, and mobile animations that are rendered in the same amount of time that it takes to play them back. Real-time technology demos are also encouraged! Real-time technology demos should be submitted to Real-Time Live! 8. Others: Computer Animations that do not fit in any of the above categories. Make sure you remember that all submissions must be received by 31 July, 2020, 23:59 UTC/GMT. Please share the news with classmates, team members, and colleagues - SACAF 2020 wants to see their work too! Click here for more information, including how to submit, submission rules and requirements, and an FAQ. Aiming to promote the CG industry, Fox Renderfarm provides fast and secure render farm service for CG Artists all over the world to empower them to focus more on creation. Stay safe, keep creating, Fox Renderfarm hopes to see you at SIGGRAPH Asia 2020 Computer Animation Festival this coming November!


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