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Fox Renderfarm은 업계 최고의 클라우드 렌더링 서비스 제공업체로서 귀하의 창의적인 프로젝트를 위한 고품질, 안정적이고 비용 효율적인 솔루션을 제공합니다. 2011년부터 Fox Renderfarm은 뛰어난 성능, 고객 만족, 유연한 가격 체계로 확고한 명성을 쌓아왔습니다.
Created by Lomas Post Software used: maya 2018
최고의 Maya 렌더 팜
강력한
- 수천 개의 렌더링 노드를 사용가능
- 최대 360Gbps 스토리지 처리량.
- CPU & GPU 렌더링 둘 다 사용가능
- IT 환경 자동적으로 감지 및 클라우드 인프라구조 서비스 매칭.
합리적 가격
- 모든 새로운 등록에 대한 $ 25 무료 렌더링 크레딧.
- 코어 시간당 최저 $0.0306입니다.
- 다이아몬드 고객에 대한 최대 50% 할인 할인.
- 교사는 교육 가격을 사용할 수 있습니다 학생과 교육 기관.
안전한
- TPN 인증 공급 업체.
- ISO27001 준수
- 독점 프로토콜을 통한 안전한 데이터 전송.
- 은행 보안 수준 데이터 센터.
신뢰성
- 다수의 수상 경력이 있는 팀의 파트너.
- 수년간의 할리우드 수준의 제작 경험으로
- 연중 무휴 실시간 고객 관리 및 기술 지원.
- 고 가용성, 대기 불필요.
Maya 의 폭스 렌더팜 클라우드 렌더링 단계
렌더링을 완료하는 데 단 4스텝이 필요합니다.
스텝 1
가입
계정을 만들어주시면, $25의 무료 렌더 쿠폰을 환영 선물로 드립니다. 이 쿠폰을 이용하여 여러분의 창의적인 프로젝트에 저희 멋진 클라우드 렌더링 서비스를 이용해보세요.
스텝 2
프로젝트 업로드
Fox Renderfarm의 웹 버전에 로그인하여 프로젝트를 업로드해보세요.
스텝 3
렌더링
시스템이 자동으로 귀하의 프로젝트를 분석하고 렌더링합니다.
스텝 4
프로젝트 다운로드
간단한 클릭으로 렌더링된 프레임을 다운로드해보세요.
Maya 렌더 팜 사용 안내서
폭스 렌더팜 뉴스 센터
2024-11-01
Dapeng Sun: 3D Environment Artist and 2nd Place Winner in the Road to Infinity Challenge
Dapeng Sun is a 3D environment artist with 15 years of experience and is involved in the production of many Hollywood blockbuster movies. In the Road to Infinity 3D challenge announced by Bad Normals, Dapeng won the 2nd place award with his stunning work "Landing". Congratulations To Dapeng! Fox Renderfarm as the industry's top cloud rendering services provider and render farm, was honored to sponsor this contest and interview Dapeng. Let’s take a look at Dapeng’s story in the CG industry and the creation process behind his work "Landing".Dapeng Sun3D Environment ArtistFormer BaseFX Environment Manager, Former Pixomondo Environment ManagerCurrently working as a 3D environment artist at Tencent IEG Interactive Entertainment Business Group/ Content Ecosystem Group/Content Production CenterParticipated in the production of many film and television projects such as "Pacific Rim 1", "Teenage Mutant Ninja Turtles 1", "Monster Hunt 1", "Transformers: Age of Extinction", "Star Wars: The Force Awakens", "Chronicles of the Ghostly Tribe", "Captain America: The Winter Soldier", "The Great Wall", "Star Trek Beyond", "Monster Hunt 2", "Captain America: Civil War", "Aquaman", "The Cloverfield Paradox", "Hidden Man", "The Battle at Lake Changjin", "Creation of The Gods I: Kingdom of Storms", and more.Fox Renderfarm: Thank you very much for accepting our interview, can you share with us how you joined the industry and your work experience?Dapeng: I encountered the 2008 financial crisis during my year of graduation, and there was a TV special effects job offered to me that had a dormitory, which is how I joined the industry.Fox Renderfarm: Can you share some of the projects you have worked on as well as any unforgettable experiences? Dapeng: The most meaningful project for me personally is to be involved in the production of Hollywood blockbuster projects such as "Transformers: Age of Extinction", "Star Wars: Episode VII – The Force Awakens", and "Captain America 2 & 3", which fulfilled my childhood wish and I also learned about the power of the industry’s top streams.Projects Dapeng has participated in © DoubanThe most important projects that I have done are "Monster Hunt I and II," which helped test and establish a comprehensive 3D environment production process, and "Creation of The Gods I," which enabled us to develop a new workflow focused on environment production."Projects Dapeng has participated in © DoubanNow I'm working at an internet company, and I'm involved in building the Unreal environment assets library. I think the CG industry is bound to become more segmented and specialized. I hope what we are doing now can provide a little help for future practitioners!Fox Renderfarm: You won 2nd place in the Road to Infinity 3D Challenge this year, how do you feel about it? Dapeng: It's my first time participating in this kind of competition, it's quite a surprise. I feel very lucky especially when I see so many talented works, I feel very honored to participate under the same creative theme with so many artists! Seeing the clips of the works, I admire so many of them. I think the reason why I say it was a fluke to win is mostly due to having many years of experience in production.Top 100 Montage:Fox Renderfarm: Why did you decide to participate in this 3D contest? Please tell us about the inspiration and production process of the winning work.Dapeng: I happened to scroll to the contest's launch video on Fox Renderfarm. I've seen a lot of these contest videos before, but this time the theme was environment-based, which happens to be the area I usually work in. I felt that the theme would present scenes well, so I decided to participate. After seeing the theme, the first thing I thought was to utilize the existing assets and construct several themes. The final proposal was a traditional Chinese immortal hero fantasy scene, fused with some realistic elements. Generally orthodox cultivation palaces are built in the clouds, and the most common mode of transportation for cultivators is to fly with a sword, and these cultivators should have the same rules as us in the real world when they fly with their swords. This project used the Unreal process, taking a total of one month of spare production time.Scene VFX © Dapeng SunFox Renderfarm: Can you tell us about the image of the character flying with a sword? What references were made for its production? Dapeng: The name of this animation is "Landing", and the character is designed to land in a state similar to that of an airplane. A cultivator back from an outing, soaring back to his mountain while flying with a sword.Landing © Dapeng SunAs someone who flies around in the sky, even if he is very good at it, he can't compete with his "driving skills" every time he goes out, right? So they should have similar flight rules as we do. The theme of Road to Infinity served as the runway for his landing. To highlight the theme of landing, a runway commander assists in guiding the descent. I specifically researched the landing procedures used at real airports for this purpose.Fox Renderfarm: The whole scene is very exquisite. What is the origin of the big stone statue at the entrance?Dapeng: The reason why these scene assets look very sophisticated is because they are real scanned assets! One of the major advantages I have is my self-developed asset library. Here I want to briefly introduce what I'm doing - in order to improve work efficiency, we're organizing environment-related assets into libraries, to categorize a large number of high-value assets so that they can quickly meet the production needs of CG projects. This is very different from the normal CG production process since we are making the results in advance without the target requirements. It is very troublesome and requires a lot more things to consider compared to normal project production. To enrich different types of assets, we also need to specifically design different production processes for them. Although this work is very exhausting, the performance of this production proved that the efforts were worthwhile! For example, if we wanted to produce a delicate and realistic cultivation mountain gate this time, it was very easy to present enough texture by just finding a few suitable scanned assets from the asset library.Assets © Dapeng SunOf course, people use a lot of existing asset libraries in the market, such as Megascans, Kitbash3D, and PBRMAX, and we will reference their contents, but we still hope to make more diversified content that can be adapted to a wider range of libraries. If possible, we hope that in the future, this library can provide a little help to more CG enthusiasts! Fox Renderfarm: Did you encounter any difficulties in the process of creating your work? How did you solve them? Dapeng: My specialty is scene production, and I'm not very good with animation. I actually just switched to Unreal last year, so the animation part took a long time because I was basically watching tutorials while creating. Here I have to mention the importance of process in production. If it weren’t for the accumulation of previous processes, I wouldn't have been able to deliver the final project in time, not to mention the quality of it.Fox Renderfarm: How do you improve professional skills in your spare time? Dapeng: To quote a famous Bilibili influencer, "There is no future for the proletariat if they are not tough on themselves." I believe that the so called self-motivation after work is actually to keep learning. My experience is that the tutorials on Bilibili are extensive and comprehensive, making it a near-perfect platform for self-learning. However if you encounter a technical problem, it's easier to find ideas on YouTube videos. This year I also tried to participate in some CG competitions to keep my professional acumen.Fox Renderfarm: You have been Fox Renderfarm's customer for a long time, what do you think about our cloud rendering service? Dapeng: I believe that the CG industry must be industrialized, for 99% of the ordinary practitioners to do better. With Fox Renderfarm as the industry's most professional render farm platform, its existence represents the development of the CG industry. I believe that the joint efforts in this industry are for the benefit of everyone, so that we can create a better working environment together!Fox Renderfarm: At the end of the interview, let's say something to our CG enthusiasts.Dapeng: I've had the honor of working with 1% of the geniuses in the world in my work, but as 99% of ordinary people with no talent, we can also make enough wonderful works with the help of a bigger system. Of course, if ordinary people engage in this work, they won't lose their hair, but they will have a stomach ache... so please take care of your stomach, haha.
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2024-10-31
This December, "That Christmas" Lands on Netflix
Netflix has shared the trailer for the 3D animated film That Christmas, which will be released on December 4. The animation is a creative product of Locksmith Animation and DNEG Animation. Simon Otto took the director's chair for this project which is adapted from the delightful trilogy of children's books by Richard Curtis. The project features the vocal talents of Brian Cox, Fiona Shaw, Jodie Whittaker, and Bill Nighy.Image from NetflixImage from NetflixThe Story of "That Christmas"This is actually a heartwarming Christmas story. Through the director, we can learn that "That Christmas" narrates a troublesome Christmas which compels a group of kids and their parents to accept the fact that life can't always be planned perfectly. What it truly conveys is the importance of being together with the ones we love.Check out the official trailer here:Source: NetflixTips: If you're interested in animation and visual effects, you might want to check out Fox Renderfarm - the leading cloud rendering services provider and render farm in the CG industry. Fox Renderfarm has provided cloud rendering services to countless visual effects and animation studios, allowing them to get the best quality results in the shortest time. A $25 free trial is available to let you speed up the rendering of your 3D projects!
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2024-10-30
Undead King Slayer: A Dive into Ziv Qual's Top 100 Kinetic Rush Project
Ziv Qual, a well-experienced 3D artist, has gained recognition with his project "Undead King Slayer," landing in the Top 100 of pwnisher’s Kinetic Rush Challenge. In this interview with Fox Renderfarm, a leading cloud rendering services provider and render farm in the industry, we chatted with Ziv and explored his artistic journey, the inspirations behind his work, and the intricate details that make his project stand out. Let's dive into the world of Ziv Qual and discover the magic behind his 3D artistry.Fox Renderfarm: Hi Ziv! We are honored to have you here! Please introduce yourself first to our readers.© Ziv QualZiv: Hi, thank you for having me! My name is Ziv Qual, I'm 41 years old, and I started working with 3D as a hobby at the age of 15 and immediately fell in love with it. Before long, I turned it into a profession as well. Even after all these years, I still view it as much a hobby as I do a career.Fox Renderfarm: Congratulations on making it to the Top 100 of the Kinetic Rush Challenge! Can you tell us about your journey leading up to this achievement? What inspired you to participate in the challenge?Ziv: In the past, I used to often look for community events and challenges to inspire me to create something new. For those who have been around long enough - you might remember the CGtalk challenges by Ballistic Publishing, I took part in those often and even won one of them and judged on another. But at some point over a decade ago, I took a long break from personal projects. Last year I ran across the pwnisher challenges and got inspired immediately. The chance to take part in such a great event really sparked my interest in returning to community challenges.Fox Renderfarm: In the context of 'Kinetic Rush,' what particular elements or concepts motivated you to develop your piece? How did you link your idea to the overarching theme?Ziv: It's funny how the idea evolved over the first few days. Last year I decided to open up an Instagram account (about time huh?) and create "Undeadz!" themed characters. I knew I would want my entry to relate somehow to that realm and this was an opportunity to make a scene that would involve plenty of undead characters, centered around the concept of a knight barely escaping from them.Undeadz! © Miguel LIerasFox Renderfarm: How did your initial concept differ from the final product? What changes did you make during the creation process? Ziv: I knew I wanted to go for something massive with lots of details and things happening. I explored several concepts, such as the knight rescuing a princess or jumping through a portal, but ultimately it transformed into this idea. In the short 5 seconds of the video, I wanted to tell as much of the story as I could, instead of just having a character running randomly for no reason. I wanted the events to evolve from beginning to end, so I came up with the notion that he isn’t simply being chased by random characters; the character at the start is the king of the undead, and the knight has his head as a trophy. In the first half, we see the undead realm but as we progress we see the outer realm with knights who seem to be fighting many other undeads, cheering him on as he slayer the main enemy.Breakdown Video:Fox Renderfarm: Did you draw inspiration from any specific artists, genres, or styles when creating this project? How did they influence your work?Ziv: I love what I do and I draw inspiration from many things, but if I have to point out one main thing that always influenced the way I approach my art it would have to be Blizzard, at least the Blizzard of 2 decades ago that first brought Warcraft, StarCraft and Diablo to life, and although I loved and was inspired by their games, what influenced me the most was their cinematic creations that accompanied their games. Those were always cutting edge for their time in terms of extreme level of detail and perfection in every aspect. I have since always tried to adopt their approach, aspiring to create a compelling level of detail in my creations.World of Warcraft © Blizzard EntertainmentFox Renderfarm: You mentioned wanting to include more details. Can you share some specific details that added depth to the project?Ziv: First, I believe that you would need to watch the short 5-second clip several times just to catch everything that is going on in the scene. Take the undead characters for example, there’s the king at the start, one running behind him, some climbing in the foreground, one almost catching the knight right before he jumps, plenty crawling inside and outside the cave that occupies the background, and some shooting arrows.Base Environment © Ziv QualCharacters-The Bad Guys © Ziv QualTake the other knight characters for example -in the cave, some are caged in the ceiling or shot dead by arrows near the entrance. On the outside, some are protecting the entrance with bows while others are cheering for the main character (and if you look closely you’ll spot one entering another part of the cave with a torch and some undeads creep above him).Characters-The Good Guys © Ziv QualIn the cave, there are plenty of different elements that contribute to its depth, but what truly accentuates this depth are the numerous torches scattered throughout, providing lots of small "local lighting" areas.Scene Elements © Ziv QualFox Renderfarm: What challenges did you face while working on this project, and how did you overcome them?Ziv: I don’t think I ever had a large project that went smoothly without challenges. On the technical side, there was one obvious challenge I knew I’d face but still became a big issue at some point. This was managing resources to ensure smooth workflow in a heavy scene and prevent frequent freezing during actions, as well as avoiding rendering crashes.In a scene of such expansive scale and intricate detail, this was on my mind from the start in terms of keeping the general polycount not too crazy high and cloning with INSTANCE wherever I can. Also, use 1k textures instead of 2k, 4k, or 8k for objects that are far from the camera. One thing that I did not expect did become a big issue at one point - the characters. I don't think I ever made a single scene with so many animated characters in it. I soon came to realize that each character I cloned with a full rig added around 50 to 100 MB to the file. Considering the number of characters I wanted this was not an option so I quickly turned to creating collapsed versions of some characters (which means the whole character is in 1 mesh) and applying point cache modifiers to them. I had several versions of each animation in the point cache file. This helped a lot but was still heavy, so in many cases, I really had to calculate the exact frames where some animations would stop being visible to the camera, and then reduce the rest of the animation from the point cache files to make them smaller.Fox Renderfarm: Did you receive any feedback during the creation process? If so, how did it influence your final submission?Ziv: Yes, of course. I think what makes these challenges fun is that you get to interact with other people who are enthusiastic about this craft. I think the main feedback that helped me was to be more certain about what was working and what wasn't in terms of story. I also got some good tips on the lighting and how to make sure the character would stand out and not get swallowed in all the details.Fox Renderfarm: Have you tried or heard about Fox Renderfarm’s services before? What is your impression of our cloud rendering services?Ziv: I did not have a chance to try it out yet. I try to always be calculated about my rendering times to make sure everything will finish in decent quality and on time but sometimes unexpected things can happen, and then I will be sure to keep Fox’s render farm services in mind as a useful backup.Fox Renderfarm: How has participating in the Kinetic Rush Challenge contributed to your growth as a 3D artist?Ziv: I’ve been doing 3D for over 2 decades and I can still say I learn and evolve from every project. I enjoyed this challenge and I am looking forward to the next one. With the skills gained from past experiences, especially in crucial areas such as story planning and resource management, I believe I am better equipped to approach future projects.Ziv’s Social Media:Instagram: https://www.instagram.com/zivcg/LinkedIn:https://www.linkedin.com/in/ziv-qual-7538aa19/YouTube:https://www.youtube.com/@Zivcg
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