Interview with Florian Renner, the 3rd Winner of Hum3d Survial Car Challenge

Interview with Florian Renner, the 3rd Winner of Hum3d Survial Car Challenge

2018-06-22

Hum3d Survial Car Challenge

The Hum3d Car Challenge just finished recently, and we did found a lot of awesome works there. Fox Renderfarm is so honored to be one of the sponsors and has the opportutnity to be part of it. And we are so glad to have the chance to talk with Florian Renner, the 3rd winner of this competition. Here are the details as below:

Fox Renderfarm: Hi Florian, would you please give a brief introduction about yourself?

Florian Renner: I started to work 2003 after my education as graphic designer . I always loved to create images.. doesn't matter how..digital or analog with pencils. About in 2007 I started with digital painting for contests and combined my work with cinema4d. In 2011, I started as a freelancer in the field of graphic design, 3D visualization, and later 3d animation too.

Fox Renderfarm: Are you currently working as a CG artist?

Florian Renner: Yes, about 70% of my projects are 3d designs(key visuals). style guides, 3d visuals, product visualizations etc. not all projects are shown on my website. Some have secrecy or may not be shown, the other 30% is typical graphic design, logos, flyer, brochures.

Fox Renderfarm: How did you made the decision to step into the CG industry?

Florian Renner: I wanted to become a freelancer and working on projects I like. I was in a permanent position for 8 years before. In addition to my work, I have illustrated a lot and taught myself in cinema 4d to expand my offer. To become a freelancer was my best decision, but without my 3d experiences it would be hard, most of my clients come to me because of the 3d animations and visualizations.

Fox Renderfarm: Good for you! Did you still remember your first CG work, how does it look like?

Florian Renner: Yes, my first 100% digital created image with my wacom was for a game contest about in 2006. I won a trip to Hamburg and had an insight how they work on the pc game. The first images were a bit too rough but some months later the images had a better quality. On my website are still some early illustrations from 2007 (https://www.florian-renner.com/illustrations-part-ii). My "Tank" image is from 2008 and one of the first I combined cinema 4d and digital art.

Fox Renderfarm: The "Tank" looks pretty awesome. While how did you know the Hum3d Survival Car competition?

Florian Renner: I always download my car models on this site for my projects. I don't remember exactly but I think I was searching for a new model and saw the post.

Fox Renderfarm: Haha, that means you are regular customers of Hum3d. So what inspires you most to come out the idea of making the work "Lightage"?

Florian Renner: I like Fantasy Sci Fi settings but I am a bit bored of the zombie and their gore/violence in general...maybe I watched "the walking dead" too often. So I was trying to find something new outside of the mad max universe, the movie was great but most of the apocalyptic cars are in mad max style, so my sketches then went more in the direction of snow and ice and the weapons on my car are for hunting not for killing :-) later I liked the idea of whale bones on a car... This raises a few questions and tells a story I don't know for myself too :-) Maybe an inspiration was the very cool series "the terror" I was looking some weeks before.

Fox Renderfarm: Fantastic idea. OK, what software, renderers, plugins you used in this work?

Florian Renner: I used cinema 4d with the octane renderer. 3D Coat for modelling some parts. World creator for the ground and the background. substance painter for the car textures etc. The car model is a customized Alfa Romeo Carabo.

Fox Renderfarm: Haha, so many software used in it. Did you met any difficulties when creating this work? If yes, how did you solved it?

Florian Renner: The snow shader in octane was a bit complex. First it looked like styropor at the beginning, a bit trial and error. Later I doubled the refraction channel layer in photoshop,  after that the surface looked more like ice. And I used substance painter the first time, it was fun to learn but takes some time.

Fox Renderfarm: Difficulties always help move you forward : ) Did you used Fox Renderfarm service previously? If yes, would you share your ideas about us?

Florian Renner: No yet, sorry :-) But maybe in the future if I have an 3d animation project.

Fox Renderfarm: Great, feel free to enjoy yourself. Anything else you would like to add or say?

Florian Renner: Keep on learning 3d software and techniques and try new styles and workflows.  The prizes of the competition is great for me, some software I don't know and now I am curious about trying out them.

Fox Renderfarm: Good for you! We are looking forward to your more works in the near future. And thanks so much for your time for this interview.


What is CPU rendering?

2019-12-24

3D Rendering

With more and more CG special effects movies such as "Alita", "The Lion King" and "Frozen 2", CG production has gradually become well known. As an integral part of production, CG rendering has also received more and more attention. 3D rendering is the last step of CG production (except, of course, post-production). It is also the stage that finally makes your images conform to the 3D scene. And then, people will find that there are CPU rendering and GPU rendering. So what is CPU rendering? What does the CPU do during rendering?

The principle of 3D rendering varies according to different rendering software, but the basic principle is the same: the CPU calculates the parameters set in the model according to the calculation method set by the rendering software, including: from a specific angle to look at the model, lighting, distance, blanking/occlusion, Alpha, filtering, and even paste the texture as it should, so that the digital model is transformed into a real visualization, and then the graphics card will display this picture.

And 3D rendering requires a lot of complicated calculations, so it needs a powerful processor. For a simple example, a beam of light illuminates an apple, so where does its shadow face, how big is the shadow, and what does the shadow look like after a lot of complicated calculations. The CPU can solve this problem, and it only has a high frequency. CPU with more cores can get the rendering faster. So if you configure a computer for design, invest as much money as possible in the processor. The CPU is extremely sensitive to the number of cores, and features such as multi-cores have huge performance improvements. If the funds are sufficient, the more cores the better. In addition, the requirements on the response speed of memory and hard disk are also relatively high.

So, does 3D rendering rely on the CPU or graphics card? It's actually very simple, depending on what kind of rendering software is used:

  1. Traditional CPU arithmetic rendering software: such as V-Ray, Arnold, etc. They are software that uses the CPU for rendering, and almost all CPU rendering software can well support the multi-threading of the CPU, that is, the more the cores, the higher the rendering efficiency. Moreover, the number of cores with the same frequency and cache is doubled, and the rendering speed is almost doubled.

  2. GPU renderers such as Octane, Redshift, RenderMan, etc., greatly reduce their dependence on the CPU. In GPU rendering software, the graphics card determines the level of rendering efficiency.

For example, "Gravity" or "Guardians of the Galaxy" and "Avengers" are also produced using the CPU renderer Arnold. It can render very realistic, very high-quality, cinematic images with highly controllable results (which is important).

If you use a CPU rendering software, do not hesitate, a multi-threaded, high frequency, large cache CPU is definitely a strong guarantee to greatly improve work efficiency! If you are using GPU rendering software, then GPU is the right choice! But whether it is CPU rendering or GPU rendering, the render farm is a good choice. Just like Fox Renderfarm, it provides massive render nodes, allowing you to get your 1-month project rendered as fast as in 5 min. Why not try it?


Razer Ultrabook Rendered by Fox Renderfarm Won CES 2016 Award

Razer Ultrabook Rendered by Fox Renderfarm Won CES 2016 Award

2016-03-07

Fox Renderfarm

CES, the world's biggest and splashiest showcase for the latest and greatest in consumer electronics, is a victim of its own outsize expectations. The best PC award of 2016 CES award won by Razer Blade stealth Ultrabook. Based on the brief of " Duality - Portability & Gaming", CUM(www.cum.md) a creative agency based in Singapore crafted a story for the Razer Blade Stealth with the cloud rendering support of Fox Renderfarm.

cum is a creative agency based in Singapore, Team of generalist across the entire field from illustrators, designers to CG generalist. Fox Renderfarm is one of the leading online render farm in the industry since 2009. Fox Render farm serves leading special effects companies and animation studios over 50 countries include two Oscar winners.

The commercial of has been extremely well received with over 600,000 views between Facebook & YouTube within 5 days of its debut. It has swept up official "Best of CES" award, "Best PC" & "People's choice".

Razer is known for its thin and light gaming notebooks, and the new 12.5-inch Blade Stealth is no exception. But in addition to being compact, it works with an external dock, granting gamers access to a desktop-class GPU along with amenities like Ethernet and four USB ports. Though Razer isn't the first to attempt this sort of setup, the Blade Stealth is notable for eschewing proprietary connectors; instead, it uses Thunderbolt 3, a common standard that allows the dock to work with a wider range of PCs. In a field of PCs at this year's CES that mostly included Skinny-Minnie machines, the one that stood out was the one that didn't compromise on performance. -- Dana Wollman the managing director added.

www.vimeo.com/cum/razerbladestealth


The FoxRenderfarm Cloud Rendering for SketchUp Launched

The FoxRenderfarm Cloud Rendering for SketchUp Launched

2016-08-31

SketchUp

As we all know, SketchUp is a popular and outstanding software for 3D architectural designing, it is called the “pencil” in CG designing industry for the reason of its extremely easy using feature. With Sketchup, the designers can easily and quickly visualize their conceptions.

And now, we are proud of declaring that Fox Renderfarm has supported Vray 2.0 for SketchUp 2015-2016. You can freely choose multi machine sequence for rendering to save more time, so that you can devote yourself to the unlimited creative designing with limited energy and time. Besides that, you can also freely choose the needed scenes to render with just a few simple clicks when submitting jobs.

Well, here are the features supported by Fox Renderfarm cloud rendering as below:

1.Support multisequencing rendering 2.Support freely choosing scenes 3.Support enabling pipeline settings by force 4.Support full path rendering 5.Support Vray renderer 6.Support SketchUp 2015 and SketchUp 2016 7.Support non-ABCD driver path 8.Support loading photon rendered task 9.Support choosing the resolution, input and format

At last, here are some artwork created with Vray for SketchUp as below, enjoy yourself!


Fox Renderfarm Launches GPU Rendering

Fox Renderfarm Launches GPU Rendering

2016-07-01

Blender Cycles

Rendering and previewing in a flash! The craze for Marvel’s superhero movie Deadpool swept over the world.

As the first full CGI realistic human feature film in Asia, Legend of Ravaging Dynasties dominated the headlines once the trailer came out. These two movies were rendered with GPU rendering engines.

Obviously, GPU computing card and GPU rendering engines are gradually used in film production. It is a good start!

Now, as the leading render farm in the industry, Fox Renderfarm launches GPU rendering. Let’s start free trial with Fox Renderfarm’s GPU rendering.

Let’s get it started!

What’s the differences between GPU and CPU?

A simple way to understand the difference between a CPU and GPU is to compare how they process tasks. A CPU consists of a few cores optimized for sequential serial processing, while a GPU has a massively parallel architecture consisting of thousands of smaller, more efficient cores designed for handling multiple tasks simultaneously.

Adam Savage and Jamie Hyneman made a painting demonstration to show the difference between CPU and GPU:

Mythbusters Demo GPU versus CPU

What’s the advantage of GPU Rendering ?

In the field of graphics rendering, not only films and animations, but also CG art, GPU with its computing ability and architecture specially designed for graphics acceleration provides the users with a more efficient rendering solution, namely the GPU rendering solution. GPU rendering has great advantage of fast speed and low cost. Moreover, GPU rendering becomes more and more available now, lots of works with high quality rendered with GPU has come out. GPU rendering tends to be popular with users at home and abroad.

Thinking of the CPU as the manager of a factory, thoughtfully making tough decisions. GPU, on the other hand, is more like an entire group of workers at the factory. While they can’t do the same type of computing, they can handle many, many more tasks at once without becoming overwhelmed. Many rendering tasks are the kind of repetitive, brute-force functions GPUs are good at. Plus, you can stack several GPUs into one computer. This all means GPU systems can often render much, much faster!

There is also a huge advantage that comes along in CG production. GPU rendering is so fast it can often provide real-time feedback while working. No more going to get a cup of coffee while your preview render chugs away. You can see material and lighting changes happen before your eyes.

GPU Renderer 1.Redshift is the world’s first fully GPU-accelerated, biased renderer and it is also the most popular GPU renderer. Redshift uses approximation and interpolation techniques to achieve noise-free results with relatively few samples, making it much faster than unbiased rendering. From rendering effects, Redshift can reach the highest level of GPU rendering, and render high quality movie-level images.

2.Blender Cycles is Blender’s ray-trace based and unbiased rendering engine that offers stunning ultra-realistic rendering. Cycles can be used as part of Blender and as stand-alone, making it a perfect solution for massive rendering on clusters or at cloud providers.

3.NVIDIA Iray is a highly interactive and intuitive, physically based rendering solution. NVIDIA Iray rendering simulates real world lighting and practical material definitions so that anyone can interactively design and create the most complex of scenes. Iray provides multiple rendering modes addressing a spectrum of use cases requiring realtime and interactive feedback to physically based, photorealistic visualizations.

4.OctaneRender is the world’s first and fastest GPU-accelerated, unbiased, physically correct renderer. It means that Octane uses the graphics card in your computer to render photo-realistic images super fast. With Octane’s parallel compute capabilities, you can create stunning works in a fraction of the time.

5.V-Ray RT (Real-Time) is Chaos Group's interactive rendering engine that can utilize both CPU and GPU hardware acceleration to see updates to rendered images in real time as objects, lights, and materials are edited within the scene.

6.Indigo Renderer is an unbiased, physically based and photorealistic renderer which simulates the physics of light to achieve near-perfect image realism. With an advanced physical camera model, a super-realistic materials system and the ability to simulate complex lighting situations through Metropolis Light Transport, Indigo Renderer is capable of producing the highest levels of realism demanded by architectural and product visualization.

7.LuxRender is a physically based and unbiased rendering engine. Based on state of the art algorithms, LuxRender simulates the flow of light according to physical equations, thus producing realistic images of photographic quality.

GPU Computing Card Parameter Table

Now Fox Renderfarm is applicable to Redshift for Maya and Blender Cycles. There are more than 100 pieces of NVIDIA Tesla M40 cards in Fox Renderfarm cluster, each server has 128G system memory with two M40 computing cards. Welcome to Fox Renderfarm to experience the super fast GPU cloud rendering!


Interview with Federico Ciuffolini, the 1st Winner of Hum3d Survial Car Challenge

Interview with Federico Ciuffolini, the 1st Winner of Hum3d Survial Car Challenge

2018-06-28

Hum3d Survial Car Challenge

A few days ago, we just had the luck to interview with Florian Renner, the 3rd winner of Hum3d Survial Car Challenge which is sponsored by Fox Renderfarm, we are always appreciated to have such precious opportunities to talk with those professionals. And today, we just finished the interview with Federico Ciuffolini, the 1st winner of this competition. Here are the details as below:

Fox Renderfarm: Hi Federico, would you please give a brief introduction about yourself?

Federico Ciuffolini: Sure! I am 30 years old, Italian, and I've been interested in CG for almost 15 years.

Fox Renderfarm: That's really a quite long time! So are you currently working as a CG artist?

Federico Ciuffolini: Yes! I am a 3D artist and programmer. I have been doing photo realistic rendering for several years, and right now I’m working on interactive apps, augmented and virtual reality.

Fox Renderfarm: Sounds great. How did you made the decision to step into the CG industry?

Federico Ciuffolini: I started experimenting with simple 3D softwares when I was 16 years old. I was fascinated by the first 3D cartoons, like that famous Simpsons episode where Homer travels to the 3D universe.

From that point, the passion just grew and grew. When I was 18 I decided to study Computer Science as a backup plan, but I knew what I really wanted to do. A lot of practice with 3ds Max and a bit of luck made the dream possible.

Fox Renderfarm: The current prize definitely demostrates your hardwork! Did you still remember your first CG work, how does it look like?

Federico Ciuffolini: Yes I do! They were made with Corel Dream 3D, a really simple software from the early 2000s, and I still have them here on my hard disk. Let's say that I was kinda surprised when I opened them, they are simple but not as ugly as I thought!

Fox Renderfarm: It sounds pretty awesome. How did you know the Hum3d Survival Car competition?

Federico Ciuffolini: I already knew the Hum3D website. I think I saw a post about the competition on some Facebook Group.

Fox Renderfarm: OK. What inspire you to come out the idea of making the work "The Free Autonomous Republic of Dieselville"?

Federico Ciuffolini: I've always been interested in the post apocalyptic trend, and I have started dozens of 3D works in that style, but I completed none of them. I took the occasion to actually close this chapter with myself :)

I knew that I wanted to do something different, out of the ordinary post apocalyptic style. It took me some days of brainstorming and a couple of beers with some friends, then the idea come naturally and I started working.

Fox Renderfarm: Haha, what you did finally is get rewarded! What software, renderers, plugins you used in this work?

Federico Ciuffolini: 3ds Max, Corona Renderer and Substance Designer. I think that Corona did a great job on this work, it accomplished everything flawlessly.

Fox Renderfarm: Did you met any difficulties when creating this work? If yes, how did you solved it?

Federico Ciuffolini: I knew that the scene was going to be pretty big, so I decided to use as much parametric maps as possible. All of the grime, dirt and rust were done with CoronaAO + CoronaTriplanars. I had to tweak a lot of maps and parameters, but in the long run this technique proved to be fast and effective. I saved a lot of time since I could reuse a lot of procedural maps and I had to unwrap only a small number of meshes. I did a lot of cloth simulations, too. For the smaller objects I used MassFX, which proved to be quick and stable, and for more complex objects I used the Cloth modifier. These simulations took me more time than I thought, but I think they came out quite good.

Fox Renderfarm: Did you used Fox Renderfarm service previously? If yes, would you share your ideas about us?

Federico Ciuffolini: I will be honest here, I actually never used a renderfarm service. I think this will be a nice opportunity to finally do it!

Fox Renderfarm: Would you please share your ideas for winning the 1st prize in the Hum3d Survival Car competition?

Federico Ciuffolini: I am not sure I understand this question, sorry. Do you mean what I felt? Or the ideas at the base of the project? ---

Fox Renderfarm: Anything else you would like to add or say?

Federico Ciuffolini: This contest has been a terrific experience to me! It had been so long since the last competition, and only now I understand how much I missed it. Thinking, planning and completing a personal work with a strict deadline is so tiring, but so satisfying!


Interview with Alpacalypse Productions for Film VFX

Interview with Alpacalypse Productions for Film VFX

2018-06-01

Alpacalypse Productions

Harvey Li is one of the members of Alpacalypse Productions who just released their new VFX video ELSA (Frozen) vs. ZUKO (The Last AIrbender), which is an awesome real life fight VFX videos. And Fox Renderfarm is so honored to help render this video and got the chance to have a short interview with Harvey. Here comes the interview details as below.

Fox Renderfarm: Hi Harvey, would you please give a brief introduction about yourself and your studio Alpacalypse Productions?

Alpacalypse Productions: We’re a small Studio in Canada that consist of 4 friends passionate in visual storytelling. We mostly make content for entertainment and YouTube for a wide range of audiences. We are also mainly a post-production house focusing on Visual Effects for TV and films shot in Edmonton.

Fox Renderfarm: Great, so how did you guys get together and come out the idea of forming this studio?

Alpacalypse Productions: We all went to the same school together, but we first wanted to make a studio focused on storytelling, VFX, Entertainment, and a place to develop our ideas, which was more rare in our city. Soon we were able to gain a following online. As we grow, we are starting to focus more on post production and Visual effects. We each had different skills and wanted to combine them into Alpacalypse. As we grow our content and quality is getting better.

Fox Renderfarm: Did you guys get any awards for your previous works?

Alpacalypse Productions: Some of the favorite genre of films we like to produce are horror films, and have won an award for Best Horror Film at the Edmonton Short Film Festival.

Fox Renderfarm: That's pretty awesome, congratulations! While why chose the characters ELSA and ZUKO to for this video? What's the meaning behind it?

Alpacalypse Productions: We first wanted to develop the idea of “Elsa vs Sub Zero” from Mortal Kombat games, but we thought about how it would look on screen and thought it would look much cooler with Zuko and instead went with Fire vs Ice. It is a tale of two opposing forces, Fire vs Ice, and East meets West. Avatar: The Last Airbender uses a lot of traditional Kung Fu in the fighting styles, and in Frozen, Elsa is a traditional European princess. In the video, Zuko is a trained martial artist, but also confident. We wanted to show that Elsa was still able to land the last hit on Zuko through hope and not giving up – which is a classic theme in Disney movies. In a future episode, we wanted to show that Elsa was able to win because she was also trained to fight by Mulan, who was escaping Zuko.

Fox Renderfarm: Terrific! We could definitely better understand your video after such detailed explanantion. But what's the biggest challenges and technical problems you met when creating ELSA VS ZUKO?

Alpacalypse Productions: The biggest problem for us was we were very new to 3D modeling and rendering. At first we had other people on the team, but unfortunately because of family issues, they were unable to continue the project. So we had to learn it all by ourselves within a few months and then to composite on to the footage. On set, the Camera actually broke, and there was an issue of the movie being recorded the wrong frame rates. So that was hard to try and match 3D animation, and 2 different frame rates into one movie. It was a huge headache that set us back many months. On the actual shoot, we choreographed the fight indoors and we thought we were ready, but when we went to shoot it out on a frozen lake, it was maybe -35C to -40C with windchill, and it was very difficult and slippery to film.

Fox Renderfarm: Indeed tons of tought problems for you, but anyway, you guys finally made it. Besides the difficulties, anything interesting that you would like to share with us?

Alpacalypse Productions: The music in the video actually is custom scored by our friend Shawn X.G. We wanted the music to be a “fight” as well, as elements from the themes of Frozen and Avatar fight to take over each other. Shawn used both traditional Chinese instruments for Zuko’s themes and mixed them with the Frozen themes.

Fox Renderfarm: So brilliant you guys! What software and renderers you used for this video?

Alpacalypse Productions: We used After Effects to composite all the effects and Premiere Pro to edit. The 3D modeling was all done in Maya and rendered through Arnold.

Fox Renderfarm: Since you rendered this video by using Fox Renderfarm, what's your idea for our cloud rendering service?

Alpacalypse Productions: I really enjoy Fox Renderfarm, before Fox, we were looking at many other render farms, but they either didn’t offer as many render options, or there was no customer service available. Being new to a renderfarm, when I found Fox I was immediately able to get help from Skype almost any time. They were always very friendly and helpful, and guided me through a process that was new to me. I wasn’t able to find this anywhere else and was very frustrated, so I was very happy when I found Fox.

Fox Renderfarm: That's really a huge compliment for us, and we are so glad that we could help. OK, if we ask you to choose one favorite work from all of your studio works, which one you will pick? Why?

Alpacalypse Productions: I think we would pick Star Wars vs Skyrim. We kept it more simple and we were able to do more fighting. I think it was the perfect balance without too much visual effects, or too little. We over complicated Elsa vs Zuko and so it took a lot of time and effort to make it compared to Star Wars vs Skyrim.

Fox Renderfarm: You guys did really great on this job! Anything you can share with us about your next video?

Alpacalypse Productions: Yes! We’re hoping to shoot an episode with Disney’s version of Mulan training Elsa as a prequel to Elsa vs Zuko. There have been a lot of questions of how Elsa could win against a better trained Zuko, so we wanted to show where Elsa learned to fight.

Fox Renderfarm: Wow, we are already expecting the new video : ) So any advice or experience you can share with those who also want to do the stunning visual effects?

Alpacalypse Productions: My biggest advice is learn as much as you can, even if you’re not good at everything, knowing a little bit can go a long way with communicating with a team and solving problems. And ALWAYS have a backup plan. Something will always go wrong, and it helps to be prepared.

Fox Renderfarm: It could definitely help both the beginners and professionals. Last question, do you have anything else would like to say or add?

Alpacalypse Productions: A huge thanks to Fox Renderfarm for guiding us through the render process when we were still learning. Elsa vs Zuko was a really difficult, but fun project to work on and we hope our hard work paid off and everyone that watches the video enjoys!

Fox Renderfarm: It's truly our pleasure, hope we can have more cooperation in the near future, and please feel free to introduce us to those who might need our service.

If you would like to watch more VFX videos from Alpacalypse Productions, visit their YouTube channel and enjoy yourself.


Fox Renderfarm “Technology Inspires Art” CG Technology Summit (Malaysia) 2018

Fox Renderfarm “Technology Inspires Art” CG Technology Summit (Malaysia) 2018

2018-05-02

CGTS

Abstract: Powerful cooperation for better complementarity and CG industry development

With the present rapid development of the CG production industry and the intensification of globalized labor division and cooperation, international cooperation has been encouraged gradually. In 2016, Malaysia’s creative industries (including animation, games, etc.) had an export quota of 1.17 billion MYR. As one of the largest cloud render farms in the world, Fox Renderfarm serves the world's leading film and television companies’ animation production, especially with companies in Malaysia. Fox Renderfarm’s powerful cloud computing skills have provided high-quality cloud rendering support for many well-known films, reducing costs and increasing output, serve as the facilitation of in promoting the development and cooperation of the CG industry between China and Malaysia.

On April 19th, 2018, the “Technology Inspires Art”- CG Tech Summit (Animation Technology Sharing and Sino-Malaysian Cooperation Signing Ceremony) organized and hosted by Fox Renderfarm was successfully held at the Renaissance Kuala Lumpur Hotel. The event brought technical knowledge to the CG expert from both China and Malaysia. It also helped boosting the depth of cooperation between the two countries.

It is reported that Fox Renderfarm, as the world's leading visual cloud computing platform, covers more than 50 countries and regions in the world. At the same time, Fox Renderfarm has participated in and rendered many well-known domestic and foreign films, mainly including:

“Mr. Hublot” which won the Academy Award for Best Animated Short at the 86th Academy Awards; “Wolf Warrior 2” which broke the Chinese box office record at 5.6 Billion Chinese Yuan; “Baahubali”, the best-selling Indian film in history; “Monkey King: Hero is Back” which recorded nearly 1 Billion Chinese Yuan Chinese box office; “Duck Duck Goose” animation which its production level is comparable to Hollywood’s; “Boonie Bear” series that broke the record of China's animated movie box office; “Detective Chinatown 2” that broke China's first-week box office records and etc.

Guests attending the summit included: Janice Lim-Head of Animation in Malaysia Digital Economy Corporation (MDEC), Shuai Peng-VP of Film Division in Original Force, Ling Chen-Business division production director in Original Force. Yanjuan Liu –Deputy General Manager of Fantawild, and Mike Zheng-Fox Renderfarm Marketing Director and CG Technology Summit founder, and Les'Copaque Production (Tuan Haji Burhanuddin Md.Radzi), SA (Goh & Raymond), Animamundi Studio (Chun Chong Leong), Wau Animation (Usamah Zaid & Mohd Faiz), Pixelline (Chris & Way) and other chief executives of top production company in Malaysia are among the attendees.

Janice Lim, Animation Director of the Malaysian Digital Economic Development Bureau, addressed the summit and gave a brief introduction to Malaysia's current animation industry development. She said that the exchange and cooperation between the animation industry of China and Malaysia will jointly promote the economic development of the two countries. At the same time, she also hopes that Fox Renderfarm, as the leading visual cloud computing platform in the CG industry, can organize more activities to provide learning and communication opportunities for the animation industry elites of both countries and jointly promote the development of the industry.

At the same time, Fox Renderfarm VP Wangcheng Xiao and Marketing Director Mike Zheng introduced the current status of Fox Renderfarm's development, the future strategic layout, and the original intention and significance of launching the CG Tech Summit. In the past quarter, Fox Renderfarm’s home-made movie box office accounted for one-third of the box office of domestic cinemas in the same period, and together with SIGGRAPH CAF and its Shenzhen branch, successfully hosted the first SIGGRAPH animation tour exhibition in China. Technical Seminar. The success of the CG Tech Summit is of great significance. As the sponsor of the CG Tech Summit, Mr. Mike Zheng hopes that more industry leaders will participate and create more value for the industry.

At the summit, Fox Renderfarm teamed up with the leading Chinese animation production company, Original Force and Fantawild, to bring together a series of technical expertise sharing for Malaysian industry elites. They also conducted on-site interactions, to exchange and discuss in-depth animation production techniques and experiences.

Original Force CG Division Production Director-Ling Chen

“From Motion Capture to CG Production Process”

The " L.O.R.D: Legend of Ravaging Dynasties ", which was produced and published by Original Force, is China's first full-reality CG animation film and has created a brand new movie type in the Chinese film industry. When the film was first released, the audiences can not stop but give thumbs up to its high quality CG technology. At the summit, Ling Chen, CG Division Production Director in Original Force, took " L.O.R.D: Legend of Ravaging Dynasties "season one and two as examples to compare processing and management of motion capture data, layout documentation’s publication of motion capture data and the management of synthesis documentation, in order to explain the process from motion capture to CG production in details.

Original Force Film Division VP-Shuai Peng

“Film Rendering Difficulties of Original Force”

Original Force is the leader in China’s digital production industry, focusing on providing excellent video and game content production services for the global digital entertainment industry. Shuai Peng gave a comprehensive introduction to the development of Original force and her deep cooperation with Fox Renderfarm over the years. At the same time, the film and television production works that Original Force involved were among the examples shared and an in-depth analysis was made on the difficulties that the team had faced and endured in the animation technology.

Fantawild Deputy General Manager-Yanjuan Liu

“Boonie Bears Animated Series Film Technology Development Process”

The Boonie Bears animated series is a key project created by Fantawild. From “Boonie Bears: To The Rescue!” in 2014, “Boonie Bears: Mystical Winter” in 2015, “Boonie Bears: The Big Top Secret” in 2016, “Boonie Bears: Entangled Worlds” in 2017 to “Boonie Bears: The Big Shrink” released in the 2018 Chinese New Year period. The production level of the above five films has increased year by year, with a total of nearly 2 Billion Chinese Yuan at the box office. Yanjuan Liu took the development of five films as an example to deeply analyze the key factors of success, stressing the importance of the storyline, and the significance of the combination of technology and art to film and television production.

At the summit, senior executives from Malaysia's top animation companies also actively interacted with guests and conducted in-depth discussions and exchanges on business cooperation and technical production.

The “Technology Inspires Art”-CG Tech Summit sponsored by Fox Renderfarm not only brings the cutting-edge CG technology and the most practical successful case experience to the industry, but also provides an exchange and learning opportunities for the animation industry elites between the two countries. At the same time, the signing of cooperation between China and Malaysian mainstream production companies is also conducive to the promotion of complementarity and division of labor between the two countries and their strong cooperation to jointly promote the development of the CG industry in Malaysia and the creative industries in Malaysia.


Interview with Iavor Trifonov from Chaosgroup for the Future Cooperation

Interview with Iavor Trifonov from Chaosgroup for the Future Cooperation

2018-04-17

V-Ray for Maya

2018 must be a big year for Fox Renderfarm, we sincerely hope to cooperate with more 3d software and renderer companines as much as we can, that's why we communicate with them so positively and discuss about the future cooperations and benefits for both parties. Here is the detail interview with Iavor Trifonov from Chaos Group as below:

Iavor Trifonov,

Vice-President Cloud & Integrations

Chaos Group

Fox Renderfarm:  Since the establishment of V-Ray in 1997, the growth and global presence of V-Ray has gained attention from various industries, especially CG industry. Tell us more about V-Ray's global influence and users usage worldwide.

Chaos Group: From the very beginning, our goal has been to help people visualize anything and everything. And this means more than just pushing the technology. V-Ray is a result of listening to and working with artists and designers directly. It’s important to really understand the daily challenges creatives face and see what we can do with our development to help, and move rendering forward. Today, V-Ray is prominent in multiple industries worldwide. V-Ray’s Academy Award-winning rendering technology is still developed with the same goal of helping artists and designers.

Fox Renderfarm: Share with us about V-Ray's current brand awareness and situation in China.

Chaos Group: V-Ray is very popular in the architectural visualization industry in China, but people probably aren’t as familiar with our company name — Chaos Group. There are many resources online for learning V-Ray, and the V-Ray community is very supportive. Our main developers are also very involved online since we take feedback very seriously. The new V-Ray Next for 3ds Max beta is the latest example of how we listen to our customers, and work to provide features that save time and hopefully make your life a little easier.

Fox Renderfarm:  Share with us regarding the product development strategy and promotion in the near future?

Chaos Group: At the moment, our key development revolves around the completely upgraded and optimized rendering inside of V-Ray Next. We’ve already got a few blog posts actually that highlight some of the new features of V-Ray Next and there are more articles in the works. You’ll also see us at events worldwide and this year we’re excited to host our very own special event dedicated to artists and developers - Total Chaos.

Fox Renderfarm:  How about your thoughts on cloud rendering service and how it can benefit CG artists?

Chaos Group: Cloud rendering is something that gives the smallest studios the same firepower that big studios have enjoyed for some time now. Anyone’s computer can be a supercomputer, thanks to the ease and power of cloud computing. Deadlines are inescapable in a studio environment, and having access to rendering in the cloud can take a lot of pressure off. Plus you don’t have to worry about large hardware expenses, not to mention maintenance. This also frees up computers for design work, and costs related to cloud rendering are easily tracked and can be billed by the job.

Fox Renderfarm:  How can Chaos Group work with Fox Renderfarm and what are the benefits that Chaos Group can offer to Fox Renderfarm's customers?

Chaosgroup: Fox Renderfarm is one of Chaos Group’s main render farm partners in China as well as in Asia. As an authorized partner, Fox Renderfarm receives dedicated support from Chaos Group both in terms of account management and technical optimization expertise. This allows Fox to react quickly when helping customers and resolve even the most complex workflow issues with the help of Chaos Group’s developers. Moreover, Chaos Group and Fox are also looking to partner on initiatives related to the educational institutions in China which will lead to opening excellent opportunities to thousands of Chinese students interested in becoming V-Ray professionals. Boosting the awareness of V-Ray among Chinese users from as early stage in their professional careers as possible together with expanding the availability of Chaos Group’s products across China is at the very core of the partnership between both companies. We’re excited to have such a strong partner in China and we look forward to helping the CG industry in China with Fox Renderfarm.

Fox Renderfarm:  Originally started as Atmos Blender, then the first release of V-Ray for 3ds Max in 2002. Up to date, various mainstream 3D software is well-supported by V-Ray. V-Ray has been around with us for almost 21 years! Tell us about the new features and highlights of V-Ray that we can look forward to in 2018?

Chaosgroup: We don’t want to reveal too much yet, but we’re very excited about the V-Ray for Unreal beta which just recently started. We’ll have more big news in regards to other V-Ray Next products in the near future to share with you as well!

(Check our interview with MAXON and Isotropix if you are interested.)


Interview with Isotropix About the Cooperation with Fox Renderfarm

Interview with Isotropix About the Cooperation with Fox Renderfarm

2018-04-13

Isotropix

Just finished the interview with MAXON, Fox Renderfarm is so glad to announce our cooperation with Isotropix in 2018, we also start an interview with them regarding the Isotropix's future development along with the how the cooperation between Fox Renderfarm and Isotropix could benefit both users. Please check the detail interview as below:

Fox Renderfarm: Since the first version Clarisse released in 2012, more and more CG artists and studios are familiar with Isotropix, tell us a little about your company.

Isotropix: Isotropix is a global, fast growing company specialized in developing high-end professional graphics software for the VFX and animation industry. Founded in 2011, the company grew fairly quickly, and our team is now composed of about 40 passionate and talented people! Back in 2012, when we announced our flagship product Clarisse, there was a lot of excitement but we had to face huge challenges. It’s always difficult to introduce a new paradigm shift, especially in a market that hasn’t changed much in 20 years, and it took us a few years to be recognized as the player we are today in the Industry. Today we’re very proud that Clarisse is being used in production by world leading studios such as DNEG, Industrial Light & Magic, WETA Digital or DreamWorks Animation as well as mid-sized to small CG studios of all around the world! Lately, Clarisse has been rendering the amazing VFX of feature films such as Star Wars The Force Awakens/The Last Jedi, Star Trek Beyond and more recently Wonder Woman, Dunkirk, Valerian, Blade Runner 2049 as well as many TV-series like The Young Pope, American Gods, Black Sails, Black Mirror and Altered Carbon.

Fox Renderfarm: Share with us about Clarisse current brand awareness and situation in China.

Isotropix: Today, our customers are mostly located in the Western market. We have only a few customers in China. However, Clarisse has already been adopted by studios such as Oriental Dreamworks and Base FX which used Clarisse on several feature films including Star Trek Beyond, The Great Wall or Captain America: Civil War. We’re really excited and looking forward to the next few years to expand our position in this market.

Fox Renderfarm: Share with us regarding the product development strategy and promotion in the near future?

Isotropix: Many artists still don’t know how Clarisse can revolutionize their workflow: it’s a new software that introduces a paradigm shift allowing users to work interactively on their final images. To make sure that users understand Clarisse’s true power, we need to help them think a bit out of the box. This is why we are releasing more and more customer stories and tons of free tutorial materials so that everyone can truly understand the revolution Clarisse offers. You can find all these learning resources on our website and I strongly invite you to discover our latest Behind the scenes video: Blade Runner at DNEG as they recently won this year’s Best VFX Oscar!

Fox Renderfarm: How about your thoughts about cloud rendering service and how it can benefit CG artists?

Isotropix: Using a cloud rendering service has a real transformative effect on the CG industry, it gives access to a huge amount of rendering power while being very flexible. It’s a time and money saver for artists and studios that can scale up their immediate needs super quickly without requiring physical machines.

Fox Renderfarm: How can Isotropix work with Fox Renderfarm and what benefits that Isotropix can offer to Fox Renderfarm's customers?

Isotropix: We’re thrilled to partner with the Fox Renderfarm team! It’s great to see that Clarisse is now part of their offer. Fox RenderFarm is a very serious company owning a large number of render nodes. It gives our customers a lot a flexibility as Fox RenderFarm provides them with a quick and easy access to a huge rendering power!

Fox Renderfarm: Share with us about the new features and highlights of the latest released Clarisse 3.6.

Isotropix: Clarisse 3.6 is a great release: it comes with a new shadow catcher, an outline shader, a powerful feature called shading variables and a real-time denoiser! With the new Shadow Catcher background plates can easily receive shadows and color bleeding of CG elements in scenes, simplifying greatly live action integration. 3.6 also introduces a new Light Path Expression (LPE) unoccluded event to extract diffuse, reflection and transmission occlusions in custom LPEs. In addition, this release brings a new outline subpixel filter which allows to render high quality edges and silhouettes from 3D scenes to easily create great non-photorealistic images such as blueprints or cel-shading style renderings. The all-new Shading Variables is a must have feature to streamline any look-development pipeline! Users can now create and share true material templates across multiple objects in projects to simplify the management of their scenes. Instead of duplicating whole material networks, users can directly specialize and drive them by defining Shading Variable values at shading group, geometry or shading layer levels. It’s really powerful! Finally, Clarisse 3.6 integrates the new NVIDIA Optix AI-driven denoiser technology to denoise interactive renders in real-time as well as final renders. It’s a real game-changing feature as it saves render times while allowing artists to make creative decisions faster than ever! You can check out our website to learn more about our latest release: 3dot6.isotropix.com and try it for free by downloading our Clarisse Personal Learning Edition at: try.isotropix.com


Interview with MAXON About the Cooperation with Fox Renderfarm

Interview with MAXON About the Cooperation with Fox Renderfarm

2018-04-03

MAXON

Fox Renderfarm is so glad to have the precious opportunity to have an interview with Friederike Bruckert from MAXON about their product Cinema 4D and how the cooperation could benefit both MAXON and Fox Renderfarm, please check the detail interview as below.

Fox Renderfarm: Hi, would you please give a brief introduction about Maxon and your product C4D?

MAXON: MAXON is a company founded more than 3 decades ago - and its flagship product is Cinema 4D - the professional 3D package for many user's needs. It is the ideal tool to create advanced 3D graphics and helps to create jaw-dropping results quickly and easily. Beginners as well as seasoned professionals are able to work fast and hassle-free in a demanding, fast-paced 3D production environment.

Fox Renderfarm: Compared with Autodesk's 3ds Max and Maya, what are the C4D's standout features and selling points?

MAXON: Cinema 4D's key benefit is it's ease of use - compared with other software packages, it has a very intuitive interface and is quickly to learn. Our training platform www.cineversity.com helps users to get up to speed really fast, it is possible to complete smaller projects already after a short week of training and practice. Furthermore, its workflow is procedural, smooth and speedy - our customers work several times faster on the same job than with competitve software packages and they love its integration with other third party applications like different render engines, many plugins - and especially the Adobe Creative Cloud products. Integration into existing pipelines with, for example, Adobe AfterEffects or Illustrator are an important selling point.

Another very important benefit for our customers is Cinema 4D's legendary reliability and its extremely friendly and helpful user community. Imagine you want to start with a new software and you are not so sure about how to handle your workflow - the community will assist and do their best to respond.

Fox Renderfarm: That's awesome. In an increasingly cloud-based era, in what ways does Maxon/C4D remain relevant to the everyday user?

MAXON: Our customer base ranges from small to medium and larger businesses - the every day user's requirements vary depending on project size and rendering needs - to comply with peaks and to better manage projects is certainly an important factor for MAXON customers - no matter if they are using permanent or short-term licenses. Also, to be able to adapt to changing project sizes and to remain flexible, to be able to expand the business without investing in more hardware are important benefits for today's competitive enterprises.

Fox Renderfarm: Would you please advise which industries are C4D most used in?

MAXON: Mostly in the motion graphics and 3D design industry (product design, industrial design). Cinema 4D is a very versatile tool, though, which is also used in advertising, visualization and architecture, movies/VFX and games as well.

Fox Renderfarm: What's your idea about our cooperation and how it can benefit both Maxon and Fox Renderfarm?

MAXON: It's great that big render farms use Cinema 4D - we are convinced that this will open up the market to acquiring more customers and to offer more options to users. MAXON has always greatly supported the plugin community and we'll continue to make sure that we collaborate with our third party partners in order to make sure that our product is compatible - which will ensure that a renderfarm is able to offer all the product range.

Fox Renderfarm: How about your thoughts about Fox Renderfarm's cloud rendering service?

MAXON: With Cinema 4D's availability in the Fox Renderfarm, our end customers have a lot of flexibility and lead time to focus on art, not technology and maintenance. This way the users can outsource the time-consuming and resource-heavy rendering jobs to the render farm - scalable to their needs.

Fox Renderfarm: Share with us regarding the C4D's product development strategy and promotion in the near future?

MAXON: Of course I can't disclose details - our general strategy is to keep the development pace: Releasing a very strong version each year and adapting it to the latest technologies on the market while ensuring the quality level our customers rely on. Of course, we will move forward and offer more functionality and flexibility to our customers to evolve and produce better end results in a shorter time frame. Efficiency and user experience are key and this is what our product should reflect - even if we enhance features they should remain easy to work with and ensure a smooth workflow. When it comes to promotion of the product, we focus on case studies and customer testimonials as this clearly helps to identify and win over new customers from the 2D design world.


Interview with Shawn Wang: the Winner of Film of the Year - Animation in The Rookies 2017

Interview with Shawn Wang: the Winner of Film of the Year - Animation in The Rookies 2017

2018-02-06

film of the year

Fox Renderfarm is here inviting the winner of Film of the Year - Animation in The Rookies 2017 competition for a short interview about his work "Planet Unknown", please check the details as below.

Fox Renderfarm: Hi Shawn, would you please give a short self-introduction?

Shawn Wang: My name is Shawn Wang and I’m currently working as a CG generalist in advertising industry. I majored in Digital Media Arts back in university and started with motion graphics when I first stepped into 3D, then slowly moved on to animation.

Fox Renderfarm: OK, so why choose as an animation student?

Shawn Wang: I was fascinated by story-telling in both live-action and animation. We did a lot of live-action training and student projects in school. But I personally loved the medium of CG and learned how animation was created. I was inspired by so many amazing animation by both individuals from online and studios like Pixar. I couldn't wait to create my own animation.

Fox Renderfarm: You are really a good example for quick action! Then what's your favorite 3d software and renderer? Why?

Shawn Wang: I started with Cinema 4D and then Octane became popular. Octane was also the renderer I used for Planet Unknown. Now I also use Maya and Redshift on a daily basis. It's hard to tell which one is better than the other. They are all amazing tools. It's better to choose tools based on tasks.

Fox Renderfarm: Yeah, sounds reasonable : ) So how did you come out the idea of making "Planet Unknow" as your graduation thesis film?

Shawn Wang: The idea started back in 2014 when Interstellar was released. I was deeply impressed by the movie and was inspired by the two robots TARS and CASE. So I came up with the idea of intellectual robots exploring space without human. It could be quite interesting to develop the friendship between them.

Other inspirations include Pixar movies like WALL-E and Toy Story, as well as CHAPPiE, NASA documentaries about Mars Rover Curiosity, and short films by individuals like Alex Roman’s The Third and The Seventh, Richard Mans’ Abiogenesis, Erik Wernquist’s Wanderers, Alf Lovvold’s Dawn of the Stuff, Wes Ball’s Ruin and so many more.

Fox Renderfarm: Wow, so many great works inspired you for your own great work, so impressive! But what challenges you encountered when making this film with your partners?

Shawn Wang: The most difficult part was jumping out of my comfort zone. I had to do this all the time through the process because I constantly found new stuff I never knew before. I had to spend extra time learning the new techniques or knowledge while working on the project. That was tiring but definitely rewarding. Learning has become a part of this project since then.

Fox Renderfarm: We could definitely imagine your hard times bace then, but finally you succeed. As for Planet Unknown, how many frames there and how long does this film takes to finish rendering?

Shawn Wang: In total it was around 12000 frames. I used two GTX980 for all the rendering. The render time for each frame varied from 4 minutes to 20 minutes. I left the machine rendering while I was sleeping. So in total it was around 4 months of rendering.

Fox Renderfarm: That's really huge time to finish rendering Planet Unknown, you should come to us at that time, we could help save you tons of time and electricity : ) Haha, would you please share your thoughts for winning so many prizes besides The Rookies competition?

Shawn Wang: It was a great experience. But the most amazing part is go to those festivals and see the works from other people. It's way more valuable than winning anything. These were great opportunities for me to learn and get inspired. Awards become less important since I finished the project, the fun part is always sharing and learning.

Fox Renderfarm: Yes, the most important thing is enjoying the process. Good for you. So is this your most satisfied film? If not, which one is?

Shawn Wang: Absolutely not. Because this is only the first short film I've created. I don't think I'll be satisfied with my future films either. There is always room for change if I look back.

Fox Renderfarm: Haha, that sounds awesome, we are quite expecting your future works. Since you said that you learnt and get inspried a lot from other work, so how do you think about the other entries in the animation category?

Shawn Wang: They are all great and high quality. I'm a big fan of story-telling. I love these entries with a good story. It does't matter it's 3D or 2D.

Fox Renderfarm: Emm, did you used our Fox Renderfarm service?

Shawn Wang: Not yet. But I'm looking forward to it. I've noticed the GPU render power of Fox Renderfarm has increased so much. I can't wait to try it for my next project.

Fox Renderfarm: Great, feel free to try our render farm service and share your experiences with others. Do you have any other ideas or thoughts to share with us?

Shawn Wang: I learned quite a lot skills and techniques through the process. But the most important lesson learned was the Dunning-Kruger effect. It was funny that I even thought everything would be under control in the very beginning though I was an absolute beginner to the entire process. Even now I still can’t figure out solutions to some problems I had. So it was good to have this learning opportunity and know my limitations. It will push me to keep learning through any future projects.  Finally, thanks to Simon and Fox Renderfarm for the interview.

Fox Renderfarm: Thanks your precious time for sharing your ideas with us, and we hope you can have more awesome artwork come out. Congratulations to you again, and hope we can have some cooperations in the near future.

Please enjoy the short animation film Planet Unknown here.


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