BoltRenders is headquartered in Italy. Behind the scenes, BoltRenders runs on a custom orchestration system that coordinates a network of custom CPU and GPU nodes as a single, coherent render farm. This approach allows us to combine locally hosted capacity with an infrastructure distributed across trusted GPU providers. The result is an architecture that scales efficiently, operates safely, and keeps costs predictable for artists.
Every project stays isolated in our storage for its whole life, reachable only by you and, while the job runs, the machines rendering it. Those machines are destroyed when they finish. Your files are deleted when you delete the job, or seven days after it completes.
Submit a job. Get your frames. The orchestration, the scaling, the failover... none of it is your problem. From submission to final frame, complexity is our job, not yours.
You see the fixed price and render time before you start the render. No hidden credit multipliers, no post-render surprises. What you see is what you pay.
Not a corporation. Not investors trying to "enter the 3D SaaS space."
BoltRenders is built by people who render in Blender every single day.
Deadlines, crashes, budgets that don't stretch: that's the reality I work in.
I built BoltRenders because I was tired of render farms that didn't understand what it means to be on a deadline with an unpredictable bill. I use BoltRenders on my own client projects every single day.
Every feature exists because I needed it.
The distributed GPU orchestration powering BoltRenders was imagined and built with the help of a computer engineer with a deep knowledge of computing infrastructures. The systems he helped build are at the core of our orchestration, keeping every render fast, every job isolated and every node stable.
We don’t build features for “enterprise adoption”.
We build them because they help artists.
You see the fixed price and render time before you start.
No surprises. No mysterious “credit multipliers.”
We optimize for real-world Blender workflows: simulations, textures, linked libraries, caching systems.
All the messy stuff.
You’re not ticket #4387.
You’re a person with a project that matters.
Only you, and the machines rendering your job, can reach them.
They are deleted when you delete the job, or automatically when it expires.
Find out for yourself.