>2×faster
than a single RTX 4090
Lowest cost per frame, for work that is not in a hurry.
Hand off the render stage of your Blender projects. The farm evaluates your scene first and quotes a fixed price and a delivery time before you commit, with four test frames for you to check: no rates to convert, no bill afterwards. The evaluation is free and needs no account.
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A Blender render farm is a cluster of computers that renders your project for you. You send the project, the farm renders its frames across many machines at once instead of one after another, and you download the result. The machines are ours, not yours, so this is cloud rendering and your own computer stays free the whole time. For Blender specifically it needs your .blend, the assets it references, and the same version of Blender you authored in.
Most 3D work runs in three stages: design, production, render. The first two are where your work happens. The third is where you wait, with your workstation tied up and nothing for you to do. Handing that stage to a farm gives you the machine back for the next piece of real work, and the whole project finishes sooner, so you move on to the next one sooner or run several at once. Freelancers use it so a client job does not occupy the machine they work on. Studios use it so several people can push work through at once without buying more computers. On a heavy Cycles scene that means days of a workstation back, which the Cycles render farm article works through on a real job.
It pays off when a render would hold your machine for days and you want it back in hours, or when you have several renders to run at the same time, even small ones. That is where an EEVEE render farm earns its keep: fast frames, thousands of them, a whole batch at a time. It also covers the harder cases: a scene too heavy for your machine, or a client deadline that has come too close.
What BoltRenders adds is the part a professional plans around. Before anything runs, the farm evaluates your scene and gives you a fixed price and a delivery time, so the render goes into your budget and your client quote like any other stage.
Two doors in, one path after that. The middle step is a real render, which is why it is the one that takes time. Once the render starts, there is nothing left for you to do.
Drop the .blend, a zip or the whole project folder onto the page from any device, or send it straight from Blender 4.0 or newer with LaunchControl, our free add-on. The version and the render settings already saved in the file are detected for you, so there is nothing to fill in.
The farm works through your own scene on its hardware: that is where the price and the delivery time come from, and how the render nodes are set up for your project. A light project takes minutes, a heavy one can take up to around half an hour. It is free, it does not need an account, and you can close the tab while it runs. If something in the file stops it rendering, you are told what, plainly.
You get a fixed price and a render time for each of the three tiers, plus four test frames of your scene. Look at the frames first: a missing add-on or a wrong output path shows up there, before you have spent anything. The quote waits seven days, so you can send it to your client or your team, get the okay, and start the render from your phone. Nothing starts until you pick a tier. You pay exactly the quoted amount at checkout and get a receipt for it; a prepaid balance is optional.
The job appears on your dashboard with its status and its progress. There are no nodes to choose and no logs to follow: your testing is done, and the farm's only job is to get the frames back. When it finishes, they are packed for download and stay available for seven days. If a render fails, you are told why and the amount goes back to your balance, ready for a retry or your next render.
There is no rate card, because there is no rate. The price comes out of rendering your scene, and it comes with a delivery time, so the render goes into your budget and your client quote before it starts. The only decision left to you is how fast you want it.
>2×faster
than a single RTX 4090
Lowest cost per frame, for work that is not in a hurry.
>8×faster
than a single RTX 4090
The default balance of speed and cost.
>16×faster
than a single RTX 4090
Fastest delivery, for the date that cannot move.
Nothing waits behind anything else, and every job gets the same care. The tier decides how large a cluster of nodes works on your project together, not where it sits in a queue, so an Economy job starts when an Express job starts and simply runs on fewer machines. There is no queue to buy your way out of.
The delivery time is watched as closely as the price. When the farm is short of room it says so before you start: a tier it cannot deliver on time is not offered at checkout, and when it is full nothing can be started until it frees up. If fewer machines come up than your render was planned on, we catch it as the render starts: the delivery time on your dashboard is updated, part of the price goes back to your balance, and we email you.
Blender 2.79 · Cycles · 1920 x 1080 · 145 frames · PNG
Blender 4.4 · Cycles · 1920 x 1080 · 234 frames · OpenEXR
All three tiers on both jobs, so the trade is visible: Drift That Supra! takes 9h 30m on Economy and an hour on Express, for $26.75 more, while on a job as small as Classroom the whole range is 22 minutes and about three dollars. Every figure was quoted before the render started, and each job rendered in the time it was quoted. The trade is not fixed: it comes out of the evaluation, per project. These are the cheapest and the most expensive of our real jobs; the rest, and the demo project files, are on the pricing page.
The evaluation is free and needs no account. You see the number before anything starts.
Three published Blender scenes, timed on our own tiers and on two consumer cards. Every node pairs a strong CPU with a very strong GPU, so the parts of a frame that run on the processor are fast too, not only the GPU work.
145 frames rendered in 7 minutes. That is the Classroom job above, on Standard. The table below gives the time per frame: a synthetic median, worked out from the total wall-clock time of a real render divided by its frames and normalised across every frame rendered.
| Scene | Express | Standard | Desktop card | Laptop card |
|---|---|---|---|---|
| Blender 5.1Singularity | RTX 5090 | RTX 3070 Ti | ||
| Blender 4.2 LTSGold Splash | RTX 4090 | RTX 3070 Ti | ||
| Blender 4.1Lynxdesign | RTX 4090 | RTX 3070 Ti |
The evaluation works through your scene and reports what the whole sequence will take.
Almost certainly, and the free evaluation is how you find out for sure rather than taking our word for it. The four test frames come back before any money is involved. If your file needs something that is not listed here, ask us before you upload.
Every version is supported, including the old ones. The version the file was authored in is detected on upload and the render runs in it, so a 2.79 project is not silently opened in 4.4 and re-shaded. In EEVEE the version is part of the look, and the EEVEE article shows why.
Both engines render on the farm, using the sample counts, light paths and denoising already set in your file. Nothing is quietly re-tuned to make a scene cheaper.
If the add-on only builds geometry, bake it down and the file renders on its own. If the render genuinely depends on it, LaunchControl packs it with the project. The test frames tell you which case you are in.
Multi-pass output through File Output nodes works, including Multilayer OpenEXR. Node naming decides what your files end up called, which is worth five minutes before you upload.
Projects up to 10 GB each, and as many projects as you like. Every node has at least 24 GB of VRAM and 48 GB of RAM, and a scene that needs more is given nodes with more, so texture-heavy and high-polygon scenes that stall a workstation are the normal case here, not the exception.
A farm pays off on an animation, because frames divide across the machines and the wall-clock time collapses. Several projects can render at the same time, so a batch of short pieces comes back together rather than one after another. Render animations as image sequences rather than video, always.
It depends entirely on the scene, which is why we evaluate your own project before quoting. You get a fixed price and a delivery time for each tier, with no credit packs, no GHz-hours and no multipliers to work through. Real jobs and their prices are on the pricing page.
On the Blender 4.2 LTS Gold Splash scene, one frame takes 5m 36s on a desktop RTX 4090 and 13m 17s on a laptop RTX 3070 Ti. The same frame takes 35.8s on the Standard tier and 15.0s on Express, as a median per frame worked out from a full animation render.
Your project, its test frames and its rendered frames sit in isolated storage that only you can reach, apart from the machines rendering your job while it runs. Those machines are destroyed as soon as they finish, so nothing survives on them. Everything in storage is deleted when you delete the job, or automatically 7 days after it completes, or 7 days after an evaluation you never started.
No. Once a render starts you can close the tab or shut the machine down. The job runs on the farm and appears on your dashboard with its status and its progress, and the finished frames wait there for seven days. The same is true of the free evaluation, which on a heavy scene can take up to around half an hour, and you can start an evaluated project later from any device, your phone included.
No, on purpose. The evaluation shows you four real frames of your scene before you commit, so you already know how the render will come out. Once it starts, what you need is the render done in the time you were quoted, not a feed to watch. The Cycles render farm article explains why we left live frames out.
Sometimes. If your own machine renders it comfortably overnight and you do not need the machine meanwhile, you may not need a farm. It pays off when the render would hold your machine longer than you can spare it, or when you have several short pieces to render at once, which the farm runs side by side.
Yes. LaunchControl is a free Blender add-on that prepares the project, packs the assets and the add-ons the render depends on, and submits it to the farm without leaving Blender.
Reasonable. We wrote up the four farms people weigh us against, with their pricing models next to ours. Or skip it and put a project through the evaluation, which costs nothing and tells you more than any comparison will.
Your project stays isolated, the machines that render it are destroyed when they finish, and everything is deleted along with the job. Questions before you upload go to our support team, answered 24/7, usually within a few hours.