Technology
Articles on GPU and CPU rendering technology — NVIDIA RTX, CUDA, VRAM, ray tracing, and cloud infrastructure powering Super Renders Farm.

What's New in 3ds Max 2027: Features, Rendering, and Farm Compatibility
A technical overview of 3ds Max 2027's modeling, rendering, and workflow improvements — with render farm compatibility guidelines for production studios.

Cloud Rendering Explained: How It Works, What It Costs, and When to Use It
A practical guide to cloud rendering in 2026 — how it works, what it costs, the three main service models compared, and when to move your renders to the cloud.

Render Farm Software Licensing: How V-Ray, Redshift, Arnold, and Corona Work on Farm
A practical guide to how render engine licensing works on local farms, IaaS GPU rentals, and fully managed cloud render farms.

Ziva VFX vs Houdini: Simulation Tools and the Future of Character FX
Ziva VFX vs Houdini for character simulation — discontinuation impact, migration paths, and creature FX alternatives.

MoonRay Renderer: DreamWorks' Path to Open-Source Production Rendering
DreamWorks' open-source MoonRay renderer — XPU hybrid rendering, USD integration, and production pipeline comparison.

Cavalry Motion Design Software: A Comprehensive Review for 2026
Our technical assessment of Cavalry as a procedural 2D animation and motion design tool—what it excels at, where it fits in production pipelines, and how it compares to After Effects and Houdini.

EXR-IO and Cryptomatte: A Compositing Guide for 3D Artists
Get more control in compositing with multi-layer EXR workflows and Cryptomatte object masking in Photoshop.

H.264 vs H.265: A Video Encoding Guide for 3D Artists
How to choose video encoding for 3D renders — H.264, H.265, AV1, and ProRes with practical settings.

V-Ray 7 for 3ds Max: New Features and Render Farm Setup
What V-Ray 7 brings to 3ds Max production — Enmesh, GPU improvements, and how to configure it for cloud rendering.

Real-Time Ray Tracing in Games: The Evolution from Quake to 2026
Real-time ray tracing evolution from Quake II RTX to 2026 — path tracing, DLSS, and convergence with offline rendering.