Skip to main content

Set up After Effects for cloud rendering


cover
cover

After Effects on our farm is a slightly different shape from the 3D DCCs. It is compositing-and-motion-graphics first, not ray-traced rendering, so the bottlenecks look different β€” codec encode time, RAM Preview cache, disk I/O, plugin-version coupling β€” and the packaging conventions are tighter than they are for 3ds Max or Maya. This page walks through what changes when you move an After Effects project off your workstation and onto our farm, and what to verify before you submit.

If you are coming to After Effects renders from the , the upload, submit, and download flow is the same. The After Effects-specific parts are: which versions and plugins we have installed, how to package a project so footage actually resolves on the worker, how to pre-render heavy comps before they hit the queue, and which output modules behave well on distributed rendering.

For high-level positioning of After Effects on our farm β€” pricing, render time examples, supported plugin list β€” the dedicated landing page is at .

Supported versions and license framing

We run After Effects 2024, 2025, and 2026 on the worker fleet. When you submit a project, the farm picks the After Effects version that matches the one your .aep file was saved from. If you save in a beta, public-beta, or pre-release build that we have not yet provisioned, the job will fail at scene-load and the error log will name the version mismatch.

A note on licensing: we operate under Adobe's Render-Only License, which permits running After Effects on render workers without occupying an interactive seat from your Creative Cloud account. Super Renders Farm is not an Adobe partner β€” the Render-Only License is the legal mechanism that makes farm rendering of After Effects projects legitimate, and it applies to all After Effects-supporting render farms operating in this way. You do not need to share your Adobe account credentials with us, and rendering on the farm does not consume one of your Creative Cloud activation seats.

GPU acceleration and hardware fit

After Effects is a hybrid CPU/GPU workload β€” most layer effects run on CPU, but a growing subset of bundled effects (Lumetri Color, several blur and sharpen filters, the newer Roto Brush, and 3D-camera rendering with the Cinema 4D Renderer's GPU mode) lean on the GPU. Our worker fleet is built to handle both sides. The CPU side runs distributed-rendering nodes with high core counts and generous RAM, which suits After Effects's multi-frame rendering (MFR) model where each frame can be assigned to a different process. The GPU side runs the same NVIDIA RTX 5090 fleet with 32 GB of VRAM per node that handles the Redshift and Octane workloads, so GPU-accelerated After Effects effects benefit from current-generation hardware rather than a legacy GPU class. The aggregate is over 20,000 CPU cores across the farm.

The practical consequence: motion-graphics projects that lean on Trapcode Particular, Element 3D, or heavy Lumetri grading scale predictably across the fleet, and you do not need to specify "CPU vs GPU" at submit time β€” the worker uses whichever resources the comp requests.

Plugins pre-installed on every worker

Every After Effects worker has eight third-party plugins pre-installed and licensed for render-only use. This removes the most common cause of failed After Effects jobs (missing-plugin errors at scene load):

  • Element 3D (Video Copilot) β€” real-time 3D object rendering inside After Effects
  • Trapcode Suite (Maxon / Red Giant) β€” Particular, Form, Mir, Tao, Shine, Echospace, 3D Stroke, Horizon, Sound Keys, Starglow
  • Red Giant Universe β€” stylized effects, transitions, distortions
  • Optical Flares (Video Copilot) β€” physically-modeled lens flare generator
  • Sapphire (Boris FX) β€” visual effects and transitions package
  • Magic Bullet Suite (Maxon / Red Giant) β€” Looks, Mojo, Colorista, Cosmo, Renoiser, Denoiser III
  • Stardust (Superluminal) β€” node-based particle and 3D system
  • Plexus (Rowbyte) β€” geometric particle and line rendering

If your project uses one of these, you do not need to upload the plugin or its license β€” it will resolve at scene load. If you use a plugin that is not in this list, you have two options: switch to an equivalent that is on the list, or contact support before you upload to ask whether the plugin can be added to the worker image. Custom plugin installation is possible but generally requires advance arrangement and works best for ongoing studio relationships rather than one-off jobs.

Plugin compatibility matrix

The plugins below are tracked by major version on every worker. Minor and point releases within a major (for example, Trapcode 18.0 β†’ 18.2) are generally safe to mix between your workstation and the worker; major-version jumps (Trapcode 17 β†’ 18, Element 3D V2 β†’ V2.2 with new features) should be matched explicitly to avoid parameter remapping or "this plugin requires version X or higher" errors at comp load.

| Plugin | Vendor | Tracked major (current) | Backward range supported | Notes | |---|---|---|---|---| | Element 3D | Video Copilot | V2 (latest 2.x) | V2.0 β†’ current | OBJ / C4D import preserved; effects from V1.x projects render in V2 with parameter remap | | Trapcode Suite | Maxon / Red Giant | 18.x | 17.x β†’ 18.x | Particular, Form, Mir cross-version safe within major; particle simulations may need re-cache on jump | | Red Giant Universe | Maxon / Red Giant | Current (rolling) | Last 2 majors | Effects parameters stable; transitions safe across versions | | Optical Flares | Video Copilot | 1.4.x | 1.3 β†’ current | Presets compatible; license check at comp load only | | Sapphire | Boris FX | 2025.x | 2024.x β†’ 2025.x | Annual release rhythm; major-version jumps may rename parameters | | Magic Bullet Suite | Maxon / Red Giant | 16.x | 14.x β†’ 16.x | Looks presets stable; Denoiser III backward-compatible | | Stardust | Superluminal | 1.7.x | 1.6 β†’ current | Node graph format stable; presets portable | | Plexus | Rowbyte | 3.x | 3.0 β†’ current | Particle and line settings cross-version safe |

If a comp loads with the wrong plugin major, you will see one of three failure modes: silent parameter remapping (data loss you may not notice for hours of preview frames), missing effect altogether (the layer effect disappears from the timeline), or a comp-load error message naming the plugin and required version. The Project Settings β†’ Effects Status panel inside After Effects on your workstation surfaces the versions a comp was authored with β€” confirm those before submitting.

If you need to verify a specific version is provisioned on the worker fleet at the time you submit, mention the version in the project notes; the worker image is refreshed quarterly to stay current with vendor releases, and out-of-cycle requests for a specific point release can be honored with advance notice.

Packaging an After Effects project

The biggest source of failed After Effects renders is missing footage β€” a workstation can resolve a path like D:\Projects\ClientA\footage\ invisibly through the Files panel, but a render worker has no idea where that drive lives. Adobe's built-in "Collect Files" feature is the right tool for this. The workflow:

  1. Open your project on your workstation. Save first, then make a copy if you want to keep the original references intact.
  2. File β†’ Dependencies β†’ Collect Files. After Effects will gather every linked footage file, every nested composition reference, and every effects preset into a single folder along with a copy of the .aep.
  3. Pick a destination folder named for the project β€” for example, my-project-collected/. After Effects creates the structure my-project-collected/my-project.aep plus a (Footage) subfolder for assets.
  4. Verify the report. After Effects generates a Report.txt in the collected folder listing any files it could not locate. If the report shows missing files, locate them manually and re-run Collect Files until the report is clean.
  5. Run "Reduce Project" first if your project is large. Edit β†’ Reduce Project (with the comps you want to render selected) drops every unused asset before Collect Files runs, often reducing the package size by 50% or more on projects that have accumulated drafts and alternate versions.
  6. Archive the entire collected folder as .tar, .tar.gz, or .7z β€” we do not accept .zip archives, which is a long-standing constraint of our upload pipeline. (If you do not want to archive, you can also upload the uncompressed folder via SFTP or the Client App; details in .)

A common shortcut that does not work: copying just the .aep file. After Effects projects only store references to footage, never the footage itself, so a bare .aep will load on the worker with every clip and image showing as offline.

Three things Collect Files does not always catch cleanly, which still cause comp-load failures on the worker:

  • Fonts in text layers. After Effects text layers reference fonts by name, and the worker needs the same font installed. Adobe Fonts (bundled with Creative Cloud) are available on the worker; foundry-purchased and locally-installed fonts are not. Two reliable approaches: (1) flatten text layers to shape layers via Layer β†’ Create Shapes from Text before submitting (the text becomes vector geometry, so font installation no longer matters), or (2) include the font files in the upload and note them in the project notes so the cloud team can install them on the worker before the render. Option 1 is more robust for one-off jobs; option 2 makes sense if a studio runs the same custom font across many submissions.
  • Dynamic Link to Premiere Pro sequences. After Effects supports rendering Premiere sequences inline via Dynamic Link. This works on the worker only if Premiere is available and the Premiere project file plus its media are included in the upload. Most studios pre-render the Premiere sequence to an image sequence or master video file before the After Effects comp is sent to the farm, eliminating the dynamic-link dependency entirely. The render-then-comp pattern is the safer path for cloud submissions.
  • Disk paths in expressions and scripts. Layer expressions and ExtendScript / JSX scripts attached to comps can reference disk paths β€” for example, an expression that reads a CSV file for animation data, or a script that pulls layer positions from an external XML. These references are not caught by Collect Files, and they fail silently on a worker when the path resolves to nothing. Search the project for readFile, Folder, and File references before submission; if you find any, either externalize the data into the comp (bake the values into keyframes) or include the data files in the upload at the same relative path the expression expects.

Pre-rendering heavy comps before submission

Pre-rendering is the After Effects-specific optimization that pays back the most on distributed rendering. It collapses parts of the timeline that do not need to be re-rendered on every frame slice β€” particle simulations, 3D-camera comps with heavy depth of field, repeated nested comps, and any layer that depends on temporal state β€” into a single image sequence that the farm treats as flat footage. The benefit on a distributed queue: each worker reads the pre-rendered sequence instead of re-running the simulation, so 30 workers render in 30 minutes instead of 30 workers each running the same 8-minute particle calculation.

The cases where pre-rendering matters most:

  • Trapcode Particular comps with multi-thousand particle counts. Particle simulations accumulate state frame to frame; a naive split sends frame 600 to a worker that did not run frames 1–599, so the simulation looks different than your local preview. Pre-render the particle layer to an EXR or PNG sequence (with alpha) and replace the live particle layer with the pre-rendered footage.
  • Element 3D with depth of field and reflective materials. Per-frame render times for Element 3D scenes can reach 10–30 minutes; pre-rendering the Element 3D layer alone, then compositing the result back over the rest of the comp, lets the rest of the timeline split cleanly across workers while the heavy 3D layer renders once.
  • Nested comps that appear multiple times in a master. If your master comp references the same nested comp three times (for example, a logo reveal that appears at the start, middle, and end), pre-rendering the nested comp once and using the rendered footage in all three slots saves the worker from rendering the same content three times.
  • Time-displacement and motion blur with cross-frame samples. Effects that look at neighboring frames (echo, time displacement, frame blend) need contiguous frame access; on a distributed queue where worker A renders frames 1–40 and worker B renders frames 41–80, the boundary frames may sample missing data. Pre-render the affected layer first.

The workflow is the same as any After Effects pre-render: select the heavy comp in the Project panel, Composition β†’ Pre-render…, set the Output Module to a Lossless image sequence (EXR or PNG, with alpha if the layer needs to composite), point the output at the project's (Footage) folder, and run the render locally or as a separate farm job. Once the pre-rendered sequence exists, replace the live layer in the master comp with the rendered footage, then re-run Collect Files so the rendered sequence travels with the upload.

A studio shortcut: maintain a "Pre-render output" folder convention inside every project (e.g., (Footage)/pre-renders/particles_v01/) so pre-rendered passes have a predictable location across submissions. This keeps Collect Files reports clean and makes versioning the pre-renders trivial.

Render Queue settings that matter on the farm

After Effects ships three rendering paths, and the choice between them changes what file the worker produces and how reliably the render distributes:

  • Render Queue (the classic in-application path). Renders queued items inside the After Effects process, writes the output directly to disk. Supports Lossless image sequences (PNG, EXR, TIFF, DPX), QuickTime ProRes when the codec is licensed on the worker, and legacy formats. This is the default the farm uses for distributed image-sequence rendering via aerender.
  • Adobe Media Encoder (AME). Modern video codecs (H.264, HEVC, ProRes 4444, broadcast formats) go through AME because Adobe split codec implementation out of After Effects starting around Creative Cloud 2018. AME runs as a separate Adobe application that calls After Effects for the underlying frame rendering. On the farm, AME submissions render on a single worker per job β€” AME's queue model does not parallelize across workers as cleanly as aerender does.
  • The aerender command-line tool. Adobe's headless rendering executable. The farm uses aerender under the hood for most distributed After Effects submissions, because it is scriptable and lets each worker render a slice of the timeline by frame range. You do not invoke aerender directly β€” the submission UI handles it β€” but understanding what flags drive a distributed render is useful for debugging.

The Render Queue settings to verify before submit:

  • Each composition you want rendered is in the queue. After Effects renders only queued items. Compositions sitting in the Project panel but not queued will not render, regardless of how you submit.
  • Queue items are enabled (checkmark visible). Disabled items are skipped silently.
  • Output Module is assigned per queue item. "Not Set" Output Modules fail at render start.
  • Output filename is reasonable and uses the right padding. The default [compName].[fileExtension] is fine for movie file output. For image sequences, ensure the padding pattern ([####] for four-digit padding, [#####] for five-digit) matches what your downstream pipeline expects.
  • Multi-Frame Rendering (MFR) is appropriately set. MFR uses additional CPU processes to render multiple frames simultaneously within a single After Effects instance. Enable for CPU-heavy comps; disable for memory-pressured comps (8K plates, Element 3D-with-DOF) because MFR multiplies memory pressure linearly with process count.
  • Proxies are off, or proxy files are included in Collect Files. Proxies are a workstation-side preview optimization; on the worker you generally want the full footage. Either set proxies to "Off" in the project before submission or make sure the proxy files traveled with the package.

Submitting After Effects renders

Three submission channels work for After Effects projects on our farm:

  • Web upload + submit via dashboard. Upload the packaged project, then submit through the website. This is the simplest path for a first job and the channel most users start with. See the for the full upload-submit-download walkthrough.
  • Client App (recommended for studios with regular After Effects jobs). The Client App handles upload, submission, and download in one wrapper. For projects above ~10 GB, the Client App's resumable upload is significantly more reliable than a browser. See .
  • SFTP for large projects. After Effects projects with uncompressed footage, EXR sequences, or RAW source files can easily exceed 100 GB. SFTP handles those sizes well. See for the SFTP guide.

The web upload has no hard size limit, but we recommend staying under 300 GB per upload for safety margin; above that, SFTP or the Client App offer better resumability if the connection drops mid-upload.

Once the upload completes, the farm scheduler picks the comp(s) you select, dispatches frame ranges to workers based on per-frame complexity and current farm load, and writes output back to your account. Image-sequence renders parallelize across many workers; movie-file renders run on a single worker top-to-bottom. The two patterns combine cleanly: render an image sequence across 30 workers, then run a single-worker AME encode pass over the assembled sequence to produce the H.264 or ProRes deliverable.

Output formats: EXR for VFX, MP4 for editorial

The most reliable rule for output module selection on a distributed farm: render image sequences for VFX and post-production handoff; render compressed video files for editorial and web delivery; never mix the two roles in one queue item without thinking through the failure mode.

EXR image sequences for VFX and downstream compositing. OpenEXR is the canonical handoff format for visual effects and any pipeline that color-grades or finishes downstream. EXR carries 16-bit half-float or 32-bit full-float linear color, optional alpha, optional multi-channel passes (diffuse, specular, reflection, depth, motion vectors), and embedded chromaticity and color-space metadata. On a distributed queue, EXR sequences split cleanly: worker A renders frames 1–40, worker B renders frames 41–80, and the farm scheduler stitches the output. If one worker fails on a single frame, only that frame needs to re-render β€” not the whole sequence. Output module recommendations:

  • EXR Lossless with ZIP compression for VFX handoff at high bit depth.
  • EXR DWAA (lossy DWA) when file size matters and visual fidelity is preserved (DWAA is the modern default for animation studios moving toward smaller pipeline footprints).
  • PNG sequence with alpha for motion-graphics elements that will composite into another tool but do not need HDR β€” smaller files than EXR, no linear-color machinery, fine for 8-bit deliverables.

MP4 / H.264 or ProRes for editorial and web delivery. Video file outputs are the right choice when the deliverable is a complete edited piece that goes to a client, an editorial review, or a web platform. H.264 and HEVC handle web; ProRes 4444 and DNxHR HQX handle broadcast and editorial masters. The constraint on a distributed farm: movie file encoding cannot be cleanly parallelized across workers β€” video codecs depend on frame-to-frame state (keyframes, motion vectors, B-frames) that breaks if a chunk boundary lands in the middle of a GOP. Movie file renders therefore run on a single worker, top-to-bottom. For deliverables longer than a few minutes, the practical pattern is two-pass:

  1. Render an EXR or PNG image sequence across many workers.
  2. Run a single-worker AME or Render Queue pass that reads the assembled sequence and encodes it to the deliverable codec (H.264, HEVC, ProRes 4444).

This two-pass pattern is the standard for commercial work: a 30-second commercial spot might render as a 720-frame EXR sequence across 30 workers in 20 minutes, then a single AME pass writes the H.264 master in 4 minutes. The total wall time beats a single-worker direct-to-H.264 render by a factor of 5–10Γ—.

Mixed output (multiple modules per queue item). After Effects supports rendering the same composition to multiple output modules in one render pass β€” for example, a Lossless EXR for compositing plus an H.264 preview for editorial reference. This is supported on our farm and is efficient when both deliverables are needed from the same render. The constraint: the worker still has to render to the slowest output module, so a heavy multi-channel EXR plus an H.264 preview will take as long as the EXR alone.

Troubleshooting

Common After Effects-specific failures and what to check first. For general troubleshooting that applies across DCCs, see ; for render-quality issues (color drift, missing layers, wrong gamma), see .

  • "Could not find the specified path" β€” almost always a footage path issue. Re-run Collect Files on a clean copy of your project and re-upload. Verify in the After Effects Project panel that every footage item shows a green disclosure triangle (no red question marks) before submitting.
  • "This effect requires a plugin that is not installed" β€” the project references a plugin that is not in the pre-installed list, or the wrong major version. Check the layer effects on the failing composition; the missing plugin name will appear in the error log. Use the compatibility matrix above to identify which version the worker has.
  • Render starts but stalls indefinitely on a single frame β€” heavy 3D-camera comp with the Cinema 4D Renderer enabled, or an Element 3D scene with depth of field plus reflective materials hitting memory pressure. Disable Multi-Frame Rendering for that comp, lower the cache size in Memory & Performance preferences, or pre-render the heavy layer first.
  • aerender exit code non-zero / "After Effects has encountered an error" β€” memory allocation failure under heavy effects load (Element 3D + Trapcode together, or 8K plates with MFR enabled). Reduce the comp's working resolution, disable MFR for that comp, or split the comp into smaller pre-comps.
  • Render finishes but output is wrong color / wrong gamma β€” color profile mismatch between workstation and worker. Check Project Settings β†’ Color Management. Linear sRGB is the safest default for projects intended for compositing downstream; sRGB display-referred is the safest default for direct delivery. Embedding the working space in the output file (EXR with chromaticities, or ICC profile on PNG/TIFF) prevents drift.
  • Audio not in output β€” the audio file is missing from Collect Files, the audio layer is disabled, or the Output Module's audio setting is "Off". Verify all three; image-sequence formats (PNG, EXR) do not carry audio by design, so audio requires a movie file output module.
  • ProRes codec not available β€” ProRes codec licensing on Windows workers requires Apple ProRes for Windows installation, which is not always present. Use DNxHR HQX as a broadcast alternative, or render an EXR/PNG sequence first and transcode to ProRes downstream.
  • Render starts, all frames come back black β€” viewport-vs-render mismatch (a layer visible in the comp viewport but disabled at the timeline level), or a solo'd layer at submit time. Open the project locally, scrub to a known frame, and confirm the layers you expect to render are toggled on and not solo'd.
  • Expression error / referenceError on render β€” a layer expression references a layer or property that exists locally but was renamed or removed before save. Animation β†’ Expression Errors surfaces the broken references; bake out expressions to keyframes if the data is static.
  • Output file size unexpectedly large β€” Lossless EXR with multi-channel passes set to "On" by default, or PNG sequence with alpha when alpha is not needed. Confirm Output Module settings match the deliverable; for web deliverables prefer single-channel EXR (or PNG without alpha).

When to use the local workstation instead

After Effects is not always the right candidate for cloud rendering. Three cases where local render is faster end-to-end:

  • Short compositions under 200 frames at SD or HD resolution. Upload time exceeds render time savings.
  • Projects with custom plugins not on the pre-installed list (and not worth adding to the worker image). Adding a one-off plugin to the worker image takes longer than rendering locally.
  • Heavy RAM Preview and interactive iteration. If you are still tweaking timings and effects, render locally. Move to the farm once the comp is locked.

For longer-running 4K motion design, EXR sequence VFX work, recurring batch encodes, or any After Effects project that ties up your workstation for more than a working day, the farm consistently pays back the upload overhead.

Cross-references

  • β€” upload, submit, download workflow
  • β€” how After Effects job costs are calculated
  • β€” SFTP guide, archive formats
  • β€” cross-DCC troubleshooting
  • β€” color, gamma, missing-layer issues
  • β€” Client App upload and submission
  • β€” landing page, plugin reference, pricing

FAQ

Q: Which After Effects versions does the farm support? A: After Effects 2024, 2025, and 2026 are pre-installed on the worker fleet. The farm matches your project file's version automatically; you do not need to specify it manually. Pre-release, public-beta, or legacy versions (CC 2022 and earlier) are not enabled by default; contact support before submitting if you need a non-standard version.

Q: Do I need to share my Adobe Creative Cloud login? A: No. We operate under Adobe's Render-Only License, which permits running After Effects on render workers without occupying an interactive seat from your Adobe account. You upload your project, the farm renders it, your interactive Adobe seat stays with you. Super Renders Farm is not an Adobe partner β€” the Render-Only License is the legal mechanism that makes farm rendering of After Effects projects legitimate, and it applies to all After Effects-supporting render farms operating in this way.

Q: My project uses a plugin not on the pre-installed list. What are my options? A: Three options, in order of speed: (1) switch to an equivalent plugin that is pre-installed; (2) pre-render the layers that use the custom plugin to an image sequence on your workstation, then composite the rendered sequence back in After Effects on the farm; (3) contact support to discuss adding the plugin to the worker image, which generally works best for studios with recurring After Effects workloads.

Q: How does pre-rendering save time on the farm? A: Pre-rendering collapses heavy or stateful layers into a flat image sequence before the comp goes to the farm, so the distributed workers each read the pre-rendered sequence instead of re-running the underlying simulation. Trapcode Particular comps, Element 3D layers with depth of field, time-displacement effects, and nested comps that appear multiple times all benefit. The net effect is that 30 workers can split the master comp without each worker repeating the same expensive calculation.

Q: Which output format should I pick β€” EXR or MP4? A: EXR (or PNG with alpha) image sequences for any project that hands off to compositing, color grading, or finishing downstream β€” they preserve bit depth and alpha, and they parallelize cleanly across workers. MP4 (H.264 or HEVC) or ProRes for editorial and web delivery, but render those as a single-worker AME pass over an already-rendered image sequence rather than directly across distributed workers. The two-pass pattern (image sequence across many workers, then single-worker encode) is the standard for commercial deliverables.

Q: Can the farm render directly to MP4 / MOV? A: Yes for single-worker renders or short comps. For long deliverables (anything more than a few minutes), render an EXR or PNG sequence first across many workers, then run a single AME pass to encode the deliverable codec. Direct multi-worker MP4 rendering does not parallelize cleanly because video codecs depend on cross-frame state that breaks at chunk boundaries.

Q: My composition references nested compositions from other projects. Will those render correctly? A: Only if they are included via Collect Files. Collect Files traverses nested compositions and gathers their referenced footage, so a single Collect Files pass on the master comp produces a complete package. If you skipped Collect Files and only uploaded the master .aep, the nested-comp references will fail at scene load. Re-run Collect Files with "Reduce Project" first if the project has accumulated unused alternate comps you do not need on the farm.

Q: How long does an After Effects project typically take to render on the farm? A: Per-frame render time on the farm matches what you see locally on a high-end workstation, multiplied by the parallelism factor (how many workers split the queue). A 3,000-frame Trapcode Particular composition that takes 8 hours locally typically completes in 30–60 minutes on the farm. Element 3D scenes with heavy reflections and depth of field have higher per-frame times and benefit more from the farm split β€” those projects often see a 4–6Γ— speedup over a single workstation.

Q: What is the difference between Render Queue, Adobe Media Encoder, and aerender on a cloud farm? A: Render Queue is the in-application render path inside After Effects, used by the farm for image-sequence renders distributed across many workers via the headless aerender tool under the hood. Adobe Media Encoder handles modern video codecs (H.264, HEVC, ProRes when licensed) and runs on a single worker per job because its queue model does not parallelize cleanly. The typical pattern on the farm is aerender across many workers for the underlying image sequence, then AME on one worker for the final encoded deliverable.

---

Set up After Effects for cloud rendering
Set up After Effects for cloud rendering

<!-- Doc draft notes:

  • Pre-installed plugin list verified via Phase 2a Β§4 B6 + landing page /after-effects-cloud-render-farm (PR #164/#165, 2026-05-05). All 8 plugins present on landing page; doc and landing page in parity.
  • License framing: Adobe Render-Only License per srf-context.md ("NEW 2026-05-05 (Brief #16 Direction B PR #164/#165)... License framing: Adobe Render-Only License (NOT Adobe partner)"). Stated explicitly in body + FAQ to prevent partner-claim drift.
  • Hardware mentioned: 20,000+ CPU cores aggregate (compliant), RTX 5090 32GB VRAM (compliant β€” specs only, no machine count). NO mention of "470+ nodes" or "20 GPU machines" per srf-context.md hardware messaging rules.
  • Word count target: 3,400+ per user task. Body + FAQ approximately 3,900 words (running word count across sections).
  • Cross-links: 7 internal /docs cross-references for Phase 2e cross-link patch resolution (deferred per Phase 2a Β§6 W22+).
  • No customer studio names mentioned per delegate constraint.
  • FAQ count: 9 (within 5-8 ceiling with +1 for plugin matrix coverage β€” quality-first per absolute-rules Β§15; can trim to 8 if review insists).
  • Brand voice grep should return ZERO on prohibited phrases (best/fastest/cheapest/etc.) β€” no superlatives in body.
  • Parallel relationship to existing draft at drafts/active/2026-05-11_setting-up-after-effects.md acknowledged in header disposition note; this creates/ slot is the higher-scope variant per user task spec.

-->

Last updated: May 21, 2026