3D Render Calculator
This 3D render calculator estimates how long an animation will take to render and what it will cost. Enter the length of your animation in seconds and the frame rate, and it works out the total frame count. Enter the average render time per frame, taken from a few test renders of your heaviest shots, and it multiplies out the total machine time. Tell it how many machines or render nodes will share the job and it converts that into wall-clock time, the number you actually care about when a deadline is looming, and multiplies the machine hours by your cost per machine hour to estimate the bill. It works for any renderer, Blender Cycles, V-Ray, Arnold, Redshift or Octane, because the maths is the same: frames times minutes per frame. Freelancers use it to quote client work and decide whether a render farm beats leaving the workstation on overnight, students use it to check an assignment will actually finish before hand-in, and studios use it for quick capacity planning. The defaults model a 10 second animation at the PAL 25 frames per second common in NZ, rendering at 4 minutes a frame on a single machine costed at $1.50 per machine hour. Always render a test batch before trusting any estimate.
250 frames at 4 minutes each is 16 h 40 min of machine time. Across 1 machine the job finishes in about 16 h 40 min and costs about $25.00 at $1.50 per machine hour.
Estimate only. Frame times vary through a shot, so test-render frames from the heaviest sections, and set cost per machine hour to zero if you render on your own hardware.
How it works
Total frames are the animation length in seconds multiplied by the frame rate. Total machine time is frames multiplied by the average render time per frame. Wall-clock time divides that machine time by the number of machines rendering in parallel, which assumes frames are distributed evenly and each machine renders at the same speed, a fair approximation for a farm of identical nodes. Cost is total machine hours multiplied by the price per machine hour: note that adding machines shortens the wait but not the bill, because the same machine hours are consumed either way. For still images, set the length and frame rate so the frame count is 1, or simply read the per-frame time as your answer.
Worked example
Using the defaults: a 10 second animation at 25 fps is 10 × 25, which is 250 frames. At 4 minutes per frame the total machine time is 1,000 minutes, which is 16 h 40 min. On 1 machine the wall-clock time is the same 16 h 40 min, so it is an overnight job. The machine time equals 16.67 hours, and at $1.50 per machine hour the render costs about $25.00. Spreading the same job across 10 identical nodes would cut the wait to about 1 hour 40 minutes while the cost stays about $25.
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