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Architectural Visualization
KinoCloud renders Blender archviz scenes on cloud GPUs while your machine stays free for the next design change. Every still and flythrough is estimated in hours and dollars before it starts, and you never pay more than the quote you approved. No farm to run, no render manager to license.
Archviz deadlines have a particular shape: the review is tomorrow morning and the design changed this afternoon. Rendering locally means choosing between working and rendering — the machine that produces the frames is the machine you design on. Offloading breaks that trade: submit the scene from Blender, keep modelling while frames render in parallel on cloud GPUs, and cancel the job the moment the client changes the brief again. When the presentation is over, the capacity is simply gone — there is no workstation bought for one deadline depreciating in a corner.
The two workloads price differently and the estimate makes both concrete before anything runs. A presentation still is one long frame — its cost is that frame's GPU time, quoted up front. A flythrough is arithmetic: sixty seconds at 25 frames per second is 1,500 frames, and the estimate multiplies that out to hours and dollars before you approve it. Settlement is capped at the approved quote, so the number you saw is the most the job can cost — on fixed-fee work, that turns rendering from a margin risk into a line item.
Honest scoping first: our render lane targets Cycles. If your pipeline is built on V-Ray or Corona, we are not your farm yet, and we would rather disqualify ourselves in this paragraph than midway through your project. For Blender studios the fit is direct: the add-on submits from the viewport with the scene's dependencies, sign-in is a browser login held in the operating system keyring rather than an API key in a project file, batch shot lists can be driven from the add-on's Python API or the REST API, and firms can put accounts behind SAML single sign-on.
Set the GPU class, frame count and expected time per frame to see an indicative cost. The estimate you approve in the plugin is the ceiling on what the job can settle for.
Estimated Total
*Pricing may not be accurate at the time of rendering
FAQ
Blender, via the downloadable KinoCloud add-on, targeting the Cycles renderer. It is our only provisioned render candidate and full production qualification is still in progress, so treat it as available to trial rather than certified for a locked client deadline. Other applications appear on this page only once they are downloadable and provisioned.
Not today, and we would rather say that here than have you discover it mid-project. Cycles is the only renderer our lane targets. If your studio pipeline is built on V-Ray or Corona, we are not your farm yet — when a commercial engine lane is provisioned it will be listed on this page, not implied in advance.
There is no per-image price tier or fixed resolution ceiling in the product — a 6K still is simply a longer frame than a 4K one, and you pay for GPU time. The estimate tells you what that frame will cost before you commit to it, which is exactly the check worth running before promising print resolution to a client.
A flythrough is a frame sequence, and sequences are what a farm is for: frames render in parallel across GPUs rather than overnight on one machine. You watch the sequence land from the add-on panel, cancel it if the design changes, and download frames from the panel or the API.
Three mechanisms stack. Every job is estimated before it runs; settlement is capped at the approved estimate; and the account can carry a hard USD budget with an optional auto-stop threshold. On fixed-fee work that means render cost is a number you approved in advance, not a variable that eats the margin.
No. Cycles ships with Blender and neither costs anything, so there is no per-node licence to float — which is not true of most commercial engines on most farms.