PipelineFX's Render Farm Manager Helps Award-Winning Polish Animation Studio Tackle Projects Ranging from AAA Cinematics to Interactive Video Installations
It's created cinematics for AAA games and commercials for Coca-Cola. It's produced viral teasers for the European Space Agency's Rosetta mission and visual effects for Lars von Trier's "Antichrist". It's won two BAFTAs, and has been nominated for an Academy Award, a Golden Palm at Cannes, and a Golden Lion at the Venice Film Festival.
And for the past five years, Polish animation and visual effects house Platige Image has used just one tool to manage the complexity of this incredible range of projects: Qube!, PipelineFX's intelligent render farm management system.
The most artist-friendly render manager
“It's impossible to count how many shots we've rendered through Qube!,” says Platige lighting artist Krzysztof Dębski. “It must be in the hundreds of thousands.”
Although Platige had previously used other desktop render farm management software, it was drawn to Qube! by its combination of customizability and ease of use. “Qube! has an artist-friendly interface, that displays all of the necessary data at once. I can manage all of my jobs, see the logs, and even previews directly from the UI,” says Dębski. “It also has an 'open-source style' that can be combined with other software easily. It feels like it fills the last gap in a good production pipeline.”
Autodesk’s shot-review and playback tool RV and production-tracking system Shotgun are used alongside the system, creating a powerful infrastructure for Platige employees. Renders feeding into Qube! are created using a combination of Autodesk's modelling and animation packages Maya, 3ds Max and Softimage, as well as The Foundry's compositing standard, NUKE. Because Qube! is built to interact seamlessly with this entire range of tools, the process of managing render jobs has become transparent, even to artists coming to the software for the first time.
“I hadn't used Qube! before I joined Platige, but once I did, I understood why it is used here,” says Dębski. “I don't know any other render manager with such potential to be so artist-friendly.”