iRender GPU Render Farm Service

Powerful Houdini & Octane Multi-GPU Rendering on the Cloud.

iRender : High-Speed Cloud Render Farm for Houdini & Octane.
The multiple RTX 4090/5090 is currently the most suitable configuration package for Houdini & Octane.
Optimize for Houdini & Octane Multi-GPU Rendering Tasks.
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Houdini Render Farm

Powerful Cloud Render Farm for Houdini using Octane Renderer.

We Concentrate On People and The Joy Of Creation.
Optimize for Houdini & Octane Rendering Tasks on the Cloud.

Dedicated Multi-GPU Cloud Render Farm for Houdini & OctaneRender

Supercharge your pipeline with the iRender Cloud Render Farm for Houdini & Octane multi-GPU rendering. Deploy dedicated bare-metal nodes with 2, 4, 6, or 8x RTX 4090 / RTX 5090 (up to 256GB VRAM) to crush heavy simulations and OpenVDB volumes with 100% in-core residency.
Enjoy complete pipeline freedom through our IaaS render farm—direct remote desktop access, zero plugin restrictions, and zero setup friction.
Your Renders, Your Rules.

“Pure GPU performance. Relentless raw compute.
No Sharing. No Compromise. Absolute Protection.”

High-speed cloud render farm for Houdini with Octane render engine

iRender: Houdini Cloud Render Farm – Render Nodes: 2/4/6/8 x RTX 4090.
We support all 3D Render Engine with Houdini: Octane, Redshift, V-Ray (RT), Arnold GPU, Karma, Mantra and so on.

Overview: SideFX Houdini & OTOY OctaneRender

  • SideFX Houdini (Procedural Power & Advanced VFX): SideFX Houdini is the industry-standard node-based 3D platform dedicated to procedural generation and complex visual effects. Unlike traditional DCCs, Houdini’s non-destructive architecture empowers technical directors and artists to simulate large-scale dynamics—including uncompressed OpenVDB pyro/smoke volumes, FLIP fluids, rigid body dynamics (RBD), and massive procedural environments. In modern studio workflows, Houdini also serves as the foundational backbone for Universal Scene Description (USD) pipelines through its native Solaris environment.

  • OTOY OctaneRender (Unbiased Spectral Path Tracing): OTOY OctaneRender is a pioneering GPU-accelerated rendering engine celebrated for its spectrally correct, physically based light simulation. Engineered natively for NVIDIA CUDA and OptiX hardware, Octane calculates complex light transport, subsurface scattering, and optical dispersion with photorealistic fidelity. With the interactive Octane Live Viewer and dedicated Solaris Hydra render delegate support, Octane bridges real-time lookdev agility with production-grade final-frame rendering.

  • The Production Synergy: When paired, Houdini and Octane deliver an exceptionally agile workflow: Houdini proceduralizes geometry and dynamic solvers, while Octane renders dense scatter instances, volumetrics, and complex shaders with physical accuracy. Translating this computational density into finished frames requires dedicated GPU muscle and substantial VRAM to prevent pipeline bottlenecks.

Inside the Octane Kernel: Hardware Execution & Spectral Ray Dispatch in Houdini

  • Maximizing render throughput in OTOY OctaneRender within SideFX Houdini requires aligning the engine’s physically based spectral light simulation directly with dedicated GPU compute silicon. Utilizing an unbiased path-tracing architecture, Octane evaluates continuous spectral wavelengths—calculating complex optical dispersion, nested dielectrics, and random-walk subsurface scattering (SSS) with absolute fidelity. Dedicated hardware RT Cores execute OptiX-accelerated bounding volume hierarchy (BVH) ray-primitive intersection tests at physical wire speed. This leaves general-purpose CUDA Streaming Multiprocessors (SMs) completely unimpeded to process complex Open Shading Language (OSL) procedural nodes, evaluate spectral BSDFs, and calculate volume ray marching across dense Houdini smoke/fire grids. Octane’s variance-based adaptive sampling dynamically focuses compute passes strictly onto unresolved, noisy pixels, eliminating wasted ray iterations across convergent surfaces.

    Deploying Octane on dedicated bare-metal GPU infrastructure eradicates the severe I/O throttles, hypervisor latency, and GPU virtualization penalties typical of multi-tenant cloud platforms. Houdini’s procedural nature places heavy computational demand on the host system prior to ray dispatch: high-frequency enterprise processors (such as AMD Ryzen™ Threadripper™ PRO) eliminate CPU starvation during complex SOP node cooking, packed primitive extraction, OpenVDB voxel grid unpacking, and Solaris USD Stage translation via the native Octane Hydra delegate. Simultaneously, massive 32GB GDDR7 physical frame buffers (NVIDIA RTX 5090) guarantee that dense procedural point instances, uncompressed OpenVDB pyro grids, and multi-gigabyte simulation caches remain 100% In-Core. Because Octane mirrors scene data across every active card, this 32GB threshold permanently prevents performance-crippling PCIe Out-of-Core fallback and eliminates fatal CUDA out-of-memory (OOM) crashes.

OTOY OctaneRender in Houdini: Hardware Execution & Spectral Ray Dispatch Pipeline

Resource distribution across dedicated RT Cores, CUDA SMs, and 32GB In-Core memory during SOP extraction, OpenVDB voxel traversal, and Solaris USD evaluation.

Pipeline Stage Execution Flow & Ray Scheduling Hardware Allocation & Profile
1. Geometry & BVH
OptiX Ray-Primitive Intersection
SOP / Solaris USD Dispatch
→
Hardware RT Cores
→
OptiX BVH Traversal & Hit Point
Dedicated RT Silicon Saturation
Offloads spatial bounding-box (BVH) traversals across Houdini packed primitives, procedural hair curves, and dense polygonal meshes directly to hardware RT Cores at wire speed.
2. Spectral Shading
OSL & BSDF Evaluation
Surface Intersection
→
CUDA Streaming Multiprocessors
→
OSL Shaders & Houdini Attrs
General-Purpose Compute Core
CUDA SMs evaluate Octane Universal Material graphs, process complex Open Shading Language (OSL) procedurals, and interpolate native Houdini point attributes (Cd, pscale, orient) at runtime.
3. Spectral Path Tracing
Adaptive Sampling & Volume Marching
Continuous Wavelengths
→
Variance-Based Adaptive Sampling
→
OpenVDB Volume Marching
Physically Correct Light Transport
Calculates spectral dispersion, nested dielectrics, and random-walk SSS; variance-based adaptive sampling focuses compute strictly on noisy pixels while ray marching through dense pyro volumes.
4. Memory & Volumetrics
Replicated VRAM Architecture
UDIM & OpenVDB Cache
→
100% In-Core (32GB GDDR7)
→
Zero CUDA OOM Failure
Mirrored High-Capacity Frame Buffer
Octane duplicates scene assets across active GPUs; 32GB GDDR7 keeps multi-tile 8K UDIMs, Solaris USD primitives, and uncompressed OpenVDB smoke/fire grids 100% In-Core, preventing PCIe bottlenecks and CUDA OOM crashes.
5. Denoising & Output
Spectral AI Denoising & Deep Output
Deep Cryptomatte / AOVs
→
Octane AI / OptiX Denoiser
→
Multi-Layer 32-bit Deep EXR
Production Sequence Stability
Utilizes hardware-accelerated AI spectral denoising to eliminate high-frequency noise and volumetric fireflies without temporal flickering across animation sequences, delivering complete multi-channel 32-bit Deep EXR manifests.

Key Takeaway: Unbiased Spectral Path Tracing & Hardware Execution in Houdini

OTOY OctaneRender employs a physically based, unbiased spectral path-tracing architecture engineered for absolute optical fidelity and maximum GPU compute efficiency. Dedicated hardware RT Cores accelerate OptiX-driven bounding volume hierarchy (BVH) traversals and ray-primitive intersections across Houdini packed primitives and procedural curves at physical wire speed. Once an intersection hit point is confirmed, execution transfers directly to general-purpose CUDA Streaming Multiprocessors (SMs). These CUDA cores evaluate continuous spectral BSDFs, execute complex Open Shading Language (OSL) procedural networks, and perform volumetric ray marching across dense Houdini OpenVDB smoke/fire grids. Concurrently, Octane’s variance-based adaptive sampling dynamically prioritizes compute passes strictly onto unresolved, noisy pixels while seamlessly parsing native Houdini point attributes and instance transform matrices (Cd, pscale, orient, v) with zero wasted GPU compute cycles.

Why Choose IaaS Over SaaS for Houdini/Octane Multi-GPU Rendering

Architectural Evaluation: iRender Multi-GPU IaaS vs. Traditional SaaS Render Farms

Houdini & Octane Multi-GPU Scaling, Path Resolution Sovereignty, and System Security

Technical Criteria iRender (Bare-Metal IaaS GPU Cloud) 🚀 Traditional Render Farm (Automated SaaS) ⚙️
Multi-GPU Scaling Near-Linear Spectral Scaling:
Scales up to 8x RTX 4090 / RTX 5090 GPUs on a single bare-metal server via dedicated PCIe Gen 4/5 lanes. Delivers extraordinary parallel speedups (~7.6x to 9.9x) with zero inter-node network synchronization overhead, perfectly matching Octane’s sample accumulation algorithms.
Distributed Latency:
Segments project assets across distributed, multi-tenant network nodes. Substantial network transfer overhead and synchronization barriers drastically degrade multi-GPU rendering efficiency for heavy Houdini FX caching sequences.
Hardware Optimization Homogeneous Hardware Array:
Equipped with identical physical GPU silicon and high-clock AMD Ryzen™ Threadripper™ PRO processors. Rapidly processes SOP networks, unpacks packed primitives, and evaluates scene graphs with zero CPU starvation and zero virtualization latency.
Heterogeneous Hardware Mix:
Automatically distributes workloads across shared clusters with mixed GPU generations, throttling processing speeds down to the weakest card and provoking driver timeouts or CUDA kernel crashes.
VRAM & Memory Dedicated High-Capacity VRAM:
Provides massive VRAM headroom per GPU (up to 32GB GDDR7 on RTX 5090 nodes) paired with up to 256GB host RAM. High-throughput NVMe caching seamlessly handles heavy Pyro simulations, dense point clouds, and massive OpenVDB volumetric caches without Out-of-Core penalties.
Out-of-Memory Failures:
Virtualized instances run on highly restricted shared system memory allocations. Processing asset-heavy Houdini production scenes quickly triggers debilitating PCIe “Out-of-Core” memory swapping or hard CUDA OOM crashes.
Real-Time Viewport & IPR Zero-Latency Live Lookdev:
Grants direct, interactive desktop control over physical cloud GPUs. FX artists manipulate complex lighting setups, OSL shaders, and uncompressed volume grids live inside Houdini LOPs/Solaris and the Octane Live Viewer with instant visual feedback.
Technically Impossible:
Employs a rigid “upload-and-wait” batch execution mechanism. The lack of an interactive graphical user interface eliminates any possibility of pre-render asset validation or live Octane IPR lookdev tuning.
Asset Integrity & Paths 100% Native Path Preservation:
Preserves exact local directory structures and dependency paths (e.g., .bgeo sequences, external OpenVDB caches, USD layer assets, OSL scripts). Full desktop GUI allows TDs and artists to audit file references in Houdini before batch rendering. Zero broken paths, zero missing assets.
Frequent Packager Failures:
Proprietary SaaS upload plugins frequently fail to parse complex Houdini dependency trees, relative string expressions, or external asset repositories, resulting in missing volumes, unlinked textures, and black frames.
Pipeline Customization 100% Environment Sovereignty:
Provides full root-admin privileges within a standalone Windows/Linux environment. Supports custom Python/Hscript automation, proprietary HDAs, Octane Solaris Hydra delegates, custom compiled C++ USD resolvers, and render managers (Deadline, Tractor).
Rigid Black-Box Restrictions:
Confines workflows to standardized, pre-installed software environments. Incompatible with custom compiled HDAs, non-standard submission scripts, proprietary USD resolvers, or specific minor Houdini/Octane build versions.
Tenant Security Single-Tenant Hardware Isolation:
Operates as a completely sealed, dedicated physical environment. Features automated post-session storage overwriting (Data Wiping) to permanently shred data at the hardware level upon instance termination, backed by enterprise NDAs.
Shared Architecture Risks:
Project assets are centrally processed and buffered over shared cloud storage arrays via automated web scripts, escalating the risks of cross-tenant data leakage or backend hypervisor exploits.
Data Center Tier Certified Tier 3 Data Center:
Hosted on localized, physical Tier 3 infrastructure guaranteeing 99.982% uptime via massive power and cooling redundancies, backed by 24/7 biometric access controls and continuous CCTV surveillance.
Uncertified Virtual Capacity:
Runs on multi-tenant public cloud sub-leases or generic server capacity that lacks specialized infrastructure controls, physical security audits, or strict uptime SLA guarantees.

An Octane Render Farm Built for SideFX Houdini Pipelines

iRender’s bare-metal IaaS render farm delivers an enterprise cloud environment engineered specifically for SideFX Houdini and OTOY OctaneRender pipelines through four critical advantages:

  • Near-Linear Multi-GPU Spectral Scaling: OTOY OctaneRender distributes sample-based ray tracing across physical GPUs with near-linear parallel efficiency. iRender’s bare-metal architecture matches this compute model by providing dedicated servers equipped with up to 8x NVIDIA RTX 4090 / RTX 5090 GPUs on dedicated PCIe Gen 4/5 lanes. This scales ray accumulation throughput by up to 7.6x–9.9x, compressing days of heavy Houdini sequence rendering into single shifts with zero distributed network overhead.

  • 32GB GDDR7 In-Core Headroom & Zero CUDA OOM Aborts: Large-scale Houdini FX pipelines—packed with uncompressed OpenVDB pyro/smoke grids, dense particle point caches, and complex Solaris USD scene stages—routinely exceed standard workstation memory. Because Octane mirrors scene data across every active card, overflowing VRAM forces punitive PCIe Out-of-Core swapping or triggers fatal CUDA out-of-memory (OOM) crashes. iRender eliminates this bottleneck by deploying 32GB GDDR7 VRAM on RTX 5090 nodes, backed by up to 256GB host RAM and high-IPC AMD Ryzen™ Threadripper™ PRO processors to guarantee scenes remain 100% In-Core.

  • Absolute Pipeline Sovereignty for HDAs & Solaris Hydra Delegates: Enterprise Houdini workflows depend on complex dependency networks, proprietary studio assets, and exact build configurations. While black-box SaaS platforms break under custom path expressions and uncompiled libraries, iRender’s IaaS model grants root-admin Remote Desktop access. Technical Directors maintain 100% environment control: install exact Houdini and Octane production builds, deploy proprietary Houdini Digital Assets (HDAs), configure custom OSL shaders, integrate C++ USD Asset Resolvers (ArAssetResolver), and run the native Octane Solaris Hydra render delegate without environment errors.

  • Real-Time Interactive Lookdev & Pre-Render Debugging: Traditional SaaS farms enforce a blind “upload-and-wait” batch process where missing cache links, broken VDB grids, or shader compilation failures only surface after hours of wasted render credits. With iRender, artists access the physical cloud workstation directly via Remote Desktop. You can open Houdini, audit .bgeo/OpenVDB sequence paths, and interactively fine-tune lighting, volumes, and camera framing inside the Octane Live Viewer in real time, validating shot integrity before launching automated headless batch jobs (hython).

OTOY OctaneRender VRAM Architecture: In-Core Allocation vs. Out-of-Core Paging in Houdini

While OTOY OctaneRender includes Out-of-Core (OOC) fallback mechanisms for textures and geometry, maintaining a 100% In-Core memory footprint is essential for production stability and spectral ray-tracing performance. Because Octane employs a replicated memory model—duplicating scene assets across every active GPU—exceeding physical frame buffers forces the engine to stream assets across the PCIe bus to host RAM. In heavy SideFX Houdini pipelines featuring multi-gigabyte uncompressed OpenVDB volumetric grids, millions of packed geometry primitives, and dense Solaris USD scene stages, this PCIe traversal induces severe bus contention and memory thrashing, slumping rendering throughput by 60% to 80% or triggering fatal CUDA out-of-memory (OOM) aborts.

The expanded 32GB GDDR7 frame buffer on iRender’s dedicated RTX 5090 bare-metal nodes decisively resolves this bottleneck. Backed by 1.8 TB/s of memory bandwidth, Technical Directors can keep massive simulation caches, high-density particle point clouds, and multi-tile 8K UDIM texture arrays entirely resident in high-speed GPU silicon—bypassing PCIe bus limitations completely to sustain peak spectral path-tracing throughput with zero OOM crash risks.

OTOY OctaneRender in Houdini: VRAM Allocation & In-Core Memory Benchmark

Analyzing memory residency, volumetric OpenVDB caching, and Out-of-Core paging across Houdini VFX simulations and Solaris USD workloads.

Scene Workload Vector 24GB Baseline (RTX 4090) 32GB Baseline (RTX 5090) Pipeline Impact
Texture Cache Budget
8K UDIMs & OSL Shaders
Restricted In-Core Capacity
Heavy 8K UDIM sets push VRAM to physical limits, triggering Out-of-Core texture paging across PCIe and introducing ray evaluation stalls.
Expanded to 10GB–12GB In-Core
Dozens of production 8K UDIMs remain resident In-Core; leverages 1.8 TB/s GDDR7 bandwidth for zero-latency texture lookups.
Eliminates texture streaming lag during Octane Live Viewer lookdev and final spectral passes.
High-Density Volumetrics
Houdini Pyro, Axiom & OpenVDB
Frequent CUDA OOM Risks
Multi-channel voxel grids (density, heat, velocity) quickly saturate 24GB buffers; Octane’s volume engine risks hard driver crashes.
100% In-Core Volume Grids
Sufficient physical memory to load dense, uncompressed OpenVDB channels concurrently with heavy hero geometry assets.
Prevents fatal CUDA Out-of-Memory terminations on complex pyroclastic and explosion shots.
Production VFX Workloads
Solaris USD & Packed Primitives
VRAM Ceiling Exceeded
Dense unpacked SOP geometry exceeds 24GB; forces geometry Out-of-Core across PCIe, inducing a 30%–50% performance penalty.
100% In-Core Execution
Entire Solaris USD stage, millions of instanced packed primitives, and spectral buffers remain resident in GPU silicon; zero bus paging.
Preserves native spectral path-tracing throughput on episodic and cinematic sequences.
Extreme VFX Datasets
> 32GB FLIP Meshes, Crowds & USD
Severe Bus Thrashing / Crash
Continuous swapping of millions of animated primitives across PCIe cripples throughput by 60%–80% or crashes with CUDA OOM.
High-Speed Paging Stability
32GB buffer keeps an additional 8GB on-card; 1.8 TB/s GDDR7 bandwidth handles unavoidable host paging with superior stability.
Maximum fail-safe stability for large-scale procedural environments and massive crowd layouts.

Technical Takeaway: Expanding Compute Headroom in Houdini & OTOY OctaneRender

While OTOY OctaneRender supports Out-of-Core memory paging for textures and geometry, the native 32GB GDDR7 capacity on RTX 5090 nodes enables Technical Directors to safely maintain massive 8K UDIM texture arrays, dense geometry, and volumetric caches 100% In-Core. Retaining high-resolution texture tiles and procedural assets directly in on-chip VRAM eliminates PCIe bus contention and permanently prevents fatal CUDA out-of-memory (OOM) crashes. This dedicated memory headroom ensures the system effortlessly accommodates heavy deforming Alembic caches, dynamic OpenVDB pyro grids, and complex Solaris USD hierarchies without I/O stalls, keeping dedicated hardware RT Cores and CUDA Streaming Multiprocessors (SMs) continuously saturated at peak compute utilization.

SideFX Houdini & OTOY OctaneRender Multi-GPU Production Scaling Matrix: RTX 4090 vs. RTX 5090

Because OTOY OctaneRender distributes compute-heavy spectral ray-tracing calculations and parallel sample accumulation passes across physical GPUs with minimal synchronization overhead, performance scaling across multiple cards is virtually linear. The benchmark comparison below illustrates the generational leap from our battle-tested RTX 4090 nodes to the newly deployed RTX 5090 architecture—combining higher hardware OptiX RT Core throughput with an expanded 32GB GDDR7 frame buffer per card to guarantee 100% In-Core stability for complex procedural networks, dense OpenVDB pyro simulations, and massive Solaris USD environments in SideFX Houdini under tight production deadlines.

SideFX Houdini & OctaneRender Multi-GPU Scaling Matrix: RTX 4090 vs. RTX 5090

Comparing raw OctaneBench® compute throughput, replicated VRAM architecture, and Houdini Solaris/FX production tiers.

GPU Setup OctaneBench® Score & Visual Scaling VRAM Allocation Houdini Target Production Pipeline
1x RTX 4090
Baseline Node

1.0x (~1,300 OB)

24GB GDDR6X
Standard Frame Buffer
SOP network debugging, lightweight Solaris LOPs lookdev, and single-card OSL shader testing.
1x RTX 5090
Next-Gen Single

~1.25x (~1,700 OB)

32GB GDDR7
+33% VRAM Headroom
Interactive Octane Live Viewer lookdev on complex Solaris USD stages and medium OpenVDB pyro grids without Out-of-Core penalties.
2x RTX 4090
Dual Workstation

~1.95x (~2,550 OB)

24GB VRAM / GPU
Dual PCIe 4.0 Lanes
Dynamic Houdini particle FX simulations, procedural motion design, and rapid sequence animatic turnarounds.
2x RTX 5090
Octane Studio Ideal

~2.48x (~3,400 OB)

32GB VRAM / GPU
Direct Dual GDDR7 Bus
Ideal for Octane Studio tier (2-GPU limit); renders heavy packed primitive hierarchies and dense OpenVDB smoke caches 100% In-Core.
4x RTX 4090
Quad Cluster

~3.90x (~5,050 OB)

24GB VRAM / GPU
High In-Core Bandwidth
Dense procedural scatter environments, Axiom/Pyro volumes, and multi-layer Cryptomatte/AOV compositing passes.
4x RTX 5090
Heavy Production Node

~4.92x (~6,700 OB)

32GB VRAM / GPU
100% In-Core BVH Trees
Massive Solaris USD assemblies, uncompressed multi-channel OpenVDB explosions, and heavy point-instanced procedural environments.
8x RTX 4090
Enterprise Octa

~7.60x (~10,200 OB)

24GB VRAM / GPU
Redundant Server Cooling
Cinematic Houdini FX sequences, heavy FLIP water/whitewater meshes, and multi-shot batch rendering via hython.
8x RTX 5090
Ultimate Flagship

~9.85x (~13,400+ OB)

32GB VRAM / GPU
Max In-Core Ceiling: 32GB
Feature film VFX master sequences, massive Solaris USD layouts, uncompressed Deep EXR volumes, and zero-crash mission-critical deliveries.

* Architectural Note on Multi-GPU Memory:
OctaneRender operates on a replicated memory architecture where Houdini scene assets (SOP geometry, packed primitives, and OpenVDB voxel caches) are duplicated across each GPU’s physical frame buffer. Multi-GPU scaling multiplies spectral path-tracing compute throughput near-linearly without expanding the maximum scene size beyond the dedicated 24GB (RTX 4090) or 32GB (RTX 5090) physical VRAM ceiling per card.

Feeding the Spectral Ray Tracer: Why Threadripper™ PRO & 2TB NVMe Scratch Are Vital for Houdini & Octane

A common misconception among Houdini visual effects artists and technical directors is that unbiased spectral rendering speed depends exclusively on graphics card compute. While NVIDIA RTX 4090 and RTX 5090 GPUs perform the heavy optical path tracing, photon scattering, and OptiX AI denoising, a GPU cannot render what the host workstation has not yet evaluated, unpacked, and transferred.

In high-end procedural pipelines, Houdini frames do not begin on the GPU. If your host CPU chokes during single-threaded SOP cooking or your storage drive stalls while reading multi-gigabyte OpenVDB caches, your multi-card GPU cluster is forced into “starvation mode”—sitting completely idle at 0% compute load while your project deadline slips away.

To achieve continuous 95% to 100% GPU saturation across our multi-card clusters, iRender equips every bare-metal node with enterprise-grade host silicon and ultra-fast local scratch storage:

1. The Host CPU: AMD Ryzen™ Threadripper™ PRO (Up to 4.5 GHz+ Boost & 128 PCIe Lanes)

Before OctaneRender can cast a single spectral ray, Houdini’s procedural engine must evaluate the entire node graph. This pre-rendering phase is heavily constrained by host CPU single-thread frequency:

  • SOP Cooking & Solaris hdOctane Stage Parsing: Evaluating non-compiled SOP networks, unpacking millions of packed primitives, interpolating point attributes (Cd, pscale, orient), and translating Solaris USD stages via the native Octane Hydra delegate execute primarily on a single CPU core. Threadripper PRO’s blistering 4.5 GHz+ boost clocks slash this evaluation time by up to 70%.

  • Strict Non-Pageable Geometry BVH Construction: Because Octane strictly mandates that all polygonal geometry, hair grooming curves, and spatial BVH trees remain 100% In-Core, the host CPU relies on high single-thread velocity to build OptiX spatial acceleration structures before flushing triangles into VRAM.

  • Zero PCIe Lane Bifurcation: Consumer CPUs only provide 16 to 24 PCIe lanes, choking multi-GPU rigs down to electrical x8 or x4 speeds. AMD Ryzen™ Threadripper™ PRO delivers an unprecedented 128 dedicated PCIe lanes, allowing our servers to drive up to 8x RTX 5090 GPUs on unbifurcated, full-bandwidth physical lanes simultaneously.

2. The Local Scratch Disk: 2TB NVMe PCIe 4.0 SSD (7,000+ MB/s Sequential I/O)

Modern cinematic VFX and episodic simulation sequences demand massive asset streaming throughout every frame of animation:

  • Direct High-Speed OpenVDB & .orbx Ingestion: Ingesting multi-gigabyte uncompressed Pyro smoke grids, Axiom GPU simulation caches, and complex .orbx asset archives requires sustained disk read throughput. While mechanical drives (150 MB/s) or shared cloud network arrays (NAS) introduce massive bus wait states, dedicated local NVMe Gen4 drives read at over 7,000 MB/s, streaming volumetric grids into RAM in milliseconds.

  • Instantaneous Texture Mipmap & OSL Hydration: Hosting multi-tile 8K UDIM texture sets, custom OSL shaders, and HDR environment maps on dedicated local Gen4 NVMe storage eliminates I/O latency stalls, preventing the micro-stutters that interrupt live lookdev in the Octane Live Viewer.

The 3-to-1 Rule of Houdini Octane GPU Rendering:

A sequence frame does not start on the GPU. Every rendered image passes through three non-GPU preparation gates before a single photon of light is calculated:

  1. Gate 1 (Storage): The hard drive must stream gigabytes of .bgeo.sc point caches, OpenVDB volumetric grids, and .orbx asset packages into memory. (Choked by slow network shares → Solved by 2TB Gen4 NVMe @ 7,000 MB/s).

  2. Gate 2 (Host CPU): A single CPU core must evaluate Houdini SOP networks, unpack USD primitives via hdOctane, and calculate instance matrices. (Choked by low-clock CPUs → Solved by Threadripper PRO 4.5 GHz+ boost).

  3. Gate 3 (Acceleration Build): The CPU compiles OptiX Bounding Volume Hierarchy (BVH) trees and flushes non-pageable geometry across the motherboard bus into VRAM. (Choked by bifurcated x4/x8 slots → Solved by 128 dedicated PCIe lanes).

Only when Gates 1, 2, and 3 finish can Gate 4 (Active Spectral Path Tracing) fire up the GPU’s 21,760 CUDA and RT cores.


Frame Execution Lifecycle

Houdini & Octane Spectral Pipeline

The 4 Stages of a Houdini Octane Frame: Where Time Is Actually Spent

Hardware RT and CUDA cores cannot calculate spectral rays until local NVMe storage streams the assets and the host CPU compiles the scene hierarchy.

Frame Stage Active Hardware Silicon Operational Workflow & Data Pipeline GPU Activity State
Stage 01

Asset Streaming
Disk to RAM Ingestion

2TB NVMe PCIe 4.0 SSD
~7,000 MB/s Direct I/O
.bgeo.sc Caches
→
OpenVDB Pyro / Axiom
→
.orbx Packages
→
Instant Host RAM
0% IDLE (WAITING)
Waiting for disk I/O
Stage 02

SOP Cook & hdOctane Parse
Serial Hierarchy Parse

CPU Single-Core Clock
Threadripper PRO (4.5 GHz+)
SOP Network Cooking
→
Solaris hdOctane Delegate
→
Packed Primitives
→
OSL Shaders
0% IDLE (WAITING)
CPU single-thread lock
Stage 03

OptiX BVH & Geometry Load
Non-Pageable In-Core Load

CPU Multi-Thread + Bus
128 PCIe 5.0 Lanes (~64 GB/s)
OptiX BVH Trees
→
Direct PCIe x16 Ingestion
→
100% In-Core VRAM
0% IDLE (WAITING)
Waiting for bus & BVH load
Stage 04

Spectral Path Tracing
100% In-Core Computation

NVIDIA RTX 5090 (32GB)
21,760 Cores @ ~1.8 TB/s
Continuous Wavelengths
→
Volume Ray Marching
→
Octane AI Denoising
→
Deep EXR
100% SATURATION
RT & CUDA Cores Maxed


Core Production Rule // Geometry Must Precede Ray Tracing

Notice that across Stages 01, 02, and 03, the GPU load is sitting at exactly 0%. Because OctaneRender strictly forbids geometry and BVH structures from paging Out-of-Core, having a choked network share (stalling Stage 01) or a sluggish CPU (stalling SOP cooking and hdOctane parsing in Stages 02 & 03) will leave your RTX 5090 completely starved. Dedicated 2TB NVMe Gen4 I/O and high-clock AMD Threadripper PRO processors are the only way to blast through the pre-render gates into Stage 04 immediately.

High-Performance Multi-GPU Octane Render Farm Built for SideFX Houdini

While OTOY specifies baseline CUDA compute capabilities and driver matrices for standard engine initialization, mastering unbiased spectral path tracing across complex SideFX Houdini production pipelines demands uncompromised physical silicon. Lightweight DCC scenes rarely stress modern GPUs, but Houdini’s procedural workflows—generating dense Solaris USD scene stages, uncompressed OpenVDB pyro/smoke grids, millions of instanced packed primitives, and high-resolution 8K UDIM texture sets—instantly saturate entry-level hardware. Because Octane mirrors all scene data across every active card, exceeding physical frame buffers triggers punitive PCIe Out-of-Core memory paging or terminates jobs abruptly with fatal CUDA out-of-memory (OOM) crashes.

iRender’s bare-metal Octane render farm is built specifically to eliminate these Houdini bottlenecks:

  • 32GB GDDR7 Physical Frame Buffers (NVIDIA RTX 5090): Physical VRAM is an absolute ceiling in Octane’s replicated memory architecture. Our bare-metal RTX 5090 nodes deliver 32GB of GDDR7 VRAM (1.8 TB/s bandwidth) per GPU—providing a 33% memory expansion over 24GB setups. This expansive frame buffer locks heavy SOP geometry caches, complex USD hierarchies, and multi-gigabyte OpenVDB volumes 100% In-Core, preventing PCIe bus contention and eliminating CUDA OOM terminations.

  • Near-Linear Multi-GPU Acceleration (Up to 8x GPUs): Bare-metal server configurations scaling from 2x, 4x, up to 8x RTX 4090 / RTX 5090 GPUs on dedicated PCIe Gen 4/5 motherboards unlock near-linear parallel scaling (~7.6x to 9.9x speedups). Dedicated hardware RT Cores process OptiX-accelerated BVH traversals at wire speed, compressing multi-day Houdini spectral rendering passes into single shifts with zero network synchronization overhead.

  • AMD Ryzen™ Threadripper™ PRO & 256GB Host RAM: Houdini’s procedural pipeline places heavy computational demands on the host processor prior to ray dispatch. High-IPC AMD Ryzen™ Threadripper™ PRO CPUs eliminate CPU starvation during SOP node cooking, packed primitive extraction, OpenVDB voxel decompression, and Solaris USD stage flattening. Backed by up to 256GB of system RAM and enterprise NVMe caching, our nodes continuously feed multi-GPU arrays without pipeline stalls.

  • Full IaaS Pipeline Sovereignty for Solaris & HDAs: Automated SaaS platforms frequently fail when resolving custom Houdini environment variables, dynamic file expressions, or USD asset resolvers. iRender grants root-admin Remote Desktop access, giving Technical Directors complete pipeline parity: run the official Octane Solaris Hydra Render Delegate, deploy internal studio HDAs, compile custom OSL shaders, and launch automated command-line batch jobs (hython) without black-box SaaS errors.

GPU Cloud Workstation Specifications at a Glance

Dedicated bare-metal render nodes powered by AMD Ryzen™ Threadripper™ PRO and multi-GPU arrays.

Service Package (GPU Node) Dedicated Node Hardware Configuration
 

NVIDIA RTX 4090 Series • 24GB GDDR6X per GPU

Package 3S
1x RTX 4090 (24GB VRAM)
AMD Ryzen™ Threadripper™ PRO 3955WX
256GB Host RAM
2TB NVMe PCIe 4.0 SSD
Package 4S
2x RTX 4090 (24GB VRAM / GPU)
AMD Ryzen™ Threadripper™ PRO 3955WX
256GB Host RAM
2TB NVMe PCIe 4.0 SSD
Package 5S
4x RTX 4090 (24GB VRAM / GPU)
AMD Ryzen™ Threadripper™ PRO 5975WX
256GB Host RAM
2TB NVMe PCIe 4.0 SSD
Package 9S
8x RTX 4090 (24GB VRAM / GPU)
AMD Ryzen™ Threadripper™ PRO 5975WX
256GB Host RAM
2TB NVMe PCIe 4.0 SSD
 

NVIDIA RTX 5090 Series • 32GB GDDR7 per GPU (+33% In-Core Headroom)

Package 3i
1x RTX 5090 (32GB GDDR7)
AMD Ryzen™ Threadripper™ PRO 5975WX
256GB Host RAM
2TB NVMe PCIe 4.0 SSD
Package 4i
2x RTX 5090 (32GB VRAM / GPU)
AMD Ryzen™ Threadripper™ PRO 5975WX
256GB Host RAM
2TB NVMe PCIe 4.0 SSD
Package 5i
4x RTX 5090 (32GB VRAM / GPU)
AMD Ryzen™ Threadripper™ PRO 5975WX
256GB Host RAM
2TB NVMe PCIe 4.0 SSD
Package 9i
8x RTX 5090 (32GB VRAM / GPU)
AMD Ryzen™ Threadripper™ PRO 5975WX
256GB Host RAM
2TB NVMe PCIe 4.0 SSD

As a pure bare-metal IaaS platform, iRender bridges the gap between procedural simulation and high-throughput spectral rendering. Instead of fragmenting workflows across disparate services, Technical Directors can configure a unified pipeline—simulating complex solver caches on a dedicated Houdini render farm and dispatching unbiased multi-GPU ray tracing across a high-performance Octane render farm within the exact same bare-metal environment.

Technical Production FAQ

Q1: How effectively do iRender’s multi-GPU RTX 5090 nodes scale OctaneRender performance inside Houdini?

  • OctaneRender scales near-linearly across multiple GPUs inside Houdini via the native OctaneROP bridge. Scaling your project from a single workstation GPU to an 8× RTX 5090 bare-metal node multiplies aggregate OctaneBench capacity proportionally, shrinking complex 4K spectral simulation renders from days to hours. Because iRender bills strictly by dedicated server runtime rather than charging per-frame SaaS penalty fees, batch processing heavy Houdini animation sequences on multi-GPU instances delivers finished deliverables up to 8x faster while preserving identical overall project computing costs compared to long, single-GPU workstation jobs.

Q2: How does the RTX 5090’s 32GB VRAM prevent Octane Out-of-Core (OOC) bottlenecks on heavy Houdini simulation caches?

  • Dense Houdini FX scenes featuring high-resolution OpenVDB volumetric clouds, tens of millions of FLIP/PBD particles, and complex procedural instancing frequently breach legacy 24GB VRAM limits. When memory is exhausted, Octane triggers Out-of-Core (OOC) memory swapping over the PCIe bus, causing severe 50% to 70% render slowdowns or fatal CUDA memory crashes. The RTX 5090’s 32GB GDDR7 VRAM pool (+33% headroom) backed by 256GB of high-speed host RAM ensures massive simulation caches and complex geometric scatter arrays remain 100% in-core for maximum ray-tracing throughput.

Q3: How does licensing work for OTOY OctaneRender inside Houdini on iRender?

  • Because OTOY enforces strict license compliance without third-party bundling, you maintain complete administrative control over your genuine licenses:

    • Bring Your Own License (BYOL): Launch Houdini on the node and log directly into your OTOY account via the native OctaneLive dialog. Once your production run concludes, simply sign out or deactivate your license with one click to release the seat back to your local workstation.

    • Studio Floating / Enterprise RLM: With full root-level control and encrypted VPN tunnel support, enterprise facilities can securely route remote bare-metal instances to connect directly to their studio’s central floating license server or internal RLM manager.

Q4: Can I execute headless batch renders via hython or export .orbx scene archives to Octane Standalone?

  • Yes. Dedicated bare-metal instances with Administrator (root) privileges grant complete pipeline flexibility:

    • Headless CLI Execution: Execute batch render sequences via PowerShell, command prompt, or .bat scripts using native hython commands. This completely bypasses the Houdini graphical interface, dedicating 100% of CPU cores and GPU memory strictly toward frame computation. You can also drive dependency chains locally via Houdini’s PDG/TOPs or link to a studio Thinkbox Deadline repository via VPN.

    • Octane Standalone Export (.orbx): Export animated .orbx scene packages directly from Houdini and render them via Octane Standalone CLI (octane.exe -exit -render scene.orbx), completely freeing system host RAM from Houdini’s footprint during heavy ray tracing.

Q5: How do I configure Houdini environment variables ($HOUDINI_PATH), Octane JSON packages, custom HDAs, and OCIO ACES?

  • Unlike automated SaaS farms that force projects into rigid directory structures, iRender guarantees 100% studio pipeline parity. With unrestricted OS access, you can deploy custom environment variables ($HOUDINI_PATH, $HSITE, $JOB), register the Octane plugin via modular JSON package definitions in Houdini’s packages directory, load studio-proprietary HDAs, and point to custom OpenColorIO (OCIO) ACES profiles identically to your local studio setup.

Q6: Do I need client software to access the server, and how fluid is remote Octane IPR lookdev via WebRTC?

  • You are not required to install any client software on your local machine. iRender provides instant, low-latency remote desktop streaming powered by WebRTC:

    • Zero-Install Web Browser Streaming: Launch your dedicated RTX 5090 instance immediately inside modern web browsers (Chrome, Edge, Safari) across Windows, macOS, Linux, or iPadOS. WebRTC streams encrypted video with sub-30ms latency at 60fps, effortlessly bypassing strict corporate IT firewalls that block standard Windows RDP ports (3389).

    • Interactive IPR Look-Development: Manipulate complex Octane Node Editor shaders, inspect lighting rigs, and evaluate live Octane IPR feedback in real time with zero perceptible input lag.

    • Native Parsec and standard Windows RDP options remain fully accessible for multi-display workflows and pen-tablet pressure passthrough.

Q7: How fast is asset transfer for multi-gigabyte simulation caches (.bgeo.sc, OpenVDB, .orbx), and is storage billed?

  • All data transfer (upload/download) and cloud storage on iRender are 100% free of charge:

    • High-Speed Multi-Threaded Sync via iRender Drive: Our proprietary desktop tool utilizes multi-threaded transfer pipelines that fully saturate your available local bandwidth without throttling or browser upload caps. Multi-gigabyte .bgeo.sc point clouds, OpenVDB volumetric sequences, and .orbx archives transfer overseas in minutes.

    • Zero Billable Idle Time: Sync your entire simulation cache library ahead of time without initiating server rental, incurring zero billing runtime during upload.

    • Direct Local PCIe Gen4/Gen5 NVMe Access: Once your server boots, assets execute directly from enterprise NVMe SSD arrays running at over 7,000 MB/s, eliminating disk read bottlenecks when Octane streams volumetric voxel grids into VRAM during frame initialization.

What Else You Gain When Choosing the iRender Platform

1. Licensed Octane cloud workstations

At iRender, you can select dedicated bare-metal nodes with SideFX Houdini and OTOY OctaneRender pre-installed and fully configured, ensuring immediate pipeline readiness from the moment you connect. We actively maintain and test stable production builds alongside certified NVIDIA enterprise drivers to extract maximum spectral ray-tracing performance while eliminating CUDA compatibility conflicts and driver kernel timeouts. This turnkey deployment eliminates the tedious overhead of editing houdini.env files, setting up JSON packages, or troubleshooting plugin library paths. Artists simply sync their .hip scenes, .bgeo sequences, and OpenVDB caches to the cloud node and initiate high-throughput multi-GPU rendering instantly.

If your pipeline relies on specific production build revisions, custom Houdini Digital Assets (HDAs), third-party solvers (such as Axiom), or proprietary C++ USD resolvers, our full root-admin IaaS access guarantees complete freedom to install, compile, and configure any additional DCC tools or internal scripts exactly as you would on a local studio workstation.

2. Deeper discount with Rental Plan

You will be charged on a per-minute basis. Depending on the type of server you choose, we will issue you an invoice once you shut down the servers, so that you will control your balance easily.

The hourly rental option is always available for you to choose. However, you can always save 10% with our Rental Plan feature. For those who’re in need of a server for more than a day, or have an extremely large project, we advise choosing a daily/weekly/monthly rental package. The discount is attractive (10%).

We accept payment through Onepay, bank transfer, Visa/ Mastercard. And of course, we sometimes provide promotions for customers on special occasions. Staying connected with us to keep updating these programs.

3. Real human support from 6:00 to 24:00

Users can access our web-based online platform and use multiple nodes to render at the same time. Hence, with us, it does not matter where you are present – as long as you are connected to the internet, you can access and enjoy the 24/7 rendering services that we provide, and if you meet any issue, our real human support team is always ready to support you from 6:00 to 24:00 (GMT +7).

4. Easy to use and simple process

What you need to do is just 5 simple steps including: Creating an iRender account, Recharging money, Transferring your files to the remote server, Selecting a package and connecting to the server then finally Taking full control of the server and doing whatever you want.

We ensure that we provide you the easy-to-use interesting and effective solution. With just one or two clicks to create an image, and 7 to 15 minutes to boot the system in the first time, you will use the servers (GPUs & CPUs) like your own PC. Additionally, you just need to set up a working environment once, and save as Images to keep it for life.

With the aim to effectively equip users, reduce the procedure of using application and website at the same time, iRender has released a desktop app called iRender GPU App. It will contain almost all the features, help you to recharge your account, transfer files and connect to the remote servers/machines on your own local PC without having to come to the iRender website.

The following section will help you know how to install iRender GPU and use it.

        1. Download and install the app on your local PC.
        2. Register/login the app by your iRender account and follow this instruction to use it.

Watch this video tutorial on how to use iRender GPU app:

With the above advantages and the machine configuration package that iRender are offering, we believe that Houdini and Octane users will have the most comfortable, quickest, and most effective rendering time.

Register an account on iRender to claim your 100% bonus for the first deposit and render without limitations.

Your Renders, Your Rules.

We Focus On People And The Joy Of Creation.

“iRENDER RENDER FARM – YOUR RENDERS, YOUR RULES”

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AMD Threadripper™ PRO SERVERs

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GPU NVIDIA 4090/5090 CARDs

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Service availability

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Elite Support

Houdini Render Farm
GPU Rental Pricing

Pricing

Compare our server performance and price with major companies such as GPU Instances from AWS, GPU Instances from Google, Azure from Microsoft and GPU servers from small competitors. You’ll be surprised!
You can install all software you want on our remote server

GPU Cloud Workstation 3S

1xRTX 4090, 24GB vRAM
$8.2 Node/Hour
  • Pay per 3 hours and more (Save 10%)
  • Only : $7.38 node/hour


  • SINGLE CARD
  • 1xRTX 4090, 24GB vRAM
  • NVLink™ : N/A
  • NVIDIA CUDA® Cores: 16.384
  • GPU Architecture: NVIDIA Ada Lovelace
  • AMD Ryzen™ Threadripper™ PRO 3955WX @ 3.9 - 4.2GHz
  • RAM: 256 GB
  • Storage (NVMe SSD): 2TB
  • OS: Windows, Ubuntu
  • Power Elite Support 24/07


  • iRender Data Center:
    Uptime Tier III, ISO 27001 (BS7799), ISO 20000 (ITIL) and ISO 9001: 2000.
    No Sharing. No Compromise. Absolute Protection.


  • The Difference:
    ✕ SaaS farm: Upload → wait → hope it works → re-upload if it doesn't
    ✓ iRender: Connect → work like your own PC → render → disconnect


  • (*)Optimize for (Lumion, KeyShot, Twinmotion, UE5, Enscape, D5 Render etc.) Single-GPU Rendering Tasks.


  • For newly registered customers 100% bonus first charge within 24h

GPU Cloud Workstation 4S

2xRTX 4090, 24GB vRAM
$15 Node/Hour
  • Pay per 3 hours and more (Save 10%)
  • Only : $13.5 node/hour


  • MULTI GPU
  • 2xRTX 4090, 24 GB vRAM
  • NVLink™ : N/A
  • NVIDIA CUDA® Cores: 2 x 16.384
  • GPU Architecture: NVIDIA Ada Lovelace
  • AMD Ryzen™ Threadripper™ PRO 3955WX @ 3.9 - 4.2GHz
  • RAM: 256 GB
  • Storage (NVMe SSD): 2TB
  • OS: Windows, Ubuntu
  • Power Elite Support 24/07


  • iRender Data Center:
    Uptime Tier III, ISO 27001 (BS7799), ISO 20000 (ITIL) and ISO 9001: 2000.
    No Sharing. No Compromise. Absolute Protection.


  • The Difference:
    ✕ SaaS farm: Upload → wait → hope it works → re-upload if it doesn't
    ✓ iRender: Connect → work like your own PC → render → disconnect


  • (*)Optimize for (Redshift, Octane, Blender, V-Ray Next, Maxwell etc.) Multi-GPU Rendering Tasks.


  • For newly registered customers 100% bonus first charge within 24h

GPU Cloud Workstation 5S

4xRTX 4090, 24GB vRAM
$30 Node/Hour
  • Pay per 3 hours and more (Save 10%)
  • Only : $27 node/hour


  • MULTI GPU
  • 4xRTX 4090, 24 GB vRAM
  • NVLink™ : N/A
  • NVIDIA CUDA® Cores: 4 x 16.384
  • GPU Architecture: NVIDIA Ada Lovelace
  • AMD Ryzen™ Threadripper™ PRO 5975WX @ 3.6 - 4.5GHz
  • RAM: 256 GB
  • Storage (NVMe SSD): 2TB
  • OS: Windows, Ubuntu
  • Power Elite Support 24/07


  • iRender Data Center:
    Uptime Tier III, ISO 27001 (BS7799), ISO 20000 (ITIL) and ISO 9001: 2000.
    No Sharing. No Compromise. Absolute Protection.


  • The Difference:
    ✕ SaaS farm: Upload → wait → hope it works → re-upload if it doesn't
    ✓ iRender: Connect → work like your own PC → render → disconnect


  • (*)Optimize for (Redshift, Octane, Blender, V-Ray Next, Iray, Maxwell etc.) Multi-GPU Rendering Tasks.


  • For newly registered customers 100% bonus first charge within 24h

GPU Cloud Workstation 9S

8xRTX 4090, 24GB vRAM
$52 Node/Hour
  • Pay per 3 hours and more (Save 10%)
  • Only : $46.8 node/hour


  • MULTI GPU
  • 8xRTX 4090, 24 GB vRAM
  • NVLink™ : N/A
  • NVIDIA CUDA® Cores: 8 x 16.384
  • GPU Architecture: NVIDIA Ada Lovelace
  • AMD Ryzen™ Threadripper™ PRO 5975WX @ 3.6 - 4.5GHz
  • RAM: 256 GB
  • Storage (NVMe SSD): 2TB
  • OS: Windows, Ubuntu
  • Power Elite Support 24/07


  • iRender Data Center:
    Uptime Tier III, ISO 27001 (BS7799), ISO 20000 (ITIL) and ISO 9001: 2000.
    No Sharing. No Compromise. Absolute Protection.


  • The Difference:
    ✕ SaaS farm: Upload → wait → hope it works → re-upload if it doesn't
    ✓ iRender: Connect → work like your own PC → render → disconnect


  • (*)Optimize for (Redshift, Octane, Blender, V-Ray Next, Iray, Maxwell etc.) Multi-GPU Rendering Tasks.


  • For newly registered customers 100% bonus first charge within 24h
GPU Rental Pricing
"We all know that talent is never enough but devotion is the only way to success"

IRender Render Farm – "Your Renders, Your Rules"
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Hotline: (+84) 912-785-500
Skype: iRender Support
Email: [email protected]
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