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NotchLC Render Farm — First Cloud Platform for Immersive XR & LED Artists

July 3, 2025
3 min read

Why Do Creatives Pick NotchLC at All?

Notch sits between game engines and motion‑graphics tools. It fuses real‑time GPU playback, a node‑based workflow, and show‑control features. Typical projects:

  • LED‑volume backgrounds for virtual production.
  • Touring concerts — sound‑reactive particles & volumetrics.
  • VJ festival sets (MIDI‑driven).
  • Fulldome / planetarium shows with point‑cloud FX.
  • Installation art synced to sensors.

Core Advantages

Feature Why Artists Care
NURA GPU engine 60–120 fps playback on one card → live previews.
Drag‑and‑drop node graph Iterate shots without compile waits.
Volumetric & point‑cloud toolset Native smoke, voxel, LIDAR imports.
Audio/MIDI reactivity Built‑in FFT, no external plugins.
NotchLC codec 10/12‑bit intra‑frame, perfect for disguise/d3 playback.
Export .dfx / NotchLC video Quick hand‑off to Unreal, TouchDesigner, disguise.

Take‑away: NotchLC owns the interactive & music‑driven space. But until now you had to sacrifice final‑grade quality—enter offline render + farm burst.

What Changed in 2025 — Offline / Stand‑Alone Render Mode

  • exe — stand‑alone renderer.
  • –chunk n/N flag → tile/frame splitting for farms.
  • EXR Multilayer + ACEScg tag.
  • OCIO config argument for colour pipelines.
  • Deadline & Qube! job templates in APT package.

Creators can now export 32‑bit EXR, ProRes 4444 XQ, 16 K panoramas — but a single RTX 3090 renders 4–5 minutes per frame at 16 K.

Benchmark — How “Heavy” Is a NotchLC Offline Job?

Scene Resolution Real‑Time Playback Offline (1 × RTX 3090)
XR stage BG 8 096 × 2 160 60 fps 2 m 05 s / frame
Fulldome master 16 384 × 8 192 N/A 5 m 20 s / frame
Concert intro 3 840 × 2 160 60 fps 18 s / frame

A two‑minute fulldome film (3 000 frames) = 265 GPU‑hours on a single workstation.

Forrender — First NotchLC Render Farm

How We Integrate (manual FTP submission)

  1. Request your dedicated FTP credentials from support
  2. Upload a zipped .dfx + assets to /incoming/notch/[studio_name]/job01.zip.
  3. Ping your personal manager in HelpCrunch or e‑mail with render specs (resolution, samples).
  4. Manager sets up Deadline job: chunk count, GPU pool (4 × RTX 3090 by default, up to 12 on request).
  5. After auto‑merge & seam‑check, manager shares a download link (EXR Multilayer / ProRes / NotchLC video).

No plugins to install, no scripting—just FTP + real human oversight.

Cost Example — 16 K Dome Sequence, 1 500 Frames

Farm Nodes Wall‑clock Cost
Forrender 4 × RTX 3090 18 h 15 m $149
Local PC 1 × RTX 3090 133 h Power + no PC for a week

Beta artists receive $15 credits.

Q&A — Answering What People Google

  • “Notch render farm” — why would I need it if Notch is real‑time?

LED screens need only 8‑bit preview, but commercial spots, dome films, and VP plates demand 10‑12‑bit & denoising—real‑time can’t deliver that.

  • “Is Notch faster/cheaper than Unreal or TouchDesigner?”

Unreal shines in photoreal GI; Notch wins at procedural FX and audio reactivity. With farm burst you equalise render time.

  • “Does the farm keep ACES colour?”

Yes—pass your OCIO path, we render EXR Multilayer in ACEScg and preserve metadata.

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