Nexus Distributed Rendering plugin

posted in: Blog | 6

Today is a great day! Finally I can share with you all what I’ve been working on along with my good friend Daniel Santana and Jonathan de Blok! Nexus DBR is a plugin available for 3ds Max  users based on the Nexus Framework.

Nexus DBR plugin allows fast iterations on renders without the hassle of network rendering while using your render farm in an interactive workflow. Some of its main features include:

  • Easy scene file distribution
  • Works with any commercially available renderer
  • Does not block the application so you can work while rendering, no extra overhead

But words are just words! So here’s a video showing it all 🙂 Hope you like it and if you are interested in knowing more about price and licensing scheme contact us at


6 Responses

  1. kashif
    | Reply

    great tool.
    so whats the price & availability.

  2. oguz bir
    | Reply

    Hi Artur,
    This looks great.
    By the way due its unique workflow, Will it also support Octane render?
    An other question is that, it seems like it renders buckets like the blowup region render.
    So, will that mean we can produce renders with very large images that require large framebuffer size. Will this also help overcome the limits of gpu rendering where framebuffer size does make a huge hit on the gpu vram.

    Can’t wait to test it.

  3. Artur Leao
    | Reply

    Hi guys, thanks for the feedback, we appreciate it!
    Kashif, please contact me by e-mail.

    Ogur, I will be honest and say that I haven’t tried with Octane, but I’ve read its documentation and all points that yes, it will work with no issues. I’ll get back at you on that!

    On the framebuffer… well, it’s not that simple in theory you can have bigger renders and each machine will get a framebuffer based on its bucket size, so yes, higher resolution renders, but don’t quote me on that please 🙂 GPU renders are a bit tricky regarding that matter!

  4. oguz bir
    | Reply

    Artur thanks for the reply.
    My question was based on the framebuffer size.
    Incase of octane of course if the scene geometry and textures fits the vram than it’s no problem. But if you add a highres framebuffer to the equation and if the final size is very very big. it wont render.
    Octane does has its own network render built in.
    I might use your software to overcome this problem.
    Looking forward to test it if pricing will be affordable for me
    Thanks 🙂

  5. Javadevil
    | Reply

    Hi Artur,
    Nice looking DBR.
    Now you say this supports any renderer, thats cool.
    I’m wondering though is this Nexus frame some awesome tool that doesn’t require to install 3dsmax and all plugins on the render slaves ? I’m guessing it does, but one day !!!
    How does it deal with final gather ? since that normally needs to be calculated for a single frame size not by tile size ?

  6. Artur Leao
    | Reply

    Hi! Thanks for the comment. Right now we are aiming and working with brute force rendering methods, we’ll get back with answers for your questions as soon as we investigate further 🙂

    You will need 3ds Max installed in the slaves, pretty much like you need it to render with Backburner. It will run in server mode so no extra licenses are required. That’s a cool idea thought, I’ve been asking the same question for a long time 🙂

    For now, Final Gather and other GI methods should work the same way we usually render stuff on the network, pre-calculating it before and loading it before final render. Hope this gives you some answer and feel free to ask more!

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