DCdc336.dotshock.ai
One scene, built to production depth

Data Center 336

A hyperscale data hall that was never built — 336 racks, 97,221 independently blinking LEDs, real cabling and containment, generated by one Blender script and lit like a film set. Compose shots in your browser; real GPUs render them. CGI rendered, not AI-generated.

Racks336
Triangles22.3M
LEDs97,221
RendererCycles OptiX
Already rendered · not mockups

Every image below came out of Cycles on a real GPU — no stock photography, no AI image generation. The full public gallery lives in the studio's Outputs view.

Real render: wide establishing shot down a cold aisle of the 336-rack hall.
Hero aisle24mm wide · 8K still
Real render: an 85mm close-up on a rack's server fronts and status LEDs.
Rack detail85mm f/2.0 · 8K still
Real render: a low-angle view looking up the face of a rack row.
Low angleLooking up the row · 8K still
Real render: the hall surveyed from the mezzanine walkway.
Mezzanine surveyOn location · 8K still
Real render: a service corridor between containment rows.
Service corridorOn location · 8K still
Real render: corner overview of the full white space.
Corner overviewRoom-scale wide · 8K still

Deliverables: 8K JPEG stills · 4K MP4/ProRes video at 24 fps. What's shown is finished work on disk, never a placeholder.

How it works

From server files to a finished frame

The scene source lives on the render host. You edit a shot — camera, movement, lighting, look, output — as a saved revision, preview it interactively, then submit it to the render queue. A submitted job carries an immutable snapshot, so later edits never change what's already rendering. The workflow, in detail →

Diagram: server files feed a saved shot revision; the revision is checked in a 3D preview, submitted to the render queue on the GPU host or Flamenco farm, and finished frames land in outputs. An iterate loop returns from preview to revision; jobs keep immutable snapshots.
The production path. Diagram is an original SVG.
01Compose in the browser
Real camera presets, 19 movement paths, six independently switchable light groups, AgX looks — every control maps to a value the renderer actually consumes.
02Render on real hardware
The host RTX 3090 renders with Cycles OptiX; Flamenco distributes work to connected machines. GPU slots depend on available memory.
03Review
Live progress, telemetry and finished frames in the studio; web previews in the gallery.
Camera department

Direct it like a set, not a screenshot

The hall is lit and framed with photographic controls, and the same numbers drive the final render — there is no cosmetic slider whose value gets thrown away.

Real render: aisle B framed from standing height, containment strips lit.
aisle B · on-location series · real render
5+camera presets per scene, plus fully custom position & look-at
19movement paths — dolly, slider, orbit, crane, pan, fly-through, drone, vertigo, reveals
6independently switchable light groups — troffers, aisle LEDs, exits, displays, screens, emergency
14–200mm lens range with aperture, white balance, exposure and five AgX looks

Honest boundary: the interactive 3D preview is geometry and camera truth, not final lighting — final pixels always come from Cycles. Scene detail explains exactly what's real-time and what's rendered.

Rendering & farm

The host GPU is part of the farm

The host GPU and connected workers contribute to the same production workflow. Persistent queues show progress and completed outputs; the host can use two render slots when its memory budget permits. Install the Farm app and connect through the private invite. Tailscale provides the connection; workers return finished frames automatically, without a manually mounted shared folder. Octane uses its licensed host and keeps its output separate from Cycles.

—Workers ever seen
—Jobs completed today
—Jobs recorded, all time
—Last update

Loading farm status…

Real citations, not marketing copy

CGI is a real, sellable stock category

Each claim links to a source you can check yourself. Where something couldn't be verified, it says so instead of guessing — this project's own no-fabrication rule.

01Demand is real, and it already includes CGI
Live iStock searches: “operating room” 54,000+ results with a “3d rendering” listing ranking on page one twice; “bank vault” 24,300+; “luxury villa interior” 27,800+ with a pure-CGI listing at #2.
023D renders are accepted; generative AI is not
Getty/iStock permits retouching of “traditionally created media (e.g., camera shot, illustrated, non-AI 3D rendered)” and states “We don't accept content created by generative AI” (contributor rules). Shutterstock draws the same line (3D content policy, AI content policy). Adobe's generative-AI definition doesn't fit a deterministic Blender script — though no Adobe page names 3D as its own category the way Getty's does; stated plainly rather than papered over.
03This pipeline's advantages line up with those rules
No imported assets — every mesh, material and light is built by the script, so no borrowed-model copyright to clear. No real location or person — no property or model releases. A fixed seed makes every build deterministic, exactly repeatable.

Not claimed: sales that haven't happened. Nothing on this page has been submitted to an agency yet; these citations are about demand and eligibility, not a track record.

The library · existing work, preserved

Beyond the hall: the room library

Data Center 336 is the scene in active development. The library holds every other room this pipeline has already built — hospitals, vaults, villas, offices, command centers — each with its own showcase page and real renders. All of it stays available in the studio.

Open any room from the Library menu above — every page shows only renders that actually exist on disk.

In the build queue

Three new engineering-grade rooms

Built to the same standard as Data Center 336 and already loadable in the studio. Their generators, camera libraries and technical illustration atlases are complete; their first frames render at the queue's next idle window, and their pages say so plainly rather than showing a borrowed image.

Technical illustration

Sections and dimensions, drawn from the same numbers as the geometry

Every room ships a drawing set alongside its renders: plan, section, elevation, rack detail, power and cooling schematics — 41 sheets across the three new builds. They are generated from the scene's own CONFIG, not traced from a render, so a dimension on a sheet and the same dimension in the 3D scene cannot drift apart. Original SVG, so they scale to any print size and stay editable in Illustrator.

Cross-section drawing of the DC-24 AI hall: raised floor, rack rows, hot and cold aisle containment, overhead busway and cable tray, ceiling height dimensioned.
DC-24 — hall sectioncontainment, busway and plenum, dimensioned
Section through one DC-24 rack: 42U of equipment, plinth, blanking panels, direct-to-chip manifold and cable management, with U positions marked.
DC-24 — rack section42U, manifold, blanking
Section through the hero accelerator server: chassis, accelerator boards, cold plates, fan wall and power supplies.
DC-24 — accelerator servercold plates and fan wall
Section through one hyperscale hall: structural bay, rack rows, overhead distribution and roof plant.
Hyperscale — hall sectionone of four halls
Section through the dilution refrigerator: five cryogenic stages from the room-temperature flange down to the mixing chamber, with each stage's plate radius and temperature marked.
Quantum lab — cryostatfive stages, 300 K to the mixing chamber

The full atlas ships with each room — open a room page from the Library menu to browse its sheets.

Post · Adobe hand-off

The clean render is the master. Everything else is a derivative.

Blender writes the clean plate — 8K stills, 4K video, or multilayer EXR with passes. After Effects then builds the explanatory version as a separate file: flow arrows, numbered callouts, power and cooling paths, each one a declarative preset rather than hand-built script. The plate is imported as a layer and never modified, so the sellable frame and the explainer frame come out of the same render instead of competing for it. The studio's Adobe tab shows which overlays are staged, which plates they are waiting on, and the exact two commands that build and render them.

01Render clean
Cycles writes the master. JPEG or PNG for stock, multilayer EXR when the frame will be graded or re-lit downstream.
02Overlay in After Effects
One shared ExtendScript template consumes a JSON preset — data flow, power flow, cooling flow, callouts — and builds a project per shot. Editing an overlay never means editing script.
03Deliver both
The explainer lands beside its master with an _ae_<preset> suffix and its own provenance record. Nothing overwrites the clean frame.
Access · pricing

What it costs to direct here

Browsing and the gallery are open to everyone. Composing and rendering your own shots runs on the studio's real hardware. Prices below are the actual offer (owner-approved 2026-09-20); the checkout behind them isn't wired yet — signing in gets you the account, not a charge.

Viewer

Free

Browse every finished render, the scene pages and the shot library. No account.

Look around

Creator

$39/mo

Compose and queue your own shots, full camera & movement library, render on the host GPU.

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Studio

$149/mo

Everything in Creator, priority in the render farm queue, invite your own farm members.

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Studio API

$499/mo

Everything in Studio plus programmatic job submission — for pipelines, not people.

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Prices are real; the checkout behind them isn't built yet — nothing is charged by signing in. Original 3D/source files are licensed separately, by approval — ask us.