Currently in TG2 virtually every function and setting can be animated using simple keyframe techniques, including the camera, sun, etc. The button with an "A" and an s-curve next to most settings is used to set keframes. This means that you can animate everything from cloud movement to terrain "growth" and changes, to water, even to the level of transparency, strength of the sun, and hundreds of other parameters.
The primary limitations currently are that there is no centralized animation or curve editor, and that you cannot change the interpolation method used between keyframes. Import/export support for motion data and other animated parameters is also very limited. These are the areas we will be working on to finalize the Animation module.
Currently the only available documentation is in the forums, which you have already seen. However that documentation will be expanded to cover all TG2's major areas (including water, which is absent now, for example), as well as to include a complete "Node Reference", which will briefly explain the function of each node and its parameters. Initially we will not be providing tutorial-style "how do I make this in TG2?" documentation, but we hope to do so in the future.
As for render farm use, any render queue manager that can handle custom parameters for a commandline application should work with TG2. The only one I have heard of in this context is DrQueue (free and open source), but I know there are other options. If you need more specific help with this Matt would probably have more detailed advice from his experience in production.
- Oshyan