There's a huge I/O bottleneck as well as you're reading huge textures (I've seen textures as big as 1 TB) and writing constantly to disk the result of the renderer.
Other than that, most of the tooling that modern studios use is off the shelf, for example, Autodesk Maya for Modelling or Sidefx Houdini for Simulations. If you had a custom architecture then you would have to ensure that every piece of software you use is optimized / works with that.
There are studios using GPUs for some workflows but most of it is CPUs.
So that can easily end up being several hundred gigabytes of source image data. At rendertime, only the textures that are needed to render what's visible in the camera are loaded into memory and utilized, which typically ends up being a fraction of the source data.
Large scale terrains and environments typically make more use of procedural textures, and they may be cached temporarily in memory while the rendering process happens to speed up calculations