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Omar Wanis

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About Omar Wanis

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    Peon

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  • Name
    Omar Wanis
  • Location
    Egypt
  1. Ray Tracing and Path Tracing

    That makes sense Thanks for all the info, much appreciated!
  2. Ray Tracing and Path Tracing

    One more thing, I didn't really care to learn another engine since i know to each their ups and downs and i wanted to learn the craft first before mastering one tool or another, but since you said Mantra is a bit different than traditional engines, if you would suggest i would learn one more engine besides Mantra, what would that be? Most people i see use Houdini jump either to Redshift or Arnold, i hear Redshift is very fast once u have a good GPU and also has this GPU to CPU Ram switch thing when ur VRAM is maxed out (but maybe not good with complex scenes, that's where Mantra kicks in), so they kind of complete each other. Also, Arnold is really good with volumes and stuff (but i think Mantra is too). Maybe Renderman cuz it's in Houdini already? Would love to hear your opinion.
  3. Ray Tracing and Path Tracing

    I understand now. I'm already reading everything about Mantra in Houdini docs (the one most underrated place to get info from imo ). And i didn't jump into Karma yet or Solaris or anything new, just waiting for them to become stable enough and fully documented and widely-used before i make that move. Can't thank you enough, that helped a lot. Cheers.
  4. Ray Tracing and Path Tracing

    That's one great explanation! Thanks for taking the time and the effort man to clarify things for me, much appreciated! I'm new to Lighting and Rendering, and i always like to understand things from the ground up, to understand how the tools i use work before diving deep into them. Most of what you said, i have read some way or another, but things weren't that clear to me. I didn't know micropolygon rendering is rasterisation (even though now it makes sense, cuz rasterisation is all about drawing 3D polygons on 2D images as far as i know), but i dunno why it's good for hair and volumes and stuff like that tbh. I guess i could start dealing with the fact that i'm using PBR unless i need sth really specific with Raytracing (dun need to know further details so far), i just thought that there was a huge leap from raytracing to pathtracing when it came to GI, but when i tried the same scene with both, the differences are insignificant, so i guess it's not that much of a leap or sth. If you can point me towards a course/tutorial/book that might help me understanding all these technical stuff from the ground up, i'd be grateful.
  5. Ray Tracing and Path Tracing

    But houdini docs say that there are little differences between raytracer and PBR engines, and from what i know, GI is really different when it comes to raytracing and pathtracing... or do i understand wrong? Cuz the same GI parameters are accessible through both engines (Diffuse Limit and all).
  6. Hey guys, i have been reading all about Ray Tracing and Path Tracing, and i know what both of them mean, but i'm confused about certain stuff. Is Path Tracing an upgrade to Ray Tracing? Or is it is own algorithm that replaces Ray Tracing? and do we have it in Mantra or not? I know that Path Tracing mainly provides solutions to GI problems, is that already implemented in Mantra? I need some clarifications regarding this, Thanks!
  7. Computational Fluid Dynamics

    sorry, i was never notified of this reply, but thanks a lot for the resources!
  8. Computational Fluid Dynamics

    Hey guys, im looking to step up my pyro/fluid understanding and study Computational Fluid Dynamics (CFD) since i already got an engineering background. My question, is CFD preferable to learn for computing simulations in houdini? Or maybe another branch of fluid calculations that i know not of? Thanks.
  9. Smoke Solver | Tips and Tricks

    Hey, thanks for sharing. I'm really confused by your hip file, i gotta say. And i have a bit of experience in Pyro, i also dove down into the solvers and smoke object and understood it from the core, but with your file, it felt like a nightmare (sorry). You're basically disabling everything on the solver and computing everything on your own, using your own forces, your own fields, your own equations. How did you come to the idea of creating all of these things? Can you walk me by your chain of thoughts, maybe i can understand a bit. Thanks
  10. Procedural Modeling Advice

    By Procedural Modeling i mean like making props for games, most houdini procedural modeling tuts i have are for game props, as it gives u the flexibility to edit in your model quickly and efficiently as your please.
  11. Procedural Modeling Advice

    Oh, i see. So that means unless i'm willing to work as a freelancer, practicing Modeling in Houdini is just a waste of time right?
  12. Procedural Modeling Advice

    Hey guys, after exploring most sides of Houdini, I'm surprisingly trying to settle on Procedural Modeling as my main focus :D I know it's a bit weird since it's not Houdini's strongest tool, but before Houdini, I have tried Modeling in Maya and Cinema 4D and failed, but with Houdini, it seems so logical and straight forward to my mind. I'm trying to get a job as a 3D Modeller using Houdini here in my country (Egypt), and i need some professional expert advice from you guys on some points regarding the market and Modeling in general (worldwide not just a specific country): 1- Is Houdini used widely in Modeling in the market or not yet? and why? and how much is Procedural Modeling popular nowadays in Games and Film as well? 2- I dunno much about texturing and I'm planning to learn a texturing software besides Houdini, so far I'm choosing Substance Painter, do you guys have any advice regarding this part? 3- Is Mantra good enough for me? Or do i have to dive into other renderers later? 4- How to constantly learn and upgrade myself in the right path? What else to learn? If you can give me advice from your professional experience, that would be great. 5- Any other advice you could give me is welcome, even abstract ideas, anything really. 6- One last thing There are different ways to approach Modeling in Houdini, i know that all methods are correct, but as a professional, do each one have like a standard method to approaching weird curves and irregular shapes efficiently? or you mix and match different approaches? Do you usually do low polygons baring in mind to subdivide the whole thing in the end or you can just model it all high quality from the beginning? I mean, how do you think and set your mindset before starting your work? :D Sorry for the long long post, appreciate your help guys. EDIT: I'm not a newbie who wants to explore Houdini, I'm already familiar with it and with all the resources available and I spent some time learning it. I'm seeking professional advice from experts because I'm applying for Modeling Jobs these days and i have 0 working experience in 3D.
  13. Hey guys, I'm trying to set materials to my Packed Disk Primitives using a Packed Edit SOP but for some weird reason, the material section of the node can't read the MAT path, just the SHOP path (as seen in screenshot 1). I tried to debug every step, everything seems fine, even the node reads the pieces' path (as seen in screenshot 2). What am i doing wrong?
  14. Houdini PC Build ($1200 - 1600$)

    UPDATE: Maybe i can go as high as 2000$ or a little bit higher, suggestions please.
  15. Houdini PC Build ($1200 - 1600$)

    Hey guys, I need to get a new PC and i have only (1200$-1600$) to spend, so this is my build so far: - CPU: AMD Ryzen 2700 (8 cores - 3.2 up to 4.1 GHz - 20 MB Smart cache) - GPU: NVIDIA GTX 1050 TI 4 GB VRAM - RAM: 48 or 64 GB RAM DDR4 - Storage: 2 TB HDD - 240 GB SSD - Board: B350 Gaming What do you think given the price limit? Is the GPU enough for the purpose (especially if i started using Redshift in the future)? Is SATA SSD good enough or I need M.2? Is the Board good enough when i need to upgrade in the future? If you would recommend I squeeze a little more money, what for? Thanks!
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