HI i bought these otls, but I have a question. When the explosion happens, the bustduster chunks don't collide with the fractured geo. They go through it and hit the ground plane. How can I have the bustduster chunks hit the geo which is ontop of the floor, instead of falling through the geo and hitting the ground plane? Thank you!
Quick question, if I had a vellum cloth fracture sim. Lets say a ball bursting through a rug. Can I use the bustduster to give me all my secondary dust and particle sims? Great tools btw!!
It won’t. The inputs must be either BoomBox or the RBD Bullet solver. Internally a lot of information is pulled from those sources and of BustDuster doesn’t find one or the other of those as the input source it won’t work.
What am I missing. When I set this up boom box and Bust Duster, my main geo vanishes and I see the explosion from the bust duster only. I have to use a merge node and take the first output 1 from the boom box and the output 1 from the bust duster together to see them both? In this video you are seeing both your geo and your bust duster particles without a merge node.
In the videos I’m setting the template flag to BoomBox. BustDuster’s output viz only shows the elements you select in the button strip. I’ll often do as you do and merge as well. But templating the fracture uses a little less overhead in the viewport vs a merge.
@@WhatIFound Hi Jason I am having an issue with bust duster. When I export an alembic, to C4D from Houdini I get the particles from BD in an already exploded state, like a freeze frame. When I hit play on the animation in C4D the BD particles then explode out of the object and then match the position and rotation of the freeze frame and then it all starts to move together. I think this is a bug. I have tried getting the chunks and the trails all separately but it's always the same result.
@@kevin2028 Hey. I just exported the chunks as an abc and brought them into C4D without issue. I'd suggest exporting each element separately by using their discrete output if you're not already doing so. I've connected a rop alembic out to the second output of bust duster (chunk output), used the default settings and it's worked as expected. I'm using C4D r21. I can't vouch for newer versions, I stopped using C4D years ago.
Looks cool, but here is no rolling/spin/rotation on the instanced chunks right? Thanks for making these, I think I'll get the bundle, seems to save time! Are the HDAs blackboxes or are they open for a peek inside?
There is a roll on the chunks. In the chunk tab / forces there's a spin speed control. It may be hard to notice at times, but it is there. Most visible on the pieces as they're coming to a stop on ground planes. It's from a pop spin, with a little modification.
Great! Thank You very much, Jason!
Amazing. Buying this right now!
Super! ^^ Gonna buy this ^^
Thanks so much, hope you enjoy working with it.
Fantastic work!
HI i bought these otls, but I have a question. When the explosion happens, the bustduster chunks don't collide with the fractured geo. They go through it and hit the ground plane. How can I have the bustduster chunks hit the geo which is ontop of the floor, instead of falling through the geo and hitting the ground plane? Thank you!
Quick question, if I had a vellum cloth fracture sim. Lets say a ball bursting through a rug. Can I use the bustduster to give me all my secondary dust and particle sims?
Great tools btw!!
It won’t. The inputs must be either BoomBox or the RBD Bullet solver.
Internally a lot of information is pulled from those sources and of BustDuster doesn’t find one or the other of those as the input source it won’t work.
What am I missing. When I set this up boom box and Bust Duster, my main geo vanishes and I see the explosion from the bust duster only. I have to use a merge node and take the first output 1 from the boom box and the output 1 from the bust duster together to see them both? In this video you are seeing both your geo and your bust duster particles without a merge node.
In the videos I’m setting the template flag to BoomBox.
BustDuster’s output viz only shows the elements you select in the button strip.
I’ll often do as you do and merge as well. But templating the fracture uses a little less overhead in the viewport vs a merge.
@@WhatIFound Hi Jason I am having an issue with bust duster. When I export an alembic, to C4D from Houdini I get the particles from BD in an already exploded state, like a freeze frame. When I hit play on the animation in C4D the BD particles then explode out of the object and then match the position and rotation of the freeze frame and then it all starts to move together. I think this is a bug. I have tried getting the chunks and the trails all separately but it's always the same result.
@@kevin2028 Hey. I just exported the chunks as an abc and brought them into C4D without issue. I'd suggest exporting each element separately by using their discrete output if you're not already doing so.
I've connected a rop alembic out to the second output of bust duster (chunk output), used the default settings and it's worked as expected. I'm using C4D r21. I can't vouch for newer versions, I stopped using C4D years ago.
Looks cool, but here is no rolling/spin/rotation on the instanced chunks right?
Thanks for making these, I think I'll get the bundle, seems to save time! Are the HDAs blackboxes or are they open for a peek inside?
There is a roll on the chunks. In the chunk tab / forces there's a spin speed control.
It may be hard to notice at times, but it is there. Most visible on the pieces as they're coming to a stop on ground planes.
It's from a pop spin, with a little modification.
HDAs are open so users can poke around freely. You'd just need to right click / allow editing of contents, and then do as you wish :)