Random Axis Extrude

Random Axis Extrude extrudes random faces to the local x, y and z axis. These extrusions can be looped many times to create branching extrusions which is perfect for creating spacestations, spaceships, exotic architectures etc.

Figure 1

Here are the redo properties and what they do:

Base Cut

Subdivides the source mesh to generate more faces for the random extrusions. As resolution increases, the size of the extruded faces also gets smaller.

Figure 2

Iteration

This lets you repeat the effect of the operator several times to easily create branching effects.

Figure 3

Source Extrude

This lets you set the number of times faces in the x, y and z axis can be extruded from the face selection.

Figure 4

In the image above, reducing the x axis to 0 means there will be no extrusion from these axis from the selection in the source mesh. It can however still extrude from the other extruded faces if the other properties permits it.

Axis Order

This lets you set the order by which faces are extruded in the local x, y and z axis. You can set duplicate values.

Figure 5

The redo panel UI has the x, y and z axis properties arranged from left to right. So even if you set the x axis as the last in order, you still have to modify the x property values from its exact spot.

Axis Loop

This determines the number of extrusions in the x, y and z axis.

Figure 6

The difference between this and Source Extrude is that the latter determines the number of times extrusion can happen from the face selection or source mesh before extruding from the extruded faces or branches themselves to fulfill the Axis Loop number.

Loop Seed

Randomizes the extrusions using a seed number for each of the x, y and z axis.

Figure 7

Global Seed

Randomizes the extrusions from the x, y and z axis at the same time using a global seed number.

Figure 8

Min Length

This determines the minimum edge length a face can have to be considered for extrusions which is helpful to avoid extruding large faces.

Figure 9

Depth Max

This determines the maximum height or depth of the extrusions in the x, y and z axis.

Figure 10

Depth Min

This determines the minimum height or depth of the extrusions in the x, y and z axis.

If the min value becomes higher than the max value then it becomes the max property and vice versa.

Depth Seed

This randomizes the height or depth of the extrusions using values between the minimum and maximum properties in the x, y and z axis.

Figure 11

Threshold

This determines the normal angle limit for the extrusions. Lower values will only extrude faces from a certain angle but increasing this will, for example, extrude faces that slowly lean more towards the y or z axis from the x axis.

Figure 12

Inner Cut

This determines the number of cuts or edge cuts added to the body of the extrusions. This generates more faces in these areas for the branching extrusion effect.

Figure 13

Scale Max

The maximum scaling of the extruded face in the x, y and z axis.

Figure 14

Scale Min

The minimum scaling of the extruded face in the x, y and z axis.

If the min value becomes higher than the max value then it becomes the max property and vice versa.

Scale Seed

This randomizes the scaling using the values between the minimum and maximum properties using a seed number.

Figure 15

Randomization will only occur if the min and max values have different values.

Material Index

The Material Index property lets the resulting cloth sim mesh inherit a material from the active or work mesh.

The default value of -1 means it will use the active material in the work mesh if that material exists.

Using 0 and above means you will be using the 1st material in the material stack when using 0, the 2nd material when using 1 and so forth.

Using a material stack number when that material does not exist will assign no material to the resulting panel cut mesh.

Use Mirror

This uses the mirror modifier of the source mesh to create a symmetrical result. Disabling this will use an applied version of the mesh to create asymmetry instead.

Figure 16

Hit Source

This allows the extrusions to happen in places where it can penetrate the source mesh. Disabling this will cause the extrusions to try to avoid extruding into the source mesh.

Figure 17

Bisect Symmetry

Any faces that have extruded past the symmetry line when a mirror modifier is involved and Use Mirror is used will be cut or bisected.

Figure 18

Single Object

If enabled, this will merge the extrusions to the source mesh instead of creating a new object.

Figure 19

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