Random Axis Extrude
Last updated
Last updated
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.
Here are the redo properties and what they do:
Subdivides the source mesh to generate more faces for the random extrusions. As resolution increases, the size of the extruded faces also gets smaller.
This lets you repeat the effect of the operator several times to easily create branching effects.
Increase this value carefully relative to the base resolution of the face selection and the amount of cuts used to avoid lags and freezes.
This lets you set the number of times faces in the x, y and z axis can be extruded from the face selection.
This lets you set the order by which faces are extruded in the local x, y and z axis. You can set duplicate values.
This determines the number of extrusions in the x, y and z axis.
Randomizes the extrusions using a seed number for each of the x, y and z axis.
Randomizes the extrusions from the x, y and z axis at the same time using a global seed number.
This determines the minimum edge length a face can have to be considered for extrusions which is helpful to avoid extruding large faces.
This determines the maximum height or depth of the extrusions in the x, y and z axis.
This determines the minimum height or depth of the extrusions in the x, y and z axis.
This randomizes the height or depth of the extrusions using values between the minimum and maximum properties in the x, y and z axis.
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.
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.
The maximum scaling of the extruded face in the x, y and z axis.
The minimum scaling of the extruded face in the x, y and z axis.
This randomizes the scaling using the values between the minimum and maximum properties using a seed number.
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.
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.
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.
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.
If enabled, this will merge the extrusions to the source mesh instead of creating a new object.