# Random Cells

**Random Cells** generates random single face cards in the selected faces from the source mesh. This is to generate low poly face groups to introduce tiny extrusions for detail or to break up the silhouette of your model.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FTwDQzawW9opqi4TNiZcW%2Fblender_cpsKI0kRA0.png?alt=media&#x26;token=eaef927e-2f93-4cfc-9bc2-518431959822" alt=""><figcaption><p>Figure 1</p></figcaption></figure>

Here are the redo properties and what they do:

### Size Mode

This has 2 options:  **Percent** and **Number**. **Percent** uses a percentage slider to control the number of cells generated. **Number** uses an interger to determine the number of cells generated.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2F5m8d1WDSYNlVwQ9i0xzH%2Fblender_VaReSkY5KR.gif?alt=media&#x26;token=d903d7ee-b795-4096-b0b3-bfab0f470fa9" alt=""><figcaption><p>Figure 2</p></figcaption></figure>

### Pool Size

The amount of cells generated relative to the subdivided face selection.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FsiH5r3M6cTzCCFXd9p6P%2Fblender_pcXFc062HG.gif?alt=media&#x26;token=e7e5b5bb-925b-4ed5-b14c-d87d9f3fb406" alt=""><figcaption><p>Figure 3</p></figcaption></figure>

### Pool Seed

Randomize the generated cells using a seed number.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2Fe01mCjqe2gjFc2bU8RkD%2Fblender_NxZKf6kUqX.gif?alt=media&#x26;token=85f3fc6c-7d08-4f9c-8d38-f2a4731157a5" alt=""><figcaption><p>Figure 4</p></figcaption></figure>

### Island Size

Increase the number of neighboring faces that can be attached to face cells.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FzC2e5ld39zVaB43G99ME%2Fblender_yubidXLiZO.gif?alt=media&#x26;token=6e7eaf9d-fb82-422e-8878-41952f17c7cc" alt=""><figcaption><p>Figure 5</p></figcaption></figure>

### Proc Size

This controls the possibility of the neighboring face being generated.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FKKdcXP87c31y7VLlQaAW%2Fblender_e0GIVzYulH.gif?alt=media&#x26;token=2e044f42-2cb7-49dd-bc6e-5cabf208d8ff" alt=""><figcaption><p>Figure 6</p></figcaption></figure>

### Proc Seed

Randomizes the location where a neighboring face can be generated using a seed number.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2Fa7thm00WxGh4kb07WFf2%2Fblender_y5WjQSbH1h.gif?alt=media&#x26;token=d69bb5cf-c91b-4152-a446-79bba47d8e54" alt=""><figcaption><p>Figure 7</p></figcaption></figure>

### Inner Margin

This controls the individiual margins of the face cells or islands.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FSklrr97z5t7NRWLFU2oS%2Fblender_7TQy1L9AM2.gif?alt=media&#x26;token=2380fd78-5029-48eb-817c-e343e904bf8e" alt=""><figcaption><p>Figure 8</p></figcaption></figure>

### Outer Margin

This controls the margin from the face selection boundary.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FubultYxN1Mho1M9WWcPM%2Fblender_MFPoEC5MQ9.gif?alt=media&#x26;token=1ab09e23-c9b3-4184-a0af-6560e39f5933" alt=""><figcaption><p>Figure 9</p></figcaption></figure>

### Subdivision

This has 2 properties: **Cuts** and **Smooth**. **Cuts** lets you increase the subdivision of the face selection allowing for more face cells to be generated. **Smooth** gives a smoothing effect to the subdivision.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FSK7firZYcMVJzgoNfaUR%2Fblender_UdZQF30UVk.gif?alt=media&#x26;token=8be05cf6-c7e8-4cde-9091-88d3d76488b9" alt=""><figcaption><p>Figure 10</p></figcaption></figure>

{% hint style="info" %}
*Using smooth on angular models will puff out the mesh but if you want you can use this as an effect.*
{% endhint %}

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FDrJQwFXHgVaIF9LLGLyd%2Fblender_0XmtcXoQys.gif?alt=media&#x26;token=73e820cf-f716-4407-8e4c-461e1dd7f4b9" alt=""><figcaption><p>Figure 11</p></figcaption></figure>

### Thickness

This controls the inset thickness of the face cells or islands.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FeSfj3JqlWkufi7G74ehT%2Fblender_gdcZ38KQjc.gif?alt=media&#x26;token=6e7e0d3f-0e80-4d4c-ad6a-3558c6c1b6f7" alt=""><figcaption><p>Figure 12</p></figcaption></figure>

{% hint style="info" %}
*You can see this effect better if you have added some depth value using the Depth property.*
{% endhint %}

### Cut Method

This has 2 options: **Sharp** and **Individual**. **Sharp** will cut the face cells on edges that meet a sharpness angle threshold. **Individual** will split the faces based on their edges.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FeR54d6iq5JyUKL9e3Ogl%2Fblender_3iUth46YZI.gif?alt=media&#x26;token=729c95ef-d39f-40eb-940f-c723f859c03d" alt=""><figcaption><p>Figure 13</p></figcaption></figure>

### Cut Angle

The angle threshold used by the **Cut Method: Sharp** to determine which edges to split or cut.

### Depth

This controls the inset depth of the face cells or islands.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FQAv3YJ2uBnKSaBfvKNU3%2Fblender_tRH47NhzUr.gif?alt=media&#x26;token=63be0028-bc69-46ad-b124-e4e471f3f6f8" alt=""><figcaption><p>Figure 14</p></figcaption></figure>

### Depth Seed

Randomizes the inset depth value of each face cells when **Cut Method: Individual** or **Offset Mode: Individual** is used.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FhOMzDbnfUEWBBpnPw6aj%2Fblender_ucTYIVe5Qw.gif?alt=media&#x26;token=e50cfbb9-2469-415a-9d2f-4b16b255ac61" alt=""><figcaption><p>Figure 15</p></figcaption></figure>

### Offset Mode

This has 2 options: **Constant** and **Individual**. **Constant** will use the same offset value for all the face cells. **Individual** will randomize the offset value for each face cells or islands individually.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FEl1oPsoEdenMTQo2Sfhc%2Fblender_z2f8e5nmRQ.gif?alt=media&#x26;token=e81ea029-48a7-4ef5-82d1-15f0592923d3" alt=""><figcaption><p>Figure 16</p></figcaption></figure>

### Offset

The amount of offset by the face cells or islands towards or away from the selected faces.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2F4F78pC04qu4PfqgZGiDq%2Fblender_SNkC738oHr.gif?alt=media&#x26;token=188000df-6b76-4ca1-9b00-886d5664fc65" alt=""><figcaption><p>Figure 17</p></figcaption></figure>

### Offset Seed

Randomizes the offset using a seed number.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FdWQ4c4YsENJwcvUuctkI%2Fblender_j5cX0QZOqb.gif?alt=media&#x26;token=0ff0f98f-eb10-4954-a80b-d9625c953d0e" alt=""><figcaption><p>Figure 18</p></figcaption></figure>

### Triangulation

The amount of faces from the face selection to be triangulated.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FsYHC6A1mEFVOFj94NaSQ%2Fblender_iuVetyuYDP.gif?alt=media&#x26;token=51f62abc-05d9-4066-a5fb-9eeb7d649117" alt=""><figcaption><p>Figure 19</p></figcaption></figure>

### 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.

{% hint style="info" %}
*Using a material stack number when that material does not exist will assign no material to the resulting panel cut mesh.*
{% endhint %}

### Use Mirror

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

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FdMaAloHEKWvl2PcfS8Vp%2Fblender_wCsT4SVzpA.gif?alt=media&#x26;token=d30b5529-c8fb-4690-aac9-9105e6e7c0ea" alt=""><figcaption><p>Figure 20</p></figcaption></figure>

### Floater Mesh

Disables all the ray visibility of the resulting random mesh except for the camera.&#x20;

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FqsF4eCOa3EO9AHyLRgak%2Fblender_f2eJFr82Ja.gif?alt=media&#x26;token=9c68b86a-bd9e-4cae-9399-853d9f9213cf" alt=""><figcaption><p>Figure 21</p></figcaption></figure>

In Cycles, this will make it look like the mesh is part of the object underneath it with reflections, shadows etc are disabled.

### Clear Adjacent Faces

This makes sure that no adjacent faces are generated to join another face cell or island resulting to more scattered result. This also allows you to use the island size property to exclusively control the size of the islands

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FviZfJ20SCEiJ41dLuCeu%2Fblender_I83MEdjyL2.gif?alt=media&#x26;token=085931e4-b191-412e-b2e6-ab097ec44131" alt=""><figcaption><p>Figure 22</p></figcaption></figure>

{% hint style="info" %}
*This will eventually lose its effect when you have increased either the pool size or the island sizes too much.*
{% endhint %}

### Use Emission

Assigns an emission shader to the resulting random mesh called "rcells\_emit". This works in combination with the "emit\_size\_3" and "emit\_size\_5" presets to create lighting effects for scifi assets, vehicles, buildings or ships.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FaaWkSnx3HEMWi8JrisvU%2Fblender_VElxJb7Lqp.gif?alt=media&#x26;token=94661e88-4080-4432-a172-7edb3bad755a" alt=""><figcaption><p>Figure 23</p></figcaption></figure>

{% hint style="info" %}
*If the material exists by name, it will be reused as the shader or if it doesn't exist the operator will create a new one with that name.*
{% endhint %}

### Tracked Picked Normal

This only shows up when using **Cut Method: Individual** or **Offset Mode: Individual**. This will orient the resulting face cells or islands to point in the direction of the normal created using the [Normal Picker](https://www.blenderguppy.com/add-ons/random-flow/functions/normal-picker) operator.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FYi8A5cn8XnPfaIdpzYvK%2Fblender_6o6WfqqKgZ.gif?alt=media&#x26;token=5bab1c74-85fa-40cf-9f14-d6dcd55e9527" alt=""><figcaption><p>Figure 24</p></figcaption></figure>
