Random Tubes
Random Tubes creates randomized pipes/tubes pattern from edges or edges in selected faces. The resulting object is curve type you can use Flanges/Couplings on like Random Cables before turning it to mesh.
Here are the redo properties and what they do:
Mode
This has 2 options: Face and Edge. Face will use all the edges in the face selection when generating the random tubes.
Edge will use only the selected edges when randomizing the tubes allowing for more control on the resulting pattern.
Path
This has 3 options: None, Shortest and Longest. None will have no effect on the way the tubes are randomized, Shortest will favor the shortest edges in the face selection more when generating the tubes and Longest will favor the longest edges more in randomization.
This will have no effect if the edges in the selected faces have the same lengths.
Amount
The number of tubes that can be generated.
Align
This has 2 properties: Segments and Angle. Segments determines the number of straight segments a tube can have before trying to turn. Angle determines the edge angle to consider for a particular edge to be a tube segment used for a turn.
The segments property is not strict and the tubes can still turn without meeting the assigned number when there is no choice but to turn.
Length
This determines the minimum and maximum edge segment the tubes can have.
This works differently than other min/max properties since the minimum removes existing tubes instead based on the number of their edge segments.
Seed
This randomizes the tube pattern using a seed number.
Subdivision
This has 2 properties: Cuts and Smooth. Cuts lets you increase the level of subdivision of the selected faces allowing for more pipes to be generated because of the increased resolution. Smooth will apply a smoothing effect on the subdivision.
Margin
Creates a margin on the selected faces.
This does not work if the selection is the entire mesh.
Offset
This lets you set the minimum and maximum height or offset of the tube body from the source mesh when randomized.
The Uniform Offset toggle lets you use a single property to set the height or offset instead.
Offset Seed
This lets you randomize the min/max offset of the tubes using a seed number.
Cut Method
This has 2 options: Wrap and Split. Wrap will let the tubes wrap around sharp edges while Split will split the faces in these areas so the tubes cannot wrap around to the next face which you can use to avoid spiking errors.
Cut Angle
The angle threshold for an edge to be considered for splitting using the Cut Method: Split.
Curve
This has 2 properties: Depth and Resolution. Depth determines the thickness of the tubes.
Resolution lets you set the resolution of the tube body making it rounder with higher values.
Bevel Offset
This bevels sharp angled vertices using a minimum and maximum value.
You can use the Uniform Bevel toggle to use a single property to bevel these vertices instead.
Bvl Seg/Angle
This has 2 properties: Segment and Angle. Segments determines the resolution of the bevel and Angle lets you determine which vertices are beveled based on an angle threshold.
Bevel Seed
This lets you randomize the bevel effect for each qualified vert using a seed number.
Tri Mode
This has 2 options: Percent and Number. Percent lets you use a percentage based property to control the Triangulation property while Number lets you use an integer instead.
Triangulation
The amount of faces to be triangulated in the face selection.
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
Symmetrize the randomization result using the source mesh's mirror modifier or use an applied version of the source mesh for an asymmetrical result instead.
Limit Body
This makes the tubes avoid crossing over on an edge that's already set as another tube's body.
Use Fallback
Disabling this will allow for a cleaner pattern but lesser number of tubes.
Shade Smooth
Shade smoothes the faces or the body of the tubes.
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