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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