These are on the todo list but I am aiming to polish the add-on first, this will be done just before 1.0 with the exception of tileabilty, that is one of the priorities.
I wanted the name to reflect the fact that it was based on pipe dreams (although syntactically quite different), wish you would have caught me before I released the script as that does sound like a cool name.
I did just have someone ask if I could incorporate advanced spline behavior in blender just like another 3DS Max script, perhaps that addon will get the pipesadilla name
i wrote up some ideas just goofing off with it. I see a real future using this for the pipes on large spaceships and stuff. So even being able to lattice afterwards would be cool too. And maybe less inner penetration. Im sure theres a default amount of segments and the addition of an edge split modifier that might make them look good for the render as well.
while holding shift and moving mouse (for placement and scaling)
- move left for x scaling
- move up for y scaling
while holding alt and moving mouse (pipe scaling)
- thickness min and max similar to the x and y of size above
roll wheel (pipe amount)
- fewer pipes / more pipes
alt + wheel (scroll)
possible join all pipes into one object
custom endcaps and or couplings at random on pipes
I like it, I think I will also be adding a spacebar event, this would invoke a pop-up with further options, with modes such as General, Dimensions, Details, Profiles, Options. I am thinking of something similar to the Namer pop-up I have been working on.
In addition I will be going with a custom subdivision algorithm, this will subdivide the pipes uniformly, which I think will provide the best deformation, After 1.0 I am thinking there would be room for projection and various deformation options, such as bending the pipes along a curve.
Note there will be a bevel resolution option for beveled corners, so far I have decided to create all the pipes point by point for complete control using the poly spline type, this is how the subdivision will work; as it creates the corners the generator will add points along the straight segment when it encounters a subdivision intersection that is based on the region all the pipes occupy, this would ensure the deformation is consistent for all the pipes as compared to one another.
Also I think a bool union option would be great, I can see some nice textures coming from this, that and some tileing options, with pipe exits going left and right, for some awesome pattern generation.