Hardmesh now available for 3ds Max
Pux has announced the availability of Hardmesh for 3DS Max, a plugin that allows the user to create advanced booleans with the ability to smooth the resultant edges.
Hard Mesh actually started as a collection of scripts for Maya before becoming a fully-fledged plugin. In operation, it is somewhat similar to Modo’s Fusion and modeler for Houdini.
A 30 day trial is available and the plugin is currently priced at €80.00 for a perpetual license or €25.00 for 6 months of rental. If you’re a student or teach 3D you can apply for an educational version of the plugin. Find out more on the PUX website.
Source: Occultmonk
oh,yesss :3
No Max Videos?
Whast the speed of this like in max compared to Smooth boolean?
They have different workflows. Smoothmesh you use pro boolean then engage the Sub-D + blending, any changes to the model require you step down to pro boolean then update.
Whilst Hardmesh has it active at all times so it can seem super slow… but that’s because it doing a lot of calculations. Hardmesh also has other options like variations on the edges for paneling.
Thanks JMB for explaining !
Is there similar addon for Blender?
yeah a bunch of them. HardOps, for instance?
but something where i can put different bevels on selected edgeloops,like in hardmesh.It looks like hardops puts the same bevel on all edges, i can do that in zbrush with simple polish:(
im looking for something with controlable bevel by edge. Like one edgeloop strong bevel and different with just small bevel, all under my control.Sorry for my english, maybe im not vlear enough:)
Just like in modo with mesh fusion:)
no. i’m looking for something with controlable bevel per edge.
no, hardops does’nt let you to chose bevel amount. Hard mesh works moore similar to Modo’s mesh fusion:(
Yes there is Bevel after boolean- its not as powerfull as mesh fusion and has its limits but its pretty cool!
https://youtu.be/fFPLXvxZRc4
thanks, man, was looking exactly for something like this:)
Hardmesh is really good for 3DSMax. Smoothbooleans works differently because it uses a pro boolean mesh. Hard mesh has it’s own booleans system which you can stack using modifiers. Hardmesh just needs deferred updates for performance, they will probably implement this soon I think.