I'm happy to share with you the first (Beta) version of the HardMesh for 3ds Max!
We have been working on this to let me Max users to have the closest possible experience to the Maya implementation. We are going to start a beta testing soon, if interested please email me at: firstname.lastname@example.org
Below a quick overview of where we are now with the implementaton.
We have implemented the plugin as Max modifier to have it integrated as much as possible into the modeling workflow. Like in Maya, an operation can have multiple non intersecting meshes as input.
From the low resolution input mesh an internal tasselation, editable by the user, will give a higher resolution mesh to compute.
The modifier will let the user edit the result of the operation, composed of multiple parameters other than being able to change the actual inputs.
Like in Maya, we can display the inputs as wireframe objects and the offset curves to quickly understand the contribution of the fillet radius to the final mesh.
Operators can be stacked to let your booleans act on different parts of the geometry and cut over already filleted areas.
There is still a lot of work to be done to bring it to everyone, but finally we are able to have it also on 3d max 🙂
Hope you like it!