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Pux-3D Hard Mesh 2 v2.2

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The first Maya plugin to make hard surface modeling easy!

Maya®'s boolean or "trim like" operations on hard surface modelling represent a significant bottleneck in the workflow of any professional modeller. Hard Mesh solves this issue. It's a plug-in based on the script "Hard Surface Poly Tools". The tool simplifies complex polygonal modelling operations, and thanks to an intuitive interface and nodes that make modelling more creative and interactive!.


Highlights

With the introduction of version 2, a new workflow has been introduced allowing the user to use an interactive approach to the HardMesh operations.  The new workflow is builds upon the compound node and with the new dock UI window, it allows the user to create multiple operations in sequence handled in an efficient way.

EASILY COMBINE OBJECTS

With Hard Mesh you can blend together any kind of mesh, without having to worry about the topology and by just concentrating on the creative process of modeling.

  • Create shapes while keeping the continuity of the surfaces.
  • Creates very Complex models from simple geometries.
  • Avoid the creation and editing of complex topologies.
  • Multithreaded mesh library to speed up computation.

MODEL COMBINED OBJECT

Everything remains editable until you are not satisfied with the shape. Any kind of modeling operation can be done on the input meshes, from moving vertices to splitting or deleting faces.

  • Boost for creativity: you can see and render a lot more variants.
  • Experiment with new shapes and show them to the client.
  • High level of Control over the blending between the resulting surfaces.

CHOOSE BETWEEN MANY OPERATORS

Rich set of operations gives you the freedom to blend your meshes in many ways. You can always switch among the operations, from an union operation to the new panel operation.

  • Use it with deformers and other modeling tools, gaining freedom to experiment more.
  • It works with any kind of mesh ( triangulated - quad - CAD imported - open Ö.) Watertight mesh export to .STL
  • Keeps UV mapping and Vertex Colours in place.
  • Nodal workflow - keep your HardMesh networks live.

Features

  • Create shapes while keeping the continuity of the surfaces.
  • Creates very Complex models from simple geometries.
  • Avoid the creation and editing of complex topologies.
  • Multithreaded mesh library to speed up computation.
  • Boost for creativity: you can see and render a lot more variants.
  • Experiment with new shapes and show them to the client.
  • High level of Control over the blending between the resulting surfaces.
  • Use it with deformers and other modeling tools, gaining freedom to experiment more.
  • It works with any kind of mesh ( triangulated - quad - CAD imported - open Ö.) Watertight mesh export to .STL
  • Keeps UV mapping and Vertex Colours in place.
  • Nodal workflow - keep your HardMesh networks live.

Example Models

Updates

What's new in version 2.1?

Version 2.1 of Hard Mesh includes new features from the workflow side and some stability and performance improvements on the core side. It is the first cross platform release supporting Windows, Mac and Linux!

The Hard Mesh objects generated with versions prior to the 2.1 can be opened, but will not react to the workflow window. This is due to an improved node layout that adds new features, but is not compatible with the preview structure.

Workflow:

  • Maya 2017 dockable window
  • New operators Stack: now displayed as a list with icons.
  • Reorder operators: move up and down the operators to change result and organize them.
  • Delete any operator in the chain. Feel free to experiment even more without worrying if you want to delete something in between the chain.
  • Bypass function: turn on and off the operations to try variations on your model. It’s like having layers.
  • Automatic computation of visible elements: when you change the visibility of the operators, all the non-relevant nodes are turned off, giving you faster iterations also on very long chains!
  • Reference copy: a powerful way for using same input meshes on multiple networks.
  • Smarter color highlighting: when selecting an operator from the stack, the involved elements are highlighted.
  • Global compute, but per network: if you turn off the computations, they are off only on the current network of objects.
  • Shader Selection: choose between hard mesh default shaders or select your own for the resulting meshes.

Isolate Elements:

  • isolate the Hard Mesh elements when working on them.

Global or local display of inputs:

  • When working with many operators it can be confusing to see all the involved input meshes. The new system lets you choose to display all the inputs, or only the ones involved in the current selected operation.
  • Maya Layers are no longer used. Internal layers on every connected object.
  • Activate UI from curves. Now by selecting a curve the UI is activated.

Core:

  • Improved stability
  • Improved blending geometry algorithm.
  • Improved splitting algorithm.
  • Improved mesh delete process that determines which part of mesh is good or not.
  • New memory management, based on memory pool system. It gives more efficient and faster management of all the computations.
  • Reduced and optimized error messages.
  • Added curve cleaning optimizations. Lower number of errors.
  • New node mechanism that does not block the output even in the case of errors, letting the user debug problems easier.

Documentation:

  • New visual layout.
  • Animated images for explaining the most important features.

 

What’s New in v2.2

Version 2.2 of Hard Mesh fixes and enhance some features of the version 2.1.

The Hard Mesh objects generated with versions prior to the 2.1 can be opened, but will not react to the workflow window. This is due to an improved node layout that adds new features, but is not compatible with the preview structure. A conversion script for updating the networks is possible, but not currently planned.

Current Limitations and Modeling Guidlines

    Layers can’t be used on input meshes:

  • Please note that since starting from version 2.1 the Maya layer system is not used, and replaced with an internal layer system, the use of standard Maya layers will break the connections with the HardMesh internal layers. For avoiding errors, please do not use them directly on Hard Mesh objects. If you need to use them, simply put your object under a group and use the Maya layers on the new group.

    Scale of scene matters:

  • If you work with large scale objects the algorithms will not work. This is a known issue that will be removed in next releases. We suggest that you work in centimeters with objects no larger than 100 centimeters.

    No dynamic intersections count:

  • When you setup 2 meshes for an operation, you can change the shape as long as you don’t create new intersections. If you start with 2 intersections you can’t end with 3 intersections, the new one will be ignored.
  • You can use the Update Intersection feature while waiting for a full dynamic intersection updating.

Geometries normals should face out:

  • In order to avoid unexpected results, the normals of the meshes should point always outside. Inverted normals will always give unexpected behaviors. An easy way for checking it is to activate the cackface culling mode on your current view pane.

Geometries should be clean:

  • Even if we can work with almost any face shape (quads, triangles, ngons without crazy edge number..) the mesh that you give to Hard Mesh should be clean. This means, welded vertices if they share the same space, no nonmanifolds, and all the things that a modeler should check while modeling.

No Holes on faces:

  • Don’t try to perform operations that will end up with a hole on a single face, they will not work.
  • Low density geometries are supported, but medium to high mesh densities are usually better.

Operating System

  • Windows
  • Mac
  • Linux

Host Compatibility

  • Maya 2015
  • Maya 2016
  • Maya 2016.5
  • Maya 2017

 
 
 
 
 
 

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