maya poly history stack like blender’s extrude (solidify) and bevel modifiers always on top is this possible in maya
ie in maya take any poly shape you like add an extrude to all faces then select all edges of result then do a bevel
then sdiv result…
maya ok so far…BUT NOW GO BACK IN STACK
now go back to mayas base poly object before you added the extrude and bevel and add loops or multicuts
to your base object presume you have to turn off extrude and bevel in maya node editor to work at all?
this seems totally broken when you switch extrude and bevel back on in maya?
blender , houdini would extrude(solidify) and bevel all newly added faces/ edges as well
can maya do this at all like blender and houdini? in the node editor if getting desperate?
(blenders limitation if you need to access the extrude (solidify) and bevelled edges
you need to collapse the blender stack.)