Blender equivalent to Surface Tools (Cross Section + Surface) in 3DS Max?

Hello There,

I’m a long-time Max user, just getting started with Blender. I’m already pretty comfortable with the polygonal stuff, but there’s something I’m really curious about. In Max, there’s a couple of modifiers that I find incredibly useful: Cross Section (which will add cross-connecting splines to a series of splines you have grouped as an object to create the edges of your polygons) and then Surface (which adds a set of surface polygons to the spline lattice you just created to define the edges of your polys).

Does Blender have any equivalent to this functionality?

Here’s a video which demos the workflow:

If anybody could point me in the right direction, you’d be a life saver!

Looks to me like built-in function in Blender:
Bridge Edge Loops
Some short vids: https://www.youtube.com/watch?v=OEOyQnBi6t4
https://www.youtube.com/watch?v=_wx0saTJBX8

There is no equivalent that is not destructive.
You can build this kind of surface using Bridge Edge Loops. But you are using a mesh.

Or you can use a non-destructive workflow using curves. But you are limited to 2 curves.
One for the path. One for profile. Only way to modify profile at a section is to modify radius of path.
So, profile shape is always the same.

Bsurfaces Addon allows to create different sections based on curves that can be preserved.
But at each change, it implies to regenerate final mesh.

Geometry nodes are allowing bevelled curves creation.
It is possible to obtain a result that starts, matching a part of one bevelled curve and continues, matching a part of another one.
But that is very complicated and time-consuming. Especially if you want a different shape at each section.

Thank you so much for the quick replies! It looks like Bridge Edge Loops is almost exactly what I was looking for. Worst case scenario, I can convert to mesh, attach and duplicate before applying the command. That way I can still tweak as necessary!

Again, thank you so much!