QUADIFY
By Anvil Interactive Solutions
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Convert to Quads

Converts triangulated topology into quads by merging adjacent triangles. Conversion is guided by an angle threshold and can respect UV seams and material boundaries.

Settings

  • Face Angle Limit: higher values merge more triangles into quads.
  • Preserve Seams: prevents merges across UV seams.
  • Preserve Materials: prevents merges across material boundaries.
  • Non-Manifold Tolerance: helps handle slight non-manifold issues (0 = strict, 1 = lenient).
  • Select Remaining Triangles: selects leftover tris in Edit Mode after conversion.

How it behaves

  • Runs a main pass using your angle limit, then a second aggressive pass to reduce remaining tris.
  • If remaining triangles exist and selection is enabled, they will be selected for manual cleanup.

Tips

  • Start conservative. If you push the angle limit too high, you can create ugly quads on curved surfaces.
  • If conversion quality is poor, fix non-manifold geometry first (holes, overlaps, internal faces).