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).