QUADIFY
By Anvil Interactive Solutions
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What Changed in Quadify 3.0

Quadify 3.0 changes both the tools and the way the editions should be understood. Older documentation described the product mainly as increasingly advanced triangle-to-quad conversion. The current family is broader and more clearly separated by workflow.

Base 3.0.0

  • Smart Convert classifies hard-surface, scan/AI, and mixed/organic meshes before conversion.
  • Hard-surface conversion uses topology-aware diagonal recovery.
  • Residual triangles are kept when forcing them would create worse quads.
  • Mesh-health checks use scale-aware degeneracy tests and local winding consistency.
  • Before/After is now a full hidden object backup, not a topology-dependent shape key.
  • Shape-key meshes are protected in the backup before reduction or Quadriflow topology changes.
  • The explicit Quadriflow option now actually runs Blender Quadriflow and remains blocked above 100,000 input faces in Base.

Premium 3.0.8

  • Includes the improved hard-surface Smart Convert path.
  • Adds Production Rebuild for dense organic, scan, and generated meshes.
  • Production Rebuild uses a field-based quadrangulation solve and projects the result back toward the protected source surface.
  • The expensive external solve runs outside Blender's UI thread so the interface can remain responsive.
  • Rebuild density presets use bounded production budgets instead of multiplying an already-oversampled scan into millions of faces.
  • Weak or pathologically stretched rebuild outputs can be rejected instead of silently replacing the source.
  • Hard-surface reconstruction is blocked by default unless the user explicitly allows it.
  • Batch processing isolates per-object failures and reports skipped objects.

Pro 3.0.0

  • Pro is now centered on the Asset Compiler, not just additional retopology controls.
  • Target profiles derive geometry, texture, LOD, and collision expectations for the destination.
  • The Texture & Material Compiler audits missing images, map roles, color spaces, duplicates, oversized textures, and unsupported setups.
  • Target-aware texture packing can generate engine-ready packed maps.
  • Appearance preservation is tracked separately from UV preservation.
  • Ship Gate reports blockers instead of calling an asset production-ready when critical checks fail.
  • Hard-surface compile paths refuse unsafe blocking retopology and stop with a clear requirement instead.

Ultra

Ultra's defining role is the decision-making layer: deeper geometry classification, method compatibility analysis, confidence scoring, and intelligent strategy routing. The exact Ultra release version can advance independently from Base/Premium/Pro, so use the installed package's version and changelog for version-specific UI details.

Terminology changes to remember

Old mental modelCurrent meaning
Convert everything until it reaches 100% quadsRecover safe quads first; protected residual triangles can be the better result.
Rebuild Topology = Smooth RemeshPremium Production Rebuild now uses field-based reconstruction as its primary organic/scan path.
Before/After = shape-key snapshotBase and current Premium destructive workflows use a real protected source object where topology can change.
Pro = more manual mesh toolsPro 3.0 = production Asset Compiler + Ship Gate, with the established mesh/UV/QA tools still available.
Ultra = simply more algorithmsUltra = adaptive strategy selection and routing across multiple approaches.