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