Triangles to Quads

Reference

Mode:

Edit Mode

Menu:

Face ‣ Triangles to Quads

Shortcut:

Alt-J

Merges adjacent triangles in the selection into quads. This is essentially the opposite of Triangulate Faces and can be run on a complete mesh in one go.

The operator uses angle thresholds to prevent creating malformed quads, meaning that some triangles may remain.

../../../../_images/modeling_meshes_editing_face_triangles-quads_before.png

Before converting triangles to quads.

../../../../_images/modeling_meshes_editing_face_triangles-quads_after.png

After converting.

Options

Max Face Angle

The maximum allowed angle between triangle normals (that is, coplanar triangles are considered to have an angle of 0°, not 180°). Triangle pairs that exceed this limit will not be merged.

Max Shape Angle

The maximum tolerance for non-rectangular quads. If this is set to 0°, only triangles that form a quad with perfect 90° corners will be merged. If set to 40°, corners between 50° and 130° are allowed, and so on.

Topology Influence

How much to prefer creating new quads that match the topology of existing quads.

Tip

For best results, set Topology Influence between 100-130% and Max Angle to 180°. Lower values may leave behind parallelograms and triangles, while higher values may cause errors.

Compare UVs

Don’t merge triangles that are disjoint in any UV map.

Compare Color Attributes

Don’t merge triangles that, for any Color Attribute, have different colors at their shared edge.

Compare Seam

Don’t dissolve edges that are marked as UV Seams.

Compare Sharp

Don’t dissolve edges that are marked as Sharp.

Compare Materials

Don’t merge triangles that have different materials.

Deselect Joined

Deselect the triangles that were successfully merged into quads. Useful for identifying the remaining triangles that still need to be converted.