Unwanted Triangles in Render

Take a basic cube, drag a point from the top corner from it’s default position, this displacement will skew the rendering to render out triangles.

How do you prevent this.

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never mind guys, i think i have a solution. This achieved by smoothing either object or vertex groups.

Yup, that is a fundamental issue with quad polygons. Quads are divided into triangles, and, in Blender, you have no control over which direction the edge will be generated. But, subdivision surfaces and smooth shading make up for the lack of control.

EDIT: Btw, this is only an issue when the quad isn’t flat. So, for other people reading this, the features mentioned here work because they force the quad to be flat.

To flat shade an object without triangulation turn on autosmooth in mesh properties, and set the angle to zero.