<html><head><meta http-equiv="Content-Type" content="text/html charset=utf-8"></head><body style="word-wrap: break-word; -webkit-nbsp-mode: space; -webkit-line-break: after-white-space;" class=""><div class="">Update 2:</div><div class=""><br class=""></div><div class="">I’ve read the blossom paper [1], which is amazing stuff, very nice work. So now I understand that the algorithm doesn’t really work like I imagined and </div><div class="">I probably had a mesh which did not have any Q4 match (e.g. like the Tutte’s example in figure 6). I tried changing the swap angle:</div><div class=""><div class="">Mesh.AllowSwapAngle = 90; // default = 10</div></div><div class="">But that didn’t really make a difference. Then I tried changing the T3 meshing algorithm and this worked for me. Apparently for my geometry </div><div class="">algorithm 8 (delquad) leaves many triangles after recombination, while algorithm 5 (Delaunay) converts to 100% quads.</div><div class=""><br class=""></div><div class="">Anyway, I just wanted to put my experience here for future reference. </div><div class=""><br class=""></div><div class="">It would have been even better if there was a bit in the documentation where Recombine Surface { expression-list } | "*" < = expression >; is explained,</div><div class="">detailing that it only applies to RecombinationAlgorithm = 0.</div><div class=""><br class=""></div><div class=""><p style="margin-left:32pt;text-indent:-32.0pt" class="">[1] J. Remacle, J. Lambrechts, Blossom‐Quad: A non‐uniform quadrilateral mesh generator using a minimum‐cost perfect‐matching algorithm, Int. J. …. (2010) 1–6.</p></div><br class=""></body></html>