Today I come with a “simpler” question, which I hope you have some working answer for.
The situation is the following:
I’m applying some quadrangulation procedure I came up with. Not the most efficient for sure, and prob pretty trashy, but hey, it’s part of learning. The basis of it is… isolating connected tris, sorting their prims consecutively, group pairs of consecutive tris, and erasing their shared edge with the Divide SOP. This procedure brings in consequence a quad for each pair of tris.
But the problem is how these quads sometimes end up looking. Aside from unwanted creases, sometimes as in this example:
Sometimes they even “crease” so much they endup showing up as self-intersecting faces.
Here is another snapshot with the vertices @N and they look “fine”. It’s not a matter of normals, cause first, a Normal SOP doesn’t fix it (doesn't do much at all), plus errors come up when I try to apply an afterwards boolean procedure, because of this degenerated geo (so the faces are really intersecting). Even if I apply a PolyDoctor and delete these self-intersecting prims, I apply a PolyFill, and… they still look the same : /.
I know there must be some other better ways to quadrangulate in these situations (and I'm looking it up), but I feel this unwished prim representation is due to something else and I’m really curious how come is not a normals thing. Even if you look to the one on the left of the snapshot, you can see the crease even inverts when turned into a quad.
They're proper quads, with only 4 corresponding points, even in the right sequence (they show up in consquecutive order when called on primpoints() ), etc.
Maybe it's just viewport bug, and it's not related to these... erros of degenerated geo that come up afterwards with the boolean action, but either way I’d love to hear more about it and your experiences with such eventualities.
Thanks in advance!

