I see that similar sub-surfaces of a polysurface produce different results when meshed.
Some are squares, others get triangulated. I changed settings without any luck.
QuadrangulateMesh doesn’t do anything either.
So, for this simple case, what is the solution to get only quads of 200mm max lenght?
I extracted the top and bottom of the nurbs object and meshed the sides as before, then scaled them vertically by 0.1, before arraying them vertically x 10 to get back to the original height. I then meshed top and bottom, reducing the number of polygons so that I got the central rectangles and outer triangles. I joined all the meshes and then welded them.
I should have scaled down by 1/13 and arrayed by 13 rather than 1/10 & 10, but otherwise this seems to have worked. Not an instant fix but it gets there unless the remaining triangles on top and bottom are problematic.
Triangular meshes (tri-mesh) are preferred for GPU rendering and raw geometry, while quadrilateral meshes (quads) are preferred for subdivision, animation warping, and modeling.
Dunno if you’re into python, but this is the module you want : https://trimesh.org/
For specific quad-meshing (automatic conversion) tasks, tools like QuadriFlow can be used in conjunction with initial triangular meshes.