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Robin Betts
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Edit (Better understanding of OP)

If you check 'Bounds'show the internal triangulation for rendering by using a Wireframe node, you can see that the (non-planar) quads are indeed triangulated in opposite directions:

enter image description here

..(and here the Object tab > Viewport Display panelshipped add-on Measureit has been used to help you spot itshow vertex indices at a reasonable size.)

I've found that can be flipped by CtrlT manually triangulating with a real, editable edge, selecting the appropriate direction, 'Fixed' for 1st and hit
3rd vertices, 'Fixed Alternate' for 2nd and 4th:

enter image description here

Then AltCtrlHX in Edit ModeLimited Dissolving the new edge, setting the angle high enough to unhide all elementslose it:

enter image description here

After that, the hidden vertex is revealed..internal triangulation appears to follow the hint:

enter image description hereenter image description here

.. and you get good ol' Z-fighting between the coincident faces, which is what you would expect.

If you check 'Bounds' in the Object tab > Viewport Display panel to help you spot it, and hit
AltH in Edit Mode to unhide all elements, the hidden vertex is revealed..

enter image description here

Edit (Better understanding of OP)

If you show the internal triangulation for rendering by using a Wireframe node, you can see that the (non-planar) quads are indeed triangulated in opposite directions:

enter image description here

..(and here the shipped add-on Measureit has been used to show vertex indices at a reasonable size.)

I've found that can be flipped by CtrlT manually triangulating with a real, editable edge, selecting the appropriate direction, 'Fixed' for 1st and 3rd vertices, 'Fixed Alternate' for 2nd and 4th:

enter image description here

Then CtrlX Limited Dissolving the new edge, setting the angle high enough to lose it:

enter image description here

After that, the internal triangulation appears to follow the hint:

enter image description here

.. and you get good ol' Z-fighting between the coincident faces, which is what you would expect.

Source Link
Robin Betts
  • 78.8k
  • 10
  • 79
  • 199

If you check 'Bounds' in the Object tab > Viewport Display panel to help you spot it, and hit
AltH in Edit Mode to unhide all elements, the hidden vertex is revealed..

enter image description here