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How can I achieve flat poly surfaces without the render dividing it into triangles?

In Object Mode and Eevee it looks ok, but not when rendered in Cycles.

enter image description here enter image description here enter image description here

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  • $\begingroup$ Technically, every render engine divides all the quads into triangles - no exceptions. You can mask it with shading, but you can't prevent it. $\endgroup$ – metaphor_set Jul 13 '19 at 22:57
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You can use shade smooth to get a similar effect in cycles:

Select the polygon-face, and do Face -> shade smooth

enter image description here

Happy Blending! :)

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  • $\begingroup$ Not exactly an answer to the question. Where's the render result from Cycles? $\endgroup$ – metaphor_set Jul 13 '19 at 22:58
  • $\begingroup$ This is shown in the rendered view (with cycles, when in edit mode) I chose this view to show that there is no geometry change between both, while only the first one shows the theoretical edge. The cycles rendered view matches the result of a render in cycles. $\endgroup$ – Robert Roth Jul 14 '19 at 7:13
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I gues that cycles decided to show a triangle instead of a quad because the vertex of that quad are not align. you can flatten the face of that quad by selecting it and pressing w-> loop tool-> flattenenter image description here

it seems normal on the view port but sho tri on cycles render

enter image description here if you don't have that option, simply active it on the add-ons preferences (next picture) enter image description here

hit command + "," to access the preferences and type loop in the add-ons section enter image description here

the vertex are now aligned and there is no more tri (but the shape did change a little) enter image description here

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