+<b>Quadrangle parameters</b> is a hypothesis for Quadrangle (Mapping) algorithm.
+
+<b>Transition</b> tab is used to define the algorithm of transition
+between opposite sides of faces with a different number of
+segments on opposite sides. The following types of transition
+algorithms are available:
+
+- <b>Standard</b> is the default case, when both triangles and quadrangles
+ are possible in the transition area along the finer meshed sides.
+- <b>Triangle preference</b> forces building only triangles in the
+ transition area along the finer meshed sides.
+ \note This type corresponds to <b>Triangle Preference</b> additional hypothesis,
+ which is obsolete now.
+- <b>Quadrangle preference</b> forces building only quadrangles in the
+ transition area along the finer meshed sides. This hypothesis has a
+ restriction: the total quantity of segments on all
+ four sides of the face must be even (divisible by 2).
+ \note This type corresponds to <b>Quadrangle Preference</b> additional hypothesis,
+ which is obsolete now.
+- <b>Quadrangle preference (reversed)</b> works in the same way and
+ with the same restriction as <b>Quadrangle preference</b>, but
+ the transition area is located along the coarser meshed sides.
+- <b>Reduced</b> type forces building only quadrangles and the transition
+ between the sides is made gradually, layer by layer. This type has
+ a limitation on the number of segments: one pair of opposite sides must have
+ the same number of segments, the other pair must have an even difference
+ between the numbers of segments on the sides. In addition, the number
+ of rows between sides with different discretization
+ should be enough for the transition. Following the fastest transition
+ pattern, three segments become one (see the image below), hence
+ the least number of face rows needed to reduce from Nmax segments
+ to Nmin segments is log<sub>3</sub>( Nmax / Nmin ). The number of
+ face rows is equal to the number of segments on each of equally
+ discretized sides.
+
+\image html reduce_three_to_one.png "The fastest transition pattern: 3 to 1"
+
+<b>Base vertex</b> tab allows using Quadrangle (Mapping)
+algorithm for meshing of trilateral faces. In this case it is