Hello,
Well the blog is talking about subdivision surface modeling. If you prepare assets for Terragen, you don't really have to care.
When working with subdivision modeling, you actually prepare a 'cage' model, that will be subdivide and smooth out using (most of the time) a 'catmull clark subdivision' method.
And this subdivision function gives a better visual result when dealing with quads, or at least predominant quad models.
But not every models have to be made that way, if you model a little architectural piece for you environment, you can just mix poly, tries, ngons ... it doesn't matter.
Behind the scene, there is only triangles anyway ... quads and ngons are just 'helper' for modeling, because it's easier to deal with.
For terragen, you only have to triangulate ngons before export. You can leave quad as quad, or you can triangulate everything.
Just save a 'working' model too in you modeling package (using native format, because .obj sucks
), with the original topology for further editing.