About the area rather than the pattern: how the floor sits in the room and how it is finished at the walls.
| Cap bottom | Closes the underside of each tile. Off by default: nothing sees the underside of a floor, and capping it doubles the faces for a surface nobody looks at. Turn it on for tiles seen from below, as on a ceiling or a floor with glass in it, or for a floor exported for printing. |
| Trim tiles to outline | On, tiles are cut flush to the outline. Off, every tile that reaches inside is laid whole and the edge is ragged, which suits a floor that will be cut by something else later, or a rug whose tiles should stay whole. |
| Generate topology | On, a shaped tile's face is meshed as a cage of quads with points inside it, which is what a subdivision or a displacement wants laid over it. Off, the face is one polygon and no more; Max cuts it up to draw it and nothing is measured off that cut. Off gives the lightest floor there is. |
| Lift | Raises the floor off the surface it stands on, along that surface's normal. 0 is on the face, which is where a floor belongs, laid on the slab rather than buried in the middle of it. Positive lifts it clear: for an underlay, or to keep it off a surface it would otherwise fight with in the render. |
| Cull Below | Drops any cut piece smaller than this share of the whole tile it came from, as a percentage. A sliver along a wall looks like a crack rather than a tile. 0 keeps everything. |
| Rotation | Turns the pattern within the area, in degrees. Herringbone counts from its usual diagonal, so 0 gives the usual diagonal herringbone and 45 turns it square to the room. |
| Offset X / Y | Slides the pattern under the outline, in scene units along the pattern's own axes, to choose where the cut tiles land: a full tile at the door, say, or the seam of a chevron down the middle of the room. The same two numbers the origin handle drags in the viewport. |
| Scale | One percentage applied to every length in the pattern at once: tile, joint, bevel, thickness and band widths. It is the way to try a floor at three quarters without editing eight spinners and then editing them back. The joint scales with the rest: a floor scaled down with its joint left behind comes back with a seam that used to be hairline and is now half a tile. |
| Seed | Re-rolls every random draw (unlocked sizes, row offsets, board randomization, missing boards) without changing anything else. Each board's draw is fixed by its place in the pattern and by this number, so a floor keeps its look while the room changes shape. |