Floor and Tiles · Documentation
Material IDs
Which material ID each piece of the pattern gets, so a Multi/Sub-Object material can tell them apart.
Rows are named after the piece. A pattern with one kind of board shows one row, Tiles; a pattern that alternates shows two; Monticello and Diamond show three. The rows the pattern has no use for are hidden, and they change when the pattern does.
| Basic, Basket Weave, Versailles, Bordeaux, Hexagonal, Parquet Panels | Tiles: one ID for everything. |
| Herringbone, Chevron | Column A / Column B: the two arms of the zigzag. |
| Fish Scale, Camelot, Arabesque | Row A / Row B: alternate rows. |
| Block | Blocks, and Diamonds when With diamonds is on. |
| Monticello | Squares / Pickets / Pickets Across. |
| Diamond | Light / Dark / Lozenge: the two squares and the rhombus between them. |
The controls
| Tiles / piece names | The material ID for that piece. Every area starts from 1, 2, 3 whichever area it is, so two floors of the same pattern in two rooms share their materials. The numbers are deliberately not taken from the area's place in the list: inserting a border in the middle would then silently renumber everything below it, and a Multi/Sub-Object already set up would point at the wrong slots. |
| Grout | The material ID of the grout surface (Grout › Generate grout). Starts at 4, the first number no pattern reaches, so the grout of a floor left alone never lands on one of its own tiles. |
| Set Nearest Free IDs | Moves this area's IDs onto the lowest run of numbers no other area of this object is using, which is what you want for a border that is to be a different material from the field. Add the border, press once, and its pieces and grout have numbers of their own; the field keeps 1–4. |
The IDs are written on every face of a tile (top, sides and, with Cap bottom, the underside), so one slot of the material covers the whole tile.