4slug
(4slug)
April 18, 2021, 7:04pm
#1
Sounds simple but I see no easy solution, how do I disable the default water physics that smooth terrain water has. Not just on players but on any game object.
2 Likes
4slug
(4slug)
April 18, 2021, 7:07pm
#3
thats only for players, this is for any part
RatiusRat
(Boopmaster)
April 18, 2021, 7:11pm
#4
I’m guessing you could clone terrain client sided so the server wouldn’t be affected.
4slug
(4slug)
April 18, 2021, 7:11pm
#5
Yeah that just seems so tedius for something that should be simple, ive also tried that in the past and ran into issues with networkownership
I didn’t see that whoops-
You’d probably need to configure around with the Grow
Terrain tool, you could also use Raycasting
I guess?
One thing I had to overcome in my game when designing islands was ensuring that the terrain was higher than the water. I achieved this by painting the terrain onto the water, rather than by growing it up from the ocean floor. Something about the way the Grow tool works causes the shoreline to be slightly underneath sea level.
Example of using the Grow tool (look at the shore in the foreground, how it is lower than the water)
[image]
Example of painting the terrain onto the water (see how it …
(Just switch this with your issue)
RatiusRat
(Boopmaster)
April 18, 2021, 7:13pm
#7
Thing is you’d have to cast many rays if there were many parts right?
4slug
(4slug)
April 18, 2021, 7:15pm
#8
I’m not sure how raycasting or the grow tool would have any effect on this, the water is auto generated im not really sure what I would with raycasting
RatiusRat
(Boopmaster)
April 18, 2021, 7:18pm
#9
Would it not be easier to create a custom water?
4slug
(4slug)
April 18, 2021, 7:18pm
#10
it would be easier but as far as im away nothing comes close graphically (i am open to this tho, if you have any resources that have good looking custom water link would be really helpful)
That’s the thing
[image]
As a Roblox developer, it is currently impossible to . . .
Control the collision of terrain water independently from that of solid terrain. This means that a developer who would like to script its own buoyancy behavior has to work around the physics behavior of terrain water that ships with studio. In the current situation developers are forced to abandon smooth terrain and work with parts.
Use case for controlling water CanCollide separately from solid terrain
I am building a v…
Glad to see irregularities being ironed out. It’s nice this update was delayed to help devs update to the new methods.
However; I really like the idea of having two collision groups for water and terrain, or being able to set the collision group of water separately from terrain.
Parts are still affected by terrain’s water buoyancy when collision groups are set to prevent collisions. This bug is pretty straightforward and happens 100% of the time:
[Image_286]
My use case involves implementing custom water physics and generating water graphics client-side for nearby water to improve mobile performance; this is significant for deep expansive oceans, and also shaves a few megabytes off my save file. Generating water graphics client-side also enables me to potentially per…
It’s difficult to even manage to make that specifically work in your instance
RatiusRat
(Boopmaster)
April 18, 2021, 7:19pm
#12
Couldn’t you texture a mesh in an external platform like blender then use mesh deformation to create a water effect?
4slug
(4slug)
April 18, 2021, 7:20pm
#13
as far as im aware the only way to achieve real time reflections is with terrain water
RatiusRat
(Boopmaster)
April 18, 2021, 7:22pm
#14
Anyways why would you want to disable water physics?
4slug
(4slug)
April 18, 2021, 7:26pm
#15
i want parts and players to be able to go under the water and i have custom physics controls which the terrain water interfere with
RatiusRat
(Boopmaster)
April 18, 2021, 7:27pm
#16
Ah okay, i’m not very experienced in this topic so i can’t really help you.