How can I make a large ocean/scale parts above normal size limits?

Hi everyone,
I’m currently working on this lovely little island based off Saba in the Caribbean for my flight simulator game:

I recently managed to get a somewhat convincing ocean using the new AI material generator and a hand-painted underlay, however am noticing a pretty annoying issue with the lighting from the ocean.

I’ve figured out that this is because I’m using a load of parts at their maximum size, and whether reflections on these parts are fully active or not depends on how far you are away from the part. This wouldn’t be a problem if the player was going to be at ground level, however this is for a flight simulator so the island and ocean will mostly be seen from the air, where something like that really isn’t desirable.

Does anybody know a way to get these parts to all be treated as one, or a way to get a part to scale above the normal limits (I have tried using a SpecialMesh, but these don’t support materials)? Thanks in advance for any help :slight_smile:

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Why not use actual roblox terrain water? It’ll look far more realistic and i dont think it’ll hinder the performance.

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Thanks for your reply and great idea. Gave it a go with a small-ish sample and it looked great, but unfortunately it sent loading times through the roof :frowning:
Going to need an absolute ton of water, so it looks like terrain water isn’t going to work. If you have any other ideas, I’d be very happy to hear them.

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You could try the infinite water mesh in toolbox but I’m not sure if it looked good I don’t remember

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It works! Thank you ever so much :slight_smile:
Turns out that SpecialMeshes do support materials, but the default shape was just hidden below the colour layer of the ocean. Just needed to set the shape to a brick for it to work!

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