How do I make good water tiles?

I am trying to make water tiles for a map, which fit together nicely. The issues are the following:
The tiles have some issues mixing together (tile edges visible on water surface, and underneath the surface)
I am unsure exactly how I want to, and how to make an underwater effect (I plan to use a GUI and maybe lighting)
I am currently using a reflective smooth plastic for the surface (slightly transparent), with glass under it, and then with a mainly transparent part. I have also tried using glass as the base, and various other combinations. I mainly just need tips making the water tiles look nice, and blend together nicely.

Underneath (no lighting)


Surface

Underneath (lighting effects + gui)

Side view (sides of the water likely wont be visible in game, or atleast very rarely visible)

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The issue here is that between boundaries of water tiles, you’ll see the sides of the large blocks under water creating a grid border effect. To circumvent this, you can just have the surface of the water. This could be with a single plane mesh :slight_smile: - turn on double sided if the players can go underwater and look upwards.

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So, would I use a meshpart or mesh for the water tiles to circumnavigate this?
Additionally, I may need the underside of the water for scripting purposes, though I am currently unsure (the actual implementation of this is still very up for discussion.)

It also appears that glass helps with this issue, since it hides transparent parts, but this can be a little unreliable.

Yes! Just a plane on the top.

I presume you need a full part of water for ‘scripting purposes’ ie collision/overlap detection?
In which case you could add a fully transparent part underneath. Or alternatively, instead of using a meshpart on top, you can just have 1 fully transparent part extending all the way down to the seabed with a Texture on top to represent the surface of the water.

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Something like this? (the texture is just temporary)

Is there a way with textures to add reflectivity (like these tiles?)
Personally for me, these tiles would work almost perfectly if it werent for the visible borders just barely visible at the top.

One more thing - is there a way with parts, meshes, or non script entities to create an underwater effect? If not, I’ll just mess with GUI and lightning some more, but a solution based off of the physical objects would be useful.

You can make the texture appear more shiny by changing the material of the invisible part it is applied to:
Plastic


Metal

As for an underwater effect when submersed, a GUI is a good way to go. For my project, I use particle effects on the surface of the water, in addition to using post processing (ie colorcorrectioneffect) & additional particle emitters on top of the screen for satisfying underwater VFX :smiley:

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Ah, thanks!
One last thing that I think I will need, may be a little silly- but how do I prevent the texture from turning invisible from underneath the water?

Nvm, I can just have two parts, one transparent, and one for the surface.

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I don’t know if you’re really using a 2 polygon plane for your water surface but using a 16 polygon part for something that should be 2-4 polygons is not optimal! I have this 2polygon mesh you can try right here. rbxassetid://131641323933559 just paste that onto the MeshID property. That is actually 2 polygons.
I like your water effects too by the way! Reminds me of my open source project Realistic Water Interaction - Splash, Trails, Bubbles OPEN SOURCE

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