I’m attempting to create smooth terrain water that will fit into nearly-perfect cubes. I need to be able to script these cubes. I’ve tried defining region3s that should cover the areas. For example, I put a 4x4x4 part at (0, 0, 0) and created a region3 with a min of (-2, -2, -2) and max of (2, 2, 2). The result was a blob that was not cubic in nature. Is there something I’m doing wrong? I just learned about region3s and :FillRegion(), so it’s very possible that there’s something I’m misunderstanding. Previously I used :FillBlock() which did not give desirable results. I suspect that this has something to do with the “voxel grid” that the wiki described.
1 Like
It’s not possible to make sharp edged water at the moment - all water will have rounded looking edges because of the way the current terrain meshing algorithm works.
There have been some suggestions to make it a part material, but for now, you’ll have to stick with the rounded stuff.
When I use :FillRegion() with a region3 with a min of (0, 0, 0) and max of (4, 4, 4), I get the desired shape. However, I can’t seem to replicate this with any larger sizes. In other words, I know it’s possible to create the shape I’m looking for, but I don’t know how to get the desired size in the correct position.
Sadly water cant be sharp edged, it will be roundy.