Been working on an island game for years. I can’t even tell you how many hours of editing I’ve done looking to fix what I could of this. In one click with this update it fixed it all. Don’t know if I should lol or cry. Great update! While you’re right here working on this maybe add fome as an option …
Oh no… The RTX 4090 and M1 Ultra are up to a challenge!!!
How is performance affected by this?
There used to be ramps made out of wedges.
As others have stated already, the cracks, gaps, and tearing are horrible.
Tear-ain.wmv (431.9 KB)
@M_antas @CartoonBlur @asimo3089
My bad, I see you’ve commented to @VGVC2 that you’re looking into it though.
In a way you should script that to carry normal water physics because what if for some reason you wanted it in that position
Roblox isn’t exactly well known for giving control over features.
If they give limited customization to something as big as game-wide reflections, I doubt they would give any customization to something like that. One can hope though.
What customization? There isn’t any customization for reflections
It’s really nice to see water being worked on; hopefully with time we’ll be given some kind of control over flow of rivers/streams? Who knows, although I have to say that I’m really pleasantly surprised by this change.
i’ve been waiting for this a long time ago, in fact the water in all my games is made either by Meshparts or by Bricks, and I look forward to the moment when this is already in its publishing phase as a final version, how long could it take this?
Just a quick note as it will take a few weeks to get the first fixes in. First of all, big thanks to everyone who reported different issues. I’m sorry to see that the LOD tearing bug sneaked through. It is an unexpected regression and we will fix that ASAP.
That said, since the conversion process is a Studio feature, I’d advise caution regarding shipping into production with these bugs, especially while it’s still in the beta. The LOD tearing will (probably!) fix retroactively - meaning that even if you shipped with this code, the problem would probably go away just by updating the client. But we can’t be sure. And the water z-fighting issue in shallow pools made of parts (as reported by
)
is highly likely to require re-running the studio upgrade process (or manual adjustment of water level later).
So, please be cautious about shipping this to production experiences until we resolve the most critical issues like the tearing, shallow pools and swimming height. Thank you all for your patience and for the detailed reports!
Totally okay with me! Thanks for taking the reports
Can you shared what the conversion doing? Is it an occupancy thing?
This feature only works with water and not normal terrain.
Ah I only applied a terrain ramp into one shore for testing in that screenshot. Previously we used bricks sloped into the water but the solution was messy and not every shore had it.
I’ll hold off on shipping to Jailbreak with that warning, but I’m excited to be one of the first to ship it. This is going to be an amazing change.
thats pretty resourceful lol I thought that it wasn’t at every shore on purpose why didn’t you do it at every shore?
This looks fantastic and I’ve definitely noticed a difference in quality throughout my terrain-based games.
Some changeable foam effects for shorelines would look great in addition to this update.
It would also be amazing to see different bodies of water have separate properties so we could have large waved oceans and calm rivers in the game at the same time.
Great work!
It’s complicated, but TLDR is this: As I mentioned in reply to SelDraken earlier, the new system allows water and solid to coexist in the same voxel. When you edit in the new mode, the tools will automatically adapt for this (so will WriteVoxels()) and create such additional water at the shores. But if you were to just load an old placefile, it would have these “dual” voxels at the shores, and then you see the problem that SelDraken saw with runtime generation. What the conversion process does is to try to add those voxels where it seems needed. It’s not perfect, but handles most typical cases like oceans, lakes, rivers, etc. One could emulate this manually by re-applying sealevel, or a simple replace-air-with-water brush painting at a height snapped to water surface level. But it’s easier that we just do this automatically for most folks.
Thank you. This is a great compliment.
These specifically (that you show in this screenshot), the tearing will go away, but some parts of that were there before, and it won’t be possible to fix those as part of the Shorelines feature itself. We are trying to see what can be done about those LOD artifacts in general - but again, no firm plans or timelines yet.
blender actually did have its own built-in game engine which you can use with python
it was removed in 2019 with 2.8 because of it had fallen behind other game engines and not a lot of people used blender for its game engine
btw blender isnt only 3D objects it offers a lot more stuff like 2d animation, video editing, etc
Nice update, but it ruined my game, I mean I have a building that you have to access through the water, and now you can’t even get out because for whatever reason you guys need to add extra water on the out side of the map. If I would have known this I would not have updated it.
Before:
After: