New water properties

I noticed these properties in studio yesterday and was sad to see they didn’t seem to work.
Seeing this post filled me with joy! I can’t wait to play around with these settings when I get home.

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Awesome update to water. Can you please add Underwater Fog Transparency? I’d also really love to see “WaterWaveSize” not capped at 1, maybe 10?

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Updated the post with a notice that replication does not work. I’m working on fixing this but it’s a bit too risky to do it and we’re close to a code freeze so I’m not sure if it gets shipped this year or not.

Someone on the regular forums suggested we be able to find the tip of the wave for boat bobbing and like, but currently the waves don’t affect the returned result of a raycast. Would it be possible to make it so raycasting would return the exact location it intersected the wave instead of just where it intersected the voxel?

I personally think raycasting results should be purely restricted to intersections with the actual collision boxes of objects, otherwise this will create inconsistencies with physics and raycasting against other types of objects. Of course if they are implementing that the physics of the water follows the rendered waves, then that wouldn’t be an issue anymore.

@zeuxcg Maybe we could get a different function that gives the current phase of the water so we can calculate the height ourselves (or as property of Terrain), if you are not implementing the physics for the rendered waves soon/ever? Then you would also be able to get rid of the cap of 1 on the wave size so we can use it at our own risk for situations where we either completely don’t care about proper water physics or where we are simulating the physics ourselves. (Custom physics for boats and swimming and whatnot)

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Actually, what would be good is a option to make the rays check for the rendered triangles. Would be useful for meshes, CSG and terrain. I really want to make a bobbing ship.

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@zeuxcg If we make the wavesize + speed to 0 and 0, would that reduce any possible lag?

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I can’t wait to play with this stuff :stuck_out_tongue:

It most probably won’t reduce lag.

Certainly using this in my games!

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No.

3 posts were split to a new topic: Why can’t I see previous edits anymore?

I wouldn’t mind having a graphical raycast method. Not sure how realistic that is though.

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A question, is there been a suggestion to edit only a part of the water, not all of it at the same time, like we can put out different types of terrain, just recolor certain terrain.

A “color” addition would be a nice addition to WriteVoxels. We could have checkerboard waves and hues of all types of terrain with configurable colors for every cell.

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The replication issues have been fixed (in new servers). The properties should replicate back & forth now (modulo usual restrictions if FE is active).

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Wow this is awesome!

Here is before and after! It is much better, and Thank you! :smiley:


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