However, I think this would be way more powerful if we could control far and near cutoffs for the fog effect, just like the old fog on Lighting. It feels a little bit too much like simply being floating in the air, which means I’ll have to add my own underwater color correction and effects to compensate.
Something that I can think of that is a fairly hacky but close way of doing this would be script-wise:
Detect when the camera enters the water, when it does, immediately set the water transparency to desired level for fog. Since the camera should be mostly underwater, the fog will be what you set.
When player camera leaves water, set transparency back to usual to have desired outer view.
No clue if it would work but
of course, if we had two sliders, you wouldn’t have to do this hacky method.
I would like to be able to set the near cutoff closer, so the fog color overlays more of the world closer to the character, so it’s not like they’re floating in the air. I want the far cutoff to stay the same so the view distance is still as far as I want it to be.
This is cool that a requested feature was implemented [2 years] after it was suggested, but I have a couple of questions regarding the decisions made here:
Why wasn’t the maximum clamp for this property simply increased to 10 to preserve backwards compatibility?
Actually, why not just take some extra time and implement proper water “fog” settings as you have with lighting? Two simple WaterFogStart and WaterFogEnd properties would have made significantly more sense in my honest opinion. Imagine the confusion new developers may experience when trying to tweak water “fog” vs Lighting fog!
With all due respect, this seems like nothing more than a bored engineer adding * 10 to a single line of code to quick-patch-in a two year old request. The fact that backwards compatibility (even if it’s a “non-destructive change”) is thrown out of the window due to these poor implementation decisions is a bit disappointing.
I hope this reply doesn’t offend those who worked on this change. I really do appreciate the change even being implemented to begin with and your listening to the community’s requests; but this simple update isn’t on-par with normal Roblox API changes.
A Transparency value of 10 would be inconsistent with current typical transparency value upper bounds we’re all used to.
In it’s simplest form, keeping it between 0 and 1 was probably the best choice until more concise properties are available in the future,
I’ve explained how this can be faked pretty decently while maintaining performance and only having to change a few things but I got no response from staff so I may as well post it here.
I think this update broke the skybox since when you go underwater with transparency [1]
the skybox turns into a light color of whatever color for fog you picked for the underwater area
also we REALLY could use some updates to the waters textures or the waters wave size and
probably an update for the reflections to not only reflect the sky but the stuff thats above it
Following completion of minor bug fixes highlighted by providing this Studio Beta Feature, we are preparing release of the changed WaterTransparency effect for extended range of visibility under the water. Noting again this will affect all places in a non-destructive way, i.e. increasing water visibility. And again to be aware, the changing WaterTransparency with the new range has some affect on above water appearance also. Further improvements to accurate underwater and above water appearance will come in future releases.
There will be a short period between the Beta removal and the feature going live, when it will be available outside of Beta in full production including Studio and Client. The expected release date is Wednesday 2nd June, but will update if this changes for any external reasons.