Terrain LOD not handling shallow water very well


#1

Water ought to be visible in the entire red area but only pops in as the user gets close. This is because the water has a low occupancy value, which I used to make the shoreline look nice and natural(otherwise there’s an odd dip at the wedge of the water)

TerrainReproduction.rbxl (45.5 KB)


#2

I think this is more of a feature request; to prioritize water chunks more in the LOD


#3

I think it’s more of “surface” chunks needing to be prioritized, because I also have an issue with disappearing grass in LOD terrain


#4

This is true, it seems reasonable to just prioritize surface voxels in general.


#5


Zoom out a tiny bit


#6

We do currently prioritize surface voxels, but there are some occupancy thresholds where the non-surface voxels win. I can take a look at tweaking this; can somebody in this thread upload examples of levels where the current LOD update doesn’t work well?

FWIW we don’t have a separate concept for water chunks vs solid chunks, it’s all one system.

edit: oh oops, there is an example for water. @ColdSmoke, can you add an example with solid voxels that you have on your screenshot as well?


#7

Yeah I can do that, I believe this segment is in the map I sent you a couple weeks ago but I’ll just go ahead and re-create it in little bit


#8

Hi This is still a problem

Which is disappointing because like I said in the OP, Having water with low occupancy values is the best way to get a good looking shallow shoreline

If I had full occupancy water, it would require a lip to exist on the water edge, which looks pretty strange

but results in a working as intended LOD