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)
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?