Please add script options or any other option to do Sea and Water More realistic
8 comments
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cara Hi yaakovavitan, thank you for your request. We will consider adding sea/water scripting support for releases.
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yaakovavitan ty
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Whystler I just voted for this. In Galens Top Five post, it is the most asked for feature. Don't let this post die :)
Vote up on Yaakovavitan's first post if you agree! -
Ambard Agreed
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Galen I have some mixed feelings about how I think LL should go about dealing with this one. While SL's approach to dealing with built-in water is a cool technology demonstrator, I was never satisfied with its single-elevation approach, where the estate manager gets to decide sea level and the sea is always present at that level. It does not allow for holes in the ground that aren't filled with water. And it does not allow for above-sea-level lakes. It is at best acceptable for placid rivers. One key reason for SL's approach was surely the desire to uniformly interconnect the one-world grid model, which doesn't apply to Sansar.
One interesting suggestion I've heard here is for water volumes. Imagine if you could choose a cuboid or possibly cylindrical volume you could place in-scene for some mountain lake. And maybe one optional infinite-horizon volume for placing as a fixed sea level like in SL. When the visitor's viewpoint is within that volume, there are lighting and visual effects similar to in SL, with configuration options similar to scene lighting's.
It would also be interesting if there were something like a "river volume" object. Picture defining that with a chain of connected line segments, with optional forking for tributaries and branch-offs. At each joint-point/endpoint, you would also define a width and depth. Each of these points would also have an elevation and probably other settings like surface flow speed and turbulence. With just a few vectors and settings like this, Sansar could render some very cool procedural water, lava, etc.
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Whystler Maybe the ultimate request is to ask for a pre-set water shader... shiny, somehwat transparent, and somewhat mirrory? Such that, if you click a little box, then the material is changed to it.
Then, if you wanted to make a river, you would just make the winding flat (plane like) shape, embed it into the terrain where you have hollowed out the river bed, and click the water shader box.
This is what Nuvera Online did with glass and ice shaders. However, their water shader was implemented as a plane at a certain level in the world as Galen described. They had troubles in testing when they experimented with water shaders on anything, because of the mirror effect. I think things broke when mirrors faced mirrors or something like that. -
Urukan Water that we can place EVERYWHERE ! With the ability to control the depth.
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Skye +1
@Galen - Cloud Party had similar water volume support that could be positioned/scaled and it was done within a WebGL browser. I think theirs acted in such a manner that when passed through, ran shaders that created the underwater effect. I can't recall if swimming animations kicked in, but I would imagine that when passed through, it would just trigger the animation.