Hiding Water Should Hide Underwater Fog
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Grave Resident
The new hide water feature on prims only hides the surface of water. So if you go under the water level, even if you are inside a water hiding prim, you will see the underwater fog. I hope you can update this in the future so we can make underwater structures where the interior is not foggy while inside a water hiding prim.
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Spidey Linden
Merged in a post:
Some improvement suggestions for water exclusion surface feature
Nescolet Resident
You can see a public example at Luna Oaks Galleria Mall, Luna (135, 131, 22) - General > Here, a road goes down into an underwater tunnel. From outside and above the WES you cannot sea the water surface BUT the WES hides any avatar that is underwater (you just see their overhead username) and also hides some prims along the tunnel below, specially the prims farther along. If you move your camera into the WES (shown in green color when transparency view is toggled on) underwater avatar becomes visible again and the tunnel renders fully BUT you also can see a blue ceiling corresponding to the water surface that the WES fails to hide from within. So you can see WES implementation (as seen using the latest oficial viewer) needs some improvement.
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CatalinaHunter Resident
Interesting. In the old days when water exclusion layers worked (before they were blocked), you couldn't see mesh including mesh bodies. You could however see prims. In recent tests that I've done in SL water (using Firestorm) you can see prims and mesh and mesh bodies just fine.
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Nescolet Resident
CatalinaHunter Resident , maybe we see different things through depending on the current graphics setting, I haven't test that.
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Brigantia Mole
Also, when in these under water environments, scripts should not detect the avatar as being underwater and should not initiate drowning on meters - the simulator would need to detect if you're inside the bounding box to the exclusion prim
Rheia Silvercloud
Brigantia Mole Equally, the simulator should not trigger swimming animations both on the standard animations and for add on animation over riders.
SarahKB7 Koskinen
I believe this would be called a "Water Exclusion Volume", a 3D version of the current Water Exclusion Surface (or "Invisiprim") which was reintroduced in early 2025.
Dan Linden
updated the status to
tracked
Dan Linden
Thank you for the report, Grave!
This is a feature we wish to implement someday. It is tracked at https://github.com/secondlife/viewer/issues/3458