Water render volumes
tracked
Rinn Grumpypants
The ability to assign an object as a volume to either be a mass of water, or remove water, this could work in the same manner as reflection volumes, but would allow builds to be able to be in a body of water without rendering water inside, or using the underwater shader, an inverse would also allow expanded creation of areas with sim matching water in builds that are above the sim water level
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SarahKB7 Koskinen
Boat lifts, canals and canal locks would become a working possibility with this addition, if water physics were added to it too. A boat using such features could then navigate the high water lakes, mountains and dams of Sansara and other such continents.
Mirror Mondegreen
Whoops! I just made a very similar post to this because the new release has broken underwater lighting - I think this would be both a good fix for that issue and a great feature in its own right
Cube Republic
Cofferdams!
Spidey Linden
tracked
Issue tracked. We have no estimate when it may be implemented. Please see future updates here.
Vincent Nacon
I'm all for it, but... I gotta wonder how it could work with a function like llWater(vector Pos). Since that function ask for vector... maybe it can be updated with conditional that if there's a water prim nearby or at least closer than the actual water to that vector position, should return the height position of that water prim? At least only on the topside of that prim.
Kadah Coba
Given all the legacy stuff out there, maybe some new functions with better functionality that supports water volumes.
Thornotter Resident
Kadah Coba Agreed. The definition of llWater could be changed to "Returns a float that is the sea level height below the prim's position + offset". In other words, have it return sea level rather than any water level.
Vincent Nacon
Thornotter Resident We really don't need more functions that does the same, only splitting the small difference between the old and the new. Pretty sure it won't break the old contents, only to support it. Otherwise, tell me what could break it.
Thornotter Resident
Vincent Nacon it’s often used to calculate elevation in sims, something that is fundamentally different than water volumes.
Vincent Nacon
Thornotter Resident ...And? I fail to see how it could break anything when you have a water-prim above the sim's sea level. Remember, you're still providing the vector of interest. If the vector is closer to sea level, it's not a problem. If it's closer to the water-prim... then it could only means you're nowhere near the sea level.
Coffee Pancake
Volumetric prims would be awesome in general.
Place prims, define them to be water (for pools) or sky (for the inside of boats). Allow them to have their own EEP.
Suddenly we get interior lighting that can vary from the exterior lighting without need to mess with mini parcels and builds aligned to the 4m grid.
Allow volumetric prims to override other parcel properties, like the audio stream, or privacy. Music that only plays in one room. Chatter that doesn't carry though the walls.
Sky is the limit.