Studio water glitch

My friend is doing some studio work for my room and he’s unsure how to make the lighting adjust properly and it only adjusts properly while looking in a certain direction. Everything looks brighter than it should until you face a certain way then the water gets darker like it’s supposed to actually look. He said he needed to know how to adjust the opacity but I’m not sure that’s the issue?

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This sounds like the problem with fog settings where looking in one direction will make the fog appear more intense across the entire object, and disappear completely in other directions.

However, the effect you’re describing where it gets really dark is unexpected. Can you show some image or video of this? I’m interested to see what this looks like on the water shader.

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@NGCreate the water is supposed to be darker but mostly all you see is what you see in the picture where it’s lighter

Ps. I re-edited the post

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That kind of does look like the fog issue I was describing. Perhaps mess around with your post processing settings may resolve it if there are fog settings you can change in RRS?

If not, I think the easiest way to get around this is by subdividing the water. Instead of having the shader on 1 big plane across the whole map, split it into 4 or 9 planes that way the fog or whatever that is causing that doesn’t affect it as strongly.

Hope that helps, just some thoughts I had, I’m not really confident that will solve your issue though.

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I would just try setting the fog distance to like 3000

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The water needs more polygons.
it’s currently a single plane, and because fog is calculated per vertex, having a single object that is very large results in that.

to solve the issue, simply create a water plane with more polygons, and you should be good to go.

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@OfficialDakota I did this and it fixed the issue. Thank you for suggesting this. However, now the water keeps raising up everytime we save and idk what to do to fix it besides have my RRS guy delete the water and redo the whole thing

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I’ll let him know. Thank you

This is a common problem where the lighting and fog appear differently depending on the direction you’re facing.

You could try the method I use when creating games in Unity.

The fog settings can cause lighting issues. Adjust the fog distance and density to see if it improves the lighting consistency. Setting the fog distance to a higher value, like 3000, can help.

If that doesn’t work, what did I do to fix my problem with it?

Increase Polygon Count: Ensure that the water plane has enough polygons. Fog and lighting calculations are often done per vertex, so having more polygons can improve the accuracy of these effects.