-
-
Notifications
You must be signed in to change notification settings - Fork 478
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Water body material override #902
Conversation
Works great. Nice and simple. Should the OceanMaterial return the water body override material for the underwater renderer etc? |
Ha yeah good point. It's not clear to me at all how it will work for underwater. I would guess the underwater effect should search all water bodies and find any overrides, as a separate process. Or it should do something else entirely. But if you have an idea for a simple way it can be done (I wasnt sure if i understood if OceanMaterial can help) then let me know. If its going to be an entirely separate thing im tempted to call it future work and see if it is requested in practice. But lmk what you think! EDIT: Oh if you meant OceanMaterial should return an ymaterial from any overlapping water bodies under the camera, it could, but all tiles check this material and assign it to themselves so its not clear to me if this works |
Yeah, you're right. Separate process or something in the future sounds good. |
Ok cool. I've updated the status from 'experimental' to ready for review as i think this could merge |
Oh release notes. Oops. |
Added release notes and some misc doc stuff |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Works great.
Cheers |
Linking #676 |
Status: Ready for review
In response to a support request - add a material override field to water bodies. Seems to work fairly straightforwardly (IMO).