Hey, thanks for having a look.
Well, yes I’m sure about it’s a MAX-Tesselation issue that comes into play with small detail in cm scale. The FluidSim is currently running at 4cm for a total of 2048cm centered on the player. Changing that resolution doesn’t have any effect on the scale of the quads.
But you’re correct, the water zone tesselation (just like r.Water.WaterMesh.TessFactorBias) appears to be not completely defunct, It has some influence on fps, even if there’s currently no water body on screen.
The water zone has an additional resolution setting I don’t understand. It is currently set to 2048x2048.
Edit: No, it’s different. Changing the fluidsim res/size now has to do with the quad appearence. Heavily reducing the size makes many smaller quads appear, but that seems to be without geometry updates. I’ll have to investigate about that new finding.
Edit2:
Here’s an example. SimSize reduced to 512cm, and SimRes=512, so 1cm texels simulated. Also changed “Fluid Displacement Multiplier” in the water material instance from 1.0 to 7, and the FluidSim didn’t get any more time per tick (so appears much too slow), the shot shows the situation about 1s after a jump.
And it shows both, artifacts that look like it could be 1cm as well als obviously tesselation related artifacts.
Edit3:
Ideally, of course, surface would be sampled exactly at FluidSim texels, or even ineger mutiples of that (in terms of resolution, like 1cm for the 4cm sim example). But I do not even know how to make the surface be sampled at some other, rough resolution, so forget about exact scale or even correct offsets. There’s at least no obvious visual difference from setting water zone tesselation slider to min=1 or max=12 for the “water body custom”, directly from the water plugin, only scaled to roughly match some lake size.
