Utopia Indoor Pool
dennisgray41
Posts: 860
in The Commons
Why does this seem to have 2 water levels? Or possibly 2 feet of ater at the top and 3 or 4 feet of n water under?

Comments
Is it a deep end and a shallow end? It's a bit difficult but counting tiles along the side seems to indicate that.
look under the water. there is a layer of water and then a lyer of no water under it. confusing if your scene is viewed un derwater.
Could it be the top and bottom surfaces of a box that's been created not quite tall enough to reach the bottom of the pool?
probably
Maybe it's oil floating on water?
The worst part is it is not selectable so I can't adjust it. The water as a whole is about a foot low for a normal pool.
You could set the Opacity for the water Surface to 0 and then add in your own water block from something like Sy Rigged Water Iray 2
Thats a good Idea. I'll try a watter plane first. I have several of those.
Nope. Opacity has no effect on the pool water. Even if i use an Iray preset.
The Pool water is only 3 polygons where you would expect the water surface to be, but is hard coded at that level as part of the prop (try the Geometry Editor to prove it to yourself by hiding parts). For the surface, thin-walled is set off, so with an index of refraction of 1.34 (correct for water), and a refraction weight of 1.0, you will see real refraction effects looking into the water. The greater the angle of incidence to the water (looking across the surface as opposed to looking down into it), the greater the foreshortening effect. Underwater, if the angle of incidence is greater than about 48 degrees, you get total internal reflection, where you cannot see out of the water, since it is acting like a mirror. Enough physics...
Combine that with a very shiny interior everything and bright lights, it's hard to tell reflections from refraction and the shadows from each.
That helps. I am getting confused by the grid at the zero point. Is there any way f adjusting the water level? it looks dumdb te way it is.
I don't know if deleting or hiding the current polygons that make up the water level and replacing them with a plane of the same size (at whatever height you want) will produce the same effect. I think the trick was to get an enclosed volume to make the refraction work properly. Maybe you could try a cube primitive scaled to fit past the bounds of the pool walls, and adjust the height. Copy the water surface settings to the new surface before deleting or hiding the old one (you'll probably have to adjust tiling by a factor of three in one direction). Any changes to the geometry needs to be saved out as a new Scene/Prop asset, or overwrite the old one, so that the change persists if you want to re-use it again in the future. Then again, the changes don't sound too hard to re-do for the next time.