Water "cuts" through models and brushes

Ida

deer
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Jan 6, 2008
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swamp_mrmuffinman0003.jpg


Why?

This happens to models and brushes, but not displacements. Ragdolls in the water also get a similar effect.

EDIT: I don't have leaks.
 

Fraz

Blu Hatte, Greyscale Backdrop.
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Dec 28, 2008
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I'm guessing it's weird shadows or something. Have you treid using more than one water brush instead?
 

Ida

deer
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Jan 6, 2008
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No, I haven't, but then again I can't do that when it comes to models. And they have the same problem.
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
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Have you set cubemaps, and are they 50 units or so above the water? Already had some strange bug with the water, when my cubemap was stuck at the height of the water brush.
 

lucky

¯\_(ツ)_/¯
May 25, 2009
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50? I thought they were meant to be 16 units away from linked faces...
 
Dec 25, 2007
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Cubemaps should be approximately at player eye-height; but this isn't a cubemap issue, this is the normal behaviour for the water shader and world brushes (although the effect might vary depending on your graphics card). I'm not sure if it happens with func_detailed brushes or not. But do you still see the effect if you cut the brushes at the water height, so there's one above water and one below?
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
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But
# If a cubemap is intended for NPCs or the player, the env_cubemap should be placed at head-height (as a rule of thumb, 64 hammer units) above the ground. This way, the cubemap will most accurately represent the world from the perspective of a standing creature.
# If a cubemap is intended for static world geometry, the env_cubemap should be a fair distance (as a rule of thumb, 16 hammer units) away from all brush surfaces.
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
This is due to the water. It's meant to be 'murky' and be moving so it takes the area around it and distorts it. This means you CAN'T fix this problem with this water texture.
 

Ida

deer
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Jan 6, 2008
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Wow, if this is in fact an unsolvable issue that really, really sucks. I'll try what you said, VFIG, and I'll move my cubemap closer just in case. Thanks, everyone.
 

Terr

Cranky Coder
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Jul 31, 2009
1,590
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I get similar issues when I'm underwater and I look up: The blue of the sky has similar "bleed/cut" effects around the edges of the walls. (Yes, I have some env_cubemap entities nearby...)