Fixing Mipmapping issues in 4.10 and up?

I’ve discovered an odd bug with the TextureSample node. When there’s a sharp change between positive and negative values, mipmapping on it will glitch out and create a grey seam that only disappears when I specify the exact Mip-Level to use. See screenshot below for an example:

How can i fix this without breaking automatic Miplevels?

Edit: It’s also worth noting that the sphere mesh itself does this too.

this is typically solved by changing the mip calculation mode on the texture node and feeding in the DDX and DDY of the uvs. watch the paralax occulusion youtube video to see that in action.

Thank you, I’ve been able to solve it by setting a fixed DDX and DDY value that scales with the distance to the mesh instead.