I know I probably can address this issue via the SL shader/material, but for specific reasons I can’t/dont want to go that way. I was wondering if there is some global rendering hack\option to temporarily address the issue for development purposes.
Kind of hard to judge what’s going on in that screenshot, and that’s likely why no one has mustered a guess.
But I’d bet that they are some kind of aliasing from normal mapping combined with the fact that reflections are forced sharp with SLW.
Here’s SLW:
Vs. translucent:
For the translucent material, I decrease the normal strength, but increase the roughness at the distance where artifacts would occur.
This is because roughness is basically a measure of sub-pixel surface bumpiness, while normal maps are a measure of surface bumpiness that is greater than a pixel. So in this way, we can fade the normal away and increase the roughness alongside it to get visual cohesion once the normal detail gets too small to resolve correctly.
You could fade away the normals at a distance with SLW too, and if I’m interpreting your screenshot right it will remove the artifact - but the water will look smooth at a distance which is also unnatural. Increasing distant roughness is not a good option with SLW. It will fade the reflection, but not scatter the rays.
This can be helped by adding displacement to the water. If the surface isn’t perfectly flat plane, you can’t easily view it at steep enough angles to get so much aliasing. This is the only thing outside of editing the shader that can improve that particular issue.