Hi, I came across this issue when trying to build a spherical water system on a large scale world.
This can be replicated with both the Water Plugin (using a Water Body Custom) or a SingleLayerWater material instead.
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Drag a sphere into viewport and then attach a Water Body Custom as its children.
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Change the scale of the Water Body Custom to something like 1.01 or 1.1.
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In the Details of Water Body Custom, switch Water Mesh Override to Sphere:
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It should look something like this, which shows that is working as intended:
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Now, start increasing the parent Sphere scale from 1 to 10 to 100 to “…” until you start seeing this:
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For once, the water disappears (but that’s something more to do with tweaking settings) - but the real problem is the black line that follows the camera:
This only appears on extreme distances and is directly related with the Absorption and/or Scattering Coefficients inside the SingleLayerWater material:
This happens independent of having a SkyAtmosphere or SkyLight in the scene - in this case, I’m only using a DirectionalLight.
Is it something to do with the fact that the SingleLayerWater only takes into account X,Y coordinates, as it was designed to work on a Plane mesh and not on a spherical one?
I’ve messed around with Shadow, Direct/Indirect Lighting settings but the result is always the same. Also, using Lumen or Screen Space didn’t make a difference.
Thanks for your time, appreciate any help.