Visual Artifact (Line) When Using VectorToRadialValue in Water Effect Material


I’m creating a pulsing water/portal effect using the VectorToRadialValue node in a material, but I’m getting a visible line or seam that appears across the radial distortion. The line seems to come and go depending on the camera angle.

Here’s what I’ve already checked and confirmed:

  • The texture used is seamless and tiles correctly — I verified this both in a tiling preview and by testing it on a plane with higher UV tiling (e.g., 3x3).
  • The line appears even when the texture is perfectly connected, which suggests it’s not a tiling issue.
  • It only happens when using VectorToRadialValue, which makes me suspect it’s due to the 0-to-1 wraparound in the angular calculation.
  • I’ve tried adding a Frac node after VectorToRadialValue, and also offsetting the value slightly (+0.01) to move the seam out of view, but the line still appears in certain angles.
  • I disabled texture mipmaps (r.TextureStreaming 0) and tried different compression settings (VectorDisplacementmap, NoMipmaps) with no change.
  • Anti-aliasing doesn’t seem to be the cause — disabling TAA didn’t help.
  • The material is currently set to Additive, but the issue also occurs with Translucent.

What else could be causing this? Could it be a UV precision issue? Or something inherent in how VectorToRadialValue is interpolated?

Any suggestions or workarounds are appreciated!