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 afterVectorToRadialValue
, 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!