Thank you so much for sharing your tips and files.
I found your shader to be the best for my use: environment clouds rendered with the path tracer.
I would add some tips to yours, specifically for the path tracer.
As others mentioned, the console environment below is a must:
r.PathTracing.HeterogeneousVolumes=1
I ended up putting it on my project’s default config.
You must change your light shafts and bloom settings to make your heterogeneous clouds respond realistically to your lights.
Finally, you need to pay careful attention to these current limitations:
1 Successful qued renders are confined to the standard resolution.
Any other will create artifacts within the heterogeneous volumes.
(I have not experimented yet with super-resolution mode as a workaround.)
2 Cannot intersect different heterogeneous volumes with each other: that too will produce visible artifacts.
I hope these tips will spare you the burden I endured to figure these out.
(OF COURSE, I started with UHD resolution and intersecting clouds with each other. Why wouldn’t I.)