Definitely thanks for the info! ill check out the dither alpha node.
hmm well here is a close up of the clouds, the player will never be able to get this close but this should paint a better idea for how I’m using the cutout:
going back to what you were saying about rendering things behind the cutout opacities, these clouds are composed of 4 meshes, 3 cutouts layered and one opaque int he center. considering what you have said about cutout layering, would this approach be perhaps less efficient than say clouds that are build using translucent planes like this?
I’ve since turned off the shadows that the cutout’s were casting and that has improved performance but I’m still debating whether i should use cutouts or translucency. I will need a lot of cloud cover on the screen at once whether that just means larger meshes or more of them, I still need to test that.