The default skysphere / dome doesn’t have protruding clouds. So you would need to either create clouds yourself, or perhaps buy some from the marketplace. It shouldn’t be too difficult to create.
Simply then place these clouds in different location for where the character is falling.
Does the camera need to hit the cloud as it were fog?
If so, localized post process fog would be the way to go about it.
And it is a performance killer in terms of rendering, so you want to make quadruple sure your terrain is not a landacape and doesn’t cost an arm and a leg (which it will in most cases where you are up looking directly down at all the landscape tiles).
The fog clumps do not respond to light the way the volumetric clouds would, so be aware that they’ll never look like realistic clouds. Then again, find me a gamer who’s gone skidiving enough to know any better of how things should look?
After that you have the not so expensive cloud layer sheet option.
Depending on falling speed, you lock the player camera and just put layer after layer of cloud texture, set up to use the same image at different scales so it looks like a lot of different clouds.
The effect will look ok to good as you proceed downwards, even almost feel like you are in the clouds, but it won’t be as good as a localized post process fog would be for that effect.
How you go about it depends on what the project is for. For an actual game, the fog sheets are the lowest cost method - not necessarily the lowest effort.
If its a cutscene and it needs to only hit 32fps or something similar, then the other method may work better…
Hi thanks for suggesting and sorry for late reply, i used vdb clouds to layer out the cloud bedding and used localised fog to give give the scattering its looking good for now.