Hi, I created clouds based on exponential fog using a “volume material” and applying that material to a regular cube in UE5.2, my problem is that even though they look fine, as you suddenly change the angle of view of the viewing camera, up or down, sides, or navigating through the viewport, far clouds vanish, the farthest clouds disappear really fast (not even slow to fake it better), I’m not sure why, I already tried turning everything off in the material, so the problem doesn’t come from there (disconecting extinction causes Albedo to also have the problem, and disconecting albedo causes extinction to also cause the problem), I also edited the view distance of the exponential fog actor to a long distance, edited the grid size and the grid size quality with execute comand, scalability has no impact at all… still no solution
Because the problem with UE5 clouds (volumetric clouds in general for any engine version) is that once you get inside there is not any detail at all just a weird white, and I want the clouds to look good for a plane battle, I was able to achieve htis with the “exponential fog” ones were I can control a lot, but I have this side effect, that as I rotate, the clouds would become small an vanish at distance, wich is so weird, also this fog clouds do not drop FPS because I can control a lot of stuff, while High Quality UE5 clouds do
The typical solution to this is to fade out the volumetric clouds around the camera and replace them with volumetric fog, driven either by a volumetric material or a particle system. I suspect a particle system would be cheaper.
In regards to performance, volumetrics are expensive, especially when you need them to raymarch at the distances necessary for clouds without significant artifacts.