Volumetric Cloud Equator Stretching

Hey everyone,

I’m developing a volumetric cloud system where I would like to use a texture map. Sadly with that approach the texture map leads to stretching near the equator:

One approach to fix that is shown in this youtube video where the texture is mapped tri/six-planar. Sadly I cant get that approach to work. My Sixplanar Function does map my texture correctly onto a squere or any other surface. But the conservative density only takes in the x value and the stretching around the equator still shows.

Am I doing sth fundamentally wrong? Is there a setting I need to change?

Thanks in advance for any help. :slight_smile:

Small update by myself.

By testing a bit I found out that using the R value from VertexTangentWS you can correctly map the texture on the X axis for the volumetric clouds:

Connecting that value to the one-minus of G and B AbsoluteWorldPosition results in the correct mapping on the X axis. As seen here:

By combining the vertexNormal and Tangent, you can map correctly to the Z and X axis but would need some blending between the two. So that leaves out the Y axis, maybe that works with some math on vertexNormal or Tangent.