Your thoughts on and comments to Volume Rendering in Unreal Engine 4.

How would one go about ray-marching a world-aligned volume texture? i.e. I’d want to set up a cube w/ inverted polys like Ryan described (So I could fly around inside the clouds) and project a volume texture, but I’d like to have it aligned to worldspace coordinates so that I can easily scale subtractive properties for breakaway effects, and even set up multiple cloud layers with spaces in between.