Quote from: Oshyan on June 21, 2019, 03:41:34 PM
WAS's suggestion may or may not help. Generally Ray Detail is going to affect terrain detail, I believe, whereas your scene is entirely cloud-based from what I can see in the image you posted. So what you're actually probably seeing is a GI-related issue. There are some settings for GI Region Padding which may help you (same place as the Ray Detail settings). But the best way to avoid such issues is to generate a GI cache. Obviously if the scene configuration changes notably, you'd need a new GI cache to represent the lighting properly.
- Oshyan
And where is GI Region Padding? There is GI Prepass Padding which makes no change in cloud crop forms lighting. I only know of Ray Detail Region and Ray Detail Region Padding? Is this interestingly a paid feature?
I'd assume that lighting is done through rays (like all software out?), especially with the push to Path Tracing, and it seemed to have been the solution in the past with clouds from what I remember.
Additionally ambient lighting from surfaces, objects, and ambient light bouncing from the object/surfaces will effect a crop cloudform with no terrain present in low lighting. With crop region rendering a crop of the clouds, you're missing a whole dynamic of shadowing and ambient light blocking
and reflection from the surface. In fact, the effect in the crop seems to indicate a lack of terrain and more ambient glow in the clouds.