Don't worry, I know you don't mean to poop on this.
Yes we are looking at exactly the same area. It's where I noticed it too.
I think it's a combination of the aforementioned render settings and that the warping of the bottom of the clouds is contributing to it as well, perhaps.
The screenshot_386 you just shared is rendered at low quality and I don't really see what fits your description and/or the kind of moire(-like) banding we both observed in that part of my scene/render.
I think it improves greatly when rendering it at higher ray marching quality and higher AA.
Sometimes I also think the lower vertical voxel resolution is set relatively too low and perhaps causes this banding.
Unclamping the altitude masks automatically disables the gamma function, so I'm not surprised the effect is softened by them. This does not mean that the altitude mask is *causing* it.
The function (after unclamping) became linear. With gamma 0.25, for instance, values from 0-0.2 are remapped to be very close to zero. Similar accounts for the range 0.8-1.
When looking at the depth modulator this means that, for gamma 0.25, the depth increases rapidly for values 0.8-1. Creating a steep ramp over a small X/Z area. Similar to how geometry stretches on vertical surfaces.
Here we also try to fix that with very small compute terrain patch sizes, so that we can more precisely calculate normals and texture coordinates.
If there aren't enough shading points called for by the cloud shader, due to too low voxel count or insufficient ray marching, you also sample those steep gamma transitions insufficiently.
This is why I think that the lower vertical voxel resolution is contributing to the problem.
In this case it might help to realize that the node network's workflow is 'top to bottom', but internally the software parses the network from the planet node up to the 'get functions'.
Get altitude just gives the altitude at a certain shading point requested by the shader 'below' it.
Sorry if this was a bit too elaborate/heavy on arguments and/or examples. I don't mean to tutor you on any of this, you know your stuff, but I hope the discussion helps others somewhat
edit 2: added render with AA12, RMQ 1.5 and 500M voxels. No post-process.