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There are a couple of things that could cause that.
The clouds are rendered at half resolution for performance reasons, you could try using full resolution
These could indeed be caused by the noise textures. Before creating higher res versions (you shouldn't need higher res) you should try re-importing the textures with compression disabled
There might be too few samples for your use-case, you can try increasing the number of steps
I wrote a custom cpp script to generate the noise textures years ago, I no longer have the original code accessible. But you could generate your own using https://github.com/sebh/TileableVolumeNoise which should provide pretty similar results
Idk if I'm missing something but for me clouds margin looks pixelated.
I considered using a higher resolution noise texture but I have no idea how you generated those. Can you give some help?
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