@Frpmta
I see, this is in a scenario where you have multiple planets very close to each other right? Like almost touching, where the LOD of each would be constantly updating. In this scenario you’re right, they would all be trying to update at similar rates to each other and slow the system down.
In one of the recent versions I added the SgtSphereLandscape.LodBudget setting, which allows you to more precisely limit the time spent updating LOD. So to fix your scenario it would be easiest to have a global Lod Budget manager that shares the total budget among all planets based on the camera proximity, and this would also be fairly easy to implement, so I’ll add it to the to-do list.
The contour you mention is caused by the downscaling of the clouds. In the Demo UI GameObject you have the Volume Manager GameObject and component, and you can set the Downscale value to 1 to eliminate this. If I can get the silhouettes to work nicely with downscaled clouds then that would be awesome, but it’s a little tricky to get it working in all scenarios.