Of course you're not annoying me.
Sorry I was in a bit of a rush earlier and typed quickly without a decent explanation.
Have a look at this, it explains what I meant above: [attachimg=#]
When you open the .tgd, you'll be looking at a planet covered by power fractals on its surface.
[attachimg=#]
It won't win any beauty contests but, look at the 'tweak noise' tab of each power fractal shader that feeds the planet's 'surface shader' input. At the bottom of this tab, there are 3 noise stretch inputs. The 'noise' is stretched by x30 on both the horizontal X and Z axis. this gives the appearance of layers or bands of colour.
That's not all, it's just a shell, with a secret hidden inside...
After checking out what the 'surface shader' inputs are doing, (you might not like that approach), open the settings panel for 'planet 02' and un-check the 'render surface' box. Now, there's a ball of clouds in the sky, they were inside the planet all along.
So, that's two 3D cloud layers that are set, not to extend above the surface of the planet, but to fill it with clouds. To get the cloud depths and heights required, I took the 'radius' of the planet object as the guide(it was 1.8378e+007, use an online calculator to half/double or just press '=' to see the actual numerical value of such numbers). Make the clouds whatever colour you want, add more clouds, take some away, whatever.
Cloud layer 2(the red one) is set to appear wherever cloud layer 1(orange) doesn't, by blending its fractal with the invert of the first.
A ball of cloud.
[attachimg=#]
That's what I should have said earlier but didn't have time to.