No idea what you'd call these big ugly looking buggers but, I think they're decent enough to share as a thick, nondescript, oppressive cloud layer.
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I've been enjoying delving back into TG2 clouds for the last wee while now. These are a recent offshoot from my years-long wrestling match with my old mammatus files, those still aren't ready yet to be shared, it's a long fight, one that I am constantly rethinking...
Anyway, back to a short descriptive note on these then. A simple cloud layer, 2 density fractals - one large and flat that leaves a few gaps in the sky, to be partially filled-in by the secondary fractal, via inverted blending of the flat fractal.
Not pretty but another good method of using more than one density fractal per single cloud layer.
With some crafty blending and distribution, many different fractals can be applied quite convincingly to a single layer, giving a huge range of available scales and noise.
* Another handy cloud tip, unrelated to this but used in my
cumulus fractus layer; Using a surface layer, or distribution shader, as a blender to a fractal(or making the fractal a child, as I'd do) is a good way to get wide, varied scales/noise over a cloud's vertical forms. Use 'Y for altitude' in the surface layer. The 'cloud altitude' is the
centre of your cloud layers, measure outwards from that altitude in either, or both directions(minimum/maximum height constraints) to apply specific features from varying density fractals across the Y axis of the cloud layer.
Cheers!