Thanks for your comments guys.
I've been using the (not so new
) Linear Step node to act as a Colour Adjust shader. The nice thing about this node, is that we can modulate the black and white, floor and ceiling values with PFs.
I've finally come to the conclusion, that warping doesn't work on trying to put billows into a shape. The main issue, is working out which direction the side of a cloud is facing, so that the warp shader bulges out rather than cuts in (which looks like ridged noise). We can do this by taking samples in the positive and negative directions in X and Z to find out which direction the cloud's density greyscale is traveling, to define a positive or negative warp displacement. But this is way too costly in terms of render performance.
The above image is part of a bigger system I'm working on, which can be seen to a lesser degree in the bleow picture, showing a 1000m depth cloud layer with a pleasing variation on it's peaks to the horizon. Something I struggle to get from PFs alone.
Oh, and Mediocrisis is my awefully humerous play on words. Sorry about that.
Cheers
Jon