The distance shader is a "remnant" of the TG-versions which didn't have "localized cloud" layers back then.
So I'd now check the radius of the distance shader, say 10000m, delete it and enable "localize cloud" in the cloud node and give it a similar radius (which by default happens to be 10000m)
You'll now see a circular boundary box with 2 dashed circles which represent cloud bottom and top.
You can see that change when you adjust cloud altitude and/or cloud depth.
This boundary box you can select and move in the 3D preview. Very useful
Another advantage of using localized cloud layers is that you'll restrict the renderer from testing the entire density fractals texture space of where the distance shader is blending it.
By using a localized cloud layer the renderer knows in advance that it only has to calculate the density shader in the localized layer itself, thus potentially speeding up rendering.
Another small tip/trick I'd like to share:
Inmediately enable "move textures with cloud" in the cloud node as soon as you start working with a cloud.
If you have a nice cloud setup, but would like to move it and choose to enable "move textures with clouds" then, then the density fractal will move to it's relative position of the localized cloud layer and thus your nice cloud setup won't look the same anymore. Totally different actually.
So starting with "move textures with cloud" from the beginning will guarantee you that you can move your cloud anywhere at a later stage and also allows you to save the cloud as a clipfile and import it 1:1 into other projects
Sorry for the little hijack Frank
Cheers,
Martin