I'm sure Martin means to just use the fractal shader you have for your cirrus cloud as the blend shader to a cumulus layer's fractal, lower down in altitude. The density fractal is really just a 2D black/white map, it has no altitude value at all.
The depth and heights come from the cloud layer. So you use the cirrus fractal as the blend shader to a cumulus density fractal.
I've been trying much the same thing to get more levels of detail in clouds, I'm looking to make cumulus-fractus, large dominant features and smaller wispy edges. I'm using large fractals with normal coverage and following that with a smaller fractal with higher coverage, the small fractal is blended by the first, larger fractal so it only appears where there are clouds to begin with.
Not exactly what Martin's saying but of the same idea.