Been spending the last week or so working on a Blender shader that procedurally generates convincing planetary cloud patterns for custom planets in Kerbal Space Program. Here's where I am so far
The shader takes in an input of cloud "intensity" based on a climate model texture (greyscale image on top), and uses it to weigh and distribute different cloud types (colour map on the bottom). the different clouds can then be rendered as separate cloud layers over top a planet