To the dev folks. Will there be different algorithms for different types of clouds? Clouds are formed differently based on their distance from the ground. There is a low, middle, and high cloud layer with only the cumulonimbus (thunderstorm cloud) being in all the layers and above them. Rain only comes from 2 types of clouds also: nimbostratus and the cumolonimbus.
Perhaps it would help you to know the types of clouds and the places/time of year they are most likely seen.
The same algorithm will be able to handle multiple layers and shapes, ultimately creating complex stuff. There will be probably a problem with the lighting it all correctly though.
Initially we'll go after a relatively simple configuration, one high thin layer and one thicker lower cloud layer, modulated. Once the rest of the engine grows up we shall move it further too.
I'm interested in seeing what the clouds do when they are in line to smash into a mountain. They can't just pass through so some weird and awesome scripting to bypass and shape the clouds around the mountains.
The clouds aren't really simulated as bodies of vapor, that would be too costly. However, what can be done is a modulation of the density function that determines the cloud coverage. This will work on a much coarser scale, so in theory it could be possible to simulate the flow of the density, and use it to modulate the cloud algorithm.