After a lot of work using volumetrics, i finally found a nice and optimized way to produce extremely detailed clouds for a procedural planet shader. Using rayligh scattering principles and pushing blender 2.8 to its limits while discovering ways to achieve stunning planetary views from both surface-level and space-level, the version of Terramux featuring powerful cloud seeding, distribution, management and use is now out and available for anyone to explore. The currently latest version of Terramux has now been released and is available entirely free of charge.
Here is a trailer to see what can be done with this shader:
The shader can be obtained at Terramux 1.1.0 - Aldebaran