This was the final product of my dissertation for my Masters in Game Art and Design. Using techniques found in two places, "Protean Clouds" by nimitz (https://www.shadertoy.com/view/3l23Rh) and an article by Ryan Brucks (https://shaderbits.com/blog/creating-volumetric-ray-marcher), I was able to construct a dynamic ball of volumetric cloud.
This work, although completed for the dissertation, is the starting point of a cloud system I'm building for Unreal Engine 4.