Caught this this morning...will try to duplicate!
get position in scalar, x to scalar, divide by some number, sinus scalar, mask by some fractilizing PF, warp shader, warped by vector displacement shader and a pf..... then another mask by pf if needed.... ;)
Could also try just stretching your cloud density noise function in one of the horizontal axes, x or z. A value of 5 or 10 instead of 1 might produce a similar basis, with some tweaking.
- Oshyan