Any luck with the volumetric clouds?
No progress getting them in game. This house sitting job has kept me busy. All but 6 hours of my day is spent away from my own computer. I have been making small tweaks to the shader here and there when I find the time. I've fixed a few problems, enhanced a few things, optimized others, tiny little tweaks I can do in the short amount of time I've had this week...
I have implemented 2-hit light processing, so things look slightly more realistic now that you can see the cloud lightly obscured behind another cloud, which is quite important in sunset circumstances. It does obviously add a bit of overhead though, and I've got other versions that don't do this, for performance sake. In some very specific circumstances, it can add some barely noticable, but unrealistic, artifacts to the cloud. But, if you don't know what to look for, you probably won't ever see it.
I found a super cheap way of making jitter almost pointless... Don't filter the cloud texture! You might think it wouldn't do anything, but it produces almost the same amount of perceived volume as the jittering did, while also providing a performance boost (no filtering, no jitter sampling). I'll have to double check that it is indeed better, though (I only finished messing with it before I left home an hour ago).
I'm now trying to get overcast cloud textures to look better, and I think I will have to work in some basic light scattering to get it to look right. Right now, overcast textures are pretty much only lit by ambient light, looking flat and dull, because they have absolutely no transparent parts what so ever. No light ever seems to get through. I'm hoping light scattering will allow more light to permeate the cloud and give it more definition and detail.
So, there you go... Quite a bit of luck making the clouds look and perform better, but no luck getting them in game. I haven't even installed Oblivion since I had to wipe my RC1 of Windows 7...