I’ve attached a simple textural fluid( no grids) that roughly mimics your reference image.
I made it hollow on the inside by making the opacityInput “center gradient” then reversing the opacity graph. I then textured opacity to create the clouds and made the fluid Z Size large so it was more of a long elipsoid or cylinder than a spherical shell.
You could animate with simple rotation of the fluid( or animating the rotateZ attribute ), perhaps combining with animation of the texture time. If you needed to sculpt more clouds you could enable the density grid and set opacity input to density then paint the density values. You could start with density values that match the values of the center gradient. Note that with the opacity graph setting on this fluid you would get clouds where density is low and open spaces where density was high.( easy to reverse ). With a density and possibility velocity grid you could also do a dynamic simulation, but you might also want set the coordinate method to grid so that the texture moves as well. However the texture will get streaked over time, so it would only work for a short or very slow animation.