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I'm trying to set up a material that shades the topography of a spherical model of the Earth based on distance to the center of the Earth. Setting up a ColorRamp based on distance from the center of the sphere is easy: ColorRamp based on distance to center of sphere

But each color in the ramp needs a different texture applied to it. In 3ds Max this is done by applying textures to each stop in the Gradient Ramp: 3ds Max node tree

Can something similar be done in Blender? I found a related Blender question, but I can't see how the answer would apply to this situation.

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    $\begingroup$ I hace no clue how to read the nodes from other programs. But if I understand this correctly, you can use the gradient to control the mix between different shadersblending two textures terrain To mix more than two shaders concatenate more chanis of ramps and mix nodes. $\endgroup$
    – user1853
    Jun 22, 2019 at 22:05

1 Answer 1

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Use a color ramp to control the mix between different shaders.

enter image description here

To mix more shaders use other ramps with different values.

enter image description here

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