Hehe, the quest for a perfect planet!! To make a planet that looks good and believable at both close up and distant shots is a challenge indeed but one I think I am near to completing. The difficulty here is that we have so little reference material, we've only got the one Earth type planet and a smattering of relatively uninteresting rocks. To get the complexity of features we have on earth is hard, we need many different kinds of landscape feature, mountain regions, desert regions, forested and grasslands, ice caps, and islands, small hills and larger ones etc.
Here is my methodology so far:
Setup:Pull the camera back to see the top third of the planet
Create a surface layer called SEA, give it a max height of "0" and a fuzzy zone of "0", enable test colour (dark blue?)
Create another surface layer called Peaks and set its height constraints to min height "2000", fuzzy zone "2000", enable test colour (white?) (both of these surface layers can be modified later to more realistic colours)
Add a sphere and give it the same dimensions/position as your planet (you could duplicate a planet but a sphere gives you the opportunity to turn off shadow casting (a possible render speedup). Add a water shader to the second planet/sphere. You now have a water feature that hugs your coastline right round your planet at "0"m height. You can now disable the second planet/sphere as it wont be needed until the final render and slows down/breaks up the preview.
Continents:A single PF (Perlin Ridges) with the scale at 95000, the lead in scale set to 5e+006 and the octaves set at 28 together with a Blend Shader at similar scales but octaves down to 7. Both have their noise variation dials pushed to the right. This combination gives large planet scale continents with interesting coastal variations but still lacks detail in the mountain regions.
GeoGraphic regions -Mountains:By this I mean the different types of mountain, hill and desert etc. For the mountains and hills I use several stacked Alpine Fractals as a child of a surface layer with its minimum height set to 1000m, fuzzy zone set to 1000m. The Alpine Fractals scale are 8000, 28000, and 56000 with displacements of 3000, 4000, and 8000 respectively. I also played with the settings dials to make more pronounced features. You could use normal PF set to high scales but the advantage of using the Alpine Fractal over the Power Fractal is that it has no negative displacement, you wont end up with holes on your terrain!
GeoGraphic regions - Hills:Created in a similar way to above but using Power Fractals (vanilla and billows work best) instead of Alpine Fractals and setting the scale and displacements to smaller amounts.
GeoGraphic regions - Coast:We cant get estuary's or river systems yet but we can cheat !
Using an Alpine Fractal with its displacement set to -1000 to -2000 as a child layer of a surface layer with a max height of 50m and a fuzzy zone of 100m will add variety and interest to the coast. A Voroni Diff shader with a constant scalar plugged into its seed and scale and a large scale PF (I used my original Continents shader) works well to make geological warps and twists and if set at a low altitude can look like valleys going into the sea.
So far there is no colour to this planet apart from test colours (sea and peaks). Once again the key here is scale, the colours and textures must work at both close up and planetary scale distances. Again the solution is to stack surface layer children on top of each other, very large scales working down to small scales. Using the PF's from the hills and mountain regions can be useful in controlling the coverage of the colours to regions already distinct by their displacement so a region that has desert like features can have a desert (coloured?) surface layer limited to it only.
Atmosphere and Clouds:This is where it gets really slow but I don't think it can be helped... I use a 4 default Cumulus layers 1000m thick and 500m apart with a starting height of 4000m. Each Cumulus layer has a copy of the same Density fractal with incrementally less coverage as the layer gets higher. This will cover the entire planet fairly uniformly so they're broken up by ... yep, you guessed it again... stacked and scaled PF blendshaders!, the largest being on a planetary scale.
I'm sure I've left plenty out and this is still a work in progress but I think we're getting there.
Enjoy
Richard