Use color ramp to mix materials 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:


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:


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



To mix more shaders use other ramps with different values.