As you can see, everything is volumetric. Normally, it wouldn’t work with volume scattering absorbing the opposite of the color put into it. When using an add shader with volume scatter and absorption with the same input density and color, it creates this fully colored volumetric object. Adding displacement is as simple as subtracting a length node from the texture.
This is still a work in progress and I still plan to add more to this. I would like some feedback on what I could add or change. For now, I think its good the way it is, but there is always more to improve on.
The jupiter map is an equirectangular map with sphere projection. I used the generated texture coordinate output as the input vector.
As for the sphere’s, you add in a cube, subdivide 100 times, then press shift+alt+s and while holding those keys down, press 1. Shade smooth, press n and set the dimensions to 2. Go to object, apply scale. That is the sphere.