Our backyard's not so bad, really...
Experiments in rendering planets - tricky due to sheer size, especially for the atmosphere layer, given that the real-life scale would make any 3D program weep. So some clever hacks were employed to get more-or-less accurate Rayleigh scattering. Didn't quite turn out how I was expecting, but definitely something to work on further...
There were in total, five separate spheres overlaid and masked on top of each other. In order from inside out: ocean floor (diffuse), ocean (volumetric scattering + volume absorption), land layer (continents displaced with details), clouds (subsurface scattering, volume scattering, displacement) and finally the atmosphere, which was a volume scatter using a custom light splitting material, created using nodes in order to approximate planetary atmosphere scale.