| Introduction How to create a mountain scene with aurora borealis/northern lights
 
 Prerequisite:
 - Rock: diffuse, normal, roughness
 - Snow: diffuse, normal, roughness
 - "Procedural Night Sky with Stars and Moon in Eevee" tutorial
 
 Blender Version:
 3.1.x onward
 
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 STEPS
 
 Shift+A -> Mesh -> Landscape
 Subdivisions X/Y = 312
 Noise Type = Turbulence
 Random Seed = 213
 Noise Size = 0.75
 Depth = 12
 Effect Type = Rings
 Falloff = X
 Properties -> Modifiers -> Subdivision Surface
 Simple
 Viewpoint = 2
 Go into Edit Mode
 A -> U -> Unwrap
 Go into Object Mode
 Properties -> Materials -> Add New Material
 
 Shift+A -> Input -> Geometry
 Shift+A -> Input -> Texture Coordinate
 Shift+A -> Vector -> Mapping (x2)
 Shift+A -> Vector -> Normal Map (x2)
 Shift+A -> Texture -> Image Texture (x6)
 Shift+A -> Converter -> Separate XYZ
 Shift+A -> Converter -> ColorRamp
 Shift+A -> Shaders -> Principled BDSF (x2)
 Shift+A -> Shaders -> Mix Shader
 
 Geometry Normal output to Separate XYZ Vector input
 Separate XYZ Z output to ColorRamp Factor input
 ColorRamp Color output to Mix Shader Factor input
 ColorRamp black/white arrows at roughly 0.780
 Texture Coordinate UV output to Mappings 1/2 Vector inputs
 Mapping 1 Vector output to Image Textures 1-3 Vector inputs
 Mapping 2 Vector output to Image Textures 4-6 Vector Inputs
 Scale = 20.000
 Image Texture 1 Color output to Principled BSDF 1 Base Color input
 Open snow/diffuse file
 Image Texture 2 Color output to Principled BSDF 1 Roughness input
 Open snow/roughness file
 Image Texture 3 Color output to Normal Map 1 Color input
 Open snow/normal file
 Normal Map 1 output to Principled BSDF 1 Normal input
 Image Texture 4 Color output to Principled BSDF 2 Base Color Input
 Open rock/diffuse file
 Image Texture 5 Color output to Principled BSDF Roughness input
 Open rock/roughness file
 Image Texture 6 Color output to Normal Map 2 Color input
 Principled BSDF 1 output to Mix Shader upper Shader input
 Principled BSDF 2 output to Mix Shader lower Shader input
 Mix Shader output to Material Output Surface input
 Normal Map 2 output to Principled BSDF 2 Normal input
 
 Properties -> World
 Color = Environment Texture
 Open HDRI Sky file
 Shift+A -> Input -> Texture Coordinate
 Shift+A -> Vector -> Mapping
 Shift+A -> Color -> Hue Saturation Value
 Texture Coordinate Generated output to Mapping Vector input
 Mapping output to Image Texture input
 Image Texture Color output to Hue Sat Value Color input
 Hue Sat Value output to Background Color input
 Background output to World Output Surface input
 
 Go into Object Mode
 Shift+A -> Mesh -> Cube
 G -> place cube above mountains
 Go into Edit Mode
 S+Z -> Select front face -> E -> Create a wavy appearance, repeat as wanted
 Shift+D -> G -> move to side -> repeat as wanted until sky full of waves
 
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