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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