To show the power of iterations, this is a screenshot from the first version that I thought was almost finished, since my main target was to play around with physics, and this is how physics demos usually use to look like.
Each small bulb in the garland is a joint constraint. The ending joint have zero mass so it will stick to the facade without falling down. You can click/tap to change the position of those positions. To create the reflections the geometry is cloned and inverted, added to a second scene which renders to a separate render target with blur applied to it. The rest of the scene is then rendered on top of the first pass without clearing the colours, just the depth buffer. It was a bit tricky to render in the correct order and clearing the right stuff and I’m sure there is a more optimised way of doing this without the need of two scenes.
A transparent layer is also added to the ground level in the “above” scene to add some bluish diffuse and catch the lighting coming from the stars. Each star has a point-light as a child. A tiled diffuse map and a normal map are assigned to the ground floor to add details and an interesting surface. All geometry besides the star and the sign is created procedurally with just primitives (Box,plane and sphere). The facade got a specular map so the light could be more reflective in the windows. A bump map adds some depths as well.
Then finally, couldn’t get the Christmas feeling without the mighty Bloom filter pass 🙂
Try to mess around with the attachment points af the garland to see the physics, lighting and reflections in action. Notice how the wind effecting the lights and the snow, it’s actually a impulse force applied to the scene each frame.
Psst! Even though it’s Christmas, there is an easter egg somewhere. Can you find it?
Interested in source? Here is the Github repo