Ryan and Jerome join Chance and Alexander on the livestream to show off the astounding effects they created for Bullet Train. Come and watch as they break down and explain how it was all made! Also, the end of the stream will mark the deadline for entries to the Epic MegaJam
Thursday, Oct. 15 @ 2:00PM ET - Countdown]
Chance Ivey - Community Manager - @iveytron]( https://twitter.com/iveytron)
Ryan Brucks - Sr. Technical Artist
Alexander Paschall - Engine Support Tech - @UnrealAlexander]( http://twitter.com/UnrealAlexander)
Jerome Platteaux - Lead Lighting Tech Dir.
Questions about Bullet Train? Let’s hear em!
Edit: The YouTube archive is now available
here]( The Making of Bullet Train | 02 | Feature Highlight | Unreal Engine - YouTube)
I think it translates to 6PM GMT
Was sent here after clicking on the epic games launcher link for the vineyard challenge winners…
I’m pretty sure this isnt the right link for that…?
Try messing around with this:
Fixed! Looks like a link was misplaced.
Thanks for letting us know
Any possibilities we can get assets of this presentation?
Hello, seeing this project would be super resourceful even now after 6 years!
I was looking on forums for two interesting techniques
@RyanB was mentioning in this Live: the fake reflection material and World Position Behind Translucency fake light effect, but any thread regarding this topic misses any jpg file. How to see it?
Watching the livestream on the making of Bullet train - part 2, I hearded Ryan Brucks talking about a material node called “World position behind translucency”, used to make a material to fake dynamic lighting inside the train.
Further in the video, he showed a simplified material to show how it worked. This simplified material is a Surface Opaque material, so the “World position behind translucency” node is not used.
I would like to reproduce this effect with a translucent material and …
This is the first try of that kind of material. Given that you can’t use Light Vector anymore and there is no dynamic lighting for mobile devices (at least not the ‘low end’ ones) I’ve decided to give it a try to create a fake lighting material.
For the time being it just calculates direction from a ‘light actor’ which is not a light at all, and then adjust the normal from that actor. Quite simple stuff really, great for basic character lighting and prop lighting.
Hi guys im trying to recreated the fake material based ‘reflection’ that was mentioned in the Bullet Train Livestream video at around minute 30 for the billboard
[The Making of Bullet Train | 02 | Feature Highlight | Unreal Engine]
So far i managed to put together most parts of the material nodes by watching the video but im still missing 2 sections (since i cant make them out from the video)
1-the entire opacity section (im assumin…