New blog! After over a year of absence, I figured I’d spin this baby back up. In other news, here’s how to calculate `v0`

‘s smooth normal in UE4:

[cpp]FVector GetSmoothNormal(FVector v0, FVector v1, FVector v2, FVector v3, FVector v4) {

FVector v12 = FVector();

FVector v23 = FVector();

FVector v34 = FVector();

FVector v41 = FVector();

FVector normal = FVector();

v1 = v1 – v0;

v2 = v2 – v0;

v3 = v3 – v0;

v4 = v4 – v0;

v12 = v1 ^ v2;

v12.Normalize();

v23 = v2 ^ v3;

v23.Normalize();

v34 = v3 ^ v4;

v34.Normalize();

v41 = v4 ^ v1;

v41.Normalize();

normal = v12 + v23 + v34 + v41;

normal.Normalize();

return normal;

}[/cpp]

And here’s the discrete radiosity equation:

$$B_{i}=E_{i}+\rho_{i}\sum\limits _{i=1}^{n}F_{ij}B_{j}$$

where \(F_{ij}\) is the geometrical view factor for the radiation leaving \(j\) and hitting patch \(i\). In truth, this has been a test. I just wanted to make sure that LaTeX and syntax highlighting work. Cheers!