jammyc Posted April 15, 2016 Posted April 15, 2016 Hi,I have just run a simulation for a ~4MWp array, with the terrain model - including DTM and custom mesh-based objects - imported from Helios 3D and have found that if I switch on shadow casting on the ground terrain the shading model goes a little off-piste.Switching off the ground shadow casting, so including the array self-shading (with string effects) and other near-shading gets a much more sensible result.Oddly the hourly file seems to give a more realistic result, and the E_Grid values don't match the report!Any ideas? I think it's a bug, but I have emailed the PVsyst support crew copies of the project for a deeper assessment.Thanks,... and with it enabledIso-shadings without ground shading...
deblynn Posted April 25, 2016 Posted April 25, 2016 Yes, I just found the same thing in version 6.43. I turned on shadow casting for a complex ground object and the shading seems buggy (extremely high and intermittent over time).
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