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Ground object shadows


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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.



... and with it enabled


Iso-shadings without ground shading...

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