jammyc Posted April 15, 2016 Share 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... Link to comment Share on other sites More sharing options...
deblynn Posted April 25, 2016 Share 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). Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now