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Unexpected behavior when using shading surfaces with transmittance schedule and PixelCounting #9059
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As far as I can tell, EnergyPlus uses penumbra for the PixelCounting shading calculation, and according to @nealkruis, penumbra currently can't handle shading surfaces with any transparency. At a minimum, it seems like there should be a warning (if there isn't already, I haven't checked). |
I just accidentally found this issue through the Unmet Hours post linked above. As a user, this issue is critical as it biases the solar load without any alert/warning and can lead to the overestimation of heating loads unknowingly. From my own point of view, it would be very appreciated to have a Severe warning show when this issue is encountered in a model. |
Oh wow. If this is true, I can't believe that I have been using this I can support the lack of a |
I just discovered [this issue](NREL/EnergyPlus#9059) and I have decided that it is better to use PolygonClipping with all of its limitations.
I just discovered [this issue](NREL/EnergyPlus#9059) and I have decided that it is better to use PolygonClipping with all of its limitations.
Hi @nealkruis, @shorowit, I know this issue has now been closed as the Severe warning got implemented. However, are there any plans to overcome PixelCounting limitation with translucent shading surfaces? As a user, we use translucent shading surfaces when there are decidious trees that could have a significant impact on the building's solar gains. This means that a large portion of the buildings simulated with E+ can't make use of the speed up PixelCounting provides and still remain on the PolygonClipping era - in some cases we are talking about a x100 simulation time, which largely limits the amount of iterations we can make on a building design. I imagine this is not an easy one to address, but it would have a large impact of a signficant number of cases. |
@rafael-a I have thought about how this could be done with PixelCounting, but unfortunately there are no immediate plans (or funding) to work on this. |
I understand, thanks @nealkruis! Let me know if there is something we can do or any site to put a request? |
Issue overview
When using shading surfaces with a transmittance schedule and the PixelCounting shading calculation method, the transmittance schedule seems to be ignored and all surfaces are made fully opaque. To me this seems to be a bug or at least unexpected behavior. When using PolygonClipping the transmittance schedule works as expected.
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