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FOV Left and FOV Right define the physical aperture of the window, the arc over which sunlight can actually enter through the glass. They're bounded by walls, frame reveal, or obstructions on each side of the window centerline. A negative value doesn't fit that model because there's no such thing as negative physical opening. What you're actually trying to encode, the sun angles where glare reaches your eyes, is what Glare Zones handle. FOV tells ACP when the sun can geometrically enter the window; Glare Zones decide what inside the room needs protection when it does. On the floor-only schema: yes, placing a zone at the floor position under your chair will cover your eyes for most realistic sun angles. The sun ray that hits your face doesn't stop there; it continues past you and strikes the floor farther from the window than directly below you. So the blind lowering to shade that floor spot also shades you. If that's not tight enough, shift Zone Y slightly deeper into the room than your chair's actual floor position. The fastest way to calibrate is with Your glass-table point is a good argument for a height field and I've filed it as #404. No timeline to promise, but it's a reasonable extension of the model. For details, see the Glare Zones wiki page. |
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Looks like you got this sorted — glad the Glare Zone approach clicked. For anyone reading later: FOV defines the physical window aperture (always positive, bounded by the frame), while Glare Zones handle the sun-hits-my-eyes problem by protecting a specific floor-level area defined by X/Y offset from the window centre and a radius. Treating your desk/chair position as a glare zone is exactly the right model when you want to block sun at eye level without closing more than necessary. |
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No rush — looking forward to hearing how the glare zone performs once the hardware is in. If the sun angle at your desk changes with seasons, you may want to tweak the radius or X/Y offset slightly between summer and winter. |

FOV Left and FOV Right define the physical aperture of the window, the arc over which sunlight can actually enter through the glass. They're bounded by walls, frame reveal, or obstructions on each side of the window centerline. A negative value doesn't fit that model because there's no such thing as negative physical opening. What you're actually trying to encode, the sun angles where glare reaches your eyes, is what Glare Zones handle. FOV tells ACP when the sun can geometrically enter the window; Glare Zones decide what inside the room needs protection when it does.
On the floor-only schema: yes, placing a zone at the floor position under your chair will cover your eyes for most realist…