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A possible answer is that it's your shadow calculation algorithm.

I ran into this problem in the past when I tried to use the PixelCounting algorithm with scheduled shading (v22.1.0). If this is the case, you can fix it by switching to PolygonClipping.

Note that PixelCounting does not actually work with transparent shading at all, though it won't give you any indication of this below version 22.2 where a warning was added.

Also, if you can get it to work it may also be a good idea to run some QA checks on your results - I found that making my shading transparent in winter made the cooling lower than if the shading was opaque all year, which clearly isn't correct. The solar gains were being altered correctly, but the summer temperatures and cooling loads were off. This might have just been my model though, so I raise it mostly to suggest that it's something to check.