Problem: vertical blinds results incorrect or my expectations? (Honeybee[+])

I think the suggestion by @Andrew_McNeil about the vector in the file VB_window.glw is correct. If I’m not mistaken, setting the up vector for the BSDF in Honeybee will only affect the BSDF material itself and not the above mentioned file. Below is part of the output from the file VB_window…default.rad when I apply a vector (0, 0, 1) to the BSDF material component:

void BSDF GLS_ScArgClr_6166_VB_Rs80Rv80Ts1Tv1Ef20Eb90_tAvtb000
6 0.0 scene/bsdf/GLS_ScArgClr_6166_VB_Rs80Rv80Ts1Tv1Ef20Eb90_tAvtb000.xml 0.0 0.0 1.0 .
0
0

Now, back to the file VB_window.glw. I don’t know how Honeybee decides the vector in this file. However, I extracted the four points of the window surface and recreated it as seen below in the image.

Doing so I get the following output in VB_window.glw:

#@rfluxmtx h=kf u=-0.0,0.0,1.0
void glow GLS_ScArgClr_6166_VB_Rs80Rv80Ts1Tv1Ef20Eb90_tAvtb000
0
0
4 1.0 1.0 1.0 0.0
GLS_ScArgClr_6166_VB_Rs80Rv80Ts1Tv1Ef20Eb90_tAvtb000 polygon VB_window
0
0
12 0.11 0.0 2.89 4.39 0.0 2.89 4.39 0.0 0.51 0.11 0.0 0.51

If I run your Grasshopper script with the changes in the image above I get the following results for a few selected BSDFs.

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