Balancing daylight against screen glare that deep into a floor plate is notoriously difficult to detail well. Really hoping Alexander answers on the physical models—simulations rarely capture the softer bounce off those rear surfaces properly.
Getting indirect bounce all the way to the rear boundary without blinding every monitor usually comes down to raking the ceiling plane, not just widening the glazing. Physical models with an aperture box still catch those odd surface sheens that daylight simulations tend to smooth over.
Daylight sims always flatter secondary bounce—we had to drag a 1:20 foamcore section out into the sun to see what that back wall was actually doing to monitors on our last fit-out. Software rarely catches the glare angles you get off real matte paint.
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