When you ask if I'm sure that my "surface normals" really are "perpendicular" to the reflective surfaces? I gasp

and my mind starts doing back flips as I spent hours scouring the forums and searching your posts on the subject of ray tracing
I hope I didn't scare you too much with that comment!
OK, "surface normals" are just imaginary lines that come out from the surface that is reflecting the ray, exactly perpendicular to the surface at that point. In other words, 90° from the tangent to the surface at that point. That's what you use to make sure that your angle of reflection does indeed match your angle of incidence. Every time you change the position / rotation / tilt of the surface you need to draw new normals that are perpendicular to the surface in it's new location. The reason I say that, and the reason I questioned your diagrams, is because I very often see that somebody did the normal correctly at 90° to the surface, drew guidelines in SketchUp, figure out the ray bounce, didn't like the result, and moved the panel... but then use the SAME guidelines as before, without updating them to the new angle and position! That, of course, will give you the wrong answer... It's easy to make that mistake when you are moving fast, trying lots of adjustments one after the other: I've done it myself more than once

! Since it's such a common mistake, and since some of your diagrams seemed to show strange angles of reflection, I asked the question.
Another issue to be aware of for surfaces that have absorption on them (for example, your hard-backed cloud), is which surface to use? The face of the absorption, or the face of the panel behind it? Do you ray-trace from where the ray hits the insulation surface, or from where it hits the rear panel on the other side of the insulation? The answer to that isn't easy at all, since it depends on several factors, such as the frequency, the angle, and the insulation. For example, if we are talking about dense insulation, grazing angles (close to being parallel to the surface), and mid to high frequencies, then use the surface of the insulation, and ray trace on that. But if we are talking low frequencies, angles close to the normal, and low density insulation, then use the panel behind the insulation for your ray-tracing. Often the easiest thing to do is just to ray trace for BOTH surfaces, to get a better idea of which way things will go for a variety of frequencies, angles, and densities.
and if I am interpreting your comment correctly, the surface normals would be the soffits (speakers) themselves? therefore whatever "angle" the soffits are at (mine happen to be 12 degrees) that would be your baseline with the flat face of the speaker representing the full 180 degrees? (Probably not the best explanation...

)
Wellll..... sort of! See above: the surface normal is the imaginary line that pokes out of the surface, perpendicular to it, at the spot where you are doing the ray-tracing. It's conventional to use the surface normal, rather then the surface itself (even though that is valid too), simply because for curved or irregular surfaces, it's easier to do with normals than to try to figure out where the flat part of the surface is, to work the angles from there. For flat surfaces, you can do it your way, but for curved or irregular surfaces you'll find it easier to use surface normals. It's also easier to do it that way in SketchUp, as you can simple select the normal itself, rotate-with-copy (select the line, hit "Q" to select the "rotate" tool, then tap the Ctrl key once to make it copy the line then rotate the copy), using the point of intersection as the fulcrum. Rotate that guideline until it lines up with your incoming ray, read off the angle, rotate the line back past the normal position, type the same number and hit enter. Done! You can do it fast like that.
For my trace, I then created the rays at 5 degree intervals starting at the full "flat" 180 degree and fanned them out back to center. The reflections themselves are following the laws of reflection in that the angle of incident equals the angle of reflection... (at least I thought so anyway!!?!)
Yup!

As long as you are certain that your surface normal (the line you are reflecting around) really is perpendicular to the surface at that point... and remember to update the surface normals if you move or angle the object. If you have your object created as a "component", then you can edit it at the geometry level, and create your surface normal lines there, then close the component and move/rotate/flip/whatever that object as much as you want, and the normals will stay attached to the surface, and perpendicular to it.... as long as ou do not SCALE the component, you'll be fine!
So, where a ray would hit the soffit wing, the incidental angle would be say, 25 degrees I would mirror the 25 degree angle for the reflected ray, Like this:
Right, but use the normal, not the surface itself. And since your example seems to show fabric on top of the surface, use the surface itself, not the fabric, for your ray-tracing... I may be wrong, and that really is the surface in this case....
But you DO have the problems I suspected! The very first ray I chose on your model, is wrong:
At random, I chose this ray and its reflection:
epstudio-any-bounce-1.jpg
I added the surface normal as a guideline, and you can already see the problem: your angle of reflection is NOT the same as your angle of incidence.
On this second image, I placed another guideline at the correct reflection angle:
epstudio-any-bounce-2-wrong!.jpg
Your angle of incidence is about 40°, so your angle of reflection should also be 40°, but it's only about 27°...
Also, your reflection does not line up with the incoming ray: the reflection should be emitted from the exact same spot where the ray hits the surface, but your reflection is off by a few mm....
There might well be more.... that's just the first one I chose.
- Stuart -