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Gambit 2.2 Tips & Tricks

Gambit 2.2 Tips & Tricks

Thomas Scheidegger 

Thomas Scheidegger 

June 8, 2004

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Outline

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Data exchange with other CAD

Data exchange with other CAD

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Geometry (Real/Virtual)

CAD Data Import

Geometry

Mesh

Faceted Geometry

•ACIS (R12)

•Parasolid (v15.0) •Catia V4

•STEP (AP203/214) •IGES

•Direct Pro/E Interface

•I-DEAS FTL •STL •VRML •Optegra visualizer  •I-DEAS UNV •FLUENT/TGRID •CGNS (v2.0) •PLOT3D (formatted) •ANSYS •PATRAN •NASTRAN Geometry (Faceted) Geometry (Faceted)

New InterOP R12 translators for IGES, STEP, Parasolid,

and Catia 4 (add-on) in Gambit 2.2

(7)

Checking Connectivity

Check import of volumes/faces using entity based coloring

 – Vertices (white), edges (yellow), faces (light blue), volumes (green), groups (dark green)

 – Virtual/faceted geometry identified by label (v_*/f_*), picking filter, and color coding

• Vertices (darkkhaki), edges (peru), faces (dodgerblue), volumes (springgreen)

Check connectivity using connectivity based coloring

 – White: Stand-alone vertex or edge

 – Orange: Vertex connected to only one edge, or edge connected to only one face (i.e. unconnected face!)

 – Blue: Vertex connected to exactly two edges, or edge connected to exactly two faces (i.e. connected face)

 – Magenta: Vertex connected to three or more edges, or edge connected to three or more faces (e.g. internal face)

(8)

Checking Connectivity

(9)

Checking Real Geometry/Topology

Checks for geometrical and topological inconsistencies

 – Topology problems (very rare) must be fixed before meshing  – Detailed reporting through change in defaults

• GEOMETRY.GENERAL.REAL_GEOMETRY_CHECK_SUMMARY = 0

 – Geometry not C1 or G1

• Indicates lack of parametric/geometric continuity • Real operations (booleans, splits, sweeps) may fail • Can use virtual operations as fallback

• Geometry errors do generally not prevent meshing. If the model can be shaded, then it can likely be meshed

How to fix problems

 – Fix real geometry problems by healing the unconnected entities, smoothing (new in Gambit 2.2), or by regenerating entities

 – Fix topology problems by deleting and reconstructing entities  – Fix virtual/faceted geometry problems by deleting (hiding) and

(10)

Tolerant Modeling

Tolerant modeling in Gambit

 – Real connectivity using an automatically evaluated local tolerance value (instead of 1.0e-6 real ACIS tolerance) assigned to vertices and edges

 – Allows use of less precise CAD data and still ensures proper  topology

 – Most construction tools (Booleans and splits) are tolerant  – Requires less virtual clean-up

 – Tolerant modeling will attempt to stitch volume  – Make geometry tolerant

• globally during geometry import

 – all entities can be connected

 – Automatic sliver/short edge removal during tolerant import, controlled through defaults

GEOMETRY.TOLERANCE.HEAL_REMOVE_SLIVER_FACE = -1 GEOMETRY.TOLERANCE.HEAL_REMOVE_SHORT_EDGE = 0.001

Print out of entity labels being eliminated

• controlled inside heal face/volume forms

(11)

Assigns local tolerances instead of geometry modification

Tolerances based on face size or edge length (body box size).

Stitching stops at maximum tolerance

Body box size Maximum tolerance < 0.01 0.0001 < 0.1 0.001 < 1.0 0.01 < 10.0 0.1 > 10.0 1.0

Tolerant Modeling

(12)

Healing Real Geometry

ACIS is a high precision modeler and needs all entities to satisfy

stringent data integrity check

Geometry imported from other CAD systems often lacks the

required accuracy

Healing is an operation designed to detect and correct accuracy

problems in ACIS models

Optional healing processes

 – Geometry simplification

• Spline to analytic geometry conversion  – Stitch faces

 – Repair geometry

• Heals inaccuracies in model

Healing always includes tolerant modeling

Auto or manual tolerances

(13)

Healing Real Geometry

Stitch faces Stitch faces, Repair geometry

Effective tool to connect (stitch) faces into a volume

Face healing can result in multiple volumes

(14)

Healing Real Geometry

Heal model

 – globally during geometry import • all entities can be connected • no control over heal options

 – controlled inside heal face/volume forms

• all entities need to be disconnected before healing • manual control over heal options and tolerances

• often easier to export ACIS model and heal globally during re-import

Healing repairs geometry near boundaries. Healing does not fix

geometry defects distant from edges

Healing can further corrupt poor geometry. Carefully inspect and

check geometry after healing!

(15)

Smoothing Real Geometry

Geometry (edge, face) smoothing in Gambit 2.2

 – Smoothes discontinuous edges

 – Reduces geometry discontinuity defects for B-spline surfaces  – Can aid in subsequent Boolean operations

 – Two smoothing options • Remove discontinuities

 – Remove G1 discontinuity (default) • Reduce complexity

 – Simplified NURB representation

Face smoothing

(16)

Data Exchange via Mesh Import

Import of surface or volume mesh files results in faceted

geometry, similar to virtual geometry

 – Use virtual geometry operations to work with entities  – Convert virtual geometry to real if needed

Effective method to ‘clean’ corrupt meshable geometry

 – Mesh the defect geometry in Gambit with sufficiently fine spacing  – Assign boundary zones to faces as necessary, export mesh

 – Import mesh back into Gambit and work with faceted geometry

Boundary types are preserved during import of mesh files into

Gambit

 – Except periodic boundary types, periodic_shadow will have type ‘wall’  – Import of mesh with hanging nodes (e.g. adapted mesh, hex core

mesh) is not supported

 – PLOT 3D files with Iblanking or of binary type need to be converted to Fluent/Fidap mesh file using utility fe2ram 

(17)

Specify a Feature Angle to automatically build

geometry edges based on face normal

changes, i.e. the feature angle

 – Default feature angle is 135o

 – Conversion based on boundary information only for feature angle 0o

Enable the angle based edge splitting option

 – MESH.MODIFY.EDGE_SPLIT = 1

 – MESH.MODIFY.EDGE_SPLIT_ANGLE = 135

Complete mesh is imported

 – Importing volume mesh through ‘Surface’ import generates geometry from all interior face zones  – Delete cell zones in Tgrid first if only faces need

to be imported from volume mesh

(18)

Adjust imported topology using the mesh modify

forms (face/volume)

 – Allows to split faces without loss of connected mesh

• Modify meshed volume replaces old volume with new one • Modify meshed face adds modified face to original face

 – Unclick the ‘Keep original edge’ toggle to remove existing edges

 – Use Automatic Angle to add geometry edges

• Similar to feature engle during mesh import

 – Fine tune geometry edge definition by manually adding or  deleting individual mesh edges

• Spurs removed in single pick

Data Exchange via Mesh Import

 Automatic angle: 15 deg  Automatic angle: 25 deg

(19)

Construction and Clean-up Tools

• Real (ACIS) geometry tools

• Real Boolean operations

• Imprinting

• Virtual geometry tools

• Clean-up tools

(20)

Real Face From Wireframe

Create face from wireframe

 – Coplanar edges

• Any number of coplanar edges within ACIS tolerance can be stitched into a real face

 – Non-coplanar edges

• Any 3 or 4 sided non-planar loop can be stitched into real face

• Loops with 5 or more non-planar edges can be stitched into real face if 

 – Edge loop is convex

 – Edges don’t turn ‘excessively’

 – New planar tolerant real face creation in Gambit 2.2 for non-coplanar  edge loops

• Tolerant option ignored if ACIS is able to create non-tolerant face • Maximum tolerance reported in transcript window

• Edges should be close to coplanar and connected • Tolerance should be smaller than intended mesh size

 – Turn off final projection of mesh from facets to geometry if tolerance is larger  than mesh size (MESH.FACE.PROJECT_TO_SURFACE = 0)

(21)

Real Face From Wireframe

Create real face from wireframe in Gambit 2.2

Real face creation from non-coplanar edges

Tolerant real face creation from non-coplanar edges Tolerance value

reported in transcript window

(22)

Real Volume Stitch

Create volume by stitching faces in Gambit 2.2

 – Real tolerant face stitch with tolerance option • Automatic or manual tolerance control

• Tolerance should be smaller than intended mesh size  – Both real and virtual creation in single step

 – May produce unwanted short edges • Healing can be tried in place of stitching

• GEOMETRY.VOLUME.SPLIT_AT_CVXTY_PTS_IN_FACE_STITCH = 0

 – Option to stitch single or multiple volumes

• Automatic addition of missing (connected) faces for single volume • Extra faces automatically discarded for multiple volumes

 – Single volume stitch can handle voids and dangling faces in Gambit 2.2

(23)

Real Volume Stitch

Single volume

 – Searches automatically for missing (connected) faces  – Builds smallest possible volume from selected faces

Multiple volumes

 – Builds volumes for each watertight set of faces found  – Discards extra faces not belonging to a closed set

(24)

Real Boolean Operations

Why Boolean operations can fail

 – Poor geometric quality, complex topology

 – NURBS surfaces do not represent cylinders and spheres exactly. Boolean between ‘coincident’ analytic and NURBS surfaces are unpredictable

 – Difficulties in finding imprints of connected entities • Two imprinting algorithms available

GEOMETRY.VOLUME.BOOLEAN_METHOD = 0, 1

What to do if split operation of entity A with B fails

 – Copy/Heal option

• Copy B (and heal if needed), delete the original B

• Perform the split operation, reconnect before meshing  – Intersection/Subtraction option

• Intersect A with B while retaining A

• Subtract the result (intersection) from A while retaining the tool • Connect before meshing

(25)

Imprinting in Boolean Operations

Imprinting in Boolean Operations

GEOMETRY.VOLUME.BOOLEAN_METHOD = 1 GEOMETRY.VOLUME.BOOLEAN_METHOD = 1

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before operation

•• Requires Requires subsequent subsequent bi-directiobi-directional nal splitsplit

GEOMETRY.VOLUME.BOOLEAN_METHOD = 0 GEOMETRY.VOLUME.BOOLEAN_METHOD = 0

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Unite cylinder with left cube Unite cylinder with left cube

(26)

Virtual Geometry

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Three real faces merged Three real faces merged into one virtual face

(27)

Virtual Geometry Operations

Virtual Geometry Operations

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(28)

Semi-automatic Clean-up Tool

Quickly identify, zoom-in, highlight areas that cause connectivity

and mesh quality problems

 – Graphics color coding set to connectivity  – Graphics window pivot set to mouse

 – Suggests appropriate tools (standard virtual tools) to fix problems  – Easy switch between clan-up tools and regular geometry tools

Nine available clean-up tools

 – Clean Up Short Edges  – Clean Up Holes

• Option for real face creation in Gambit 2.2 • Easy access to additional face creation tools

 – Clean Up Cracks

 – Clean Up Sharp Angles  – Clean Up Large Angles  – Clean Up Small Faces  – Clean Up Hard Edges  – Clean Up Fillets

 – Clean Up Duplicate Geometry in Gambit 2.2

• Removal of duplicate volumes, faces, edges, and vertices

(29)

Semi-automatic Clean-up Tool

Clean Up Duplicate Edges in Gambit 2.2

(30)

Semi-automatic Clean-up Tool

Clean Up Duplicate Faces in Gambit 2.2

 – Connects or deletes faces  – Two search options

• Topology based

 – All lower topology has to be identical

• Centroid based

 – Less accurate, but helpful in detecting duplicate faces with different lower topology

(31)

Semi-automatic Clean-up Tool

Clean Up Duplicate Volumes in Gambit 2.2

 – Connects or deletes duplicate volumes • Duplicate entities due to modeling errors or 

(32)

Semi-automatic Clean-up Tool

Clean Up Short Edges in Gambit 2.2

 – Edge merge and face merge in addition to vertex connect

• Automatic selection of edges and faces in merge list, controlled by defaults

TOOLS.CLEANUP.FACE_MERGE_MIN_ANGLE = 135 TOOLS.CLEANUP.EDGE_MERGE_MIN_ANGLE = 135

• Angles sharper than the defaults are cleaned up using vertex connect

(33)

Manual Virtual Clean-up Operations

Eliminate short edges

 – Edge merge with adjacent edges

• Virtual (Tolerance) option allows to automatically merge short edges below a specified edge length

• Virtual (Tolerance) option with no value specified for  ‘Max. Edge Length’ and ‘Min. Angle’ will merge all

possible edges and automatically eliminate all vertices connected to exactly two edges

 – Connect vertices (collapsing short edge between)

• GEOMETRY.VERTEX.CONNECT_REMOVE_SHORT_EDGE

must be set to 1 in the defaults to connect the vertices defining the shortest edge

 – Identify short edges using the ‘Highlight shortest edge’ button in the edge and face connect forms

(34)

Manual Virtual Clean-up Operations

Eliminate sliver faces, small faces, sharp face angles

 – Merge face with neighbor face

• Virtual (Tolerance) option allows to automatically merge faces which form angles larger than ‘Min. Angle’

• Avoid merging faces which form sharp angles (≤ 90°). Sharp angle merge can cause meshing problems

 – Set GEOMETRY.FACE.SHARP_ANGLE_MERGE in defaults to 1 in order  to merge faces which form sharp angles

• Use ‘merge edges’ option in face merge GUI to automatically remove short edges

 – Connect edges (collapsing sliver face between)

• GEOMETRY.EDGE.CONNECT_REMOVE_DEGENERATE_FACE = 1

required to connect the edges defining the sliver face

Eliminate sliver volumes

 – Connect faces (collapsing sliver volumes between)

• GEOMETRY.FACE.CONNECT_REMOVE_DEGENERATE_VOLUME = 1

(35)

Example: Eliminate Short Edge

Eliminate short edge by

 – Splitting off small face

 – Merging small face with adjacent face  – Merging lower topology (merging edges)

 – Alternative method: Connect vertices using

(36)

Face connect with T-junction splits

New functionality in Gambit 2.2, to ensure connectivity between

non-aligned faces

 – Utilizes projections, splits, and connects

 – For real and virtual geometry, resulting geometry is always virtual  – Easy connecting of poorly matching faces

(37)

Tolerance used for virtual connect should be smaller than mesh

size

 – If tolerance is larger than intended mesh size, or if mesh size is smaller than merged/collapsed faces, meshing may fail

 – Mesh within the tolerance region gets pushed back to edge

Virtual Geometry Operations

For faces that overlap by a large amount, split each face with the intruding edge and form new face in center 

For faces separated by a large gap, create new face to fill the gap

(38)

Connect Preserving Mesh

Preserve higher topology mesh during edge and face connect

 – Mesh on unconnected entities must be topologically equivalent, but can have different grading

 – Might require mesh smoothing after connect operation

Allows easier meshing of geometry of repeated patterns

 – Copy geometry using ‘mesh unlinked’ option before connecting

‘Preserve first edge shape’ applies to mesh as well

(39)

Face splits by

 – Face (Virtual)

• Set GEOMETRY.FACE.VIRTUAL_FACE_FACE_SPLIT to 1 in defaults • Bi-directional option

• Try exporting surface meshes and splitting imported faceted faces if virtual face split fails

 – Edges (Virtual)

• Endpoints of splitting edge need to be connected to edges of face • Tolerance for edge proximity to face

 – Vertices (Virtual)

• Tolerance option for vertex proximity to face • Can produce dangling edges

• ‘Shaped edge’ option

 – Locations (Virtual)

• Locations snap to edges near boundaries

• Manually drag and position temporary ‘Locations’ • ‘Shaped edge’ option

(40)

Decomposing Virtual Geometry

Volume splits by

 – Faces (Virtual)

• All split tool faces must be connected together  • Must share boundary edges with volume boundary

• If volume split fails (rarely), make volume invisible (keep lower topology visible) and stitch together desired volumes

 – Locations (Virtual)

• Easy tool to split virtual volumes

• Manually drag and position temporary ‘Locations’ • Splitting volumes with voids not supported

(41)

 Adjusting Virtual Geometry

Adjust virtual geometry using the ‘slide virtual vertex’ tool

Vertices can be adjusted after meshing (might require subsequent smoothing of  mesh)

(42)

Tips for Virtual Geometry

Partially deleting virtual geometry is tricky and not

recommended!

 – Host geometry can become partially visible and make stitching of  new geometry tricky

 – Hide virtual geometry instead using the ‘Specify Display Attributes’ form

(43)

Meshing Tools

• Size Functions

• Boundary Layers

• Miscellaneous meshing tools

• Meshing tips

(44)

Size Functions

Control mesh distribution on faces and in volumes

 – Eliminate the need to premesh edges manually

 – Automatically capture important geometry and flow features  – Ensure high-quality meshes

Primarily designed for unstructured meshing

Speed and robustness improvements in Gambit 2.2

(45)

Size Function Types

Fixed

 – Controls mesh element size in a region as a function of distance from a given location

Curvature

 – Controls mesh element size as a function of geometric curvature of  a face or edge and growth of mesh away from source

 – Good for highly curved surfaces or edges

Proximity

 – Controls the number of of mesh elements in a gap (edge gaps and face gaps) and growth of mesh away from gap

Meshed

 – Uses existing mesh as initial size on source entity  – New Size Function type in Gambit 2.2

(46)

Fixed Size Function

Requires Source specification

 – Source is origin of Size Function, center of region • Vertices, edges, faces, and volume can be sources for 

Fixed Size Function

• Source entity type determines shape of size function

 – Spherical shape around vertex

 – Cylindrical shape around straight edge

• Sources can be topologically part of the attachment (component source) or independent of attachment (non-component source)

• Sources can be internal or external

Component sources

(47)

Fixed Size Function

 Attachment volume  Attachment face

Requires Attachment specification

 – Attachment is the mesh to be affected

• Fixed Size Function can be attached to edges, faces, and volumes

• Attachment is ideally the whole model to ensure high quality mesh

Parameter specification

 – Start size

• Mesh element size at source  – Growth rate

• Geometric stretching of mesh away from source • Cannot be less than 1.0

 – Size limit

• Maximum allowable mesh size for attachment • No further growth if size limit is reached

(48)

Curvature Size Function

Source specification

 – Curvature of source entities (edges, faces) used to determine start size

Parameter specification

 – Angle

• Maximum allowable angle between any two adjacent face normals on source

• 5-30 degrees is reasonable value  – Growth rate

 – Size limit

No Size Function

With Curvature Size Function

Edges as source entities new in Gambit 2.2

(49)

Proximity Size Function

Source specification

 – Source entities which contain gap

• Gap is volumetric region between specified faces, or  area between opposing edges of specified face

Parameter specification

 – Cells/gap

• Minimum number of mesh cells in gap  – Growth rate

 – Size limit

Gap defined by one source face

(50)
(51)

Meshed Size Function in Gambit 2.2

Ensures that mesh grows controlled away from a

premeshed source entities (edges or faces)

 – Very useful after importing mesh

 – Local start size taken from premeshed source entities

Parameter specification

(52)

Background Grid

Use of the background grid default parameters is key

to obtaining the desired meshes

 – TOOLS.SFUNCTION.BGRID_MAX_TREE_DEPTH controls the maximum refinement of the background grid

• Increase the default value (16 in Gambit 2.2) until no cells hit the tree depth as reported in the transcript window • A value of –1 puts no limits on the background tree depth,

but makes Size Functions slow for larger models  – TOOLS.SFUNCTION.NONLINEAR_ERR_PERCENT

controls the allowable deviation of the local mesh from the prescribed mesh size

• Default is 25%, can vary between 3 and 25%

• Number of cells above the prescribed tolerance are reported in the transcript window

 – TOOLS.SFUNCTION.REPORT_BGRID_INFO = 1 turns reporting in the transcript window on (on by default)

(53)

Background Grid

Use the Size Function reporting in the Transcript window

 – If the mesh is noticeably changing as BGRID_MAX_TREE_DEPTH is increased, it is a sign that too many background grid cells are hitting the limit

Ideal background grid Background grid level reached maximum value specified Size Function not sufficiently resolved

(54)

Working with Size Functions

Use multiple Size Functions as needed to resolve geometry and

flow features

 – Use Size Functions for surface meshing and combine with Boundary Layers

Fixed Size Function is most robust

 – Can substitute for Curvature and Proximity Size Function

Size Functions on virtual geometry can yield unexpected results

 – Host of virtual face is used as source. Causes difficulties when host face extends beyond virtual face

• Use vertices or edges as source entities instead of virtual faces to obtain reliable results

• Restitch source face from edges to have different host geometry (making a copy of the source face is not sufficient)

Real source face.1, attachment face.5

Virtual source v_face.9 and attachment v_face.10 have same host

(55)

Working with Size Function

Size function preview uses simple background grid

 – Increase TOOLS.SFUNCTION.VISUAL_GRID_MAX_LINE_NUM (default value = 25) if the size limits in the size function preview do not

match the specified limits

(56)

Boundary Layers

Produce high quality cells near boundary

 – Attachment to edges for 2D BL  – Attachment to faces for 3D BL

Uniform or aspect ratio based BL

 – Uniform

• First row height as parameter 

• Difficulties on highly curved geometry

 – Aspect ratio based

• Aspect ratio of first cell is parameter  • Does well in concave corners

(57)

E E E S C E E E R  E

2D Boundary Layers

Boundary layer shape near vertices depends on vertex type

 – End (E) type

BL mesh butts up against adjoining edge Overlapped mesh where two BL meet

 – Side (S) type

 Angle at vertex is bisected Continuous BL

‘Internal continuity’ enforced by manually changing vertex type to S

 – ‘Wedge corner shape’ option for corner (C) and reversal (R) vertices Wedge corner shape applies to 2D BL only

Can be combined with Cooper tool for quasi-3D BL

(58)

3D Boundary Layers

Internal continuity

 – Allows boundary layers to be formed without crossover region

Imprinting on adjacent face

 – Default MESH.BLAYER.PROJECT_ADJACENT_ANGLE removed in Gambit 2.2

 – Single default MESH.VERTEX.MAX_END_ANGLE (=120o by default) for consistent imprinting of 2D and 3D BL

Internal continuity ‘on’

Internal continuity ‘off’ Gambit 2.1

(59)

3D Boundary Layers

• Different 3D BL settings allowed on

adjacent surfaces in Gambit 2.2

• Imprinting of 3D BL fails if adjacent

volume has already BL attached

 –

Modify existing BL instead

(60)

Boundary Layer Defaults

Angle smoothing for 3D BL in Gambit 2.2

 – MESH.BLAYER.ANGLE_SMOOTH_FACTOR (0.0….1.0) controls amount of smoothing for both 2D and 3D BL

Gambit 2.1

 ANGLE_SMOOTH_FACTOR only for 2D BL Can only grow few layers

Gambit 2.2

Consistent for 2D BL and 3D BL

(61)

Boundary Layer Defaults

Height transitioning for 3D BL

 – MESH.BLAYER.HEIGHT_TRANSIT_RATIO controls how fast the BL height changes when sides of BL attach to premeshed edges

> 1 = number of cells over which height changes from premeshed edge to specified height

< 1 = fraction of edge length

Gambit 2.1 Only for 2D BL

Gambit 2.2

HEIGHT_TRANSIT_RATIO consistent for  2D and 3D BL

(62)

Use normal and offset smoothing when BL generates

skewed elements in concave corners

 – Normal Smooting

• Direction of advancing normals is smoothed to avoid collapsing of BL NORMAL_SMOOTH_ITER (default = 10) NORMAL_SMOOTH_ANGLE (default = 10o) NORMAL_SMOOTH_CONVERGED (default = 0.0o) NORMAL_SMOOTH_LOCALLY (default = 1)  – Offset Smoothing

• Eliminates dips in the advancing layers

OFFSET_SMOOTH_ITER (default = 0)

OFFSET_SMOOTH_CONVERGED (default = 0.01)

(63)

Boundary Layer Tips

Use

MESH.BLAYER.QUICK_N_DIRTY

to control the

graphics display during BL creation and attachment

= 0 Project BL using MESH.BLAYER.USE_FACET_EVALS and take

attached Size Functions into account

1 Do not project BL, but use Size Functions (default) 2 Do not project, disregard Size Function (fastest)

Deactivate the display of the temporary BL as it is being

defined

Arrow of temporary BL points toward the label (ID) of the

face/volume into which the BL grows

(64)

Meshing of Periodic BC

Hard-link face meshes before meshing

 – Use periodic option to ensures periodicity of mesh (ensures periodicity even when one of the edges is split)  – Reverse orientation active as default

 – Can hard-link multiple pairs of periodic faces in same volume

Assign

PERIODIC

boundary type

 – Multiple hard-linked face pairs can be picked as one periodic zone

Export mesh

Fluent 6 correctly recognizes node pairing of 

periodic boundary conditions

(65)

Misc. Map Meshing Tools

Auto-match distribution of premeshed edges on opposite edges

 – MESH.MAP.MATCH_PREMESHED_EDGE_GRADING = 1  – Auto-match doesn’t propagate

to edges of adjacent faces when map-meshing volumes

Sweep and revolve of faces generates 3D meshes from 2D meshes

 – Use ‘With mesh’ option in sweep and revolve GUI  – Uses grading and spacing of premeshed

sweep path

 – Same option when sweeping or revolving edges into faces

(66)

Poor mesh by mapper on highly curved surfaces

 – Projection to the surface distorts the mesh

 – Smooth the face mesh using ‘Winslow’ scheme (only available for quad elements)

Meshing Tips

Surface meshing done on faceted face representation by default

 – MESH.FACE.EXACT_MESH_EVALS = 0

Final exact projection from facets to surface by default

 – MESH.FACE.PROJECT_TO_SURFACE = 1

 – Turn final projection off and leave mesh on facets if projection generates skewed or degenerated mesh on bad/corrupt surfaces

PROJECT_TO_SURFACE = 0 PROJECT_TO_SURFACE = 1

(67)

Meshing Tips

If Tet/TGrid fails to initialize the volume mesh

 – Inspect quality of surface mesh

 – Turn on verbosity in defaults MESH.TETMESH.VERBOSITY = 1 • Reports number of uninitialized nodes

• Likely fixable if only few nodes fail to initialize

 – Export surface mesh and try meshing volume in TGrid • TGrid allows to visualize uninitialized nodes

Example 1: Nose cone of missile

 – Initialization fails due to collapsed surface elements

(68)

Meshing Tips

Example 2: Self-intersecting volume

 – Tet/TGrid initialization fails due to self-intersecting volume Difficult to diagnose for complex geometries

(69)

Meshing Tips

Default limit for tri elements on single face is 100’000

 – Increase limit in defaults MESH.TRIMESH.MAX_FACES or use a value of –1 for no restriction

Mesh size limits

 – Memory estimate for single volume with 1 million cells Hex mesh: 190MB

Tet mesh: 340MB (about 6 million tet cells max. on 2GB machine)  – Access additional swap space on UNIX/Linux platforms (requires

3GB of swap space on disk)

setenv FLUENT_MMAP_PATH “/tmp/filename” setenv FLUENT_USE_MMAP 1

(70)

Meshing Tips

Mesh delete

 – Delete volume or face mesh using ‘Remove unused lower mesh’ removes edge mesh, but does not reset assigned edge grading and spacing

 – Delete edge mesh without using ‘Reset to default values’ deletes the edge mesh, but retain the assigned grading and spacing

• ‘Reset to default values’ restores the default spacing specified in

MESH.INTERVAL.COUNT MESH.INTERVAL.SIZE

(71)

Mesh Export

Native Fluent 6 export

 – Exports mixed (volume + surface) mesh

 – Exports surface mesh without specifying the boundary conditions • Unspecified boundaries will be ‘wall’

 – ‘Export 2d Mesh’ option

• Ensures proper 2D mesh format for Fluent 6

• Default FILE_IO.MESH.EXPORT_2D_TOLERANCE = 0.0001 is used to

determine whether mesh is in xy-plane

‘Utility’ export option available through defaults

 – FILE_IO.FLUENT5.EXPORT_USING_UTILITY = 1  – For rare cases where direct Fluent 6 exports fails  – Exports only volume mesh

 – Exports surface mesh only for surfaces with specified boundary

(72)

Miscellaneous Tips and Tricks

• Geometry display and faceting

• Boundary zone coloring

• Picking entities

• Journal files

(73)

Geometry Display and Faceting

Geometry display and meshing use faceted representation for 

increased speed

 – Use

GEOMETRY.EDGE.MAX_NUM_FACETS (default = 100) GEOMETRY.TOLERANCE.EDGE_FACET (default = 0.01) before the geometry creation to control the edge facets

 – For existing geometry, change the defaults, save and restore database

If view manipulation is too slow

 – Turn visibility of silhouettes off using the display attribute form

 – Turn the silhouette generation for new faces automatically off using

GRAPHICS.GENERAL.ADD_SILHOUETTES_AT_FACE_CONSTRUCTION = 0 GEOMETRY.EDGE.MAX_NUM_FACETS = 500

(74)

Color by Zone Type/ID

Option to color zones by zone type or by zone ID

 – Similar to Fluent and TGrid

 – GRAPHICS.GENERAL.ZONECOLOR_TYPE = [0, 1]

Change the default black background color 

 – GRAPHICS.GENERAL.WINDOWS_BACKGROUND_COLOR 0 – color by ID 1 – color by type

(75)

Picking by dragging a box over entities

Using mouse and cursor:

Shift +

 – Left mouse: initial pick, additional picks  – Middle mouse: modify pick

 – Right mouse: ‘Apply’ or next list box

Using picking filter 

 – Picking based on real/virtual meshed/unmeshed entities

Picking Entities

Picking ‘completely included’ entities when dragging box diagonally up Picking ‘partially included’

entities when dragging box diagonally down

(76)

Journal Files

Extracting lost journal file from existing database file

gambit –res(torejournal) journalfile –id database

Tips to minimize impact when running old journal files

 – Use default GUI.GENERAL.JOURNAL_ENTITY = 1 or 2 to generate ID independent labels, if possible

0 – journal original labels (default) 1 – journal lastid, i.e. creation order  2 – journal entity location

 – Set GEOMETRY.VOLUME.BOOLEAN_METHOD = 0to use old Boolean/imprinting method

 – Set GEOMETRY.GENERAL.REAL_LABEL_CHANGE_MINIMIZATION = 0when running Gambit 2.0 journal files

 – Set GEOMETRY.FACE.VIRTUAL_FACE_SPLIT_METHOD = 0 to get old behavior 

(77)

Miscellaneous Tips and Tricks

Use Edit Defaults to customize default settings

 – For example, set GLOBAL.GENERAL.SOLVER = 64 for Fluent 6 use  – Save defaults in ~/Gambit.ini file

 – More information on the defaults is in the Gambit Defaults Guide at www.fluentusers.com

Most Gambit documentation is in the Modeling Guide!

References

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