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Meshing Control changing Vertex Types, using Boundary Layers
and Smoothing the Mesh
Face Vertex Types Vertices connected to faces are
assigned face vertex types Based on default angle criteria
between the edges connected to the vertex.
Face vertex types determine face meshing schemes, except quad-pave scheme Tri-pave scheme
Vertex Type Characteristics End (E)
0 < Default Angle < 120
zero internal grid lines
Side (S) 120 < Default Angle < 216 one internal grid line
Corner (C) 216 < Default Angle < 309 two internal grid lines
Reverse (R) 309 < Default Angle < 360 three internal grid lines
E E
E
SSS
CC C
R R
Modifying Face Vertex Types Face Vertex Types can be changed from
default setting: Automatically: enforcing certain meshing
scheme Manually: direct modification in the Face Vertex
Type form A vertex can have multiple
Types; one per each associated face Meshing schemes are based on "formulas"
S E
Formula for Map Scheme Map Scheme: 4*End + N*Side
Periodic Map Scheme: N*Side Project intervals can be specified
for more mesh control.
E
E
E
ES+
E EEE
How to Make a Face MappableManually changing vertex types
By enforcing the Map scheme
E
SS
E
S
EE
S
Map: 4*End + 4*Side
E
EE
E
C
EE
CDefault
E
E
E
Sdefault
Map: 4*End
E
E E
E
Formula for Submap Scheme Submap Scheme: 4*End + L*Side + M*(End +
Corner) + N*(2*End + Reverse) additional terms when interior loops exist
Periodic Submap Scheme: N*Side + M*(End + Corner) where M >2
E
EE
E
C
EE
CS
C
S
E
EE
E
E
C
C
C
CC
C E
E
E
C
E
E
CC
E
C
S S+ +
Example: Using Vertex Types to make a Face Submappable
A face can be made submappable By manually changing
vertex types Consider which vertex
should be changed to "Side"
By enforcing the Submap scheme
Less control
R
E
E
EE
E
E
E
default
Submap: 4*End + Side + (2*End + Reverse)
R
E
E
SE
E
E
E
R
E
E S
E
E
E
E
?
Tri-Primitive Scheme Tri-Primitive Scheme: 3*End + N*Side
E
E
E
E
E
E
E
S
E
S
E
E
default
Tri-Primitive Scheme: 3*End + N*Side The face vertex types need to be manually
changed to Triangle (T) T T
Meshing Faces with Hybrid Quad/Tri Schemes
Quad/Tri: Pave All vertex types are
ignored except Trielement (T) and Notrielement (N)
Trielement (T) will enforce a triangle
Notrielement (N) will avoid a triangle
E
N
T
ST
E
E
Quad/Tri: Wedge The Vertex marked
(T) is where rectangular elements are collapsed into triangles
Boundary Layers Boundary layers are layers of elements
growing out from a boundary into the domain. Produces high quality cells near boundary. Allows resolution of flow field effects
In general, boundary layers are attached to: edges for 2D problems faces for 3D problems
Specifying a Boundary Layer Create Boundary
Layer Form Algorithms Definition Inputs Settings Transition Pattern Attachment
Boundary Layer Algorithms
Boundary Layers can be defined using Uniform or Aspect Ratio based algorithm.
Uniform Boundary Layer Aspect Ratio based Boundary Layer
Aspect ratio/layer is constant for each layer of cells
Size is constant for each layer of cells
Boundary Layer Definition Inputs
3 out of 4 inputs are required, the fourth is calculated
Uniform Aspect Ratio Based
Wedge Corner Shape
The Wedge corner shape option is used at corner or reversal vertices to create a rounded wedge of elements.
ON (Wedge Shape) OFF (Block Shape)
Internal Continuity The Internal Continuity toggle allows
boundary layers to be formed with no crossover or overlap regions.
Internal Continuity "ON"Internal Continuity OFF
Boundary Layer Attachments Boundary layers attach to edges for 2D boundary
layers and faces for 3D boundary layers.
Temporary boundary layer is displayed in orange and updates immediately with any changes.
Permanent boundary becomes white
An arrow indicates direction This can be misleading in some cases, e.g. in 3D case when
the volume forms an annulus.
Boundary Layers and Vertex Types
2-D Boundary layers in regions near vertices are defined by the vertex type.
E
E
ES
CE
E
E
R
E
End: mesh overlaps
Corner: angle divided into thirds
Reverse: angle divided into fourths.
Side: angle bisected
The vertex type for Boundary Layers can be changed in the Set Face Vertex Form in the Face meshing menu with the Boundary layer only option turned on.
Imprinting Adjacent Faces with 3-D Boundary Layers
Vertex types are important for imprinting3-D boundary layers on adjacent faces.
End type vertex creates an imprint
If 3-D boundary layers are attached to the adjoining faces Internal Continuity toggle will determine the crossover
region and imprint.
Imprinting 3-D Boundary Layers by Modifying Vertex Types
Angle > 1200, an End vertex type can cause an imprint.
140No imprinting of 3-D Boundary Layerand gaps due to Side Type vertices at the
intersection of the facesAttachment Face
Vertex Types changed to End closes the gap and imprints 3-D boundary layer
SS
EE
S
E
Normal and Offset Smoothing
Normal smoothing Ensure a gradual change in
growth direction of B.L. wrapped around corners
Offset smoothing Reduce or eliminate spikes and
dips in the boundary layer
Iteratively and governed by GAMBIT defaults SMOOTH_CONTINUOUS_SIDES
Without normal smoothing
With normal smoothing
Boundary Layer Defaults Help control mesh on
complex 2-D and 3-D geometry. Edit->Defaults->
Mesh/BLAYER and BLAYERTGRID resp.
The GAMBIT Command Reference Guide provides more information
Some Important Boundary Layer Defaults
USE_FACET_EVALS 1 = Use of faceted representation of the
surface (default) 0 = Use of exact representation of the
surface (1e-6 tolerance) Faceted is much faster, but less accurate
ANGLE_SMOOTH_FACTOR 0 = Nodes are projected perpendicular
(default) 1 = Generates equidistant outer nodes Intermediate values between 0 and 1 are
allowable.
USE_FACET_EVALS=1
ANGLE_SMOOTH_FACTOR=0
USE_FACET_EVALS=0
ANGLE_SMOOTH_FACTOR=0
ANGLE_SMOOTH_FACTOR=1
Some Important Boundary Layer Defaults
ADJUST_EDGE_BL_HEIGHT (2-D B.L. only) 0 = boundary layer height will
be less than the perpendicular height (default)
1 = the boundary layer height is projected onto the skewed edge
ADJUST_EDGE_BL_HEIGHT=0
ADJUST_EDGE_BL_HEIGHT=1
Mesh Smoothing
Smooth meshes to obtain incremental improvement in quality. The mesh at the boundary is not altered
Smoothing schemes Face mesh smoothing
Length-weighted Laplacian Centroid Area Winslow(for quad meshes only)
Volume mesh smoothing Length-weighted Laplacian Equipotential
Mesh nodes adjustments
Bigger changes on surface mesh
Move indivually nodes seperataly
Meshing Control changing Vertex Types, using Boundary Layers and Smoothing the MeshFace Vertex TypesVertex Type CharacteristicsModifying Face Vertex TypesFormula for Map SchemeHow to Make a Face MappableFormula for Submap SchemeExample: Using Vertex Types to make a Face SubmappableTri-Primitive SchemeMeshing Faces with Hybrid Quad/Tri SchemesBoundary LayersSpecifying a Boundary LayerBoundary Layer AlgorithmsBoundary Layer Definition InputsWedge Corner ShapeInternal ContinuityBoundary Layer AttachmentsBoundary Layers and Vertex TypesImprinting Adjacent Faces with 3-D Boundary LayersImprinting 3-D Boundary Layers by Modifying Vertex TypesNormal and Offset SmoothingBoundary Layer DefaultsSome Important Boundary Layer DefaultsSome Important Boundary Layer DefaultsMesh SmoothingMesh nodes adjustments