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05 Meshing Tips&Tricks

Date post: 16-Dec-2015
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Meshing tips and tricks.
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Meshing Control changing Vertex Types, using Boundary Layers and Smoothing the Mesh
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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


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