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  • 7/30/2019 fluent7

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    Fluent User Services Center

    www.fluentusers.com

    Introductory GAMBIT Notes

    GAMBIT v2.1 Jul 2003

    Mesh Control through

    Boundary Layers

    and Face Vertex Types

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    Introductory GAMBIT Notes

    GAMBIT v2.1 Jul 2003

    Face Vertex Type Basics

    All vertices that are connected to a face are

    assigned initial face vertex types based on

    default angle criteria between the edges

    connected to the vertex.

    Combination of vertex types describes theface "shape".

    Face vertex types are used automatically to determine

    all quad face meshing schemes except the quad-pave scheme.

    The tri meshing scheme also does not use face vertex types.

    Changing vertex types can help you create a structured mesh orhelp facilitate generating a hex mesh.

    For the Cooper to work, the side faces must be either mappable or

    submapple and changing the vertex types may be required.

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    Introductory GAMBIT Notes

    GAMBIT v2.1 Jul 2003

    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

    S SS

    CC C

    R R

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    Introductory GAMBIT Notes

    GAMBIT v2.1 Jul 2003

    Modifying Face Vertex Types

    Face Vertex Types can be changed fromdefault setting:

    Automatically, by enforcing certain meshingschemes in face and volume meshing.

    Can sometimes result in undesirable mesh.

    Manually, by direct modification inthe Face Vertex Type form.

    Select Face

    symbols appear in graphics window

    Select New Vertex Type

    Select Vertices to be affected

    Vertex Types can be applied to just Boundary Layers as option. A vertex can have multiple Types; one per each associated face.

    For a given set of face vertex types, Gambit will choose which meshingscheme to use based on predefined "formulas".

    SE

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    Introductory GAMBIT Notes

    GAMBIT v2.1 Jul 2003

    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 E

    EE

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    Introductory GAMBIT Notes

    GAMBIT v2.1 Jul 2003

    By manually changing vertex types

    In Set Face Vertex Type form, change

    vertices (default) to "Side" (example)

    Open the Face Mesh form and pick the face

    (GAMBIT should automatically select themap scheme)

    By enforcing the Map scheme

    In Face Mesh form, change the scheme

    from default to "Map" and "Apply"

    (GAMBIT will try to change the vertextypes so the scheme is honored)

    How to Make a Face Mappable

    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

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    Introductory GAMBIT Notes

    GAMBIT v2.1 Jul 2003

    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

    additional terms when interior loops exist

    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+ +

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    Introductory GAMBIT Notes

    GAMBIT v2.1 Jul 2003

    How to Make a Face Submappable

    By manually changing vertex types

    Consider which vertex should be

    changed to "Side"

    In Set Face Vertex Type form,

    change vertex (default type) to

    "Side"

    By enforcing the Submap scheme

    In Face Mesh form, change the

    scheme from default to "Submap"

    and "Apply"

    (GAMBIT will try to change thevertex types so the scheme is

    honored)

    User has less control - resulting

    mesh may be undesirable

    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

    ?

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    Introductory GAMBIT Notes

    GAMBIT v2.1 Jul 2003

    Tri-Primitive Scheme

    Tri-Primitive Scheme: 3*End + N*Side

    To mesh a face with the tri-primitive scheme:

    Manually, change one of the vertex types to "Side" in this example

    The Tri Primitive scheme can not be enforced

    E

    S

    E

    E

    E

    E

    E

    E

    E

    E

    E

    S

    default

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    Introductory GAMBIT Notes

    GAMBIT v2.1 Jul 2003

    Meshing Faces with Quad and Tri Pave Schemes

    Quad:Pave Scheme

    All vertex types of the face are ignored

    The sum of all elements on the edges of the face

    must be even.

    Mesh inner faces first if possible to prevent fromlocking into odd number intervals on boundaries.

    No guarantee of a symmetric mesh on a symmetric

    geometry

    Tri:Pave Scheme

    No even number restriction

    Use boundary layers for better mesh near boundaries

    Use sizing function andedge mesh grading for

    controlling cell size distribution.

    Edge mesh grading alone results in poor quality

    mesh.

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    Introductory GAMBIT Notes

    GAMBIT v2.1 Jul 2003

    Meshing Faces with Hybrid Quad/Tri Schemes

    Quad/Tri: Tri-Map formula: 2*Triangle

    The face vertex types need to be manually

    changed to Triangle (T) and the Tri-Map

    scheme must be selected.

    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

    Quad/Tri: Wedge Used for creating cylindrical/polar type meshes

    The Vertex marked (T) is where rectangular

    elements are collapsed into triangles

    T T

    E

    N

    T

    S

    T

    E

    E

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    Introductory GAMBIT Notes

    GAMBIT v2.1 Jul 2003

    How to Make a Volume Mappable

    Three options to map a volume:

    Enforce the map

    Manually change the vertex types on all faces so they are mappable

    Enforce the map on the faces

    E

    E

    E

    EE

    E

    S

    manually

    change the

    vertex types

    S Mapdefault

    E

    EE

    E

    E

    E

    E

    E

    map the faces

    enforce the map

    Example:

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    Introductory GAMBIT Notes

    GAMBIT v2.1 Jul 2003

    How to Make a Volume Submappable

    Three options to submap a volume:

    Enforce the submap

    Manually change the vertex types on all faces so they are mappable

    and/or submappable

    Enforce the submap on the faces

    EE

    C

    E

    ES

    S

    EE

    C

    E

    ES

    E

    Example: manually change the

    vertex types

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    Introductory GAMBIT Notes

    GAMBIT v2.1 Jul 2003

    How to Make a Volume Cooperable Three options to cooper a volume:

    Manually change the vertex types on the side faces so they are mappable

    and/or submappable

    Pick the source faces

    Enforce the map or submap on the side faces

    E

    E

    S

    S

    S

    S

    E

    E

    E

    E E

    C

    Example: manually change the

    vertex types

    3 Source Faces

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    Introductory GAMBIT Notes

    GAMBIT v2.1 Jul 2003

    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 with fewer cells than would be

    required without them.

    In general, boundary layers are attached to: edges for 2D problems

    faces for 3D problems

    complicated 3D shapes may require boundary layer attachments to edges.

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    Introductory GAMBIT Notes

    GAMBIT v2.1 Jul 2003

    Create Boundary Layers

    Create Boundary Layer Form Show Option: toggles display of temp. boundary layer

    Useful for complicated models

    B.L. can be defined using Uniform or Aspect Ratio basedalgorithm

    Definition Inputs (3 of 4 inputs required)

    First row: height of first row of elements (a)

    (or starting aspect ratio)

    Growth factor: factor for geometric series (b/a)

    Rows: total number of element rows

    Depth: total height of boundary layer (D)

    (or ending aspect ratio) Internal continuity and Wedge corner shape

    Transition Pattern

    Reduces number of elements in "flow" direction.

    Not to be used with tets; watch for highly skewed cells.

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    Introductory GAMBIT Notes

    GAMBIT v2.1 Jul 2003

    Attachment

    General Attach to:

    Edges for 2d problems

    Faces for 3d problems

    Arrows point to center of associated face or volume.

    Boundary layers are initially displayed in orange to indicate that it is temporary. Temporary boundary layers update immediately with change in definition.

    Boundary layer becomes permanent

    (displayed as white) uponApply.

    Edges

    Boundary layer mesh in region nearvertices is defined by vertex type.

    End: mesh overlaps

    Side: angle bisected

    Corner: angle divided into thirds

    Reverse: angle divided into fourths.

    E

    E

    ES

    CE

    E

    E

    R

    E

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    Introductory GAMBIT Notes

    GAMBIT v2.1 Jul 2003

    Boundary Layers and End Vertex Type

    BL mesh butts up

    against adjoining

    edge

    BL mesh uses

    adjoining edge'smesh if pre-existing

    If BL is attached to

    adjoining edge on a

    face, a block of

    "overlap" elements is

    created where thetwo BL meshes meet

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    Introductory GAMBIT Notes

    GAMBIT v2.1 Jul 2003

    Wedge Corner Shape

    At corner or reversal vertices, wedge corner shape option is

    applicable.

    ONWedge shape

    OFF Block shape

    ON OFF

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    Introductory GAMBIT Notes

    GAMBIT v2.1 Jul 2003

    Attachment to Faces

    A boundary layer attached to a face may "imprint" the adjoining faces.

    The imprint is displayed graphically on adjoining faces.

    Imprinting depends upon b.l. attachments of adjoining faces and state of

    internal continuity.

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    Introductory GAMBIT Notes

    GAMBIT v2.1 Jul 2003

    Attachment to Faces: Adjoining Faces do not

    have boundary layer attachments Gambit checks angle bounded by attachment and adjoining faces

    Angle controlled by

    MESH.BLAYER.PROJECT_ADJACENT_ANGLE

    Default is 135 degrees

    If angle less than default angle: Imprints the adjoining faces

    If angle greater than default angle: Does not imprint adjoining faces

    Attachment face No imprinting

    (140 > 135)

    Default changed to

    175 deg. produces

    imprinting and a GAP

    Default changed to 175 deg.

    Vertex types modified (B.L.

    only) to prevent GAP

    140 deg

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    Introductory GAMBIT Notes

    GAMBIT v2.1 Jul 2003

    Attachment to Faces: Adjoining Faces have

    boundary layer attachments Imprinting and overlap region depends upon state

    of internal continuity.

    Internal Continuity allows boundary layers to be

    formed with no crossover regions (vertices become

    sides)

    Internal Continuity "OFF" Internal Continuity "ON"