fluent7
TRANSCRIPT
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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"