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Meshing a quadrant in Gambit

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Old   November 7, 2014, 08:00
Default Meshing a quadrant in Gambit
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Hi !

I want to mesh a quadrant in Gambit and I have meshed it the following way as shown in the picture attached. However, Gambit doesn't allow me to export the mesh to fluent with an unmeshed square region that I use in the centre to create it.

How do I mesh this part? Is it possible to retain the mesh on the left side of the quadrant within the square region?

Thank you!
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File Type: png centreSquare.png (17.8 KB, 7 views)
File Type: png quadrant.png (50.8 KB, 8 views)
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Old   November 7, 2014, 08:27
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I suggest to mesh that face with quad tri primitive, or manual do the split (red lines) and mesh with map.
If you mesh with quad tri primitive all vertices must be end.
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Old   November 7, 2014, 08:55
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Thank you for your reply Daniele!

I tried Quad Tri primitive scheme. However I get the error, "number of interval on meshed edges of face 2 does not allow Quad Triprimitive"

I am following the rule, Ii + Ij >= Ik+2 as given in the manual, but I do not know why I'm getting this error.
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Old   November 7, 2014, 08:57
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See the sketch I posted, count the number of intervals, manually mesh the edges, so that each quad can be meshed, then mesh the whole face with quad tri primitive.
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Old   November 7, 2014, 09:31
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Okay. I shall try that and get back to you.

Thank you once again!
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Old   November 8, 2014, 02:55
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Hi Daniele,

The Quad Tri Primitive scheme works but it doesn't give me a very good mesh near the curved surface. It is imperative that I have a fine mesh near the curved surface. Can I achieve that using this scheme?

Also I have divided my region of interest into two and am currently meshing the 2nd part. Is there a possibility that I can mesh the entire region using the Tri Primitive or any other scheme effectively without splitting it?

Pic attached.

Thanks!
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File Type: png quadrant.png (29.9 KB, 7 views)
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Old   November 8, 2014, 03:14
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You can attach a boundary layer to the curved surface:
https://www.sharcnet.ca/Software/Gam...ide/mg0301.htm

Better to split the geometry in my opinion to have a better mesh.
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