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Yes I did. That was my first step in doing dynamic mesh with rigid body motion. I am using same method for plastic deformation using file "plasticStrainVsYieldStress". So I made this change: 1. Made "floor" patch as master instead "falling_obj". Previously it was other way around with rigidMaster set to no. 2. Added relaxation for DD equation as well. 3. Added alternativeTolerance and materialTolerance to constant/solidProperties 4. I am using infoFrequency as 1, to see how the convergence of res and relRes is going Still the issue was there, only the relRes is going down, res remains 1 and after a few timesteps relRes diverges in around 150-200 correctors. I have given a high value for correctors to check whether it comes down at some point. From the previous example I did, the falling_obj started from rest and moved with effect of gravity only. Now from the impactBar case I used setFields and gave some velocity. Now it runs perfectly fine, atleast it came beyond the point it had crashed before and the mesh also moves. Thanks for your help. |
Another query.. How to select a proper time step for solids only simulation?
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A quick check is to re-run your simulation where you double or half (or do both and run two extra simulations) and see if your results change much. If you want to perform a more formal check, then you can use the Grid Convergence Index (GCI) method (Roache 1996) using the results from three time-step sizes to estimate the time-step independent solution. |
Hi Phillip, thanks for your response.
My concern was the simulation crashes within a few or few hundred timesteps if I use a lower one. The run is not stable and I have tried varying DD relaxation. The mesh is clean with few non-ortho cells, other than that it passed all mesh checks. All are tet cells generated using Salome meshing. |
Also is there is ordering syntax to follow when having a multi contact body in solidContact BC?
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As a result, if you switch the master and slave definitions, you may end up with a slightly different solution; however, this difference should dissapear as the mesh is refined. In terms of deciding which patch should be the slave, you can use trial-and-error to find which works best, or, if one patch has a finer mesh then that tends to be a good choice for the slave (as the algorithm uses the slave vertices). |
I am closing this behemoth of a thread.
If you would like to reply to one of the posts above, please send me a private message with a link to the post and I will move that post to its own new thread. You will then be able to reply to the post there. |
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