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blockMesh - numbering of vertices with multiple blocks

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Old   May 11, 2016, 05:14
Default blockMesh - numbering of vertices with multiple blocks
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Amelie Rohlfs
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Hello dear OpenFOAM community,


I have a general question concerning the order of vertices with multiple blocks. Is there a difference between these two possibilities:

1. numbering block one from 0-7, then go on with block two from 8-15, ...
2. numbering the bottom plane first, then go on to the top plane

Have a look at the attached picture for clearification.


Thank you for any reply!

Amelie
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File Type: jpg vertex numbering.jpg (58.5 KB, 50 views)
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Old   May 11, 2016, 08:34
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Hi,

How you number the vertices is immaterial. What matters is that you use the right vertices when you define a block.

BTW, I notice that you have duplicated a few vertices. Take note that if you don't want the blocks to share a common face, then this is the way to go. However, if then can be "merged" into one block, then you needn't duplicate them.

Cheers,
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Old   May 11, 2016, 09:33
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Amelie Rohlfs
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Thank you very much Antimony,


So it's just a thing of taste.

In my case I want to apply a mixingPlane between two blocks, I suppose that's when I need the duplicated vertices.


Greetings, Amelie
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Old   May 11, 2016, 20:52
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Hi,

You are welcome.

Hmmm. Just take note that there will be two planes at the same location. I am not sure how your problem setup will be, but if you define only one of the planes as a patch (as an example), and don't state anything for the other, it will get assigned to the defaultFaces group with type empty.

Cheers,
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Old   May 12, 2016, 02:59
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Amelie Rohlfs
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Hi Antimony,


This is how I defined the neighbouring boundaries so far:

Code:
inletout
{
        type               mixingPlane;
        shadowPatch    rotorinlet;
        zone               inletoutZone;
        coordinateSystem
        {
           type    cylindrical;
           name    mixingCS;
           origin    (0 0 0);
           axis    (0 0 1);
           direction    (1 0 0);
           inDegrees    false;
        }
        ribbonPatch
        {
           sweepAxis    Theta;
           stackAxis    R;
           discretisation    bothPatches;
         }
       faces
       (
           (1 2 6 5)
       );
}    

    
 rotorinlet
{
       type                mixingPlane;
       shadowPatch    inletout;
       zone                rotorinletZone;
       coordinateSystem
       {
            type       cylindrical;
            name      mixingCS;
            origin      (0 0 0);
            axis        (0 0 1);
            direction    (1 0 0);
            inDegrees    false;
       }
       ribbonPatch
      {
           sweepAxis    Theta;
           stackAxis    R;
           discretisation    bothPatches;
      }
      faces
      (
           (8 12 15 11)
       );
 }
I have 3 Blocks and a mixing plane between block I and II and a mixing plane between block II and III. I'm not sure if I understand your comment about the empty face.


Regards, Amelie
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File Type: jpg 3BlocksMixingPlane.jpg (157.1 KB, 48 views)
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Old   May 12, 2016, 09:05
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Hi,

I have not worked with mixingPlanes before unfortunately.

Basically, what I wanted to convey was this: in the first post you had two blocks that abut each other, with a couple of vertices being duplicates. Now, for each of the blocks, there would be six surfaces, each of which you would have to assign as something.

My concern was that by defining only one of the faces that touch as a mixingPlane, you would not be defining the other. If you left it as default or didn't define it, it would be automatically written as an empty patch.

However, if after running blockMesh, you found that all the surfaces were as you defined, with no extras added in by blockMesh, then it should be fine and you can safely ignore this message.

Cheers,
Antimony
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Old   May 16, 2016, 05:05
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Amelie Rohlfs
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Hello,


I didn't get any error message or found something suspicious, so I am very tempted to believe that everything is allright ;-)

Thank you for your thoughts!


Greetings, Amelie
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