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-   -   [snappyHexMesh] Layers in snappy collapse in some places of my solid (https://www.cfd-online.com/Forums/openfoam-meshing/149782-layers-snappy-collapse-some-places-my-solid.html)

Yuby March 8, 2015 15:44

Layers in snappy collapse in some places of my solid
 
2 Attachment(s)
Hi FOAMers!

I am having an issue with snappyhexmesh. I have looked in this posts:

http://www.cfd-online.com/Forums/ope...d-surface.html

http://www.cfd-online.com/Forums/ope...ng-layers.html

But, they doesn't work for me :confused:

You can see in my first picture a slice of the internal mesh in the mid plane. As you can see, layers are added without a problem. But, if I move the slice a little bit, you can see that layers have collapsed, and they dissapear :(

I have changed every number on the addlayer part of snappyhexmeshdict... I really don't know what to do

I attach my snappyhexmeshdict file:

Code:

/*--------------------------------*- C++ -*----------------------------------*\
| =========                |                                                |
| \\      /  F ield        | OpenFOAM: The Open Source CFD Toolbox          |
|  \\    /  O peration    | Version:  2.1.0                                |
|  \\  /    A nd          | Web:      www.OpenFOAM.org                      |
|    \\/    M anipulation  |                                                |
\*---------------------------------------------------------------------------*/
FoamFile
{
    version    2.0;
    format      ascii;
    class      dictionary;
    object      snappyHexMeshDict;
}
// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //

// Which of the steps to run
castellatedMesh true;
snap            true;
addLayers      true;


// Geometry. Definition of all surfaces. All surfaces are of class
// searchableSurface.
// Surfaces are used
// - to specify refinement for any mesh cell intersecting it
// - to specify refinement for any mesh cell inside/outside/near
// - to 'snap' the mesh boundary to the surface
geometry
{
    frisbee.stl
    {
        type triSurfaceMesh;
        name frisbee;
    }
    refinementBox0
    {
        type searchableBox;
        min (-0.135 -0.135 -0.07);
        max (0.135 0.135 0.0015);
    }
    refinementBox1
    {
        type searchableBox;
        min (0.135 -0.07 -0.07);
        max (0.6 0.04 0.02);
    }
    refinementBox2
    {
        type searchableBox;
        min (0.13 -0.1 -0.05);
        max (1.5 0.07 0.05);
    }       
    refinementBox3
    {
        type searchableBox;
        min (-0.3 -0.2 -0.1);
        max (3 0.2 0.1);
    }
    refinementBox4
    {
        type searchableBox;
        min (-0.45 -0.25 -0.12);
        max (4.5 0.25 0.12);
    }       
};



// Settings for the castellatedMesh generation.
castellatedMeshControls
{

    // Refinement parameters
    // ~~~~~~~~~~~~~~~~~~~~~

    // If local number of cells is >= maxLocalCells on any processor
    // switches from from refinement followed by balancing
    // (current method) to (weighted) balancing before refinement.
    maxLocalCells 640000;

    // Overall cell limit (approximately). Refinement will stop immediately
    // upon reaching this number so a refinement level might not complete.
    // Note that this is the number of cells before removing the part which
    // is not 'visible' from the keepPoint. The final number of cells might
    // actually be a lot less.
    maxGlobalCells 6400000;

    // The surface refinement loop might spend lots of iterations refining just
    // a few cells. This setting will cause refinement to stop if <=
    // minimumRefine are selected for refinement. Note: it will at least do one
    // iteration (unless the number of cells to refine is 0)
    minRefinementCells 10;

    // Allow a certain level of imbalance during refining
    // (since balancing is quite expensive)
    // Expressed as fraction of perfect balance (= overall number of cells /
    // nProcs). 0=balance always.
    maxLoadUnbalance 0.10;


    // Number of buffer layers between different levels.
    // 1 means normal 2:1 refinement restriction, larger means slower
    // refinement.
    nCellsBetweenLevels 3;



    // Explicit feature edge refinement
    // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    // Specifies a level for any cell intersected by its edges.
    // This is a featureEdgeMesh, read from constant/triSurface for now.
    features
    (
      {
        file "frisbee.eMesh";
        level 6;
      }
    );



    // Surface based refinement
    // ~~~~~~~~~~~~~~~~~~~~~~~~

    // Specifies two levels for every surface. The first is the minimum level,
    // every cell intersecting a surface gets refined up to the minimum level.
    // The second level is the maximum level. Cells that 'see' multiple
    // intersections where the intersections make an
    // angle > resolveFeatureAngle get refined up to the maximum level.

    refinementSurfaces
    {
        frisbee
        {
            // Surface-wise min and max refinement level
            level (7 9);
        }
    }

    // Resolve sharp angles on fridges
    resolveFeatureAngle 60;


    // Region-wise refinement
    // ~~~~~~~~~~~~~~~~~~~~~~

    // Specifies refinement level for cells in relation to a surface. One of
    // three modes
    // - distance. 'levels' specifies per distance to the surface the
    //  wanted refinement level. The distances need to be specified in
    //  descending order.
    // - inside. 'levels' is only one entry and only the level is used. All
    //  cells inside the surface get refined up to the level. The surface
    //  needs to be closed for this to be possible.
    // - outside. Same but cells outside.

    refinementRegions
    {
        frisbee
            {
        mode distance;
        levels ((0.008 10));
        }
        refinementBox0
        {
            mode inside;
            levels ((1e15 9));
        }
        refinementBox1
        {
            mode inside;
            levels ((1e15 9));
        }
        refinementBox2
        {
            mode inside;
            levels ((1e15 7));
        }
        refinementBox3
        {
            mode inside;
            levels ((1e15 4));
        }
        refinementBox4
        {
            mode inside;
            levels ((1e15 2));
        }
    }


    // Mesh selection
    // ~~~~~~~~~~~~~~

    // After refinement patches get added for all refinementSurfaces and
    // all cells intersecting the surfaces get put into these patches. The
    // section reachable from the locationInMesh is kept.
    // NOTE: This point should never be on a face, always inside a cell, even
    // after refinement.
    locationInMesh (0 0 0);


    // Whether any faceZones (as specified in the refinementSurfaces)
    // are only on the boundary of corresponding cellZones or also allow
    // free-standing zone faces. Not used if there are no faceZones.
    allowFreeStandingZoneFaces true;
}



// Settings for the snapping.
snapControls
{
    //- Number of patch smoothing iterations before finding correspondence
    //  to surface
    nSmoothPatch 3;

    //- Relative distance for points to be attracted by surface feature point
    //  or edge. True distance is this factor times local
    //  maximum edge length.
    tolerance 2.0;

    //- Number of mesh displacement relaxation iterations.
    nSolveIter 30;

    //- Maximum number of snapping relaxation iterations. Should stop
    //  before upon reaching a correct mesh.
    nRelaxIter 5;
   
    //- Highly experimental and wip: number of feature edge snapping
    //  iterations. Leave out altogether to disable.
    nFeatureSnapIter 10;

//- Detect (geometric only) features by sampling the surface
        //  (default=false).
        implicitFeatureSnap false;

        //- Use castellatedMeshControls::features (default = true)
        explicitFeatureSnap true;

        //- Detect points on multiple surfaces (only for explicitFeatureSnap)
        multiRegionFeatureSnap false;
}



// Settings for the layer addition.
addLayersControls
{
    // Are the thickness parameters below relative to the undistorted
    // size of the refined cell outside layer (true) or absolute sizes (false).
    relativeSizes true;

    // Per final patch (so not geometry!) the layer information
    layers
    {
        "frisbee.*"
        {
            nSurfaceLayers 5;
        }
    }

    // Expansion factor for layer mesh
    expansionRatio 1.15;

    //- Wanted thickness of final added cell layer. If multiple layers
    //  is the
    //  thickness of the layer furthest away from the wall.
    //  Relative to undistorted size of cell outside layer.
    //  is the thickness of the layer furthest away from the wall.
    //  See relativeSizes parameter.
    finalLayerThickness 0.3;

    //- Minimum thickness of cell layer. If for any reason layer
    //  cannot be above minThickness do not add layer.
    //  Relative to undistorted size of cell outside layer.
    //  See relativeSizes parameter.
    minThickness 0.1;

    //- If points get not extruded do nGrow layers of connected faces that are
    //  also not grown. This helps convergence of the layer addition process
    //  close to features.
    // Note: changed(corrected) w.r.t 17x! (didn't do anything in 17x)
    nGrow 0;

    // Advanced settings

    // When not to extrude surface. 0 is flat surface, 90 is when two faces
    // are perpendicular
    featureAngle 360;

    // At non-patched sides allow mesh to slip if extrusion direction makes
    // angle larger than slipFeatureAngle.
    slipFeatureAngle 30;

    //- Maximum number of snapping relaxation iterations. Should stop
    //  before upon reaching a correct mesh.
    nRelaxIter 3;

    // Number of smoothing iterations of surface normals
    nSmoothSurfaceNormals 50;

    // Number of smoothing iterations of interior mesh movement direction
    nSmoothNormals 50;

    // Smooth layer thickness over surface patches
    nSmoothThickness 100;

    // Stop layer growth on highly warped cells
    maxFaceThicknessRatio 1.4;

    // Reduce layer growth where ratio thickness to medial
    // distance is large
    maxThicknessToMedialRatio 1.2;

    // Angle used to pick up medial axis points
    // Note: changed(corrected) w.r.t 16x! 90 degrees corresponds to 130 in 16x.
    minMedianAxisAngle 90;

    // Create buffer region for new layer terminations
    nBufferCellsNoExtrude 0;


    // Overall max number of layer addition iterations. The mesher will exit
    // if it reaches this number of iterations; possibly with an illegal
    // mesh.
    nLayerIter 300;
}



// Generic mesh quality settings. At any undoable phase these determine
// where to undo.
meshQualityControls
{
#include "meshQualityDict"


    // Advanced

    //- Number of error distribution iterations
    nSmoothScale 4;
    //- amount to scale back displacement at error points
    errorReduction 0.75;


    // Advanced

    //- Number of error distribution iterations
    nSmoothScale 4;
    //- amount to scale back displacement at error points
    errorReduction 0.75;
}


// Advanced

// Flags for optional output
// 0 : only write final meshes
// 1 : write intermediate meshes
// 2 : write volScalarField with cellLevel for postprocessing
// 4 : write current intersections as .obj files
debug 0;


// Merge tolerance. Is fraction of overall bounding box of initial mesh.
// Note: the write tolerance needs to be higher than this.
mergeTolerance 1e-6;


// ************************************************************************* //

Thank you very much indeed in advance!

Snappy takes a lot of time to be understood, I have been working for months with it... and I have to finish my thesis


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