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November 8, 2010, 02:19 |
Meshing
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#1 |
Senior Member
Rickard
Join Date: May 2010
Location: Lund, Skåne, Sweden
Posts: 143
Rep Power: 15 |
Hey dudes!
Putting my complex geometry into a simpler case; I want to have two boxes on top of each other and have some kind of interface between these, so that the wall disappears. Then I can refine the first box more than the second box and mesh without using to much PCU. Should not be to hard right? Thx Rickard |
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November 8, 2010, 04:15 |
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#2 |
Senior Member
Anton Kidess
Join Date: May 2009
Location: Germany
Posts: 1,377
Rep Power: 29 |
I'm not 100% sure if I understood you right: The interface you are mentioning is purely virtual? You can just make a block mesh with two hexa blocks that share a common face, and then you can have different meshes on each block.
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November 10, 2010, 03:05 |
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#3 |
Senior Member
Rickard
Join Date: May 2010
Location: Lund, Skåne, Sweden
Posts: 143
Rep Power: 15 |
Yeah of course
But if I want to put one of the sides as inlet and the other one as outlet, kind of like a channel or whatever, what should I do with the shared interface? I tried some different setups but it doesnt work, any ideas? |
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November 10, 2010, 04:15 |
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#4 |
Senior Member
Anton Kidess
Join Date: May 2009
Location: Germany
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I think it would help if you drew a sketch, because I still don't see the problem. You don't even have to define a patch between both blocks, it should be recognized as an internal face.
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November 10, 2010, 04:39 |
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#5 |
Senior Member
Anton Kidess
Join Date: May 2009
Location: Germany
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Ok, so your mistake is that the two blocks you defined do not have a common face. Even though they are at the same location, as far as I know blockMesh does not do any checks if it can merge two faces.
Here's an example of a cavity with refinement towards the interface. It should be straight forward to apply this to your case. Now I've only use blocks that are refined in a single, independent direction (here: y, where as x and z which lie in the common face are equal). I'm not sure if it's possible to have a different amount of cells on either side of the interface as that would require interpolation. Someone else will have to comment on that. Code:
vertices ( (0 0 -0.01) (0 1 -0.01) (1 1 -0.01) (1 0 -0.01) (0 0 0.01) (0 1 0.01) (1 1 0.01) (1 0 0.01) (0 1.2 -0.01) (1 1.2 -0.01) (0 1.2 0.01) (1 1.2 0.01) ); blocks ( hex (0 3 2 1 4 7 6 5) (60 50 1) simpleGrading (-4 0.25 1) hex (1 2 9 8 5 6 11 10) (60 12 1) simpleGrading (-4 2 1) ); edges ( ); patches ( patch bottom ( (4 7 3 0) ) patch top ( (10 11 9 8) ) patch left ( (4 5 1 0) (5 10 8 1) ) patch right ( (7 6 2 3) (6 11 9 2) ) empty default ( ) ); |
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November 10, 2010, 05:14 |
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#6 |
Senior Member
Rickard
Join Date: May 2010
Location: Lund, Skåne, Sweden
Posts: 143
Rep Power: 15 |
Hi, thx man.
Tho it isnt working atm, but I get you aim. Basically what you do is just to neglect the inner interface by leaving it undefined? |
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November 10, 2010, 05:26 |
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#7 |
Senior Member
Anton Kidess
Join Date: May 2009
Location: Germany
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I could add the inner face to the 'empty' default patch - the main point is to repeat the vertices that make up the shared face (here 1 2 5 6) in the block definition:
hex (0 3 2 1 4 7 6 5) hex (1 2 9 8 5 6 11 10) Btw, I noticed I had a negative number in the grading. That's because I used that mesh with an enhanced blockMesh tool (it's somewhere here on the forum) which applies a sort of parabolic grading when it comes across a negative number. It won't work with the standard blockMesh like this. Last edited by akidess; November 10, 2010 at 10:26. Reason: copy and paste error |
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November 10, 2010, 09:47 |
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#8 |
Senior Member
Rickard
Join Date: May 2010
Location: Lund, Skåne, Sweden
Posts: 143
Rep Power: 15 |
Wont you get the 2D 1D problem?
Also, I just leave the faces undefined and after running blockMesh i simply change in the boundary file from deafultFaces to walls. Should work.. |
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November 10, 2010, 10:28 |
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#9 |
Senior Member
Anton Kidess
Join Date: May 2009
Location: Germany
Posts: 1,377
Rep Power: 29 |
I'm sorry Rickard, but you lost me again...
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