Chapter 6 Introduction to Hexa

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Presentation transcript:

Chapter 6 Introduction to Hexa ICEM CFD Introductory Course

What is Blocking? A hexa mesh is created by first making a “blocking” A blocking breaks down a geometry into large brick-shapes and structures the direction of grid lines by the arrangement of the blocks Each “block” is easily meshed with a pure Cartesian mesh Some blocks can be defined as “swept” and be unstructured along one face Block entities (faces and edges) are projected onto the geometry The blocking is saved to an independent file, and can be loaded onto a different geometry Mesh with projection Blocking Mesh without projection Geomtery

Approach – Top Down and/or Bottom Up Block structure is created independent of geometry “Top down” topology creation The user as sculptor instead of brick layer One-step creation of advanced topologies (O-grid) “Bottom up” topology creation Blocking is built up like “laying bricks” Create blocks Extrude face Copy topologies Combinations of top-down and bottom-up methods can be used O-grid

Geometry Requirements for Hexa Use same geometry (tetin) as used with Tetra Does not necessarily need to be a completely enclosed volume Points and curves are not required but are very useful Use Build Diagnostic Topology to quickly build all curves and points Block structure is projected to geometry Surfaces – automatically Curves and points – manually projected Associating Face to Surface to a dummy point family or Interpolation can effectively mesh where geometry doesn’t exist Blocking Geometry

Geometry/Blocking Nomenclature Point Curve Surface Volume Separate part(s) for blocks Blocking Vertex Edge Face Block Geometry/Blocking Nomenclature Vertex Edge Curve Point Face Surfaces Note: “curve” refers to lines, arcs, and splines Block

Blocking process Structure blocking to capture the shape of the geometry Top down split and discard unused blocks Bottom up create block by extrusion, creating, copying Associate blocking to geometry Usually just edges to curves Move vertices onto geometry Manual and automatic methods Assign mesh sizes Quickly by setting sizes on surfaces and/or curves Fine tune by setting edge distributions View mesh and check/improve quality Write out mesh

Initialize Blocking-3D or 2D New Blocking 3D Bounding Box One 3D volume block encompassing selected entities 2D Planar One 2D block on constant XY plane around entire 2D geometry No surfaces required 2D Surface Blocking Discussed next slide

Initialize Blocking-2D Surface 2D Surface Blocking Each surface becomes one 2D block Free blocks – fully unstructured Most robust Mapped – structured Aligned mesh along 4 block boundaries edges 2D blocking Geometry Unstructured Must Build Topology first Can always convert blocks between free and mapped afterward: Edit Block > Convert Block Type Try BOAT (Shell Meshing) tutorial

Structuring Blocking to Fit Geometry Top down approach Split the block to capture the underlying shape Start with one block which encloses the entire geometry Delete unused blocks Note: Deleted blocks are put into the part VORFN by default, so they can be re-used later if wanted

Associate Blocking to Geometry Usually just Edges to Curves In the final mesh, edges will take the shape (be projected to) these curves Right click on Edges > Show Association in the model tree to display the association arrows

Move Vertices onto geometry Move vertices to better represent the shape All visible vertices can be projected to the geometry at once Can be moved individually along the geometry Single or multiple at a time Along fixed plane or line/vector

Moving Vertices of Different Association Color indicates type of association and how a vertex will move (edges also follow these colors, except red) Red Constrained to a point Can’t be moved unless association is changed Green Constrained to a curve Vertex slides along that particular curve White (black on light background) Constrained to surfaces Vertex will slide along any ACTIVE surface (surface parts which are turned on in the model tree) If not on a surface, it will jump to the NEAREST ACTIVE surface when moved Blue Free (usually internal) vertex Select near the vertex on the edge to move along edge direction

Workshop 1 2D Pipe Junction Watch the instructor

Assign Mesh Size Assign mesh sizes Hexa sizes can be assigned on surfaces and curves for a quick mesh Or set edge-by-edge for fine tuning Automatic Copy to parallel edges

Face projection No projection View Mesh Pre-Mesh Create mesh at any stage of the process Mesh with different projection methods Use Project faces (default) to fully represent the geometry View only certain surface mesh by turning on only that Part in the model tree Use Scan planes to view internal mesh (covered later) Face projection No projection

Checking Quality Using the Quality Histogram Determinant Measurement of element deformation Most solvers accept > 0.1 Shoot for > 0.2 Angle Element minimum internal angles Shoot for >18 degrees Aspect ratio Volume Warpage Shoot for < 45 degrees Many more metrics You can display elements in a given range by selecting the histogram bar

Write Mesh Convert pre-mesh to a permanent mesh Two formats depending on what your solver takes Unstructured: Cells defined by node numbers (connectivity) Structured: Multiblock – cells defined by i, j, k index Blocking changes will no longer affect this mesh Using the File>Blocking>Save… menu only writes the mesh to disk Pre-Mesh>Convert to…” a mesh from the model tree saves and immediately loads the mesh

Workshop 2 3D Pipe Junction Finish The Cartesian block

O-Grid Definition An O-grid is a series of blocks created in one step which arranges grid lines into an “O” shape or a wrapping nature 3 basic types created through the same operation all referred to as “O-grids” O-grid C-grid (half O-grid) L-grid (quarter O-grid) Reduce skew where a block corner must lie on a continuous curve/surface Cylinders Complex geometries Improves efficiency of node clustering near walls for CFD applications O-grid C-grid L-grid O-grid No O-grid

Creating O-Grid Select blocks for O-grid Can select by visible, all, part, around face, around edge, around vertex, 2 corner method, or individual selection 5 blocks in 2D 7 blocks in 3D Select specific blocks or around face, edge, or vertex Note: Internal block has all internal (blue) edges and vertices

O-Grid-Adding Faces Adding faces during O-grid creation O-grid “passes through” the selected block faces In general, add faces on the “flat parts” Adding a face actually adds blocks on both sides of the face O-grid passes through this face Half O-grid (C-grid) Examples of uses Pipe ends Symmetry planes Complex geometries O-grid passes through this face

Adding Multiple Faces Any number of faces can be added around a selected block If all the faces are added around a block, the result is no change since the O-grid passes through all the faces Quarter O-grid (L-grid) Quarter O-grids can be used to block triangular shapes Seen as a C-grid in one direction and an L-grid in another direction

O-Grid-Around Blocks Select Around block(s) to create the O-grid around the selected blocks Useful for creating wrap-around grid around a solid object Examples Opposite order of creation from block around/O-grid inside Flow over a cylinder Boundary layer resolution around an airplane or car body

Scaling O-Grid O-grids can be re-sized after or during creation By default the O-grid size is set to minimize block distortion You are actually scaling all parallel O-grid (radial) edges to the selected edge The selected edge is given a factor of 1 Numbers < 1 will shrink the edge and thus create a larger inner block Selected edge factor = 1 Factor = 0.3

Why O-Grid? This mesh can be improved by using an O-grid Before O-grid This mesh can be improved by using an O-grid An example of bad mesh in the block corners Right mouse click on the histogram to access options like show, replot, or done

Workshop 3 3D Pipe Junction Import existing block Create an Ogrid

Index Scheme All blocks and vertices are defined with a global index scheme Initial block has i,j,k indices aligned with Cartesian x,y,z, global coordinates Subsequent blocks created by the split operation will maintain that orientation O-grids will not conform to this orientation, so each O-grid creates a new index direction (O3, O4, etc…) (i,j,k correspond to dimension 0,1,2) Vertex Indices can be displayed by right clicking on Vertices > Indices in the model tree 1 2 4 3:1 i=1 j=2 k=4 O-grid3=1

Using Index Control Blocks can be turned off and on based on indices Use the index control to turn blocks off and on Many operations can be applied to only the visible blocks Split blocks Extend split Rescale O-grid Select corners is often faster than toggling the index arrows Resets everything to fully visible

VORFN Part A region of blocks called VORFN surrounds the blocking The reserved part name VORFN is created in the model tree when blocking is initialized It is used to maintain the global index scheme Indices begin at 0 (in VORFN region) Deleting blocks normally just changes the part to VORFN Blocks can be moved back out of VORFN to another part Deleting blocks permanently gets rid of the block and rebuilds VORFN as an O-grid Selected blocks are actually removed and VORFN is rebuilt Turn on to see VORFN

Removing Splits and O-Grids Splits and O-grids can be deleted by using Merge vertices > propagate Select two vertices at the ends of an edge running in the direction you want to delete Middle click, then Confirm The second vertex merges to the first vertex when Merge to average is off, and the merge will be propagated If deleting an O-grid, only select the vertices of one radial edge Deleting a split Deleting an O-grid 1 2 2 1

Extrude Face Select block face (select face or use two corner method) Interactive Drag with the pointer Extrude a Fixed distance Enter distance Extrude along curve Select curve 2 corner method Select face Extrude along curve

2 Ways of Blocking the Same Geometry Creating a fork by Merge vertices #1 #2 #3 #4 #5

2 Ways of Blocking the Same Geometry Creating a fork by Extrude faces #3 #1 #2 #4 #5 #6 Extrude 1 Extrude 2 Associate

Topology What is common in these? Their block topology

Topology All these parts have same topology Blocking strategy for all pipes are similar. Single block with ogrid One difference is of number of split in initialized block to capture the geometry. splits Single block with ogrid Single block with multiple splits and ogrid Single block with 5 splits and ogrid

Topology Helical pipe This geometry has same topology. Select Block > Extrude Face(s) Instead of splitting single block it is easy to create blocks by “Extrude Along Curve”. Create single block at one end of geometry Select face and middle click Select mid curve Select End Point on curve Set number of layers Click Apply #1 #2 #3 #4 #5 #6 Single block with multiple splits and ogrid #7

Workshop 4 Elbow Geometry Import existing block Create an Ogrid 37