gambit 2.3 lecture 02a creatinggeometry
TRANSCRIPT
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Geometry Operations in GAMBIT
2-1 © 2006 Fluent Inc.
Geometry Operations in GAMBIT
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Introduction
� Objective:
� Create and mesh the fluid region for flow problems and solid regions for
heat transfer (and structural analysis for FIDAP Users).
� Typically accomplished by constructing and working with lower order entity
objects and volume primitives.
� Terminology:
2-2 © 2006 Fluent Inc.
� Terminology:
� Vertex – A point in space.
� Edge – A curve that is defined by at least 1 vertex (in the case of 1 vertex,
the edge forms a loop).
� Face – A surface (not necessarily planar) bounded by at least 1 edge
(except for sphere and torus).
� Volume – A geometric solid, can be thought of as an air-tight set of
connected faces.
Lowest order
Highest order
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Introduction
� Color by entity
� Vertices and edges are colored according to the highest order entity to which they are connected.
� Coloring scheme:
� Vertex: White
� Edge: Yellow
� Face: Blue
2-3 © 2006 Fluent Inc.
� Face: Blue
� Volume: Green
� Color by connectivity
� Vertices and edges are colored according to the number of edges and faces to which they are connected:
� White: Connected to 0 parent entities
� Orange: Connected to 1 parent entity
� Blue: Connected to 2 parent entities
� Magenta: Connected to 3 or more parent entities
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Introduction
� Undo/Redo:
� 10 levels of undo by default.
� Applies to all geometry, meshing, and zoning commands.
� Rolling the mouse over any button provides a description of any command.
This also applies to the Undo/Redo buttons.
� Number of undo/redo levels controlled by the variable global.undo.LEVEL
2-4 © 2006 Fluent Inc.
global.undo.LEVEL
� Left-click to execute the visible button operation.
� Right-click to select between undo/redo.
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Real, Virtual, and Faceted Geometry
� Three kinds of geometry in GAMBIT:
� Real
� Defined by the ACIS library of geometry creation/modification routines.
� Geometry defined by mathematical formulae.
� Virtual
2-5 © 2006 Fluent Inc.
� Virtual
� A library of routines (created by FLUENT) which provides additional
functionality by redefining the topology.
� Geometry is defined using references to one or more real entities (referred
to as host entities).
� Faceted geometry
� Treated like virtual geometry.
� Derived from importing a mesh or faceted geometry into GAMBIT
Two objects that share the
same underlying geometry but
have different topology.
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Coordinate Systems
� Create coordinate system. Cartesian,
cylindrical, and spherical are possible with
either Offset/Angle or Vertices for
location/orientation.
� Modify a user-created coordinate system.
2-6 © 2006 Fluent Inc.
� Set the active coordinate system. The
selected coordinate system will be used in
all panels.
� Snap vertex creation onto grid
(recommended only for simple geometries)
� Creation of rulers
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General Operations – Move/Copy
� Translate � Rotate
zyx ∆∆∆ ,,
� Move/Copy is available for all geometric entities.
2-7 © 2006 Fluent Inc.
� Reflect � Scale
Plane normal
to vector
Vector
� Options:
� Move connected geometry (Move tool only)
� Copy mesh and/or zone types (either linked or unlinked)
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General Operations – Define Vector
� Vector Definition form
� is used in:
� Rotate and Reflect (in Move/Copy)
� Sweep and Revolve (in Edge/Face/Volume Create)
� Methods:
� Coordinate system axis
2-8 © 2006 Fluent Inc.
� Coordinate system axis
� Edge
� 2 Vertices
� 2 Points
� Screen View
� Magnitude option allows size of vector to be defined.
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General Operations – Align
� The align tool combines one translation and two
rotation commands into one tool.
� Can operate on any geometric entity.
� It uses vertices on the start and end position to
move the object.
� Method of increased alignment with the use of
1
2
2-9 © 2006 Fluent Inc.
� Method of increased alignment with the use of
vertex pairs
� Connected geometry can be included
Plane alignment
Translation RotationPlane
Alignment
1 1
3
2
3
22
2
3 3
2
3
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Connectivity
� It is very important to understand the concept of connectivity.
� In order for flow to pass from one face/volume to another, the two
entities must be connected.
� Conformal mesh – Nodes are shared at the interface between entities
� Non-Conformal mesh – Nodes are not shared at the interface.
2-10 © 2006 Fluent Inc.
Non-Conformal Interface
(Faces are not connected)
Conformal Interface
(Faces are connected)
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General Operations – Connect
� Connect
� Vertices, edges and faces can be connected.
� The operation eliminates all duplicate entities and
reconnects upper topology.
� Only entities within the ACIS tolerance will be
connected.
2-11 © 2006 Fluent Inc.
� Existing mesh will be preserved
Two EdgesOne Face
Copy+
Translate
Connect
Edges
One Edge
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General Operations – Disconnect
� Vertices, edges and faces can be disconnected
� The operation recreates duplicate entities and
reconnects upper topology
� Several options exist
� Edge + vertices
� Edge only
2-12 © 2006 Fluent Inc.
� Edge only
� Edge + selected vertex
One edge shared
by two faces
Disconnect
Edge + Vertices
Two edges
(one for each face)
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General Operations – Delete
� The delete tool can be used to delete any geometry.
� Lower Geometry option
� If selected, will delete the selected entity plus any
lower order geometry.
� This option defaults to ON.
Will delete the selected entity plus all available lower
2-13 © 2006 Fluent Inc.
� Will delete the selected entity plus all available lower
geometry (that does not belong to another entity).
� If not selected, the lower order geometry will be
retained.
� Useful for deleting an edge/face/volume for purposes
of cleaning up splits in faces and edges.
� An entity CANNOT be deleted if it is referenced by
another higher order entity.
� A vertex that belongs to an edge, an edge that
belongs to a face, etc.
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General Operations – Miscellaneous
� Summarize/Query/Total
� Summary of vertex coordinates,lower topology, mesh information,
element/node labels, etc.
� Checks for valid ACIS geometry
2-14 © 2006 Fluent Inc.
� Query: useful to associate geometric objects with object names
� Get total number of entities
� Modify Color/Label
� Modify entity colors
� Change entity label
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Geometry Creation
2-15 © 2006 Fluent Inc.
Geometry Creation
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Geometry Creation
� GAMBIT uses the ACIS geometry engine.
� Provides tools for bottom-up geometry creation:
� Vertex creation: From coordinates, grid snap, etc.
� Edge creation : Straight, vertex sweep/revolve, arc, ellipse, spline, etc.
� Face creation : Wireframe, edge sweep/revolve, etc.
2-16 © 2006 Fluent Inc.
Face creation : Wireframe, edge sweep/revolve, etc.
� Volume creation : Wireframe, face sweep/revolve, face stitch, etc.
� Provides tools for top-down geometry creation by:
� Face creation: Rectangle, circle, ellipse, etc.
� Volume creation: Brick, cylinder, sphere, etc.
� Boolean operation: Unite, subtract, intersect
� Decomposition: Split
� Geometry creation typically involves use of all tools.
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Vertex Creation
� Commonly used vertex creation methods:
� By coordinates (Cartesian, cylindrical, spherical)
� On edge (if the intent is to split the edge, the edge split tool should be used instead).
� At the intersection of two edges (resulting vertex is not connected to either edge)
2-17 © 2006 Fluent Inc.
not connected to either edge)
� Vertex is not connected to either edge
� At the centroid of an edge/face/volume
� Project onto an edge
� Other vertex creation methods are presented in the Appendix
� On face or volume
� Read coordinates from data file
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Edge Creation – Straight and Arcs
� Straight line
� Multiple edges can be created by selecting
multiple vertices.
� Arc
� Circle
2-18 © 2006 Fluent Inc.
� Circle
� Three vertices on the arc/circle OR
� Center and two endpoints OR
� Radius and start/end angles (arc only)
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Edge Creation – Vertex Sweep and Revolve
� Sweep vertex
� Select a vertex to sweep.
� Choose edge or vector option.
2-19 © 2006 Fluent Inc.
� Revolve vertex
� Select one or more vertices to rotate
� Specify angle of revolution
� Define the axis of revolution using the
vector definition form.
� Input the Height for spiral creation.
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Edge Creation – Other Tools
� Other edge creation tools are available:
� Elliptical arc
� Conic arc
2-20 © 2006 Fluent Inc.
� Fillet arc
� Create edge from vertices (NURBS)
� Project edge(s) onto a face
� Details on each of these tools can be found in the Appendix.
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Face Creation – Wireframe
� Wireframe
� Creates both real and virtual faces
� All edges must be connected into a closed loop.
� Number of edges and pick order are not important.
� If all edges are coplanar then the face creation is
always successful.
2-21 © 2006 Fluent Inc.
always successful.
� For non-coplanar edges:
� A real face will be created if the edges form a
convex shape.
� A planar tolerant face can also be created if the
edges are close to being coplanar and within a
specified tolerance.
Create real face
by wireframe
Real or virtual face 6 coplanar edges
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Face Creation – Wireframe
2-22 © 2006 Fluent Inc.
Real face creation from convex non-coplanar edges
Tolerant real face creation from non-coplanar edges
(Tolerance is calculated automatically and printed in the
transcript window)
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Advanced Covering
� Advanced Covering technology allows
construction of new, real geometry based on
existing geometry or mesh.
� Better quality faces result from using existing
faces, edges or vertices as guides.
� Virtual-to-Real conversion is possible using an
2-23 © 2006 Fluent Inc.
� Virtual-to-Real conversion is possible using an
existing triangular surface mesh on any
arbitrarily-shaped single loop face.
Face creation with
Advanced Covering
Face creation without
Advanced Covering
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Face Creation – Revolve Edge
� Revolve Edge (with or without mesh)
� Using an edge, an angle and an axis definition.
� Use vectors for definition of the axis.
� Source edge can intersect the axis.
Axis
Axis
2-24 © 2006 Fluent Inc.
Source
edge
Source
edge
Axis
Axis and rotation direction
determined by right-hand rule
Rotation
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Face Creation – Sweep Edge
� Sweep Edge (with or without mesh)
� Rigid – edge is translated along sweep path, edge
maintains orientation throughout the sweep.
� Perpendicular – Edge orientation is rotated with the
path.
� Draft and Twist option
2-25 © 2006 Fluent Inc.
� Be careful not to create degenerate faces
� Sweep path start tangent vector parallel to edge
tangent
Edge
Perpendicular,
Draft = 0Perpendicular,
Draft = 0, ± 30
Perpendicular,
Twist = 120Rigid
Path
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Face Creation – Other Tools
� Other bottom-up face creation tools are available:
� Parallelogram
� Polygon
2-26 © 2006 Fluent Inc.
� Vertex rows
� Skin
� Net
� Details on each of these tools can be found in the Appendix.
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Face Primitives
� Dimensions and Plane/Direction must be specified
� Rectangle
� Circle
2-27 © 2006 Fluent Inc.
� Circle
� Ellipse
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Volume Creation – Face Stitch
� Can create single or multiple volumes from a set of
connected faces
� For a single volume, if a few faces are missing,
GAMBIT can automatically find the missing faces.
� For multiple volumes, any extra faces are discarded.
� Tolerant volume stitch can create a single volume
2-28 © 2006 Fluent Inc.
� Tolerant volume stitch can create a single volume
from disconnected faces with gap(s) within a small
tolerance.
� Tolerance can be Auto or Specified.
� Real and virtual options are available.
� Order of picking is not important.
� Can handle voids and dangling faces.
Ten Connected Faces One Volume
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� Single Volume Stitch
Volume Creation – Face Stitch
2-29 © 2006 Fluent Inc.
� Multiple Volume Stitch
…and creates one volume
…and creates
two volumes
2 faces selected, GAMBIT locates
other faces automatically…
11 faces selected, GAMBIT
ignores two faces…
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� Sweep Face
� Rigid option (analogous to face sweep)
� Perpendicular option
� Draft
Volume Creation –Sweep Face and Revolve Face
2-30 © 2006 Fluent Inc.
� Twist
� Revolve Face (with or without mesh)
� Using a face, a revolving vector and an angle
� Use either edge or vector to define the axis.
Axis
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Volume Primitives
� GAMBIT can create volumes using primitives.
� The following are available:
� Brick Frustum
� Cylinder Sphere
2-31 © 2006 Fluent Inc.
� Cylinder Sphere
� Prism Torus
� Pyramid
� Details of each can be found in the Appendix.
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Real Geometry Operations
2-32 © 2006 Fluent Inc.
Real Geometry Operations
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Boolean Operations – Unite
� The order of picking is not important (except for
labeling)
� Retain option – keeps copies of the entity
� Unite Faces
All faces must be coplanar or have matching
2-33 © 2006 Fluent Inc.
� All faces must be coplanar or have matching
tangents.
� Unite Volumes
BA+
A
B
BA+A
B
2 faces
1 face
2 intersecting volumes
1 volume
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Boolean Operations – Subtract
� The order of picking is important
� Retain option – keeps copies of the entity
� Subtract Faces
� All faces must be coplanar
BA−
2-34 © 2006 Fluent Inc.
� Subtract Volumes Multiple entities can be entered
in second list box.
BA−
A
B
AB −
BA−AB −
AB
2 faces
2 intersecting volumes
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Boolean Operations – Intersect
� Real Face/Volume Boolean Intersect
� The order of picking is not important (except for labeling)
� Retain - keeps copies of entities.
� All entities must intersect each other.
� Intersect Faces (All faces must be coplanar)
2-35 © 2006 Fluent Inc.
� Intersect Faces (All faces must be coplanar)
� Intersect Volumes
IBA
AB IBA
BA
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Splitting Edges
� The Split operation: Employs the intersection of two geometric entities to divide one or both objects into two or more pieces.
� Useful for decomposing geometries into smaller, simpler ones.
� Edge Split
2-36 © 2006 Fluent Inc.
� Edge Split
� Split an edge into two or more edges
� Resulting edges are connected by default.
� Edges can be split with:
� Point – specify a value between 0 and 1 where the edge will be split.
� Use 0.5 to split edge in half.
� Vertex - must already be created.
� Edge
� Must already be created
� Bi-directional option results in both edges being split at point(s) of intersection.
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� Real Face Split� The order of picking is important
� Faces do not need to be coplanar
Splitting Faces
"Target"
Split A
with B
2 Faces: ( )
I
I
BA
BAA
)2
)1 −1 2
2-37 © 2006 Fluent Inc.
� In general, for all splits (edges, faces, volumes):� "Tool" entities are, by default, deleted after split is performed.
� Retain option prevents “Tool” entities from being deleted.
� By default, resulting objects are connected.
"Tool"Bidirectional
split
3 Faces:
( )
( )I
I
I
BAB
BA
BAA
−
−
)3
)2
)1321
Split B
with A
2 Faces: ( )
I
I
BA
BAB
)2
)1 −12BA
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Splitting Volumes
� Real Volume Boolean Split
� The order of picking is important
� Volume/Volume splits
B
A
"Target"
Split A
with B
2-38 © 2006 Fluent Inc.
2 volumes3 volumes
2 volumes
2 volumes� Volume/Face splits
B
A
B
A
"Tool"
with B
Bidirectional
split
Split B
with A
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Clarification – Subtract vs. Split
� Subtract
� Result is one volume.
� Cut-away shows one volume results
� Cannot mesh core region.
� Flow/Heat Transfer in annular region only
� Split
Two cylinders
(disconnected)
2-39 © 2006 Fluent Inc.
� Split
� Result is two connected volumes.
� Both annulus and core can be meshed.
� Flow/Heat Transfer possible in both regions
� Subtract + Retain option (inner cylinder)
� Result is two disconnected volumes.
� Appears same as split
� Duplicate faces result at the interface
� Non-conformal mesh
� Useful for multiple reference frame problem.
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Clarification – Bidirectional Split vs. Unite
� The appropriate operation to use depends on the need to create
additional surfaces for:
� Defining boundary conditions
� Controlling the meshOne Volume
2-40 © 2006 Fluent Inc.
Unite
� One volume results
� No interior faces
Two cylinders
(disconnected)
Bidirectional Split
� Three volumes
result
� Multiple interior
faces
Three Volumes
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Virtual Geometry Operations
2-41 © 2006 Fluent Inc.
Virtual Geometry Operations
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Virtual Geometry Operations
� Merge – replaces two connected entities with a single virtual entity
� Split – partitions an individual entity into two separate, connected virtual
entities
2 faces
(real or virtual) Virtual face
2-42 © 2006 Fluent Inc.
entities
� Connect – combines two individual, unconnected entities such that the
lower geometry is shared at common interfaces (unrestricted by ACIS
tolerances)
One face
(real or virtual) 2 virtual
faces
2 faces
(real or virtual)
2 virtual,
connected
faces
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Virtual Geometry Operations
� Create - creates independent virtual entities
� Use host entities for shape definition
Virtual edge
conforms to
face
2-43 © 2006 Fluent Inc.
� Collapse - splits a face and merges the resulting pieces with two or
more neighboring faces
3 faces
(real or virtual)
2 virtual faces
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Plug-In Tools
� Plug-ins are extra tools which can be added to GAMBIT.
� Download plugins to:
� \FLUENT.INC\Gambit2.2.x\plugins (Windows)
� Home directory (UNIX/LINUX)
� Load by importing a plugin file
2-44 © 2006 Fluent Inc.
� Currently developed plugins
� Split multiple faces with a face
� Create a face via offset
� Control visibility by zone
� Create a brick based on the bounding box for the current geometry
� Multiple splitting of edges based on equal spacing or actual length
� Calculate distance between two vertices
� Convex or concave pipe size transitions
� Project multiple edges onto multiple faces
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Appendix
2-45 © 2006 Fluent Inc.
Appendix
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Example – Deleting Entities that Belong to Other Entities
Incorrect:
Attempt to delete one face of a volume
An error results. The selected face cannot be
deleted since it is part of a volume (a higher
2-46 © 2006 Fluent Inc.
Attempt to delete one face of a volume
Correct:
Delete the volume with Lower Geometry
option turned OFF.
deleted since it is part of a volume (a higher
order entity).
The volume is deleted and the faces are left
behind. Any of the remaining faces can be
deleted.
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Vertex Creation – Other Methods
� On a face
� Useful to create edges on a surface for use in a
virtual face split
� Select a face, enter a U or V value (or enter
coordinates)
2-47 © 2006 Fluent Inc.
� On a volume
� Rarely used
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Vertex Creation – Read From Data File
� Vertices can be created by reading a data file.
� Both ICEM input and generic vertex data file
are supported.
� ICEM Input
� File → Import → ICEM Input…
2-48 © 2006 Fluent Inc.
� Vertex data file
� File → Import → Vertex Data…
� Format same as ICEM input except only the
coordinates are required.
Npc Nc
x1 y1 z1
x2 y2 z2...xN yN zN
N = Total number of points
Npc = number of points per curve
Nc = number of curves
xi yi zi = Real or integer vertex coordinates
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Edge Creation
� Elliptical Arc – created using 3 vertices
Major
vertex
Center
vertex
Start angle
End
2-49 © 2006 Fluent Inc.
� Conic Arc – created using 3 vertices
On-edge
vertex
End
angle
Shoulder
vertex
End
vertex
Start
vertex
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Edge Creation
� Fillet Arc
� Creates a fillet out of a corner
Edge 1
Edge 2
R
2-50 © 2006 Fluent Inc.
� Create Edge from Vertices (NURBS)
� Third-order by default
� Use tolerance for the approximate option
Continuous edge
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Edge Creation
� Project Edge on Surface
� Limited to a single edge projection onto a single
face
� Direction defined in the Vector Definition form.
Edge
2-51 © 2006 Fluent Inc.
Face
Projection
vector
Edge
Projected
edge
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Face Creation
� Parallelogram
� defined by three vertices
� Polygon
� Selection order is important.
� 5 or more vertices must be coplanar.
� Vertex rows
2-52 © 2006 Fluent Inc.
� Vertex rows
� Tolerance input
� Skin
� Topologically parallel edges
� Edges must be picked in order
� Both ends of all edges can coincide
� Net
� Topologically intersecting edges
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Volume Creation – Wireframe
� Create volume from wireframe
� Create volumes from connected edges
� Number of edges and order of picking is not important
� Voids and seamless volumes and faces cannot be created
� Same limitation as face wire frame creation, for each face
2-53 © 2006 Fluent Inc.
36 connected
edges
One volume
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Volume Creation – Sweep Faces
� Sweep (with or without mesh)
� Rigid option
face path volume
2-54 © 2006 Fluent Inc.
� Perpendicular option
� Draft
� Twist
Draftface path
volume
facepath
Twist
volume
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Volume Primitives
� Brick
� Width (X), Depth (Y) and Height (Z)
� The width (X) value is also used for Y and Z
if no other input is given.
� 9 preset positions (each octant plus
centered)
2-55 © 2006 Fluent Inc.
� Cylinder, Frustum
� Height and two cross-sectional radii (3rd
radius for frustum)
� The Radius 1 value is used for remaining
radii if no other radius input is given.
� 9 preset directions (three in each axis)
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Volume Primitives
� Prism, Pyramid
� Similar inputs as cylinder and frustum.
� Number of sides
� 9 different preset directions (three for
each axis)
2-56 © 2006 Fluent Inc.
� Sphere
� Only one radius is required
� Torus
� Major and cross-sectional radii
� Three axis locations
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Volume Blends
� Blend - create fillet/rounded edges
� Pick a volume
� Pick the edges that need a blend and enter the
desired radius.
� Pick vertex (if needed) and specify the setback
� Bulge specifies the surface bulge with range
2-57 © 2006 Fluent Inc.
� Bulge specifies the surface bulge with range
from 0–2 (0 = no bulge, 2 = highly bulged).
� Bulge is not recommended for hex meshing.
Setback > Radius
Setback < Radius
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Boolean Characteristics: Imprinting
� Uniting connected volumes results in imprinting
A CB
2-58 © 2006 Fluent Inc.
Unite A
with B
A and C are connected
B is a cylinder inside both
Face contains an
imprint of the cylinder