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[snappyHexMesh] Mesh quality decreases with the addition of boundary layers (Edges refinement) |
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March 12, 2022, 11:21 |
Mesh quality decreases with the addition of boundary layers (Edges refinement)
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#1 |
New Member
Join Date: Feb 2021
Posts: 3
Rep Power: 5 |
Dear fellow foamers,
I was wondering whether someone has an idea on how to fix this situation I’ve been in struggling with for quite a big while. I’m doing a blood flow simulation, and I have some inlets and an outlet. Apart from the wall, I create the inlet/outlet patches after running snappyHexMesh, using topoSet and createPatch utilities. After running snappyHex, without generating any boundary layers, the patches look fine, but after adding one or more b.layers, the mesh quality decreases more and more. I've searched the forum for similar threads, and I found out that perhaps the resolveFeatureAngle is the problem. I tried reducing the angle and adding refinement levels, but a dramatic increase to the number of cells was observed (from around 2mil to 4mil), although the patches looked a little bit better. I’m attaching snappyHex, meshQuality and surfaceFeatureExtract Dictionaries. Could it be a problem in the snapping procedure as well? CheckMesh is OK. (mergePatchFacesAngle 45 didn't work) Any suggestions on how to improve the quality without massively increasing the number of cells would be very much appreciated. Thanks a lot, Paul |
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March 30, 2022, 04:39 |
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#2 |
Member
Join Date: Mar 2018
Posts: 33
Rep Power: 8 |
I had something a bit similar happen to me with snappy.
1- I made a solid body, say, a stick 2- I made a cylinder around it. It is a wall with boundary facetype I later change to cyclicAMI, to make the stick rotate. (same as the one in the propeller tutorial) 3- I add boundary layers to the stick. When this happens, the cylinder gains jagged edges This issue also happened to someone named Mashiro in the forum. So it looks like, if you add layers inside a geometry, it gets deformed. EDIT: I fixed my problem by doing this: Code:
addLayersControls{ mergePatchFacesAngle 10; // I added this option. I think it fixed the issue { Last edited by ghastbug; March 30, 2022 at 07:38. |
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