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[snappyHexMesh] I wonder, how do I mesh a car? |
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May 2, 2011, 16:39 |
I wonder, how do I mesh a car?
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Senior Member
Mads Reck
Join Date: Aug 2009
Location: Copenhagen, Denmark
Posts: 177
Rep Power: 18 |
Hey fellow foamers,
for a bit of fun I have now, for some time, been trying to do an OpenFOAM simulation on a car. I am trying to use snappyHexMesh for this whilst I know there are, commercial, alternatives. Anyways, I struggle a bit - like many others it seems in these forums - with the layers. For aerodynamic simulations, a good resolution of the boundary layer is of course essential, so the ultimate goal is to resolve down to a max(y+) of around 2. To start with we could try to just make some layers without thinking too much about the resolution. After that maybe we can get the layer sizes down. This is what I tried below where I've taken a car geometry from a website (mentioned below), I hope there are no copyright issues there. I tried to take the motobike tutorial from OpenFOAM and modify it to accommodate the car. Other than that, I didn't do much besides making a boundingBox-mesh where the car floats freely in. Obviously it should touch the lower wall, but let's keep it very simple for now. I tried to show all the steps below. Anyways, this sounds all nice and dandy - but the layer part is not really robust. I rarely get my wanted 8-10-15 layers consistently around the geometry, which I expect would be needed to get the low max(y+) I want. And it is really hard when I try to get really thin layers. All help and tricks are greatly appreciated best regards Mads ps. I edited this post a bit, because initial problems were solved (updated in the code below) ------------------- cd <your working directory> cp -r $FOAM_TUTORIALS/mesh/snappyHexMesh/motorBike/ firstCarTest cd firstCarTest/ ####download car wget http://www.dmi3d.com/models/porche911.zip unzip porche911.zip ####blender part blender <import Porche 911.lwo, export as an STL named porsche911.stl> <move porsche911.stl to <your working directory>/firstCarTest/constant/trisurface ####make sure the STL is closed and nice cd <your working directory>/firstCarTest/constant/triSurface admesh porsche911.stl -a porsche911_clean.stl ####edit the newly, clean STL file so the first line and last line reads: solid myCar [...] endsolid myCar ####let's edit the blockMeshDict to our new boundingBox Code:
/*---------------------------------------------------------------------------*\ | ========= | | | \\ / F ield | OpenFOAM: The Open Source CFD Toolbox | | \\ / O peration | Version: 1.7.1 | | \\ / A nd | Web: www.OpenFOAM.com | | \\/ M anipulation | | \*---------------------------------------------------------------------------*/ FoamFile { version 2.0; format ascii; root ""; case ""; instance ""; local ""; class dictionary; object blockMeshDict; } // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // convertToMeters 1; vertices ( (-10 -20 -10) //EDIT ADD ( 10 -20 -10) //EDIT ADD ( 10 100 -10) //EDIT ADD (-10 100 -10) //EDIT ADD (-10 -20 50) //EDIT ADD ( 10 -20 50) //EDIT ADD ( 10 100 50) //EDIT ADD (-10 100 50) //EDIT ADD /*EDIT DELETE (-5 -4 0) (15 -4 0) (15 4 0) (-5 4 0) (-5 -4 8) (15 -4 8) (15 4 8) (-5 4 8) EDIT DELETE*/ ); blocks ( //EDIT DELETE hex (0 1 2 3 4 5 6 7) (20 8 8) simpleGrading (1 1 1) hex (0 1 2 3 4 5 6 7) (20 120 60) simpleGrading (1 1 1) // EDIT ADD ); edges ( ); patches ( patch frontAndBack ( (3 7 6 2) (1 5 4 0) ) patch inlet ( (0 4 7 3) ) patch outlet ( (2 6 5 1) ) wall lowerWall ( (0 3 2 1) ) patch upperWall ( (4 5 6 7) ) ); // ************************************************************************* // Code:
/*--------------------------------*- C++ -*----------------------------------*\ | ========= | | | \\ / F ield | OpenFOAM: The Open Source CFD Toolbox | | \\ / O peration | Version: 1.7.1 | | \\ / A nd | Web: www.OpenFOAM.com | | \\/ 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 { //EDIT DELETE motorBike.stl porsche911_clean.stl //EDIT ADD { type triSurfaceMesh; // EDIT DELETE name motorBike; name myCar; // EDIT ADD } //EDIT DELETE refinementBox //EDIT DELETE { //EDIT DELETE type searchableBox; //EDIT DELETE min (-1.0 -0.7 0.0); //EDIT DELETE max ( 8.0 0.7 2.5); //EDIT DELETE } }; // 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 1000000; // 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 2000000; // 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. //EDIT DELETE nCellsBetweenLevels 3; nCellsBetweenLevels 1; //EDIT ADD // 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 "someLine.eMesh"; // level 2; //} ); // 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 { //EDIT DELETE motorBike myCar //EDIT NEW { // Surface-wise min and max refinement level //EDIT DELETE level (5 6); level (4 4); //EDIT NEW - very coarse } } // Resolve sharp angles resolveFeatureAngle 30; // 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 { //EDIT DELETE refinementBox //EDIT DELETE { //EDIT DELETE mode inside; //EDIT DELETE levels ((1E15 4)); //EDIT DELETE } } // 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 (3 3 0.43); } // 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 4.0; //- Number of mesh displacement relaxation iterations. nSolveIter 30; //- Maximum number of snapping relaxation iterations. Should stop // before upon reaching a correct mesh. nRelaxIter 5; } // 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 { myCar_myCar //EDIT ADD { //EDIT ADD nSurfaceLayers 8; //EDIT ADD } //EDIT ADD /* EDIT DELETE // I DELETED ALL THE motorBike surface layer things EDIT DELETE */ } // Expansion factor for layer mesh expansionRatio 1.0; //- Wanted thickness of final added cell layer. If multiple layers // 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. 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. nGrow 1; // Advanced settings //- When not to extrude surface. 0 is flat surface, 90 is when two faces // make straight angle. featureAngle 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 1; // Number of smoothing iterations of interior mesh movement direction nSmoothNormals 3; // Smooth layer thickness over surface patches nSmoothThickness 10; // Stop layer growth on highly warped cells maxFaceThicknessRatio 0.5; // Reduce layer growth where ratio thickness to medial // distance is large maxThicknessToMedialRatio 0.3; // Angle used to pick up medial axis points minMedianAxisAngle 130; // Create buffer region for new layer terminations nBufferCellsNoExtrude 0; // Overall max number of layer addition iterations nLayerIter 50; } // Generic mesh quality settings. At any undoable phase these determine // where to undo. meshQualityControls { //- Maximum non-orthogonality allowed. Set to 180 to disable. maxNonOrtho 65; //- Max skewness allowed. Set to <0 to disable. maxBoundarySkewness 20; maxInternalSkewness 4; //- Max concaveness allowed. Is angle (in degrees) below which concavity // is allowed. 0 is straight face, <0 would be convex face. // Set to 180 to disable. maxConcave 80; //- Minimum projected area v.s. actual area. Set to -1 to disable. minFlatness 0.5; //- Minimum pyramid volume. Is absolute volume of cell pyramid. // Set to a sensible fraction of the smallest cell volume expected. // Set to very negative number (e.g. -1E30) to disable. minVol 1e-13; //- Minimum face area. Set to <0 to disable. minArea -1; //- Minimum face twist. Set to <-1 to disable. dot product of face normal //- and face centre triangles normal minTwist 0.02; //- minimum normalised cell determinant //- 1 = hex, <= 0 = folded or flattened illegal cell minDeterminant 0.001; //- minFaceWeight (0 -> 0.5) minFaceWeight 0.02; //- minVolRatio (0 -> 1) minVolRatio 0.01; //must be >0 for Fluent compatibility minTriangleTwist -1; // 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; // ************************************************************************* // ### there is an error in the tutorial, at least in my version. Let's fix it mv system/fvSolution.org system/fvSolution ####lets' blockMesh blockMesh ####lets' snappyHexMesh snappyHexMesh #### wait a bit and then let's look at the result foamToVTK -latestTime ### load into paraview paraview <in paraview open the folder VTK and then open the file firstCarTest_0.vtk> <create an x-slice and make sure that surface with edges is turned on> <turn the view to see, you will see a picture as the one I attached, maybe you can see: the layers are quite uneven> That was a lot of uploading, I hope I got it right
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car aerodynamics, snappyhexmesh, three-dimensional |
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