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2-1
Introduction
Objective:
z
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:
Lowest order
Highest order
2-2
Introduction
Color by entity
z
Vertices and edges are colored according to the highest order entity to
which they are connected.
Coloring scheme:
Vertex:
Edge:
Face:
Volume:
White
Yellow
Blue
Green
Color by connectivity
z
Vertices and edges are colored according to the number of edges and faces
to which they are connected:
White:
Orange:
Blue:
Magenta:
2-3
Introduction
Undo/Redo:
z
z
z
2-4
Real
Virtual
Faceted geometry
Coordinate Systems
2-6
Translate
Rotate
Scale
x, y , z
Reflect
Vector
Plane normal
to vector
Options:
z
z
is used in:
Methods:
2-8
1
Translation
Rotation
1
2
Plane alignment
3
Plane
Alignment
3
3
3
2-9
3
2006 Fluent Inc.
Connectivity
Conformal Interface
(Faces are connected)
Non-Conformal Interface
(Faces are not connected)
2-10
Connect
z
z
Copy
+
Translate
One Face
Connect
Edges
Two Edges
One Edge
2-11
Edge + vertices
Edge only
Edge + selected vertex
Disconnect
Edge + Vertices
Two edges
(one for each face)
2-12
Summarize/Query/Total
z
Modify Color/Label
z
Geometry Creation
2-15
Geometry Creation
Vertex creation:
Edge creation :
Face creation :
Volume creation :
Face creation:
Volume creation:
Boolean operation:
Decomposition:
Vertex Creation
On face or volume
Read coordinates from data file
2-17
Straight line
z
Arc
Circle
z
z
z
2-18
Sweep vertex
z
z
Revolve vertex
z
z
z
2-19
Elliptical arc
Conic arc
Fillet arc
2-20
Wireframe
z
z
z
z
6 coplanar edges
2-21
Advanced Covering
Axis
Source
edge
Rotation
Source
edge
2-24
Path
Edge
Rigid
Perpendicular,
Draft = 0
Perpendicular,
Draft = 0, 30
2-25
Perpendicular,
Twist = 120
2006 Fluent Inc.
Parallelogram
Polygon
Vertex rows
Skin
Net
2-26
Face Primitives
Rectangle
Circle
Ellipse
2-27
2-28
One Volume
2-29
and creates
two volumes
Sweep Face
z
z
Draft
Twist
Axis
2-30
Volume Primitives
Brick
Frustum
Cylinder
Sphere
Prism
Torus
Pyramid
2-31
2-32
Unite Faces
A
2 faces
A+ B
Unite Volumes
1 volume
2 intersecting volumes
A+ B
2-33
Subtract Faces
A B
A
2 faces
B
B A
Subtract Volumes
A B
B A
2 intersecting volumes
2-34
z
z
A
z
AI B
Intersect Volumes
AI B
2-35
Splitting Edges
2-36
Splitting Faces
Real Face Split
z
z
Split A
with B
"Target"
2)
Split B
with A
Bidirectional
split
2 Faces:
1) A ( A I B )
2 Faces:
1) B ( A I B )
2)
2)
AI B
3 Faces:
1) A ( A I B )
3)
AI B
"Tool"
AI B
B (A I B)
Splitting Volumes
"Target"
Volume/Volume splits
A
B
Split A
with B
2 volumes
A
B
"Tool"
Split B
with A
2 volumes
A
B
Bidirectional
split
Volume/Face splits
2 volumes
3 volumes
2-38
Subtract
z
z
Split
z
Two cylinders
(disconnected)
Non-conformal mesh
Useful for multiple reference frame problem.
2-39
Two cylinders
(disconnected)
z
z
One Volume
Unite
One volume results
No interior faces
Three Volumes
z
Bidirectional Split
Three volumes
result
Multiple interior
faces
2-40
2-41
Virtual face
2 virtual
faces
2 faces
(real or virtual)
2-42
Collapse - splits a face and merges the resulting pieces with two or
more neighboring faces
3 faces
(real or virtual)
2 virtual faces
2-43
Plug-In Tools
\FLUENT.INC\Gambit2.2.x\plugins (Windows)
Appendix
2-45
Incorrect:
Attempt to delete one face of a volume
Correct:
Delete the volume with Lower Geometry
option turned OFF.
On a face
z
On a volume
z
Rarely used
2-47
ICEM Input
Edge Creation
Center
vertex
On-edge
vertex
Start angle
End
angle
End
vertex
Start
vertex
2-49
Edge Creation
Fillet Arc
z
Edge 1
Third-order by default
Use tolerance for the approximate option
Continuous edge
2-50
Edge Creation
2-51
Face Creation
Parallelogram
z
Polygon
z
z
Tolerance input
Skin
z
z
z
Vertex rows
z
Net
z
2-52
36 connected
edges
One volume
2-53
Rigid option
face
path
volume
Perpendicular option
Draft
face
volume
path
Draft
Twist
volume
Twist
face
path
2-54
Volume Primitives
Brick
z
z
Cylinder,
z
Frustum
2-55
Volume Primitives
Prism,
z
Number of sides
9 different preset directions (three for
each axis)
Sphere
z
Pyramid
Torus
z
z
2-56
Volume Blends
z
z
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
from 02 (0 = no bulge, 2 = highly bulged).
Unite A
with B
Face contains an
imprint of the cylinder
2-58