Icem_CFD_CFX流體學(xué)習(xí)資料 Icem CFD CFX流體學(xué)習(xí)資料 CFX_ICEMCFD_11_培訓(xùn)教程_2008_04 ICEMCFD110 E5-WS4-SphereCubeV11_第1頁
Icem_CFD_CFX流體學(xué)習(xí)資料 Icem CFD CFX流體學(xué)習(xí)資料 CFX_ICEMCFD_11_培訓(xùn)教程_2008_04 ICEMCFD110 E5-WS4-SphereCubeV11_第2頁
Icem_CFD_CFX流體學(xué)習(xí)資料 Icem CFD CFX流體學(xué)習(xí)資料 CFX_ICEMCFD_11_培訓(xùn)教程_2008_04 ICEMCFD110 E5-WS4-SphereCubeV11_第3頁
Icem_CFD_CFX流體學(xué)習(xí)資料 Icem CFD CFX流體學(xué)習(xí)資料 CFX_ICEMCFD_11_培訓(xùn)教程_2008_04 ICEMCFD110 E5-WS4-SphereCubeV11_第4頁
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1、Hexa Workshop 5 Sphere Cube,2/23/07,Inventory #002277 D4-2,Open Project,SYMM,SPHERE,CUBE,Note: Not meshing inside cube,Create the project File - New Project Browse to SphereCube directory Enter the project name (SphereCube) File - Geometry - Open Geometry Choose “geometry.tin” Geometry file will aut

2、omatically be loaded File - Save Project Create parts for surfaces SPHERE, SYMM Turn off new parts SPHERE and SYMM Put remaining visible surfaces into CUBE Select only surfaces from Geometry selection bar (all other types toggled off) Type “v” for visible or select “visible objects” icon from select

3、ion bar Delete Empty Parts and set Good Colors,2/23/07,Inventory #002277 D4-3,Initialize Blocking,Begin Blocking Blocking - Create Block - Initialize Blocks Change Part to LIVE Type = 3D Bounding Box Apply Initial block will encompass all entities (entire geometry),#2,#1,#3,2/23/07,Inventory #002277

4、 D4-4,Block Topology,Plan block topology Think “schematically” Create blocks in a manner that would best suit the geometry Would best suit mesh alignment align mesh with predicted flow direction Or align mesh with surfaces Result in best mesh quality Consider different options In this case a radial

5、(half ogrid) topology would probably work best,Bad internal angles at corners,A,B,2/23/07,Inventory #002277 D4-5,Create Ogrid,Create O-grid Select Split Block Ogrid Block Select block icon as shown Select bottom face icon as shown Set Offset to 1 (default) Apply,#2,#1,#3,#4,2/23/07,Inventory #002277

6、 D4-6,Remove blocks,Discard center bottom block Select Delete Blocks Use 2 corner method Type “d” or select Select two corner vertices icon from Select blocks bar Select two diagonally opposing vertices as shown Any diagonal pair will do Easier than selecting block when several surrounding blocks ar

7、e displayed Apply Note change in color of center block edges Cyan (internal) to white (only if background is dark),1,2,2/23/07,Inventory #002277 D4-7,Associate Blocking to Geometry,Associate center block vertices to corner points of cube Turn on Points in Model tree Geometry Select Associate Associa

8、te Vertex Point (default) Select one vertex first, middle mouse then select point you wish to associate to Vertex position will update automatically Repeat for all eight corners of the cube Note change in color of vertices White (boundary constrained to surface) to red (fixed constrained to point),#

9、2,#1,2/23/07,Inventory #002277 D4-8,Associate Blocking to Geometry,Associate edges to curves Turn on Curves in Model tree Geometry Select Association Associate Edge to Curve Select right mouse key to exit select mode In order to select non-default options Turn on Project vertices option Will automat

10、ically project vertices to curve Can move manually after association Can also move on to curve after association if option is turned off Select Choose edges icon, then select outer bottom edges (4), middle mouse, then outer bottom circular curves (4) Multiple selected curves (more than one) will aut

11、omatically be grouped,#2,#1,2/23/07,Inventory #002277 D4-9,Move Vertices,Move vertices onto surface Select Move Vertex Move Vertex Turn off all Model tree Parts except SPHERE and LIVE Toggle all off first, then toggle on SPHERE and LIVE parts Vertex movement will be constrained only to SPHERE surfac

12、es (only active part with surfaces in it) Surfaces do not have to be displayed (but obviously helps if they are) try Full display option,#2,#1,Select and move vertices onto SPHERE surface If surface is not in the same line of view (behind or in front) of the vertex, drag the cursor over until it “hi

13、ts” the surface. You will not see the vertex move until the mouse pointer is on the surface Otherwise, rotate the model (use F9 to toggle to dynamic mode/back to select mode) so surface is behind or in front of vertex,2/23/07,Inventory #002277 D4-10,Move Vertices,Move vertices onto surface Move vert

14、ices so blocks are as orthogonal as possible and block faces are as planar as possible Constantly rotate the model! Blocks may seem okay in one view but skewed when viewed from a different direction,Cross-sectional view: Internal angle is too big move top vertex downward,Radial view: Face is non-pla

15、nar move left vertex toward right (line up in radial direction),Examples,2/23/07,Inventory #002277 D4-11,Compute Mesh,Set mesh sizes on surfaces Select Mesh Set Surface Mesh Size Type “P” for Part or select Select items in a part icon from selection bar Toggle on CUBE and SPHERE families Set Maximum

16、 element size = 1; Height = 0.1; Height ratio = 1.2; Apply Repeat for SYMM: Maximum element size = 1; Height/Height ratio = 0 (or blank) Display surfaces with Hexa Sizes,#1,RMB,2/23/07,Inventory #002277 D4-12,Compute/View Mesh,Compute mesh Select Pre-Mesh Params Update Sizes Apply To calculate edge

17、distributions from geometry Update All (default) will set new distributions and number of nodes (counts) Turn on Blocking Pre-Mesh in model tree Select Yes when prompted to re-compute Default will be to Project Faces (can change by right clicking on Pre_mesh) Turn off Geometry and Blocking Edges and

18、 review surface mesh Toggle on/off certain parts e.g. turn off SPHERE to look at CUBE/SYMM mesh Note find distribution pattern towards SPHERE and CUBE surfaces Can also toggle on SOLID (right mouse click on Pre-Mesh) Right click on Pre-Mesh to display in Solid &Wire,#2,#1,2/23/07,Inventory #002277 D4-13,View/Check Mesh,View mesh Right click on Pre-Mesh and select Scan Planes To visualize volume mesh Turn off Pre-Mesh Turn on Curves to better determine proximity Turn on #0, #1, and/or #2 to scan in logical I, J, K directions

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