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Preprocessing

Preprocessing

Topics related to geometry, meshing, and CAD.

Virtual Faces Merging Problem

    • shamik062
      Subscriber

      Hello everyone, I am trying generate an all Hex Mesh on my model. I have decomposed the model in several bodies suitable for sweeping. But there are some imprint on one cylindrical bodies for which that body can not be swept mesh. Whenever I am trying Virtual Cell to merge those faces, an error message pops out saying : "cannot create virtual face selected faces must belong to the same shell" .


      How to resolve this error?


      I am attaching my geometry file and an images of Full model for reference.


      .


      The Above Image is the decomposed model



      These are the faces giving trouble.


      Kindly help. Thanks in advance.

    • Rob
      Forum Moderator

      Is that face connected to the green & grey bodies? It looks like an imprint so virtual will fail. 

    • shamik062
      Subscriber

      Thanks for your reply.


      Yes that face is connected to green and grey bodies.How can I make an sweep mesh on that body?

    • Rob
      Forum Moderator

      As they're connected you can't. Given the proximity of the + shaped face and the ends of the cylinder I suspect the cell quality will suffer too. 

    • shamik062
      Subscriber
      So for the model which I have, what is the procedure to produce an all hex mesh?
      What should be the strategy for decomposition of geometry?
      I have attached the model if you want to take a look. Also , I need those fillets to be in my simulation geometry which gives rise to bad quality elements. So how can I handle those fillets to produce good quality all hex mesh?
      Thanks in advance.
    • peteroznewman
      Subscriber

      The effort required to have an all hex mesh is too much and unnecessary.  You can get excellent results using tet elements.  By slicing the body up to leave some parts sweepable while other parts are not, you can get the benefit of reduced node and element count by sweeping where you can and use tet elements where you cannot sweep.  Below is an example.


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