Particle explosion, contact algorithm, and normal vector definition #366
Unanswered
sunny12138-9527
asked this question in
Q&A
Replies: 1 comment 1 reply
-
|
Could you describe it more clearly, or provide the compressed package of GiD calculation files. |
Beta Was this translation helpful? Give feedback.
1 reply
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Uh oh!
There was an error while loading. Please reload this page.
-
Hello everyone,
I'm encountering severe particle explosion during an Anura3D simulation. Shortly after the start, particles near the contact interface fly apart with unrealistic velocities, causing the computation to abort.
I suspect the issue lies in the contact algorithm. I’ve seen a previous suggestion that modifying the normal vector definition in the .cps file could resolve similar problems, and that one needs to "determine the node positions" to set the normal direction. However, I'm unclear about how to do this in practice. My main confusions are:
Which two nodes should be chosen to define the contact normal? (e.g., nodes on the master/slave surfaces, or specific boundary nodes?)
How can I obtain the exact node IDs and coordinates from my mesh, and what is the correct syntax to specify the normal in the .cps file (e.g., using the NORMAL keyword)?
Are there any other critical settings to check, such as contact stiffness, contact type, or penalty factors?

I would greatly appreciate any guidance on:
The step-by-step procedure or rules for selecting the nodes to define the normal vector;
A correct example or snippet of the normal definition in the .cps file;
General advice for debugging particle explosion related to contact normals.
Thank you very much for your help!
Beta Was this translation helpful? Give feedback.
All reactions