3D impact
Hello,
I am trying to simulate the case of a rigid cylinder impacting verticaly the water surface.
Is it possible to simulate a 3D case with high velocity (30 m/s) ? In 2D, the results seem to be good in comparison with experimental data. But in 3D, I have some problems. The runs stop with the message :
"particle boundary out> type:Floating cause:Position p:79557 id:26070 pos:(6807835.000000,-20806052.000000,7992279.000000)"
I tried other impact velocities, and when I am above 4 m/s, the run crashes with this message.
The fluid is declared "full" with [drawbox], [boxfill]solid[/boxfill].
The bound is declared "face" with [drawbox], [boxfill] left | bottom | right | front | back [/boxfill]. (lattice=2)
The cylinder (floating object) is declared "full" with [drawcylinder], and at t=0, the cylinder is around 6*dp above the water surface.
Is there any reason which can explain that the run stops in 3D with high velocity ?
Regards
I am trying to simulate the case of a rigid cylinder impacting verticaly the water surface.
Is it possible to simulate a 3D case with high velocity (30 m/s) ? In 2D, the results seem to be good in comparison with experimental data. But in 3D, I have some problems. The runs stop with the message :
"particle boundary out> type:Floating cause:Position p:79557 id:26070 pos:(6807835.000000,-20806052.000000,7992279.000000)"
I tried other impact velocities, and when I am above 4 m/s, the run crashes with this message.
The fluid is declared "full" with [drawbox], [boxfill]solid[/boxfill].
The bound is declared "face" with [drawbox], [boxfill] left | bottom | right | front | back [/boxfill]. (lattice=2)
The cylinder (floating object) is declared "full" with [drawcylinder], and at t=0, the cylinder is around 6*dp above the water surface.
Is there any reason which can explain that the run stops in 3D with high velocity ?
Regards
Comments
Send this
In next version this can be easily indicated. Now you have to play with hSWL to get a proper cteB (equation of state) and then you have to increase coefsound for a higher speed of sound that will decrease the "dt".
Alex
I solved the problem with removing the rhopmax and rhopmin parameters. Indeed, the density increased too much during the impact.