problem with fds export, errors

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Bojan

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Mar 15, 2016, 4:35:26 PM3/15/16
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i just started using blenderfds to export my geometry to fds. the simple test model i made in 3ds max and imported in blender using .obj format. however, when i try to export it to fds code, i get ton of errors. what can it possible be?
blender_fds_problem.jpg

Emanuele Gissi

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Mar 15, 2016, 4:43:49 PM3/15/16
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May you please open an issue and include your input file?
Which Blender version?
And BlenderFDS version?
Emanuele

Il 15/mar/2016 21:35, "Bojan" <bojan...@gmail.com> ha scritto:
i just started using blenderfds to export my geometry to fds. the simple test model i made in 3ds max and imported in blender using .obj format. however, when i try to export it to fds code, i get ton of errors. what can it possible be?

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Emanuele Gissi

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Mar 15, 2016, 5:08:17 PM3/15/16
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Your screenshot was enough to find the bug. Thank you very much.
Please, try the brand new maintenance release: BlenderFDS v4.0.5

In any case, your voxelized object is too large compared to the voxel resolution you desire.
Split it in smaller objects.

Just for statistics, where are you from? what's your use case? and your organisation?

Best regards,
Emanuele

Bojan

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Mar 16, 2016, 4:31:03 AM3/16/16
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meanwhile, i tried to export only one part of my model into .3ds and it worked nice in fds. instead of meters (which made my model quite smaller than it is), i used generic units and the size was just fine.

if i understood you correctly, i should split my model in few smaller, so, for example, one model for walls, one for roof, one for furniture etc. then i shoud export it separately and paste two code of all parts into my general fds file?

Emanuele Gissi

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Mar 16, 2016, 5:28:42 AM3/16/16
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Hi Bojan,
no, just split your biggest objects in smaller ones in the same model. Roof, walls, furniture... is a good idea. This eases the voxelization work and setup of different boundary conditions (SURF_ID).
BlenderFDS can manage thousands of objects.
Let me know it it works for you.
Best regards,
Emanuele

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Bojan

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Mar 16, 2016, 6:12:32 AM3/16/16
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i would like, for example, to make one part of roof and one wall completely transparent in order to to look into the building. that is why i firstly though about splitting and exporting the parts of model separately, since in the general code it would be hard to find all of the little peaces of some part of geometry.

since i model everything in 3ds max, should i connect, for example, every part of furniture (even they are separates of course) in editable poly and see that as one model? should i cap all the open spaces, since 3ds max works with polygons? what are the things that i need to be aware when modelling, in order to make export better and cleaner?

Emanuele Gissi

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Mar 16, 2016, 6:59:30 AM3/16/16
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Sorry, I have never worked with 3ds max.

In any case, your original model should contain several different objects: one for each entity of your simulation.
Each object will then have its specific FDS namelists and parameters assigned.
See the examples included in the BlenderFDS distribution for clarification.

And I suggest starting from a very simple case. Try the plume case for instance. Or import in BlenderFDS a previous FDS case you already developed.

Hope this helps.
Emanuele

Bojan

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Mar 18, 2016, 11:31:03 AM3/18/16
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i tried few models yesterday, and blenderfds worked pretty nice. 

to people who work in 3ds max: always use generic units (10 is for example 10 meters) and export your model as .3ds file. 

Emanuele Gissi

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Mar 18, 2016, 11:54:19 AM3/18/16
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Good to know.
Why don't you write a wiki page about your workflow with 3ds on blenderfds.org?
Emanuele

Bojan

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Mar 18, 2016, 12:10:41 PM3/18/16
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I would like to.

Emanuele Gissi

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Mar 18, 2016, 12:34:08 PM3/18/16
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The easiest way: write a doc/odt/HTML file with screenshots, and I will upload it.
Your work will be explicitly acknowledged.
It's going to be released with a Creative Common license.
OK?
Emanuele

Bojan

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Mar 23, 2016, 5:17:21 PM3/23/16
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seems like i have the same problem again.

the first example works fine. it is a simple roof, 10x10 m. 


the second example does not work. it is the same file in 3ds max, the same file in blenderfds, but the imported objects suddenly become smaller. the objects in about 24x12 m large.


version of blenderfds is the newest one. i just do not get it.

Emanuele Gissi

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Mar 24, 2016, 3:49:11 AM3/24/16
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May you open an issue and include your blend file?
Emanuele

Bojan

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Mar 24, 2016, 6:47:43 PM3/24/16
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here it is.
test.blend

Emanuele Gissi

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Mar 25, 2016, 5:10:50 AM3/25/16
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Inline image 1

Hi Bojan,
in test.blend your "galerija" dimensions are 1.16m, 1.98m, 0.02m.
The size of the voxel is 0.100m. The minum thickness of the voxelized object is thus 0.100m. This is why you obtain such a blocky result.

I scaled up your objects x10. The new dimensions are 11.6m, 19.8m, 0.20m, the voxel size is still at 0.100m. 

So remember to check the scale of your model when importing from 3ds.
test_scaled.blend

Emanuele Gissi

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Mar 25, 2016, 5:11:37 AM3/25/16
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Or reduce the voxel size...
Emanuele

Emanuele Gissi

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Mar 27, 2016, 2:45:56 AM3/27/16
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Did it work?

Bojan

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Mar 27, 2016, 12:43:37 PM3/27/16
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well, the scale is now right. on the other side, i have other kind of problems. although all parts of a model are attached in one, when i convert it using blenderfds, i have the following situation, which i attached.

so, the planes are completely flat. there is no difference in height, as i checked already in 3ds max. i also tried to important all of the separated parts into blender, and then attach it using ctrl+j but it did not solve the problem.
p1.JPG
p2.JPG
p3.JPG

Emanuele Gissi

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Mar 27, 2016, 1:09:29 PM3/27/16
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This generally happens when the geometry is not well formed (it's not closed, manifold). BFDS cannot distinguish  between what is solid and void.
Check your geometry. In Blender edit mode select non-manifold vertices and fix them.
Emanuele

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