Well, there are a handful of things I would do differently to model
this shape, but as it turns out, none of them seemed to affect the
problem you were having. In the end, you've hit on a bug we have....
First, you can visualize bad edges -- they are normally included in
the visualization, but they can be hard to see with the entire mesh
shown and the triangles filled in. So, under the 'Display' tab in
CFDMesh, you can turn off 'Mesh' and 'Color Tags'. That will usually
make bad edges/tris easy to see. If not, keep turning stuff off --
they'll be what is left in Red.
Rather than use XY and YZ symmetry for your fins, I would use X radial
symmetry. And, instead of locating them relative to an offset axis, I
would use the 'Attach UW' capability under the XForm tab to attach
them to the body of the store. With radial symmetry, it is really
easy to change the number of fins.
Next, I saw that your body skinning parameters were a bit odd. I
noticed this because CFDMesh wasn't sharply resolving some of the
sharp corners on the back of the store. Looking more closely, you
were setting some tangents to be C1, 45 deg, but with zero strength.
What you really wanted was a C0 corner -- and if they are straight
lines, you can just choose to not specify the angle and it will take
care of itself. I changed the back-half of the store's skinning to be
a bit more simple. There are some possible simplifications on the
front end, but I didn't want to change your shape.
I tweaked some other things -- to no avail. I tried to switch them
all back, but I may have missed one or two. So, please be careful
with the attached model, it may have some unintended changes.
In any case, I'm sure you're most interested in the bug and a workaround...
CFDMesh has a number of tolerances hard coded in it. Some of them are
in model dimensions, others are relative to some parameter or another.
In any case, they can have strange interactions. We certainly need to
improve this situation to make the mesher as robust as it can be.
In this case, I recognized that your store is 203 units long (probably
inches). That is a relatively big number -- that sometimes gives some
of the tolerances trouble. So, I used the 'Scale' property to scale
each component of your model down to 1/10th size. I then manually
scaled things like mesh size parameters and the sources you had
specified.
Once I scaled the model to 1/10th original size, I coudn't get a mesh
to mess up. So, most of the above (while good practice) probably
didn't matter.
Rob
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