liquid particles

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chesswright

liquid particles

Post by chesswright »

I've been reading the documentation for version 3.0 and the particle trajectory routines seem to model particles as solids. I see where I can modify the particle drag coefficient and the wall boundary condition but I would like to know if I can do any of the following:
1) particles freeze/melt (thermal model has specific heat but not heat of fusion)
2) particle breakup due to shear force
3) partial deposition - particle splashes on surface, partially deposits with remaining mass rebound at a different size. What I have read seems to indicate particles either deposit or rebound where what I want is both.

Thanks in advance for any info you can provide.
Yvan Fournier
Posts: 4085
Joined: Mon Feb 20, 2012 3:25 pm

Re: liquid particles

Post by Yvan Fournier »

Hello

I am not a specialist for the Lagrangian particle tracking, though I worked a bit on the code recently to rewrite the postprocessing output. Here are a few answers:

1) to handle particles freeze/melt, you would need to add user variables, but those are not currently handled (they are partially, but not fully implemented, so not usable yet). So this is not handled, although the coding effort required would be quite small.

2) particle breakup due to shear force is not handled either. Here again, particle merge or split mechanisms are partially implemented, and could be used here, but are not complete yet.

3) partial deposition: I believe the deposition model handles this, though I am not sure about the different size. In version 3.1, a particle resuspension model was added.

I'll let others complete this.

Regards,

Yvan
guingo
Posts: 31
Joined: Wed Apr 04, 2012 2:52 pm

Re: liquid particles

Post by guingo »

Hi,

Yvan was faster than me, so I can just add a few words.

1) and 2) Yvan is right, no particle freezing and/or melting models are currently implemented in Code_Saturne, nor is particle fragmentation. For the latter, the closest mechanism available can be found is the subroutine lagrus.f90, which is (an attempt to) merge and clone particles to enhance statistics precision (so it is numerical treatment, but the technics used here could be extended to a "physical" fragmentation)

3) Some features of this one should be possible to implement : If you lookup to the cs_lagr_tracking.c file of the newly released version 3.1 here http://code-saturne.org/viewvc/saturne/ ... iew=markup , starting line 2180, you can read the treatment that is performed for an elastic rebound. For instance, you can adapt it so that the mass of the bouncing particle is updated (decreased) after the rebound, simulating a fraction of its mass has deposited on the wall.

Best regards,
Mathieu
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