I have been working on porting OpenFOAM to Catalyst V2 and I am building up my Catalyst pipeline script. I want to visualise drop break-up from an injection point. Please see the renderings below. I have since then reproduced the issue with client-server mode and reading distributed data from files.
I have a scalar field representing a volume fraction and would like to compute iso-surfaces across processor boundaries. Currently I am doing the following combinations of classes from paraview.simple:
CellDatatoPointData,
Contour,
MergeBlocks,
Connectivity.
The calculation of contours occurs independently on each rank and creates holes in the surfaces. Is there a way to coordinate this calculation somehow without significant change to the Python scripting?
My intention is to do it on hundreds or even thousands of similar objects so I want to make sure I have a good grasp of what’s happening. Thanks.
Ok. I may have made some progress, but if you could advise, I would appreciate.
I believe my problem is related to working with unstructured grids and the lack automatic ghost cell regions. Reading the docs I have been reminded of D3 filter. Plugging it to my data source forces a re-partition and I get a fairly satisfactory decomposition.
I would like to avoid re-partitioning though. The docs mention ghost cell generator which looks like what I am looking for, but it remains inactive when my data source is selected.
I am surprised that the amount of ghost levels doesn’t seem to affect the results. Even 0 produces watertight(?) surfaces. Another surprising behaviour is that even when surfaces are not watertight connectivity filter seems to work. The surface looks like a Star Wars Death Star about to explode, but it is still marked as a single region.
Apologies, this is now looking like a mind dump, but writing the previous post I had an epiphany and changed the order of my filters. The reason why ghost cell generator filter wasn’t active was due to multi-block data structure of my data source. Now my filter order is:
Please advise if you think this is still somehow inefficient or may cause issues with accuracy when a number of objects increases substantially. Otherwise, I hope someone may find these notes helpful.