custom_material_properties command

Purpose

Command for defining the properties of a material.

Warning

GPU support for this command has not been tested and may not work as expected.

Syntax

custom_material_properties material_name keyword value

Keywords:

Keyword

Description

material_type

mandatory; available options: droplet, droplet_solid, droplet_multiphase and photon

interaction_materials

list of standard materials

interaction_types

list of interaction types with the standard materials.
Available options are: tag, delete, convert_to_liquid,
convert_to_liquid_advanced (the latter two are not available for photon),
convert_to_liquid_with_coating (only for droplet_solid),
convert_to_liquid_multiphase (only for droplet_multiphase),
reflect (only for photon)

density

not available for photon
units: [mass/length^3]

Examples

custom_material_properties spray material_type droplet density 1000 interaction_materials {m1} interaction_types {tag}
custom_material_properties laser material_type photon interaction_materials {wall} interaction_types {reflect}

Description

This command allows to define a custom material, its properties and how it interacts with standard materials. A general tutorial about custom material is available here.

The command must be followed by the name of the custom material that is defined as listed in the materials command. This is followed by the material_type keyword which can be followed by droplet, droplet_solid, droplet_multiphase or photon.

The droplet material type can be used to simulate liquid spray and it must have the additional keyword density with an appropriate value to set the liquid density of the particles.

The photon material type is for the simulation of light sources such as e.g. lasers. This material does not need any additional material properties.

The droplet_solid and droplet_multiphase materials are similar to droplet but with some additional features, described in detail in the droplets tutorial and in this section of the documentation, respectively.

The interaction_materials keyword must be followed by a list of all standard materials command. This is followed by the interaction_types command which lists the interactions of the custom material with the standard one in the order described in the interaction_materials list. Depending upon the material_type several options are available.

For all custom materials the allowed options are:

  • tag: tags a particle or wall element and a corresponding counter is written to the output. For meshes this information is stored in the impactCount mesh property. The custom material particle is then deleted.

  • delete: deletes the custom material particle upon contact.

For droplet related materials some additional options are available:

  • convert_to_liquid: upon an impact converts all the droplet mass to the liquid content on the collision particle (surface liquid content) or mesh element.

  • convert_to_liquid_advanced: similar to convert_to_liquid but with a partial liquid transfer from droplet to particle/mesh element (see the details here).

  • convert_to_liquid_with_coating: similar to convert_to_liquid_advanced but allows partial liquid and solid transfer from droplet to particle/mesh element (valid for droplet_solid only, see here).

  • convert_to_liquid_multiphase: similar to convert_to_liquid_with_coating but the droplets can carry liquid consisting of several species and, additionally, can be subject to evaporation (valid for droplet_multiphase only, see here and also here).

For photon materials an additional option is available:

  • reflect: Reflects the particle according to a refractiveIndex defined for the standard material.

Moreover, photon behavior may adapted by the photon_properties command.

Note, it is not necessary to define the interaction with another custom material as those will always ignore each other.

Restrictions

The lack or incomplete specification of custom material properties might generate an error depending on the model employed.