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Why do we unite objects in HFSS?

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catalyst101

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Hi everybody,

why do we usually unite objects in hfss... simulation runs well without it?

thnx
 

Re: Uniting objects in HFSS

Hi,

When you create a complicated structure out of overlaping primitives and want to treat it as a single object it is, if nothing else, convinient to unite the parts.
 

Re: Uniting objects in HFSS

until unless specified in HFSS to all overlapping of geometries, it would produce "intersecting geometry" error. If you don't receive error then surely your geometries are separate from each other that may be a minute gap but still not touching. So it would not generate an error. By uniting you would make them a single geometry, so no error.
 
Re: Uniting objects in HFSS

So to state it clear " unite is only required when there is overlapping " and no other ?

I prefer not to unite, I've noticed that meshes become larger when using unite for the same geometry.
are there side effects for not uniting when there's no overlapping?

thnx
 

Re: Uniting objects in HFSS

So to state it clear " unite is only required when there is overlapping " and no other ?

Yes, i think so.
But uniting and simulating without uniting gives the same results..i can not comment you have to see yourself. Meshes are expected to be a bit larger as you have added a geometry where previously was a gap. But it won't take much time comparatively. One disadvantage i found, by uniting is, if you wish a part to overlap with your existing geometry but at the same time you wish only that part to retain its boundary conditions (suppose you wish to have a lumped RLC boundary between the gap, such geometry should touch the existing one but while doing so it assigns whole designas lumped RLC), it is not possible, as HFSS will treat whole of design as a single unit.
 

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