DEM Inputs and Settings

The DEM calculation needs a handful of input parameters that control the collision response and velocity of particles as they move through the transfer. These are all set on the DEM Inputs tabsheet.

Time Step and Recording Settings

Particle – Particle – Face Settings

Fields removed from earlier versions. A "Particle – Particle Cohesion" (Cohesion Distance) box and a "Use QuickSort DEM calculation" checkbox used to appear on this tab. Neither had any effect on a calculation – both were leftovers from the legacy program, and the QuickSort option did nothing there either. They have been removed rather than left in place labelled as inactive. Their values are still stored in your project file, so older projects open and re-save unchanged.
DEM Inputs tabsheet
The DEM Inputs tabsheet.

Applying restitution between particles

Particle-to-particle contact is modelled as a spring, and a spring gives back everything it absorbs – so with Apply to particle contacts unticked, particles rebound off each other perfectly elastically whatever restitution is set to. Ticking it adds damping to that spring, so a colliding pair separates at the fraction of its approach speed you asked for. Use it when particles look too lively off each other – bouncing around in a pile that should be settling, for instance.

A low restitution is the heavily damped setting and 1.0 applies no damping at all – see Particle – Particle Damping (Restitution) for what each value does, where the difference shows up, and what to check before switching it on for an already-calibrated model.

Global Space Limits for Particle Existence

These X, Y, Z minimum/maximum values define a bounding box for particle existence – any particle straying outside it is deleted. Keep the box just large enough to enclose your whole transfer station. This is a key part of how HelixChute2 reaches a stable equilibrium: new particles are created at the feed boxes while old ones are removed at the downstream boundary, so the total particle count settles rather than growing indefinitely.

Illustrating face stiffness

Particles bleeding through a belt face because face stiffness is too low
Particles "bleeding" through a belt face, with the face stiffness Kn set too low and Particle Penetration set to zero.

As a particle collides with a nearly horizontal face, the impulse repels it, but gravity pulls it back to the face. Each bounce is smaller than the last (an elastic collision with restitution below 1) until the time between collisions becomes very small. From then on the particle rests in the face, sunk in just far enough that the face's push back balances its weight – the softer the face, the deeper it sinks.

In the legacy program a soft enough face let a particle sink until its centre passed through the face. The face then pushed it the wrong way – on through the face rather than back – and the particle bled through. HelixChute2 always pushes a particle back against the direction it is travelling, so on a correctly set up face this no longer happens: with a low face stiffness, particles sit deeper in the face instead of falling through it. Particle Penetration % also sets a minimum face stiffness for each particle, so with its usual setting (5%) even a very low Face Stiffness value has little visible effect. To see the Face Stiffness value on its own, set Particle Penetration % to 0.

Check the velocity of inclined moving faces. Particles can still bleed through a face, as in the picture above, when Particle Penetration % is 0, the Face Stiffness is low, and the face's velocity is not set correctly. A moving face's velocity must run along the face. On an inclined belt that means a vertical component too – for a belt inclined at 15°, Vz as well as Vx (see Add/Edit Layers, Faces, Vertices). If Vz is left at 0 on an inclined face, part of the face's velocity points into the face, and every contact carries the particle further in, until a soft face can no longer push it back out. Set the velocity components correctly, or keep Particle Penetration % above 0.
Trace recording of a particle bouncing onto a moving belt
Trace recording of a particle bouncing onto a moving belt – note the successively smaller "micro-collision" steps.

If face stiffness is too low, the number of collisions becomes excessive as gravity continually pulls the particle back down. Restitution controls the large bounces, but at low approach velocity, face stiffness takes over. A moving face (belt) transmits some of its velocity to the particle through the layer's friction input – see Add/Edit Layers, Faces, Vertices.

Editing inputs while a calculation runs. You can adjust these values without stopping the calculation, but only some of them take effect straight away – the stiffness inputs apply to newly created particles only. See Changing Inputs During a Calculation.
See also: Fine Tuning DEM Inputs, Changing Inputs During a Calculation, Performing DEM Calculations.