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Smoothing two-stack microstructure - jutting nodes after smoothing #10

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@sgbaird

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@sgbaird

Hi @siddharth-maddali,

Thanks for your help so far. I've been plotting the grains after doing h-smoothing and have been getting some strange results. See for example:
image
I also get:

109030 of 800612 nodes not smoothed.

which may be related to the quad points being too close together as you mentioned before, or it could be an issue of having a thickness of only 2 voxels in the z-dimension (I have EBSD data from both sides of a sample with a large proportion of through-thickness grains).

Using the sample data produces expected results:
image

If I apply DREAM.3D's laplacian smoothing filter before doing the hierarchical smoothing, I get the following, where on further inspection, it seems the triangles that "jut" leave concave "divots" in the grain.
image
with the following workspace:

Name                   Size                   Bytes  Class                        Attributes

  GrainToPlot            1x1                        8  double                                 
  fl               1438608x2                 23017728  double                                 
  ngrains             3348x1                    26784  double                                 
  s1                     1x1                        8  matlab.graphics.axis.Axes              
  s2                     1x1                        8  matlab.graphics.axis.Axes              
  tri              1438608x3                 34526592  double                                 
  trisub               852x3                    20448  double                                 
  xdat                   3x800607            19214568  double                                 
  xsmooth                3x800607            19214568  double     

One round-about way I might deal with this is turning the 2-stack into a 4-stack by copying the stacks above and below as appropriate and cropping it afterwards, but I'm worried this would have the artificial effect of the grain boundary always being normal to the surface when it's close to the surface.

Another similar approach would be breaking up the interior into multiple voxels, though I'm not sure how I would go about this.

Do you think this is an inherent limitation of the method for this unique use case?

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