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Author Topic: Material science and biomechanical questions  (Read 1868 times)

Zucchini

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Material science and biomechanical questions
« on: December 14, 2012, 11:53:05 pm »

Hi all.

I'm working on a fairly extensive slate of physics numbers to fill in placeholder data (partially for my skins/bones/teeth expansion mod, and partially just for general purposes in line with what Arkhometha was doing).  I have little scientific background, and math was kinda not my thing as much as I wanted it to be.  I am basically Layman Reaching Way Over His Head.  So, while I am researching and getting a handle on quite a bit, I still come up on terms and questions I kinda need help with.

So, I was hoping some of you more-scientifically-literate folks, engineers, biologists, what have you, could help me with some terms as I try to render this all layman-comprehensible, or at minimum come up with decent numbers. (Yes, I know the game doesn't handle proper physics numbers all that correctly yet.)

And I thought I'd do it in an ongoing thread so I don't have to pollute other threads or spam the forums with a new, narrow thread every time I have some obtuse question.

So, to start with:

Question: What is "work of fracture," and is it useful for finding shear values?  Is it useful for finding any other DF-relevant physics values -- yields, ultimate strengths, moduli, strain at yield, etc.?

Blah blah background: I'm feeling like I'm starting to be a boss with the tensile stuff, and even compressive to some degree, but I'm coming across this term/material property in a paper on rhinoceros skin that seems really promising, but I can't figure out how to use it.

Wikipedia mentions it in passing as a related concept on its fracture toughness page, but nothing else.  Other references are pretty arcane as far as it goes for me.

I don't necessarily need a full explanation -- my main concern is a very practical "what can this data be used for."  Not to sound like a philistine or anything -- I'm just not wanting to put anyone out by asking for an advanced material science lesson.

Thanks in advance for any and all help.


EDIT: Adjusted subject to be a bit more accurate.
« Last Edit: December 15, 2012, 02:01:52 am by Zucchini »
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Zucchini

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Re: Material science and biomechanical questions
« Reply #2 on: December 15, 2012, 01:56:15 am »

Thanks for the link, Putnam.  Wow, 2 hour talk.  Listened to that part, and it was pretty basic in regard to the material physics stuff, but I'll definitely listen to the rest when I get a chance, material info or not.

I'm pretty knee-deep in the stuff already, and have gone from "what the hell does 'tensile' mean?" to walking around thinking of the stuff semi-intuitively.  "Oh, wife, hello, let us apply compressive stress to one other.  Please, not to the yielding point...  but hey, it's alright to apply perhaps four mega Pascals, because I am viscoelastic and won't mind being strained a bit beyond my flesh's normal limits of elasticity."

Sad, but I'm enjoying the geekery of it.  :P
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Urist Da Vinci

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Re: Material science and biomechanical questions
« Reply #3 on: December 15, 2012, 05:27:03 pm »

I haven't listened to the Toady video yet, but there was recently a lot of effort put into understanding how various properties, including material properties, affect combat with ranged weapons. See http://dwarffortresswiki.org/index.php/Material#Effects_on_Combat and http://www.bay12forums.com/smf/index.php?topic=116151.0

i.e. the material properties, such as SHEAR_YIELD, are NOT necessarily being used in a realistic manner, so you have to be careful of what may result of changing the default values.

Zucchini

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Re: Material science and biomechanical questions
« Reply #4 on: December 15, 2012, 11:37:04 pm »

Ah, yeah, I've been following the ranged combat/railgun thread.  Definitely a lot of good info to know.

Thanks for the heads-up on the shear values.  I'll have to look up exactly what it is, but I'm definitely aware that the game may not play nice with fundamental shifts in material properties (obviously some more than others).

I haven't completely decided, but my general intent has been to (again, as Arkhometha did) make two versions: one with proper values, and one with values adjusted to DF's quirks.  The former mostly in the hope that it is there for when it becomes useful.  (If this project seriously gets off the ground, I may submit it and its references to Toady.)

----

Anyone have advice on that "work of fracture" property and if there are any DF-usable properties we might derive from it?
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Urist Da Vinci

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Re: Material science and biomechanical questions
« Reply #5 on: December 16, 2012, 02:12:59 pm »

...
Anyone have advice on that "work of fracture" property and if there are any DF-usable properties we might derive from it?

This sort of goes back to DF's quirks.

IRL, we use things like http://en.wikipedia.org/wiki/Fracture_toughness (which is closely related to "work of fracture") to determine if things like pressurized gas tanks will merely leak (instead of popping like a balloon) if they suddenly develop a hole. There are things like critical crack lengths, which doesn't apply to DF's undamageable weapons and armor.

DF currently "knows" that a material is "brittle" if the *_YIELD and *_FRACTURE points are close together (or identical). The materials behave in a roughly ductile manner if the *_FRACTURE is 2-3x or more larger than the *_YIELD value. DF actually compares IF-IY/2 to momentum when dealing with blunt impacts that may fracture armor/bones/etc. This is only semi-realistic.

You could use the *_STRAIN_AT_YIELD and *_YIELD properties to find the young's modulus of the material, and then use that with "work of fracture" to solve for the fracture toughness (or just use a tabled value of fracture toughness). We can't derive any DF-usable properties from it though, so this isn't a good use of your time.

IRL, there isn't a seperate yield strength or ultimate strength for each loading method (tensile, bending, shear, torsion, etc.) for most metals. We just use one overall yield strength and ultimate strength. There is also only one young's modulus (and strain at yield is derived from it, not the other way around!). Things like concrete, rocks, and glass do have different tensile, compressive, and bending strengths because they can withstand much more compressive loading than tensile (see http://en.wikipedia.org/wiki/Flexural_strength ). This is probably why Toady made the decision to have multiple sets of properties grouped by loading method.

Zucchini

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Re: Material science and biomechanical questions
« Reply #6 on: December 16, 2012, 03:15:41 pm »

Awesome.  Thanks so much, UDV!  That is hugely helpful, and explains why there were just no handles on this "work of fracture" thing I could seem to grab onto -- it's implicating different properties and processes related to, but different from, the simpler stuff I'm working with here.  I'll just leave that property in the drawer where it belongs.


IRL, there isn't a seperate yield strength or ultimate strength for each loading method (tensile, bending, shear, torsion, etc.) for most metals. We just use one overall yield strength and ultimate strength. There is also only one young's modulus (and strain at yield is derived from it, not the other way around!). Things like concrete, rocks, and glass do have different tensile, compressive, and bending strengths because they can withstand much more compressive loading than tensile (see http://en.wikipedia.org/wiki/Flexural_strength ). This is probably why Toady made the decision to have multiple sets of properties grouped by loading method.

This is also good to know, as my friend and I (mostly my friend) has been researching proper metal mechanical values, and it definitely simplifies things a bit to know that those values (for most metals) should be the same for different loading methods.


--------

Now, another question, this one on reading stress/strain diagrams for viscoelastics, and trying to figure out a relevant yield point on them.  (Viscoelastics are apparently really tricky about that.)

Question: What Yield values would you estimate from visually reading this stress/strain diagram?

Eyeballing it, here's what I got, but I'm really not very confident at all with my understanding of what we should treat as the Yield point for collagenous/viscoelastic stuff:

Tendon: 16.5 MPa or so (from where I see the 'crook' in the curve before it goes linear up until failure)
Rhinoceros Skin: about 25 MPa?  (from about where the direction of the curve changes from concave to convex)
Cat Skin: about 8 MPa

Am I totally off on these?
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Urist Da Vinci

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Re: Material science and biomechanical questions
« Reply #7 on: December 16, 2012, 07:14:09 pm »

...
This is also good to know, as my friend and I (mostly my friend) has been researching proper metal mechanical values, and it definitely simplifies things a bit to know that those values (for most metals) should be the same for different loading methods.
...
Now, another question, this one on reading stress/strain diagrams for viscoelastics, and trying to figure out a relevant yield point on them.  (Viscoelastics are apparently really tricky about that.)

Question: What Yield values would you estimate from visually reading this stress/strain diagram?

Eyeballing it, here's what I got, but I'm really not very confident at all with my understanding of what we should treat as the Yield point for collagenous/viscoelastic stuff:

Tendon: 16.5 MPa or so (from where I see the 'crook' in the curve before it goes linear up until failure)
Rhinoceros Skin: about 25 MPa?  (from about where the direction of the curve changes from concave to convex)
Cat Skin: about 8 MPa

Am I totally off on these?

Toady has all the impact/compressive strengths of metals at 3.5x tensile (see the raw file), and I don't know why. If we learn more about how the numbers are being used "behind the scenes", then we'll know if its a good idea to use real values. Also, 14th century metal quality was questionable compared to present day quality.

Based on that PDF, I'd set the "Rhino skin" properties to use the properties of [MATERIAL_TEMPLATE:CARTILAGE_TEMPLATE], which already fractures at 30 MPa and has an appropriate strain at yield. You could set yield to 25 MPa or to 30 MPa, it hardly matters from an in-game perspective.

Cat skin, I'd just stay close to the default DF skin.

Zucchini

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Re: Material science and biomechanical questions
« Reply #8 on: December 17, 2012, 01:18:53 am »

Actually, approximating to existing materials isn't quite what I've got in mind.  For part of my project, I'm creating a number of new organic material templates, and am getting a selection of real-world skin mechanical values for fairly representative animals so that they can be used as an informed basis for variant skin categories (say, SKIN_TOUGH, SKIN_WEAK, SKIN_MONSTROUS, SCALE_THICK, etc.).  Bones, teeth, etc. too.

For the other part, it's coming up with specific values for where there are only approximates, and more accurate values for where the values there are inaccurate.

Yeah, it's OC and not strictly necessary.

I do understand some discrepancies may not truly matter from an in-game perspective, but that may not always be the case, and a body of decently-accurate (hopefully) data might be the basis for future refinement of how the game handles them.  It's not my choice, for sure, but it can't hurt for it to be "out there" in case Toady finds it useful and doesn't have a lot of time for a bunch of time-consuming research.

And, yeah, again, since there are a lot of unknowns on how the game handles things, more realistic values might be counterproductive (at least for the time being), so the intent for the practical/playable side of this would be a second set of compromise values.

Anyway, I'm looking at a lot of these sorts of papers and compiling the data into a reference spreadsheet, and so the cat/rhino/tendon thing is just examples from that one paper.

So that's sort of the background to why I'm asking for help with whether I'm getting it right for estimating Yield to beginning-of-failure from stress-strain diagrams for viscoelastics, or if there's a better way to estimate them from the diagrams.
« Last Edit: December 17, 2012, 01:32:29 am by Zucchini »
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Zucchini

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Re: Material science and biomechanical questions
« Reply #9 on: December 19, 2012, 02:38:55 am »

Hrm...  that was long-winded.  Sorry bout that.

So...  Anyone got any tips for me on the best way to read an appropriate yield point from a viscoelastic stress-strain diagram like the one linked above this one, along with values you'd come up with for the three materials described (see my post a few posts back for full question)?  I'd be obscenely grateful!  :D



Just in case curious, images of what I'm doing with the data:





tia



EDIT: Linked image of SS diagram instead of linking to source PDF.
« Last Edit: December 19, 2012, 02:53:07 am by Zucchini »
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Grimlocke

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Re: Material science and biomechanical questions
« Reply #10 on: December 19, 2012, 01:00:27 pm »

As interesting as obscene gratefulness may sound, I doubt ill be much help here. I asked myself a lot of similar questions when making a number of materials meant to represent medieval irons and steels, taking into account the fact that those were inconsistent in composition, heat treatement as well as confusing materials like laminated and pattern welded steel. Didnt go so well, while I found a variety of information on the composition of various medieval artifacts I had no idea how that would translate into the materials behavious much less how to put that in DF raw numbers.

I vaguely recall charts like that one, and think that the point where it becomes permantely deformed is the part where the line stops going steeper and starts to flatten off (in the rhino skin case around 12MPa I guess?), and that the point where line stops is where the material also stopped and went snap. Which means you cant realy get much useful information out of that chart for cat skin and tendons, beyond which is more or less elastic.

The fact that I cant recall which term goes with where is probabaly not a good sign though, dont take my word for any of it.

I should also mention I dont think DF tendons even use the material properties in case you were trying to collect that data as well.

Soooo yeah, heres someone else that could use a noobs guide to material mechanics.
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Zucchini

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Re: Material science and biomechanical questions
« Reply #11 on: December 19, 2012, 03:53:42 pm »

As interesting as obscene gratefulness may sound, I doubt ill be much help here.
Hehe, that sounded so wrong.  Er, I mean grateful to an obscene degree, not, um, grateful in an obscene way!   :P

Quote
I asked myself a lot of similar questions when making a number of materials meant to represent medieval irons and steels, taking into account the fact that those were inconsistent in composition, heat treatement as well as confusing materials like laminated and pattern welded steel. Didnt go so well, while I found a variety of information on the composition of various medieval artifacts I had no idea how that would translate into the materials behavious much less how to put that in DF raw numbers.
I know totally what you mean.  Fortunately, I started researching it stubbornly and found that it's actually a lot simpler than I was thinking.  (Unless I think I understand it and I don't!)  No horridly complex formulae necessary -- at least most values.  Just use the stress values straight off the SS diagrams, converted to KPa.  (Shear and torsion do seem horridly complex, though,  and I have no grasp on them at all -- but Urist Da Vinci's clarification about metals having the same characteristics for all stress types at least eliminates that confusion for metals, again if I understood correctly.)

The biggest mystery for me was the weird STRAIN_AT_YIELD value, for which the wiki and most everything else I was finding on the forums was pretty cryptic and unhelpful.  Turns out it's extremely simple and straightforward how Toady rendered it -- just a direct rendering of the percentage strain such that: 1% = 1000, 0.3% = 300, etc.

I tested my understanding of Young's modulus and strain at yield as Toady is using them by recalculating iron's strain at yield from the YM that Toady listed, and got the same number he did, so I did a little dance of joy.  Baby steps, baby steps.

Quote
I vaguely recall charts like that one, and think that the point where it becomes permantely deformed is the part where the line stops going steeper and starts to flatten off (in the rhino skin case around 12MPa I guess?), and that the point where line stops is where the material also stopped and went snap. Which means you cant realy get much useful information out of that chart for cat skin and tendons, beyond which is more or less elastic.

Yep, that's the normal rule as I understand it as well.  BUT THEN!  Just when you thought it was safe to enter the water!  You get a new complexity with collagen-based organics (most of them) -- "viscoelasticity."

Basically it means that with viscoelastics there's an additional stage of semiplastic elasticity inbetween simple elastic deformation and full-on damaging plastic deformation, where the collagen fibers straighten out and reorient themselves and sort of rapidly creep, but in a recoverable way.  Meaning that in an hour or two they'll regain their original shape, though there will be micro-level damage.

It's really cool, actually.  Nature is amazing.

But anyway, this means, if I understand it correctly (reasonably level of confidence) there are essentially two yield points with stretchy organics.  One that is a yield-to-viscoelastic-deformation point, where simple elasticity ends and we go into this plasticity that isn't permanently damaging but will take a while to recover, and then the yield point we are familiar with from inorganic materials -- the yield-to-beginning-of-failure point where we get tearing, necking, etc. onto fracture/failure.

What this means in DF terms, I'm not completely sure (and now mentioned, I am in need of advice on that too), but it does imply that it might be functionally inaccurate to use the yield-to-viscoelastic-deformation point as our Yield for stretchy organics.  I'm very spotty on this, but if I understand correctly (low confidence here), if we use that earlier yield point, we'll get materials that look to DF like they're not stretchy at all, because the STRAIN_AT_YIELD values will be super low, like 1-2% as opposed to the 30-50% that skin does stretch before failure.  (Skin elastin really only gives very little macro-level skin elasticity.)

So I do strongly suspect that the implication of that is that we should be using the higher yield-to-beginning-of-failure point.  But most sources don't seem to look at that.  (A lot of them are cosmetic surgery ones where the big concern is the earlier viscoelastic yield point, or studies with live subjects where for obvious reasons they couldn't strain to failure.)  Thus, my question.

As a side note, apparently even hair, which is keratin, not collagen, does this too, albeit with a different mechanism -- if you stretch it out into its the early part of its plasticity slope, it stretches plastically (i.e., gets damaged), but then if'n you put it in water, it will recover (wholly or partially, not sure -- I didn't care to read scientific papers on hairstyling any further on the point, bleah).

Quote
I should also mention I dont think DF tendons even use the material properties in case you were trying to collect that data as well.
I'm doing everything else, so, since the data shows up incidentally as I look up other things, I thought I might as well keep it and throw it in.   :D
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Grimlocke

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Re: Material science and biomechanical questions
« Reply #12 on: December 19, 2012, 05:41:20 pm »

Quote
Hehe, that sounded so wrong.  Er, I mean grateful to an obscene degree, not, um, grateful in an obscene way!   :P

Haha ah yes that makes more sense doesnt it.

Anyhow, neat! Never knew most of this stuff. If that viscoelasticity part also count for muscle it may actualy change gameplay to be a bit less bone-breakey.

This also means I have been making realy weird materials.

The most important remaining question would now be, how does factor into gameplay? I know armor and weapon calculations use shear for edged attacks, impact for blunt attacks and supposedly one of the elasticity numbers to deminish blunt attacks. That last one shows pretty strongly in bodyparts made entirely of non-elastic material, horns shattering from being scratches and all that. Also the armorman creature I made shows that elastic tissues add a lot of protection against blunt attacks (Went from being mauled by cat, to being utterly impervious to anything smaller than a rampaging pack of elephants)
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Urist Da Vinci

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Re: Material science and biomechanical questions
« Reply #13 on: December 19, 2012, 10:07:44 pm »

...
I know totally what you mean.  Fortunately, I started researching it stubbornly and found that it's actually a lot simpler than I was thinking.  (Unless I think I understand it and I don't!)  No horridly complex formulae necessary -- at least most values.  Just use the stress values straight off the SS diagrams, converted to KPa.  (Shear and torsion do seem horridly complex, though,  and I have no grasp on them at all -- but Urist Da Vinci's clarification about metals having the same characteristics for all stress types at least eliminates that confusion for metals, again if I understood correctly.)
...

IRL there is only one yield stress and one ultimate tensile stress (often abbreviated "tensile" or "ultimate") for a given metal, such as mild steel. I seem to use 44W in a lot of designs: http://www.chapelsteel.com/csa-g4021-44w.html

What we do is use the yield strength of the material in "horridly complex formulae" to calculate the stress at a location. We can even convert between tensile, compressive, and shear stresses.

Toady has apparently chosen instead to use simple calculations and to split up the material strength by loading type. This is probably better for the game, as it saves FPS, and the hyper-realism wouldn't add value.

Zucchini

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Re: Material science and biomechanical questions
« Reply #14 on: December 31, 2012, 05:12:24 pm »

Alright, well, winter break just about over, and back to the grindstone.

Thanks for the info, Urist on metals and such.  I only wish the organics were relatively straightfoward like that!

As for the viscoelastics, I think I'm probably asking these questions in the wrong subforum, given that they're a few steps prior to modding anyway, and there are probably biology/engineering-minded types who don't check the modding subforum who might be able to answer.

I'll repost this question (and probably later questions) in the...  general discussion? thread.
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