Hi Cubiteers, not a tricky one I think, tedious but not tricky. I’ve got a geometry which I want to chop up into bits which make sense for a thermal hydraulic problem, the geometry looks something like below;
Annoyingly, the human eye can see where all these curves meet straight edges and make decomposition easy. My terrible caffine induced jitters aside, is there some exisiting infrastructure which will make quick work of splitting like below?
         
        
          
        
           
           
           
         
         
            
            
          
       
      
        
        
          Have you already tried to use the Sheet Extended From Surface webcut?
#!cubit
reset
create cylinder radius 1 height 0.1
create brick x 2 y 0.2 z 0.1
create brick x 2 y 0.2 z 0.1
create brick x 2 y 0.2 z 0.1
move vol 2 3 4 x 1.5
move vol 2 y 0.5
move vol 4 y -0.5
unite vol all
compress
Volume 1 copy rotate 90 about z
Volume 1 copy rotate 180 about z
Volume 1 copy rotate 270 about z
move vol 2 x 3
move vol 3 x 3 y 3
move vol 4  y 3
unite vol all
compress
webcut volume 1 with sheet extended from surface 25  preview 
webcut volume 1 with sheet extended from surface 25 
         
        
        
           
           
           
         
         
            
            
          
       
      
        
        
          Another approach could be to split the surface across vertices.
And use the surface for a sweep.

#!cubit
reset
create cylinder radius 1 height 0.1
create brick x 2 y 0.2 z 0.1
create brick x 2 y 0.2 z 0.1
create brick x 2 y 0.2 z 0.1
move vol 2 3 4 x 1.5
move vol 2 y 0.5
move vol 4 y -0.5
unite vol all
compress
Volume 1 copy rotate 90 about z
Volume 1 copy rotate 180 about z
Volume 1 copy rotate 270 about z
move vol 2 x 3
move vol 3 x 3 y 3
move vol 4  y 3
unite vol all
compress
split surface 36  across vertex 3 2  
split surface 36  across vertex 6 7
split surface 36  across vertex 5 8
split surface 36  across vertex  61 70
split surface 36  across vertex  63 68
split surface 36  across vertex  49 66
webcut volume 1  sweep surface 52  perpendicular inward through_all preview 
webcut volume 1  sweep surface 52  perpendicular inward through_all