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{{being_updated}}
[[File:Api_current_situation_geography.png|thumb|right|400px|[[Terrain]]s in relation to [[Terrain Type]]s and [[Height sector]]s.]]
The composition of the surface (above-ground) and sub-surface (underground) in the [[Project]] is defined using Terrains. A Terrain has a polygons indicating its boundaries and a [[Terrain Type]] indicating its type. For every location in the project, two terrains will be present: one [[layer|surface layer]] Terrain and one [[layer|underground]] Terrain.


{{learned|how the {{software}} treats terrain|which terrain types are present in the {{software}}|about the meaning of the different terrain attributes|where to find and how edit terrains in a project}}
===Terrain Type===
{{main|Terrain Type}}
The Terrain polygons each have an associated [[Terrain Type]], which holds the actual data of what the Terrain polygon represents. Only the [[Terrain Type]] holds any [[Attribute]]s to define the Terrain's behavior.


==What is meant by Terrain?==
===Terrain elevation===
The {{software}} uses the term ''terrain'' to describe the composition of the surface, subsurface and their elevation in a project. This does not include anything built upon it, which falls under the term ''buildings''. Within the Editor the terrain in a project can be accessed from the ribbon tab Current Situation → Terrain.
{{main|Elevation model}}
Although conceptually related, the [[elevation model|height of the Terrain]] is explicitly not part of the Terrain itself or of the [[Terrain Type]]s. Instead, based on the presence or selection of specific [[Terrain Type]]s, modifications to the [[elevation model]] are made. For example, replacing a terrain with a type of [[water (Terrain Attribute)|water]] will cause a change for the [[elevation model]], but that change can be suppressed.


==Surface==
Terrains define what [[Terrain Type]] is present for any given location, and thus how the ground behaves. The [[elevation model]] defines the height of the ground for any given location.
The {{software}} differentiates between various types of terrain. Each terrain type has its own predefined attributes that may have an effect on various [[indicators]] and [[Overlay|overlays]], such as [[Green (Indicator)|green]], [[Livability (Indicator)|livability]] and [[Rainfall_(Overlay)|rainfall flooding]]. A description of all available terrain types is listed in the table below.


{| class="wikitable"
{{article end
! EN
|notes=* When creating a new project in the Netherlands, the default Terrains and their [[Terrain Type]]s are based on data from the [[Project_Sources#BRO|BRO]].
! NL
* Terrains are never edited directly. Instead, users draw or import geometries for alternative Terrain Types.
! Description
|howtos=* [[How to manually change the Terrain]]
|-
* [[How to import a GeoJSON of waterways]]
|Concrete
* [[How to import a GeoTIFF of waterway depths]]
|Beton
|seealso=* [[Terrain Type]]
|Commonly found in urban and industrial areas.
* [[Terrain Attributes]]
|-
* [[Elevation model]]
|River water
* [[Height map]]
|Boezemwater
* [[Underground Overlay]]
|Larger water body, navigable for (small) boats.
}}
|-
|Levee
|Dijk
|A construction usually built between a water body and low-lying land (polder) offering protection from flooding.
|-
|Dunes
|Duinen
|A naturally occurring landscape feature forming the division between the beach and the hinterland.
|-
|Breakwater
|Golfbreker
|A construction designed to protect the coastline from wave action.
|-
|Grassland
|Grasland
|Area dominated by grass vegetation.
|-
|Open land
|Open land
|The default terrain type for land surface. If an empty world is generated, this type will cover the entire map.
|-
|Water
|Water
|Small water body
|-
|Sand
|Zand
|Area largely consisting of sandy sediment.
|}


Each surface terrain type contains the following attributes:
{{Template:Editor current situation nav}}


{| class="wikitable"
[[Category:Items]][[Category:Terrain]]
! Attribute
! Unit
! Description
|-
|BUILDABLE
|
|Indication whether a terrain can be built upon or not.
|-
|GROUND_INFILTRATION_MD
|m/d
|Infiltration capacity of the surface soil into the subsoil. This attribute is used in calculations of the [[Rainfall_(Overlay)|Rainfall Overlay]].
|-
|HEAT_EFFECT
|°C
|Measure of impact on the [[Heat_(Overlay)|heat stress overlay]].
|-
|LIVABILITY_EFFECT
|
|Measure of impact on the [[Livability_(Overlay)|livability overlay]].
|-
|POLDER_WATER
|
|
|-
|SAFETY
|
|
|-
|TERRAIN_MIX
|
|
|-
|TEXTURE_TYPE
|
|
|-
|WATER
|
|Many constructions can only be built upon land, hence cannot occur on this terrain type. Water terrains play an important part in the calculations by the [[Water_Module|Water Module]].
|-
|WATER_DEPTH_M
|m
|Whenever a new project is created by going through the [[Wizard|new project wizard]], the water terrains will have a value for the maximum depth. Respectively ''water: 2m'' and ''River water: 3m''.
|-
|WATER_EVAPORATION_FACTOR
|
|Multiplication factor of the reference evaporation (see [[Rainfall_(Overlay)|Rainfall Overlay]]).
|-
|WATER_MANNING
|s/m<sup>1/3</sup>
|Measure of surface roughness, used in the surface flow computation of the [[Water_Module|Water Module]].
|}
 
==Subsurface==
The {{Software}} differentiates between various types of subsurface terrain types. Subsurface terrain data was originally acquired from [[GEO_Data|FGR]], however, as of version 2019.0.0 this has become [[GEO_Data|BRO]]. The [[Underground_(Overlay)|Subsurface Overlay]] shows the different soil types composing the subsurface, each having distinctive predefined attributes.<!-- that affect the [[Water_Overlays|Water Overlays]].--> The table below shows a division into the different terrain categories, which, in turn, have their own subdivisions into multiple subsurface soil types.
 
{| class="wikitable"
! EN
! NL
! Description
|-
|Gravel
|Grind
|
|-
|Clay
|Klei
|
|-
|Chalk <!--Suggestion: Lime or calcareous soil-->
|Krijt <!--Suggestie: Kalk-->
|
|-
|Loam
|Leem
|
|-
|Loess
|Löss
|
|-
|Unknown
|Onbekend
|Default, if no subsurface data is available.
|-
|Silt
|Silt
|
|-
|Peat
|Veen
|
|-
|Sand
|Zand
|
|-
|Marine clay
|Zeeklei
|
|}
 
 
Each subsurface terrain type contains the following attributes:
 
{| class="wikitable"
! Attribute
! Unit
! Description
|-
|ANGLE_OF_REPOSE
|The different subsurface types each attain a value for the maximum slope (Dutch: talud). This value is used for creating the water edge steepness and indirect for the water depth.
|-
|BUILDABLE
|
|Attribute determining whether or not the subsurface tolerates the construction of new buildings (0 = no, 1 = yes).
|-
|GROUND_INFILTRATION_MD
|m/d
|Infiltration capacity of the surface soil into the subsoil. This attribute is used in calculations of the [[Rainfall_(Overlay)|Rainfall Overlay]].
|-
|PEAT_FRACTION
|
|
|-
|TOPLAYER_THICKNESS
|
|
|-
|WATER_STORAGE_PERCENTAGE <!--It is actually a fraction, not a percentage-->
|
|Fraction of the volume of water that can be stored per volume of soil, usually expressed as the saturated minus residual water-content properties of the soil.
|}
 
==Elevation==
From the Terrain tab, the user can choose to manually change the current surface elevation model in the project, or to import one in the form of a GeoTIFF file. More information regarding the elevation model can be found on the [[Terrain_height|terrain height]] page.

Latest revision as of 14:32, 29 February 2024

The composition of the surface (above-ground) and sub-surface (underground) in the Project is defined using Terrains. A Terrain has a polygons indicating its boundaries and a Terrain Type indicating its type. For every location in the project, two terrains will be present: one surface layer Terrain and one underground Terrain.

Terrain Type

Main article: Terrain Type

The Terrain polygons each have an associated Terrain Type, which holds the actual data of what the Terrain polygon represents. Only the Terrain Type holds any Attributes to define the Terrain's behavior.

Terrain elevation

Main article: Elevation model

Although conceptually related, the height of the Terrain is explicitly not part of the Terrain itself or of the Terrain Types. Instead, based on the presence or selection of specific Terrain Types, modifications to the elevation model are made. For example, replacing a terrain with a type of water will cause a change for the elevation model, but that change can be suppressed.

Terrains define what Terrain Type is present for any given location, and thus how the ground behaves. The elevation model defines the height of the ground for any given location.

Notes

  • When creating a new project in the Netherlands, the default Terrains and their Terrain Types are based on data from the BRO.
  • Terrains are never edited directly. Instead, users draw or import geometries for alternative Terrain Types.

How-to's

See also