Terrain: Difference between revisions

From Tygron Preview Support Wiki
Jump to navigation Jump to search
Line 71: Line 71:
|
|
|Impact of terrain on the [[Livability_(Overlay)|livability overlay]]
|Impact of terrain on the [[Livability_(Overlay)|livability overlay]]
|-
|POLDER_WATER
|
|
|-
|SAFETY
|
|
|-
|TERRAIN_MIX
|
|
|-
|TEXTURE_TYPE
|
|
|-
|WATER
|
|If 1, cells of this type will average the waterlevel, if 0, surface flow will be computed (see [[Rainfall_(Overlay)|Rainfall Overlay]])
|-
|WATER_EVAPORATION_FACTOR
|
|Factor by which the reference evaporation (see [[Rainfall_(Overlay)|Rainfall Overlay]]) is multiplied
|-
|WATER_MANNING
|s/[m<sub>1/3</sub>]
|
|}
|}



Revision as of 12:11, 13 August 2018

Template:Learned

What is terrain?

Terrain in the tygron engine, describes the surface and sub-surface (underground) and elevation of your project. Terrain excludes everything which is build-up on the terrain, which is described in buildings. Terrain can be editted via GEO DATA -> Terrain.

Surface

In the Tygron Engine there are different terrain types are available. Each land type has different predefined attributes that affect indicators and overlays such as green, livability and the rainfall flooding. All types are described in the table below.

EN NL Description
Concrete Beton This land type can mostly be found in urban and industrial areas
River Water Boezemwater Larger water bodies, navigable for (small) boats
Dike Dijk Dike is a land type that usually lays between water and constructions, or other areas which need to be protected. Dikes are constructed phenomenon, offering protection from floods and high tides
Dunes Duinen Dunes is a land type that usually lays between the beach and the rest of the land mass. Dunes are a natural phenomenon, a row of wind shaped sandy hills, protecting the inland from floods and high tides. Sometimes, due to erosion, dunes also occur inland and can eventually develop into a large arid region - the Sahara sand dunes.
Dike Breakwater Breakwater is land type designated to protect the actual coast line from waves, floods and tidal erosion.
Grasland Grassland All that is grass
Open land Open land This is the default land type for land in the Tygron Engine. If an empty world is generated, all land will have this land type
Water Water Small water bodies
Sand Zand All that is sand

Every surface terrain-type has the following attributes

Attribute Unit Description
BUILDABLE Indication if a terrain can be build-uppon or not.
GROUND_INFILTRATION_MD meter per day Limitation in capacity of ground infiltration from the surface into the sub-soil, used in the Rainfall Overlay
HEAT_EFFECT degrees celsius Impact of terrain on the heat stress overlay
LIVABILITY_EFFECT Impact of terrain on the livability overlay
POLDER_WATER
SAFETY
TERRAIN_MIX
TEXTURE_TYPE
WATER If 1, cells of this type will average the waterlevel, if 0, surface flow will be computed (see Rainfall Overlay)
WATER_EVAPORATION_FACTOR Factor by which the reference evaporation (see Rainfall Overlay) is multiplied
WATER_MANNING s/[m1/3]

Underground

In the Tygron Engine there are different underground types available. Each land type has different predefined attributes that affect rainfall flooding.

EN NL Description
Klei Clay terrain with a clay underground layer
Löss Loess terrain with a loess underground layer
Unknown Onbekend default underground if no data is available for your project
Veen Peat terrain with a peat underground layer
Sand Zand terrain with a sand underground layer
Marine clay Zeeklei terrain with a marine clay underground layer

Elevation

In the terrain menu, the user can change the elevation-model in the project or import/select an elevation model Geotiff. More info on elevation can be found on the terrain height page