Terrain: Difference between revisions
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|Impact of terrain on the [[Livability_(Overlay)|livability overlay]] | |Impact of terrain on the [[Livability_(Overlay)|livability overlay]] | ||
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|POLDER_WATER | |||
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|SAFETY | |||
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|TERRAIN_MIX | |||
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|TEXTURE_TYPE | |||
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|WATER | |||
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|If 1, cells of this type will average the waterlevel, if 0, surface flow will be computed (see [[Rainfall_(Overlay)|Rainfall Overlay]]) | |||
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|WATER_EVAPORATION_FACTOR | |||
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|Factor by which the reference evaporation (see [[Rainfall_(Overlay)|Rainfall Overlay]]) is multiplied | |||
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|WATER_MANNING | |||
|s/[m<sub>1/3</sub>] | |||
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Revision as of 12:11, 13 August 2018
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