Terrain Type
What are Terrain types
Terrain types are definitions of how the ground behaves. Oftentimes, the (sub)soil consists of a mixture of various types of material. Each individual material can be considered a type of terrain, the combination of materials can be considered a type of terrain as well.
Terrain Types in the Tygron Platform
Terrain Types are abstract definitions of the properties of the ground. Every Terrain Type is either a surface Terrain Type or an underground Terrain Type. Each Terrain Type has a series of Attributes defining its exact properties and behavior, both for functionalities such as the generation of the default elevation model, as well as for calculation models ranging from the Average Overlay to the Water Overlay.
Terrain Types form an integral part of Terrains, defining their properties, effecting specific data spatially in the 3D World. Each Terrain has exactly 1 associated Terrain Type.
Surface
Surface Terrain Types represent the soil as as it lies on the very top of the Terrain. It is often a single layer such as Grassland, Concrete, or a Waterway. In most cases, the surface Terrain Type also affects the visualization of the 3D World. [[Water (Terrain Attribute}|Water]] is most obvious, as water will be drawn on top of the existing Terrain. However, all Terrain Types have a set texture which will be shown in any location where the Terrain is changed for a different Terrain Typpe. (Otherwise the default satellite map will be visible.)
The following Terrain Types exist for the surface:
EN | NL | Description |
---|---|---|
Breakwater | Golfbreker | A construction designed to protect the coastline from wave action. |
Concrete | Beton | Commonly found in urban and industrial areas. |
Dunes | Duinen | A naturally occurring landscape feature forming the division between the beach and the hinterland. |
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. |
Levee | Dijk | A construction usually built between a water body and low-lying land (polder) offering protection from flooding. |
Sand | Zand | Area largely consisting of sandy sediment. |
Sea | Zee | Water that is part of a sea or ocean. |
Waterbody | Watervlakte | A water body which is often not part of a 'managed' water system. |
Waterway | Waterloop | A waterway which is often part of a 'managed' water system |
Each surface Terrain Type contains the following attributes: Template:Terrain attributes table start
BUILDABLE boolean Both Whether it is permitted to place Buildings here GROUND_INFILTRATION_MD m/day Surface 0 to 10 The speed at which water can flow vertically from the surface to the unsaturated zone. GROUND_INFILTRATION_MD m/day Ground 0 to 10 The speed at which water can flow vertically from the surface to the unsaturated zone. HEAT_EFFECT °C Surface Measure of impact on the Heat Overlay LIVABILITY_EFFECT Surface Measure of impact on the Livability Overlay. Polder water (Terrain Attribute) Safety (Terrain Attribute) TERRAIN_MIX Surface TEXTURE TYPE Integer Surface 0 to 2 Value used to select the terrain blend color. WATER nominal Surface Whether this Terrain Type represents a form of water (and what type). WATER_DEPTH_M m Surface The default depth of this water Terrain Type, relative to the surrounding elevation. WATER_EVAPORATION_FACTOR factor Surface How fast this terrain can evaporate water from the ground. The weather's evaporation speed is multiplied by this factor to determine the rate of evaporation. WATER_MANNING s/(m1/3) Surface The Gauckler–Manning coefficient of the terrain, which is a measure of surface roughness. Used in the surface flow computation of the Water Overlay. Template:Table end
Underground
Underground Terrain Types represent the subsoil; everything beneath the surface. The underground Terrain Type is still considered present as much as the surface Terrain Type in the same location, but is not visualized directly in the 3D world. The layout of the underground can be seen using the Underground Overlay.
The following Terrain Types exist for the undergroud:
EN | NL | Description |
---|---|---|
Gravel | Grind | |
Clay | Klei | |
Chalk | Krijt | |
Loam | Leem | |
Loess | Löss | |
Unknown | Onbekend | Default, if no subsurface data is available. |
Silt | Silt | |
Peat | Veen | |
Sand | Zand | |
Marine clay | Zeeklei |
Each underground Terrain Type contains the following attributes: Template:Terrain attributes table start
ANGLE_OF_REPOSE angle (0-90°) Ground 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 boolean Both Whether it is permitted to place Buildings here GROUND_INFILTRATION_MD m/day Surface 0 to 10 The speed at which water can flow vertically from the surface to the unsaturated zone. GROUND_INFILTRATION_MD m/day Ground 0 to 10 The speed at which water can flow vertically from the surface to the unsaturated zone. PEAT_FRACTION fraction Underground The fraction of the subsurface which will be considered to be peat by the Subsidence Overlay. TOPLAYER_THICKNESS m Ground The depth of the clay soil layer, as considered by the Subsidence Overlay. WATER_STORAGE_PERCENTAGE fraction (m3/m3) Ground The percentage (as a fraction) of the ground layer volume which can be filled with water. A lower percentage means the ground layer will be able to store less water, and the saturated zone will rise higher with the same amount of water in the ground layer. Template:Table end