Result type (Water Overlay)
Each result type represents an aspect of the calculated water simulation, and is accompanied by its own legend. As can be seen in the list below, many result types are supported. The water module can record more than one result type. However, since not all result types can be stored at the same time, only the selected ones are recorded. These results will be stored in individual overlays.
There is always one general Water Overlay. The configuration for the calculation is only defined in this overlay, which makes it easier to verify and configure the used simulation parameters. Result child overlays can be added to this Water Overlay to store additional result types. The advantage of using result child overlays are that for any given water overlay, the calculation of the overlay only occurs once, rather than multiple times equal to the amount of desired result types.
It is currently only possible to add result child overlays via the configuration wizard, in the step regarding output overlays.
Changing a result type
When the result type of the Water Overlay or any of its children, is changed, the legend is updated automatically. However, the data for this new result type must still be calculated. This may result in the visual output of the overlay changing, because the unchanged data is displayed with a new legend. When changing the result types, it is recommended to force a recalculation of the overlay before inspecting the results.
List of Result Types
|WATER_STRESS||m (mm)¹||Maximum||The amount of water on the surface, similar to SURFACE_MAX_VALUE. Ignores water on water terrains unless it exceeds ALLOWED_WATER_INCREASE_M.|
|SURFACE_LAST_DIRECTION||geo angle (0-360°)||Last||The direction in which water is flowing across the surface.|
|SURFACE_AVG_DIRECTION||geo angle (0-360°)||Average||The direction in which water is flowing across the surface.|
|SURFACE_DURATION||s (min)¹||Total||The amount of time the water depth on the surface exceeds SHOW_DURATION_FLOOD_LEVEL_M.|
|SURFACE_ELEVATION||m + datum||Start||The rasterized version of the terrain height for use in the water overlay's calculations.|
|SURFACE_FLOW||m³/m²||Total||The amount of water which has flowed through a given location.|
|SURFACE_LAST_DATUM||m + datum||Last||The water level on the surface, relative to datum.|
|SURFACE_LAST_SPEED||m/s||Last||The (horizontal) speed of water flow.|
|SURFACE_LAST_VALUE||m (mm)¹||Last||The amount of water on the surface.|
|SURFACE_MAX_SPEED||m/s||Maximum||The (horizontal) speed of water flow.|
|SURFACE_MAX_VALUE||m (mm)¹||Maximum||The amount of water on the surface.|
|BUILDING_LAST_STORAGE||m (mm)¹||Last||The amount of water caught in building storage.|
|FLOOD_ARRIVAL_TIME||s||Total||The time it takes for the specific grid cell to be flooded.|
|FLOOD_RISE_RATE||m/hour||Total||The rate at which the water rose, counted from the start the water arrived to the moment it reached the flood threshold.|
|LAST_RAIN||m (mm)¹||Last||The rain intensity at that point during the simulation.|
|RAIN||m (mm)¹||total||The total amount of rainfall up to that point in the simulation.|
|GROUND_LAST_STORAGE||m (mm)¹||Last||The (effective) amount of water in both the underground unsaturated and saturated zone.|
|GROUND_LAST_VALUE||m (mm)¹||Last||The distance between the terrain surface and the groundwater level.|
|GROUND_LAST_DIRECTION||geo angle (0-360°)||Last||The direction in which ground water is flowing under the surface.|
|GROUND_FLOW||m³/m²||Total||The amount of water which has flowed underground through a given location.|
|GROUND_MAX_STORAGE||m (mm)¹||Maximum||The highest (effective) amount of water in both the underground unsaturated and saturated zone during the simulation.|
|GROUND_MAX_VALUE||m (mm)¹||Maximum||The distance between the terrain surface and the groundwater level.|
|GROUND WATERTABLE||m + datum||Last||The groundwater level, relative to datum.|
|GROUND_BOTTOM_FLOW||m||Last||The amount of water that has seeped into the underground, raising the groundwater table.|
|GROUND_LAST_UNSATURATED_STORAGE||m||Last||The fraction of the total water storage capacity of the unsaturated zone that is filled with water.|
|GROUND_LAST_UNSATURATED_STORAGE||m||Last||The amount of water in the unsaturated zone.|
|SEWER_LAST_VALUE||m (mm)¹||Last||The amount of water stored in the sewer.|
|SEWER_MAX_VALUE||m (mm)¹||Maximum||The amount of water stored in the sewer.|
|EVAPORATED||m (mm)¹||Total||The amount of water that has evaporated. The value is the sum of the quantities evaporated from the surface and the underground.|
|LAST_EVAPORATED||m (mm)¹||Last||The amount of water that is evaporating at this moment.|
|IMPACTED_BUILDINGS||Nominal||Maximum||Buildings impacted by excess water.|
|TRACER_A||x/m²||Last||The amount of tracer A present. The value is the sum of the quantities on the surface, and in the underground.|
|TRACER_B||x/m²||Last||The amount of tracer B present. The value is the sum of the quantities on the surface, and in the underground.|
|TRACER_C||x/m²||Last||The amount of tracer C present. The value is the sum of the quantities on the surface, and in the underground.|
|TRACER_D||x/m²||Last||The amount of tracer D present. The value is the sum of the quantities on the surface, and in the underground.|
|BASE_TYPES||Nominal||Start||Categorization of the individual cells based on how they are processed by the water model, displaying which cells are considered to be specific features.|
|DEBUG_UV||m/s||Last||The wave speed (u or v) of the 2D Saint-Venant system of either the x or y direction, depending on which one was the largest.|
|DEBUG_UV_DIRECTION||Last||The dominant direction (u or v) of the largest wave speed of the 2D Saint-Venant system.|
|DEBUG_AVG_AREAS||Nominal||Last||Shows each averaged surface water area, for insight into which waterways are or aren't connected and averaged together.|
|DEBUG_WATERWAYS||Nominal||Last||Shows recorded disturbances in waterways, for insight into issues with extended shoreline reconstruction.|
|SURFACE_DIFFERENCE||m (mm)¹||Last||The difference between the original water level and the water level of the last timeframe.|
|GPU_OVERVIEW||Nominal||Maximum||Shows which GPU calculated which part of the overlay.|
¹ the units between () are as displayed in the 3D client. If exported to GeoTiff the SI-convention is used: meters (m) and seconds (s).
Result types can differ in the kind of data they display, the layer (surface or underground) of which they display that information, and how that data is recorded. Different result types can monitor data in the following ways:
- Start: The data is determined at the start of the simulation and does not change afterwards.
- Last: The data is the latest value determined at the timestep the data is recorded. The values can increase and decrease between different timesteps. This mode is primarily used for monitoring progression.
- Average: The data is the average value based on previous values up until the timestep the data is recorded.
- Maximum: The data is the highest value determined up until the timestep the data is recorded. The values can only increase or stay the same, but will never decrease. This mode is primarily used to gain insight into impact; the most severe situation any point had to endure.
- Total: The result of a running tally, counting the relevant data up until the timestep the data is recorded. The value can only increase or stay the same, but will never decrease. This mode is primarily used to gain insight into quantities rather than duration.
- Although it is possible to duplicate the overlay, and set the copy of the overlay to a different result type, we strongly advice to use child overlays instead. Downsides of the duplication approach are:
- The simulation has to run in full multiple times, causing a severe increase in calculation time.
- When changes to the overlay's configuration have to be made those changes need to be made to all water overlays.
- Result child overlays do not recalculate if either they or their parent is set to inactive.
- If a calculation overlay is removed, all result child overlays of that overlay are removed as well. Separate overlays set as child overlays (such as input overlays) of the overlay will not be removed.
- Other types of Water overlay results.