Terrain: Difference between revisions

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{{being_updated}}
{{learned|what is terrain|what are Terrains in the {{Software}}|how Terrain and elevation differ as data}}
[[File:QA wanner terrain building wiki3.jpg| link=https://www.tygron.com/nl/2020/04/17/wanneer-is-iets-een-terrain-in-tygron-en-wanneer-juist-een-building-en-waarom/]]<br>(In Dutch)
==What is terrain==
Terrain is the description of the composition of the ground, both near the surface as well as deeper below.


{{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}}
==How is Terrain implemented in the {{software}}==
The Terrain in the [[Project]] is defined through polygons indicating the [[Terrain Type|type of Terrain]] present in any location. The Terrain data consists of two layers, a surface layer (above-ground) and a sub-surface layer (underground). For any given location on either layer, only one [[Terrain Type]] can be present. In other words every location has exactly one surface layer [[Terrain Type]] and one subsurface layer [[Terrain Type]].


[[File:QA wanner terrain building wiki3.jpg| link=https://www.tygron.com/nl/2020/04/17/wanneer-is-iets-een-terrain-in-tygron-en-wanneer-juist-een-building-en-waarom/]]
===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.


(In Dutch)
===Terrain elevation===
{{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 supressed.


==What is meant by Terrain?==
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}} uses the term ''terrain'' to describe the composition of the surface, subsurface and their elevation in a project. This does not include any features built upon it, which are known as [[construction]]s.
{{editor location|terrains}}


==Surface==
==Notes==
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.
When creating a new project, the default Terrains and their [[Terrain Type]]s are based on data from the [[Project_Sources#BRO|BRO]].


{| class="wikitable"
==See also==
! EN
* [[Terrain Type]]
! NL
* [[Elevation model]]
! Description
* [[Underground (Overlay)]]
|-
|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:
==How-to's==
{{terrain attributes table start}}
* [[How to manually change the Terrain]]
{{:buildable (Terrain Attribute)}}
{{:ground infiltration md (Terrain Attribute)}}
{{:heat effect (Terrain Attribute)}}
{{:livability effect (Terrain Attribute)}}
{{:polder water (Terrain Attribute)}}
{{:safety (Terrain Attribute)}}
{{:terrain mix (Terrain Attribute)}}
{{:texture type (Terrain Attribute)}}
{{:water (Terrain Attribute)}}
{{:water depth m (Terrain Attribute)}}
{{:water evaporation factor (Terrain Attribute)}}
{{:water manning (Terrain Attribute)}}
{{table end}}
 
==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:
{{terrain attributes table start}}
{{:angle of repose (Terrain Attribute)}}
{{:buildable (Terrain Attribute)}}
{{:ground infiltration md (Terrain Attribute)}}
{{:peat fraction (Terrain Attribute)}}
{{:toplayer thickness (Terrain Attribute)}}
{{:water storage percentage (Terrain Attribute)}}
{{table end}}
 
==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.


{{Template:Editor current situation nav}}
{{Template:Editor current situation nav}}

Revision as of 14:37, 17 June 2020

Template:Learned QA wanner terrain building wiki3.jpg
(In Dutch)

What is terrain

Terrain is the description of the composition of the ground, both near the surface as well as deeper below.

How is Terrain implemented in the Tygron Platform

The Terrain in the Project is defined through polygons indicating the type of Terrain present in any location. The Terrain data consists of two layers, a surface layer (above-ground) and a sub-surface layer (underground). For any given location on either layer, only one Terrain Type can be present. In other words every location has exactly one surface layer Terrain Type and one subsurface layer Terrain Type.

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 supressed.

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, the default Terrains and their Terrain Types are based on data from the BRO.

See also

How-to's