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| | [[File:Api_current_situation_geography.png|thumb|right|400px|[[Terrain]]s in relation to [[Terrain Type]]s and [[Height sector]]s.]] |
| | The composition of the surface (above-ground) and sub-surface (underground) in the [[Project]] is defined using Terrains. A Terrain has a polygons indicating its boundaries and a [[Terrain Type]] indicating its type. For every location in the project, two terrains will be present: one [[layer|surface layer]] Terrain and one [[layer|underground]] Terrain. |
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| {{learned|the meaning of terrain in the {{software}}|about the relationship between land and terrain in the {{software}}|which terrain types are present in the {{software}}|how to edit the land of a selected area}} | | ===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. |
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| ==What is meant by Terrain?== | | ===Terrain elevation=== |
| The {{software}} uses the term ''terrain'' to describe the composition of the surface, subsurface and their elevation in a project. This does not include anything built upon it, which falls under the term ''buildings''. Within the Editor the terrain in a project can be accessed from the ribbon tab Current Situation → Terrain.
| | {{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 suppressed. |
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| ==Surface==
| | 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}} 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.
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| {| class="wikitable" | | {{article end |
| ! EN
| | |notes=* When creating a new project in the Netherlands, the default Terrains and their [[Terrain Type]]s are based on data from the [[Project_Sources#BRO|BRO]]. |
| ! NL
| | * Terrains are never edited directly. Instead, users draw or import geometries for alternative Terrain Types. |
| ! Description
| | |howtos=* [[How to manually change the Terrain]] |
| |-
| | * [[How to import a GeoJSON of waterways]] |
| |Concrete
| | * [[How to import a GeoTIFF of waterway depths]] |
| |Beton
| | |seealso=* [[Terrain Type]] |
| |Commonly found in urban and industrial areas.
| | * [[Terrain Attributes]] |
| |-
| | * [[Elevation model]] |
| |River water
| | * [[Height map]] |
| |Boezemwater
| | * [[Underground Overlay]] |
| |Larger water body, navigable for (small) boats.
| | }} |
| |-
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| |Dike / Levee
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| |Dijk
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| |A construction usually built between a water body and low-lying land (polder) offering protection from flooding.
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| |-
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| |Dunes
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| |Duinen
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| |A naturally occurring landscape feature forming the division between the beach and the hinterland.
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| |- | |
| |Breakwater
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| |Golfbreker
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| |A construction designed to protect the coastline from wave action.
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| |-
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| |Grassland
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| |Grasland
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| |Area dominated by grass vegetation.
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| |-
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| |Open land
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| |Open land
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| |The default terrain type for land surface. If an empty world is generated, this type will cover the entire map.
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| |- | |
| |Water
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| |Water
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| |Small water body | |
| |-
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| |Sand
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| |Zand
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| |Area largely consisting of sandy sediment.
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| |}
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| Each surface terrain type contains the following attributes:
| | {{Template:Editor current situation nav}} |
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| {| class="wikitable"
| | [[Category:Items]][[Category:Terrain]] |
| ! Attribute
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| ! Unit
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| ! Description
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| |-
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| |BUILDABLE
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| |Indication whether a terrain can be built upon or not.
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| |-
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| |GROUND_INFILTRATION_MD
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| |m/day
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| |Infiltration capacity of the surface soil into the subsoil. This attribute is used in calculations of the [[Rainfall_(Overlay)|Rainfall Overlay]].
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| |-
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| |HEAT_EFFECT
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| |°C
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| |Measure of impact on the [[Heat_(Overlay)|heat stress overlay]].
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| |-
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| |LIVABILITY_EFFECT
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| |Measure of impact on the [[Livability_(Overlay)|livability overlay]].
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| |-
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| |POLDER_WATER
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| |-
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| |SAFETY
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| |-
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| |TERRAIN_MIX
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| |-
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| |TEXTURE_TYPE
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| |-
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| |WATER
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| |Whether this is a water-type terrain. This means constructions that can only be built on land cannot be built on this terrain. In addition, it also counts as a water terrain for overlay calculations. 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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| |-
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| |WATER_DEPTH_M
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| |m
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| |When the [[Wizard|new project wizard]] creates a new project, and this is water-type terrain, this is the maximum depth of that water body.
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| |-
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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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| |-
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| |WATER_MANNING
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| |s/[m<sup>1/3</sup>]
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| |Roughness of the surface, used in the surface flow computation of the [[Rainfall_(Overlay)|Rainfall Overlay]].
| |
| |}
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| ==Subsurface==
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| In the {{software}} there are different subsurface types available. Subsurface terrain data is acquired from [[GEO_Data|FGR]]. Note: as of Tygron Platform 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.
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| {| class="wikitable"
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| ! EN
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| ! NL
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| ! Description
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| |-
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| |Gravel
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| |Grind
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| |Terrain with a gravel underground layer
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| |-
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| |Clay
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| |Klei
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| |Terrain with a clay underground layer
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| |-
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| |Chalk
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| |Krijt
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| |Terrain with a chalk underground layer
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| |-
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| |Loam
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| |Leem
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| |Terrain with a loam underground layer
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| |-
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| |Loess
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| |Löss
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| |Terrain with a loess underground layer
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| |-
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| |Unknown
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| |Onbekend
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| |Default underground if no data is available for your project
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| |-
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| |Silt
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| |Silt
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| |Terrain with a silt underground layer
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| |-
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| |Peat
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| |Veen
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| |Terrain with a peat underground layer
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| |-
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| |Sand
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| |Zand
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| |Terrain with a sand underground layer
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| |-
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| |Marine clay
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| |Zeeklei
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| |Terrain with a marine clay underground layer
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| |}
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| Each underground terrain type has the following attributes:
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| {| class="wikitable"
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| ! Attribute
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| ! Unit
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| ! Description
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| |-
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| |ANGLE_OF_REPOSE
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| |Degrees
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| |When the [[Wizard|new project wizard]] creates a new project, and this is water-type terrain, this is the maximum steepness of the sloop at the edges of the water (taludhoek).
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| |-
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| |BUILDABLE
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| |Attribute that determines if a Construction can be built there (0=no, 1=yes)
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| |-
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| |GROUND_INFILTRATION_MD
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| |meter per day
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| |Limitation in capacity of ground infiltration from the surface into the sub-soil, used in the [[Rainfall_(Overlay)|Rainfall Overlay]]
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| |-
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| |PEAT_FRACTION
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| |-
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| |TOPLAYER_THICKNESS
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| |-
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| |WATER_STORAGE_PERCENTAGE
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| |Volume of water that can be stored per volume of soil, usually expressed as the saturated minus residual water content properties of soil
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| |}
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| ==Elevation==
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| 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|terrain height page]]
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