Result type (Water Overlay): Difference between revisions

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|{{inlink|Last_resulttype|Last}}
|{{inlink|Last_resulttype|Last}}
|The amount of water which has flowed through a given location.
|The amount of water which has flowed through a given location.
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|[[File:overlay_icon_water_surface_last_datum.png|25px|center]]
|[[Surface_last_datum_result_type_(Water_Overlay)|SURFACE_LAST_DATUM]]
|m;
|{{inlink|Last_resulttype|Last}}
|The datum height of the water level on the surface.
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|[[File:overlay_icon_water_surface_last_speed.png|25px|center]]
|[[File:overlay_icon_water_surface_last_speed.png|25px|center]]

Revision as of 06:52, 10 September 2020

The Water Module of a Water Overlay performs complex calculations and multiple types of results can be provided.

Unique results

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.

Naturally, the results can be seen visually. They can also be inspected in more detail, and also exported.

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

Icon Result type Unit Display mode Description
Overlay icon water water stress.png
WATER_STRESS m (mm)¹ Maximum The amount of water on the surface, similar to SURFACE_MAX_VALUE. However, for water terrains, the water height must rise by at least ALLOWED_WATER_INCREASE_M. Otherwise, the reported value in those locations is 0.
Overlay icon water evaporated.png
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.
Overlay icon water surface direction.png
SURFACE_LAST_DIRECTION geo angle (0-360°) Last The last direction in which water is flowing across the surface.
Overlay icon water surface direction.png
SURFACE_AVG_DIRECTION geo angle (0-360°) Average The average direction in which water is flowing across the surface.
Overlay icon water surface duration.png
SURFACE_DURATION s (min)¹ Total The amount of time the water depth on the surface exceeds SHOW_DURATION_FLOOD_LEVEL_M.
Overlay icon water surface elevation.png
SURFACE_ELEVATION m + datum Start The rasterized version of the terrain height for use in the water overlay's calculations.
Overlay icon water surface flow.png
SURFACE_FLOW m³/m² Last The amount of water which has flowed through a given location.
Overlay icon water surface last datum.png
SURFACE_LAST_DATUM m; Last The datum height of the water level on the surface.
Overlay icon water surface last speed.png
SURFACE_LAST_SPEED m/s Last The (horizontal) speed of water flow.
Overlay icon water surface last value.png
SURFACE_LAST_VALUE m (mm)¹ Last The amount of water on the surface.
Overlay icon water surface max speed.png
SURFACE_MAX_SPEED m/s Maximum The (horizontal) speed of water flow.
Overlay icon water surface max value.png
SURFACE_MAX_VALUE m (mm)¹ Maximum The amount of water on the surface.
Overlay icon water building last storage.png
BUILDING_LAST_STORAGE m (mm)¹ Last The amount of water caught in building storage.
Overlay icon water ground last storage.png
GROUND_LAST_STORAGE² m (mm)¹ Last The (effective) amount of water in the underground unsaturated zone.
Overlay icon water ground last value.png
GROUND_LAST_VALUE³ m (mm)¹ Last The distance between the terrain surface and the groundwater level.
Overlay icon water ground max storage.png
GROUND_MAX_STORAGE² m (mm)¹ Maximum The (effective) amount of water in the underground unsaturated zone.
Overlay icon water ground max value.png
GROUND_MAX_VALUE³ m (mm)¹ Maximum The distance between the terrain surface and the groundwater level.
Overlay icon water ground watertable.png
GROUND WATERTABLE³ m + datum Last The groundwater level, relative to datum.
Overlay icon water sewer last value.png
SEWER_LAST_VALUE m (mm)¹ Last The amount of water stored in the sewer.
Overlay icon water sewer max value.png
SEWER_MAX_VALUE m (mm)¹ Maximum The amount of water stored in the sewer.
SUBSTANCE_A x/m² Last The amount of substance A present. The value is the sum of the quantities on the surface, and in the underground.
SUBSTANCE_B x/m² Last The amount of substance B present. The value is the sum of the quantities on the surface, and in the underground.
SUBSTANCE_C x/m² Last The amount of substance C present. The value is the sum of the quantities on the surface, and in the underground.
SUBSTANCE_D x/m² Last The amount of substance D present. The value is the sum of the quantities on the surface, and in the underground.
Overlay icon water base types.png
BASE_TYPES nominal value 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.
Overlay icon water debug uv.png
DEBUG_UV m3s-2 Last The wave part of each flux component in the 2D Saint-Venant system.
Difference overlay icoon.jpg
SURFACE_DIFFERENCE m (mm)¹ Last The difference between the original water level and the water level of the last timeframe.
Overlay icon water gpu overview.png
GPU_OVERVIEW nominal value Maximum Shows which GPU cluster calculated which part of the overlay.
Overlay icon water impacted buildings.png
IMPACTED_BUILDINGS nominal value Maximum Constructions impacted by excess water, with the definition of "impacted" as defined by IMPACT_FLOOD_THRESHOLD_M.

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).
² these require the Ground water mode to be set to either COMPLETE or INFILTRATION ONLY.
³ these require the Ground water mode to be set to COMPLETE.

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.

Notes

  • 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:
  1. the simulation has to run in full multiple times, causing a severe increase in calculation time.
  2. 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.

How-to's

See also