Demo Breach Project FAQ & More

From Tygron Support wiki
Jump to: navigation, search


Why does water sometimes stop and then resume flowing across the terrain?
Water is affected in subtle and less subtle ways by a large number of factors: the slope of the terrain, the roughness of the ground, the amount of water and the direction it moves in, just to name a few. In the case of a flooding, by far the greatest factor is the elevation, and the impulse of the water. For a more detailed insight into the how water behaves in any particular location, especially where the flow speed varies, the measuring tool can be of help. Use the line mode of the measuring tool and create a measuring line across the location where water flow stops and later resumes. It's very likely that you will find that the water is blocked by an elevation of the terrain, until the water level has increased to the point where it can flow over the barrier. More information on water flow:
Are there more options for mitigating the effects of a flooding?
Currently, only 1 simple option to affect the calculation is available. In reality (and in the Tygron Platform), more spatial actions exist such as the creation of canals or retention ponds, or changing the configuration of hydraulic structures allowing more or less water to flow through. More information on mitigations:
How does any particular setting affect calculation time?
Rainfall is calculated through a series of steps across the entire project area. This makes it difficult to provide a perfect description on how to fine-tune the calculation time for arbitrary projects, although some general rules-of-thumb exist. Setting a longer simulation time, having more water in the 3D world, and a more accurate grid size to perform the calculations on, will require more time to compute. Reducing the accuracy, excluding irrelevant sections from the calculation, and limiting the amount of calculations running in parallel are common ways to speed up the computation. More information on calculation times:
What happens with the water at the edge of the 3D world?
Water can only flow to valid locations in the 3D world. The edge of the 3D world is treated as an impenetrable barrier which water cannot flow across. This means that when the water reaches the edge of the project area, it can build up and flow back into the rest of the world. This is called an "Edge effect", and is something which you need to account for in any software modelling hydraulic effects. Depending on the project and specific use-case, it can be desirable to make the project area larger when the project is created so that the edges are further away from the critical area. For other cases it may be sufficient to simply be aware of the fact that the edge is treated as an impenetrable barrier, like causing more water to be retained in the simulation. More information on edge effects:
How detailed are the performed calculations?
The project is configured with a grid size of 2m. This means the entire 3D world is divided up into cells of 2m by 2m. Each cell has discrete properties based on the present features, such as a single terrain height and a single water height. For most calculations, this is a high enough accuracy to calculate with, as only the effects of features smaller than 2 meters may be diminished. In timesteps of less than a second per step, calculations are performed for each cell on how much water can move to others cells. More information on grid calculations:


In case you need further assistance or extra information in implementing the techniques from this tutorial, we have the following support options for all our users available:

Want more?

If you would like to do more with the Tygron Platform, please upgrade your trial license to Bronze (or higher).