How to debug a long calculation project using DEBUG UV

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The calculation time of a water overlay can be influenced by several factors; the number of grid cells, the grid cell size, the total computing time, etc. The complexity of the calculation is another significant factor influencing performance. This includes the distribution of the water, the acceleration, and the types of models that are calculated (sewer, infiltration, waterworks, etc).

In more complex projects, data artifacts may occur in the elevation map, such as an extremely deep holes or other sources of sudden flow acceleration. This can cause the entire simulation to slow down. To see if this is also the case in your project, you can take the following steps:

How to debug a long calculation using DEBUG UV:
  1. Add the DEBUG_UV result type to your water overlay as output. This is a result type that (for the purpose of debugging) shows the internal "speed" of water.
  2. Have the calculation calculated for at least 1 timeframe. If at least 1 timeframe has been calculated, you can in principle abort the calculation.
  3. With the DEBUG_UV overlay selected in the editor, in the panel on the right, click on "Show TQL for Max Value". This opens the TQL panel with a TQL query to determine and locate the height DEBUG_UV value.
  4. Click "Execute Query" to run the query. The camera will automatically move to the location with the highest DEBUG_UV.

Check that location to see if anything special is happening. Is there an adjustment/recalculation of the elevation map that makes an extremely high/low value here? (NO_DATA is also an extreme value) Is there a structure that is set with extreme values? Is there anything else special here that needs to be further investigated or resolved?