Result type (Water Overlay)
Each result type would consist of a unique output of data after a calculation, and is accompanied by its own legend. When the result type of the overlay is changed, the legend is updated automatically, but the data may not be recalculated automatically. 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 type, it is recommended to force a recalculation of the overlay before inspecting the results.
Multiple result child overlays
Each overlay can only display a single result type. When using a water overlay, it is often desirable to output multiple types of overlay, relevant to a project's use case. To support this usecase, it is possible to add result child overlays to a water overlay. These can then store and display different results coming forth from the same water overlay calculation. The advantages 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. Additionally, the configuration for the calculation is only defined in a single overlay, which makes it easier to verify and configure the used simulation parameters.
It is currently only possible to add result child overlays via the configuration wizard, in the step regarding output overlays.
List of Result Types
|Icon||Result type||Unit||Display mode||Description|
|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.||X||X||X|
|BUILDING_LAST_STORAGE||m (mm)¹||Last||The amount of water caught in building storage.||X||X||X|
|DEBUG_UV||m3s-2||Last||The wave part of each flux component in the 2D Saint-Venant system.||X||X||X|
|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.||X||X||X|
|GPU_OVERVIEW||nominal value||Maximum||Shows which GPU cluster calculated which part of the overlay.||X||X||X|
|GROUND_LAST_STORAGE||m (mm)¹||Last||The (effective) amount of water in the underground unsaturated zone.||X|
|GROUND_LAST_VALUE||m (mm)¹||Last||The distance between the terrain surface and the groundwater level.||X|
|GROUND_MAX_STORAGE||m (mm)¹||Maximum||The (effective) amount of water in the underground unsaturated zone.||X|
|GROUND_MAX_VALUE||m (mm)¹||Maximum||The distance between the terrain surface and the groundwater level.||X|
|GROUND WATERTABLE||m + datum||Last||The groundwater level, relative to datum.||X|
|IMPACTED_BUILDINGS||nominal value||Maximum||Constructions impacted by excess water, with the definition of "impacted" as defined by IMPACT_FLOOD_THRESHOLD_M.||X||X||X|
|SEWER_LAST_VALUE||m (mm)¹||Last||The amount of water stored in the sewer.||X||X||X|
|SEWER_MAX_VALUE||m (mm)¹||Maximum||The amount of water stored in the sewer.||X||X||X|
|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.||X||X||X|
|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.||X||X||X|
|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.||X||X||X|
|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.||X||X||X|
|SURFACE_DIFFERENCE||m (mm)¹||Last||The difference between the original water level and the water level of the last timeframe.||X||X||X|
|SURFACE_DIRECTION||geo angle (0-360°)||Last||The direction in which water is flowing across the surface.||X||X||X|
|SURFACE_DURATION||s (min)¹||Total||The amount of time the water depth on the surface exceeds SHOW_DURATION_FLOOD_LEVEL_M.||X||X||X|
|SURFACE_ELEVATION||m + datum||Start||The rasterized version of the terrain height for use in the water overlay's calculations.||X||X||X|
|SURFACE_FLOW||m³/m²||Last||The amount of water which has flowed through a given location.||X||X||X|
|SURFACE_LAST_SPEED||m/s||Last||The (horizontal) speed of water flow.||X||X||X|
|SURFACE_LAST_VALUE||m (mm)¹||Last||The amount of water on the surface.||X||X||X|
|SURFACE_MAX_SPEED||m/s||Maximum||The (horizontal) speed of water flow.||X||X||X|
|SURFACE_MAX_VALUE||m (mm)¹||Maximum||The amount of water on the surface.||X||X||X|
|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.||X||X||X|
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).
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.
- 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.
- 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:
- the simulation has to run in full multiple times, causing a severe increase in calculation time.
- 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.