2D HEC-RAS 5 Full Example/Tutorial from Civil 3D to HEC-RAS 5 to QGIS to Civil 3D

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
okay let's see how this goes I'm gonna be doing an example Harris example using so 3d basically create to create the surface and then exporting that surface into here crash I'm running a simulation of course and then exporting the results from that vehicle all the way back to civil 3d so that you can use the results on a drawing of some sort we will be assuming that we've got some sort of surface input data that might be from any survey and I'll get back to that later and then just a road to complete the picture for you guys just as a short disclaimer I am no expert in any of these software packages that we will be discussing I do not use them every single day I do not use or know the ins and outs of every single package and I don't know all the settings obviously I cannot take any responsibility in what you do and what results you get that is what it is I basically work on trial and error to get stuff working and see what works see what doesn't work what works for me might not work for you I do not discuss any of the packages in detail there is a hell of a lot more that one can do with it and basically do to improve your results that you might get at the end of the day to start off we will be starting a new civil 3d drawing blank obviously as you guys can see firstly whenever this thing starts up and it is ready to use we will just make sure that the units are set to meters that's just a general standard that normally works very well since we've got a project and is obviously located somewhere on earth we will have to georeference the drawing that can be done by typing in the following command in civil 3d of course that would be AG is yes ii set c rd system so basically i don't know what they'd stand for but anyway we are going to set the coordinate system and we can select a coordinate system from the nice little long list that we've got currently we will be working in South South Africa we will be using the heart abuse hook a low 29 system and we can set that all of this will just be in normal plane and standard as you guys can see that is done earlier I spoke about the input data that we will be using and one of that one of those files obviously the road so we can add that road into the specific drawing it'll obviously be referenced well in the located in the correct position on earth so let's just quickly add that example of the road once that is done skills fine specified screen no let's just put that in zero zero middle mouse button so we've got a road somewhere in 3d space as you can see it is a relative only 3d it's not not a perfect model but hey this is what we got from somebody else just to confirm that this is actually in the correct position we will be using satellite imagery from the Bing server just to check that it is actually in the correct place and the way you can check that is by typing in geo map geo map and then we would like the aerial one for this - for this aerial map to work you will have to be logged in and you will have to click allow online all on online data to be used once you've clicked ok basically turned on the aerial map data you'll see it freezes for a few seconds since it has to download the data first it is going to take a while and this is happening in real time I'm not going to pause it ok cool there you can see it is responding again but I don't see anything wait wait I see something up there yes we can have we've got an image as you guys can see it is not in the correct well it's in the correct location according to autocad since our road is over here but the image is all the way up there it basically means that the survey was done in a different hemisphere because the Seoul 3d is normally working in the northern hemisphere because it was programmed by Americans anyway so what we you need to do is we need to rotate our extra by 180 degrees so that it falls within the correct position that's just playing from zero zero where we inserted it hundred and fifty degrees and now as you can and see it is on the image at least and we zoom in on this this is obviously the XF is the plan for the new road that they will be constructing and you can as you guys can see it's relatively lines up with the image that we've got now to include a Bing image that is not dynamic and updates while we zoom around and pan around and so forth we can include a geo image do map image by selecting a little square and that will be saved over there so then we can turn off this map by typing geo map geo map and we turn this thing off as you guys can see this one remains here but as you can see it is absolutely horrible so we can change the quality to very fine tree loads it and it looks okay ish okay so now we know that we are actually in the correct location on earth which is a very good thing to know let's just quickly do a little bit of cleaning up with the layers we will have an xref layer and then let's go create an image there as well and so that we can put all of this nonsense on layers that does not bother us obviously as you guys can see everything is brand-spanking-new like I said this image we want on layer damage this x-ray if we want on x-ray then we can turn those layers off that it's been the x-ray flare off like a normal person and once again we've got absolutely nothing in front of us which is okay ish let's just save our project for now so that we know that we don't mess it up let's call it as civil 3d drawing okay now we need to create some sort of surface that we will be using in aircrafts for that what I'm going to do is I'm going to open the surface input data as a separate drawing I do not want to import it as an extra and you guys can see I'm on this specific drawing we've got a bunch of points that was obviously some guy with some guys did a survey and I already created a few brake lines defining the new road geometry along the the road and so that will help us to define the surface more properly and then I've got a boundary for the surface as well all of this I'm just going to select it's by pressing ctrl a ctrl shift copy going to copy it with base point zero zero zero all of this we will then go back to this drawing control view insert it at zero zero zero and you guys can see it once again popped in over here let's just make sure that it is in the correct position going to the image layer turning that on and you know that looks roughly okay let's just turn that image layer off again now now we need to create a new surface there's obviously a lot of different ways to create surfaces you guys will see that there is multiple definitions but let's start from the beginning we create a surface we can give it a name let's call it in gel then we go to surfaces in GL definition the definition obviously defines what we've got in this surface we can have boundaries brake lines contours other files point files so this actually allows you to import point files as text files without bringing them into the drawing by themselves like all of these points that were drawn and that way we're not going to do at this stage point groups and so forth okay for now let's go at drawing objects we're going to add a drawing options objects to this surface which is called necess use the points points and then we select all of the points it'll filter out all of the polylines and so for that we don't need we do that as you guys can see we've got some surface with contrast displaying at this stage I'll talk more about that and the displaying of the surface in a while now we need to add some of these lines as well all of my brake line slash lines so let's just add more drawing objects because it is drawing objects for that matter lines let's call it brake lines brake lines we select hit I'm going to select it in such a manner you can I do not select the the boundary line selected and this little menu pops up this normally happens when there's errors on the surface this this mostly happens in locations where your your entities overlap let's say for instance you've got two lines on two different elevations and they cross this will obviously cause issues when the surface is generated mostly it's not that big a deal but you can zoom to the individual problem Matic areas and correct them if you would like to at this stage I'm not going to worry about it because I know it works after we've added the drawing objects we are not going to add more drawing objects but we are going to add brake lines like proper proper brake lines that can be done by adding the brake lines like so weighting factors distance mid corner distance I normally leave all of that stuff as standard type standard should be okay and once again we select the same lines we just imported after this time it will be used as brake lines not as drawing objects that was created or was used to create the surface adding that as you can see a lot of more we have a lot more areas but once again I don't think that should be an issue and let's add a boundary to the surface just to clean it off it is an outer boundary and then mid coordinate distance non-destructive break line I don't know what that means but okay we add the break line like so and voila we've got a break line a ha boundary line and wallah we've got a nice boundary surface ok let's talk about the displaying of the generated surface as you guys can see the we can see contour lines but they're very far apart and they look a little bit horrible so we can just quickly turn off all of the input data you guys will see that if I turn this off the the surface world generate not errors but it will show that there has been changes to the input geometry I don't worry about it you can set it to manually recreate the surface or automatically and I think mine is said to manually doing it the basically rebuild it and I'm not going to do that now you know do you change the display style of this surface and you right-click on the surface name and its surface style then we've got a bunch of little options that we can do let's the first go to display in plan view model and section we are currently in plan view we can see the border major countries and minor countries for time being let's turn that off and let's turn on the triangles and voila we've got the triangles let's change this once again to contours but the contraries as we saw the previous time is absolutely horrible so let's improve the display style of that so we go to countries control ranges I'm not going to change the control range the control range seems fine counter is smoothing that might help but before we do that let's look at change the contour interval currently it's set to 2 meters and meat is being in the major and minor countries let's change that to five and let's say that to one I'm in five listen to me okay perfect fly that and now we can see more countries but it still looks horrible let's change that so that we can see slightly more contour interval let's make a zero point five meters two point five that sounds about right so now I've got a lot of countries jaggedy edges everywhere and let's smooth that out slightly that would be country smoothing currently it is set to false let's make that true and a smoother we want it its Contras moving let's make it very smooth that's close to Barry and it looks slightly smoother still not great but hey that is the the surface survey that we've got and obviously you guys can change all of the colors and so forth as you guys saw by I think changing it over here but I'm not going to change that now I'm happy with the Contras as is at this stage as soon as we go to rotate this model you will see that it changes to the other display style that this display style is obviously the 3d one or the model one which we can change by doing this and then we can see the Contras again as we did in the plan view and sometimes depending on your surface you would like to see the contours or triangles it all depends on the use case and while we are in this specific view we can quickly check to see the the boundary of the road just to see that it actually looks like we expected as you can see the wall starts right about there and it curves around like that everything looks relatively again as you can see the walk chello a shadow a shadow or shallower all the way to bay so we're happy with that a nice little trick that I saw the other day was even we changed this display style not to contours but to triangles and then we can go to triangles and we can't exaggerate this specific style exaggerated elevation let's make that a three apply that let's just go back to display and return this border off so that we don't see the border give as Larry is still active let's just turn that thing off now it is the same triangles but they are exaggerated three times in elevation that's why it is a little bit higher than we normally expect it and well it it's exaggerated that's basically it but that way you can sort of get an idea of the water course where the water will flow and just to clarify for you guys the water will be flowing from this side that way through the model and that's about it let's just quickly change all of this back to a more usable usable view you service innovation that's what we want and we're fine with the triangles in the model view yeah I like the contrast more let's change it back and I like to see the border as well that's that we don't want to see one of any of those yeah that's about it apply okay go back to the top view plan view and there we have it next with this being aircraft's model we will obviously have to be allocating or assigning Manning values to the different areas of our model just to give us an idea they'd send this background image back on the Manning value in let's say the rough tree large tree area and then of course smooth their areas along the the river wall on the banks of river banks and then in the channel itself and the way you can do that is obviously by making use of the background image this background images aids in the the actual drawing of the boundaries there's multiple ways of going about this and you can either draw physical polylines to basically using normal polylines 3d polylines to create the the boundaries themself or you can use em polygons as well and let's just quickly create one so that you guys can roughly see what I mean by this let's say I know the extent of our river and surface that we've got is only bound by this boundary but let's draw in another thing because it it doesn't have to be linked to the surface itself so let's quickly just follow it's roughly like that I'm not going to do it completely at this stage because it is rather time consuming so voila we've got a little area let's just create as an example and the M polygons as well in my previous little segment I use polylines let's just create any polygons as well M polygons is basically similar type of thing it's a polyline that you draw as a boundary of some sort but the only difference is that I could after you've drawn it it automatically hatches it for you as you can see over there and and if we go to this view where we can see the properties and bring this into frame you can see that it is an M polygon I honestly don't know what's the difference between that and a normal polyline which is basically closed because it's very similar once you have undo that and once you've created all of your boundaries you should I will allocate them to specific layers and in this case we will be allocating them to mening map layers so we can just open the your where is that all layers yes we can create the different layers that we need basically defining which mining value we will be allocating to that specific zone let's just go and create one for now many let's call it semi that's a decent one and let's change the color not white just for quickness and we change that to layer many like a cool so we've got that little one I'm going to copy and paste the many many regions that I've created before this video and just to speed up the process and I'll show you the end product and magic we've got our Manning region's drone in just to give you an idea of what's going on here I've got this Manning vistas green Manning n polygon it would be trees and dense vegetation and you can see over there and then we've got not so smooth banks then we've got the red one would be smooth banks and then the natural defined stream and the erode will have gabions on the side so we would like to allocate a specific Manning value to the gabions along those along the road so we've isolated those areas and drawn in a little Manning zone for that as well after we've done this we need to start exporting the specific maps that we've got firstly we will have to export the surface and then the different mining regions once we've done that we can import that into a grass for now let's just start by exporting the surface and that's done by going to your tool space surfaces right clicking on the specific surface and then we can say export to dem this brings up this little window right there as you can see that the surface name a description it's already coordinated we can give this specific dim file a name let's call that it's a ninja all damn seems runabout fine let's do that save that it would be part of a circle to other 21 grid spacing that's the grid size that we will be using to for the generated surface I suggest keeping that relatively small and just to improve accuracy you don't want to make your surface course unnecessarily course for the use in hair grass and average elevations would be fine in this case and the basic does not support the selected classes okay let's change this name that should not be the damn it should be a dutiful that makes sense because hey crash uses two fouls anyway let's do that and now it's busy exporting surface using mean elevation so that would be the mean elevation within the grid size that we defined for the surface so that's also a reason why you should make the grid size a relatively small to increase the accuracy so that you don't get unnecessary bumps in the surface as you can see that it has been completed now we need to export the Manning map I specifically positioned my Manning zones in a different location below the surface just for easy selection during the creation process okay just to show you guys that we've got the many layers specifically defined once again before we export it we've got the smooth banks we've got the trees and dense vegetation not sesame of thanks and then the main stream channel and then the pink stuff is the gabion wall I get to export this you firstly select all of it you type in map you export map export we will be exporting it as a shapefile there's a bunch of different options that we can do but shapefile is the one that we want let's give this many map layer and then we say okay now it comes to the selection of the stuff if you didn't select it before we type in the command you can go select manually and then you can click on that little thing right there and then you can select the part of the actual objects and as you can see currently it is filtering out all of the objects selected that's because the object types that we want to export should be polygons now none of its filtered out then when we go to data we should select the attributes which we would like in the exported shapefile and since we specifically put the boundaries on different layers and named it correctly we wanted to organize it via the layer and as you can see that's the source that we want to and then we go to options treat closed polylines as polygons that basically does exactly what it says this all seems fine and then we can say okay as you can see 22 objects a selected exported in zero seconds so that actually worked now we will be heading over to a grass and set up a model there too to start moving over to hair trash letters quick clean up all of the drawings that we are not currently using the many map and then of course the so 3d drawing that we created let's quickly save that so we don't lose it by mistake so we minimize this we open a grass we will be creating a new project this new project will be saved on my desktop because that's how I'm gonna do it a dress example and it's called edge road yep that's okay I don't really care about the name or road sucking your project on fire road as a tip that would be SI units I'm happy with that I'm saying okay now to start off let's open grass mapper because in her ass mapper you can import the terrain that we exported the terrain meaning of the tjuta file that we exported in so 3d so let's that angel the turf are so here we go tools new terrain it's recommended that that would you like to set it now no we do not want to set it now and you can do it if you do not use civil 3d to assign the geo referencing portion of this model but in this case since we've got a G reference to file we do not want to assign it now because we will do it when we import this to file now that they once again there they give you the the warning over there but that's not our problem a class example the ng L opened the res model currently does not have a special that attended that it has a projection associated to it relates to that yes that's fine cell size one meter that's the size that we assigned in civil 3d so now we created hopefully you don't get any errors and then voila we've got it arraigned now to zoom to it let's just close that and then you open this nope shoot you later it's not working great huh no we've got it eyes eyes why is this all green that shouldn't be look at the layer property that's better as you guys can see we've got a surface and it is not that well defined but that's because of the survey you can also go and manually define that surface a lot better in so 3d but for the purpose of this video we're going to accept it as it is okay so we've we've imported and generated a terrain now we would like to add the land cover layer that's basically the many map that we also exported that's a new land cover we would like to import it and that is d just change this to something more useable we've got the Manning map we click on the shapefile because that's what we would like to import as you can see it's a tough flg or share file we go shapefile anyway I can't believe that relies also not ok and a few hours later I think I've been pointed the problem with the import of the Manning maps and I was checking an example file that I used previously to export the stuff from and it works if I export it from this drawing but it doesn't work it's my work if I export it from this one and the reason is because of the coordinate system that we set for some reason some Afridi does not like the r2p hook a low 29 system will quickly see because let me show you the one that we've got in this drawing the one that actually works is that a low 29 South Africa survey grid wgs84 datum that one works and this one we that would be say Corran system automatic I like 29 so this doesn't work so let's see if I if I change it if it actually works so that would be great so the hardware circuit 1 does not work hello 29 surveyed read this one you still use the wgs84 so that one and that one would be the same thing now let's change it to that select it say ok as you can see it changed it slightly and I'm pretty sure that we will actually see that this Road lines up slightly better with the image now but anyway let's just ignore that for now and let's try and export this thing and again the amount of frustration that went into this anyway exports or let's call it 76 67 then we've got polygons that thought do the exact same thing we did previously but this time it'll actually import on the other side treat that as close so we've set all of those that that's like menu we've got 17 objects lifted the polyline should work without any issues ok cool so we exported that then we go back to harrass mapper while I was busy trying to figure out what I did the only thing I actually did was I went to aircrafts and I created a just a basic clean geometry with the 2d area but as you can see it was rubbish I just cleaned this out so you guys can see that it is actually a clean clean I'm keen air crash thing as you can see once again we've got just that and just this just close that let's open that up again then well nope remove that okay cool so we've got absolutely nothing that's basically where we left off the previous time now we go and we create a new land cover layer same thing we tried the previous time but this time it'll work as you guys can see that's the one we created and we open and voila we've got the different layers now we can assign a specific mining values to the specific areas for now I'm just going to put in a bunch of values smooth its make that round about five smooth bangers every character you should be fine there's six and 0.12 that's right fine let's make this nice and small similar to the surface and the natural surface natural ground line surface that we created creating that close that happened without any issues now we can see there's a map layer let's turn that on and then you will be able to see the actual layer on top of your your terrain they we can actually look at the values as you can see we've got if you click on the land cover layer or any layer for that matter you can see the data assigned to that layer so in this case we've got that is many trees dense village with the manning value equal to that that's different different and different so that's kind of cool just to give you an idea we can actually check the terrain to some extent if we do some other thing we can go to a specific no and portion on this the vista rain see what the elevation is one five eight six point one two and then we can go back to so three d and check if that is within the same elevation okay cool so that's an initial start up for the importing of the terrain and in a land cover that will be used to do for fall of the many values like a since we've set up in all of the geometry well most of the geometry of by importing the terrains and the land cover layers we can go back to the normal hair trouser and actually start with setting up the geometry file itself and for this example we are only going to work with one 2d area and it should i should know that you can connect 1d and 2d areas together and but i'm not going to cover this in this example so basically how we start off with this is we click on that little thing and then we go and trace the area that we want in our 2d area i'm gonna do this very rough at this stage you can obviously spend a lot of time on this tracing this if you press and hold shift and then as you guys can see the cursor change to a little hand and then if you click and drag you can drag the map around that helps with navigating because zooming in and out with the aircraft five is absolutely horrible they should honestly work on that but anyway let's just trace this and then see what we get in the end what should what you guys should also avoid is because it is gonna cause problems later down the line is if you are not careful and you specifically click or create this 2d area that it falls outside your your your land or your terrain fall so I'm going to purposefully create an error now and then we will come back and correct this at a later stage just to just to help with debugging along the way as you can see there I specifically missed it so we will get errors when we create that or try to run the vowel okay so we do this that and okay I'm not gonna put in too much effort now you guys will not just when I run this file that we actually have to little survey for this model but that's part of the problem so we did request more more survey to be done anyway let's give this to D area name which is call it River [Music] okay and my display style is set that it doesn't display a lot of stuff but okay anyway let's just do that that's so now to create the actual and mesh of the 2d area you click on the 2d area that it selects it's and then edit 2d flow area presented with this value off of this little window there you can select your 2d areas you can convert this to the area into a storage area I'm not going to do that we want to work with that one the default meaning value and is basically what you assign that if your land cover layer does not cover that specific area of your 2d area it will default back to this value I think 0.06 is fine in that case I'm not going to change those tough this little come on right here year over here you can specify the the computation point spacing basically how far apart should the Centers of the mesh or the elements be for the specific map this does not have to be very big and it doesn't have to be very small either it's just the way Hera's handles it I'll explain a little bit more about this later but for now let's make it nice and small five meter spacing this will definitely work with the SI unit set to the to your project and we are working in meters so that is five meters and five meters you click on generate then you'll see the mesh contains 3159 cells that is a lot but so what we've got powerful pcs so it shouldn't take too long to compute you press ok and then you see that it generated the points of the mesh yours will most likely look slightly differ different and yours will look you can change the view style and new options and yours will most likely be set to look like that but as you guys can see that then you can't see what's going on below it I personally like the other view slightly more but for editing and refining the mesh and this will help that it's glad that as you can see now we have to check the mesh the way we we would like to avoid sharp edges in the mesh that's normally along the edges of the geometry but in this case it doesn't look too bad but let's add a few points just for for the sake of it let's add points let's turn this geometry off so that we don't see it because it is irritating view your options can you change it over here no you cannot change it over here you change it right here they can turn on the land cover Larry if you want to or you can say plot at the rain let's turn that off okay so now we can do this add points and then you literally just go about your mesh and clicking wherever you want more nodes you can go all around this boundary you will notice that even though aircraft generates a mesh by itself you will sometimes notice that it generates well problematic areas those problematic areas might will be highlighted in that the cell centers these little black dots will not be black they will actually be red so it will be clear away you've got a problem and then you can manually go and either move the points or delete them or add more it's part of the fun basically just refining the mesh to some extent you can obviously go and add a lot more points not just on the boundaries but everywhere where you would like the mesh to be slightly finer especially if you want specific information from a portion of the the map so for instance this is a narrow area so we are expecting a lot more concentrated flow to go past this area so we might want to find our mission this location so then we can literally go and add more cells in here the way a crest 2d or Harris five handles the 2d area is all of these cell cells has got a bunch of faces and that's basically the boundary lines as you guys can see it so like that boundary there and that boundary they and that boundary there all of those boundaries are actually treated as cross-sections so each cell contains a number of cross sections and I think the maximum amount of faces it can have is 8 if I remember correctly so this is actually pushing it close to the limit view that's that's almost like six eight seven there so that's close to it anyway but if it's got issues with that it will inform you when you run the program will try to run the analysis I'm assuming that's an okay adjustment for now because I'm probably just gonna have to read you this anyway so we've got that edit you can also remove points let's remove a few just to show you that it actually works I didn't like that one oh no then it creates that and I don't like that ooh nope nope nope no blades at a point again you like that one but we want to move it so we want to move it from there to there and as you guys can see the mesh dynamically updates as you move stuff around that's a very big one there I don't like that when it's at a point over there and what you can do and what should be known the meaning the land cover layer is applicable to where this specific node is located so in other words this node or that cell for instance will use the this land cover area to as its meaning value inside it if I move it to that one now it's going to use that so it doesn't matter where the cross section is taken it is all dependent on where that node lies or falls on your land cover layer so if we move it there it will be applicable to this land cover region if we move it there it's going to be the pink one that is quite significant because for instance on this edge this blue blue blue layer over there that would be adjacent to the retaining wall with a gabion wall that we've got there and we would like to have that that set of cells a slightly lower meaning value because the water will be able to flow faster there because it's a smoother surface so what one actually would like to do if you put a lot of effort into your mesh you can add a bunch of points or move them that it falls nicely within that area then you know that all of those cells will use that specified meaning value that gives us the idea of that and then we've got the mesh refined for now and that's roughly how you can see that now next we will add and basically the entry and exit locations of the the wall basically where the water will go into the 2d area and out of it so we can - the area boundary control thinks that's basically done you click on that thing and where we want it we want it from there - roughly there you draw it on the outside and you press old double-click and then you give it a name that would be the entry side and then it goes and wraps the entry condition around that will the closest to the area for that specific one if we go to edit we can move that because let's say it was too long or too short you can move it slightly in and as you can see it since I double-click there I've got more than one note so let's move it like that and then no we don't want that one note so we can remove that point and now it's tidied up let's go back to this because we've already done the entry now let's do the exit the exit is there okay so then if we click that then a tree diverts back to that as you can see since we changed it it's shortened the entry zone basically the gate if you wanna call it that and then there we've got the exit one so that is basically all of the setup we need in the geometric totter editor for to set up the geometry so let's save this now as Joe made tree Wow and that's it for this okay next we will be assigning the boundary conditions for the simulation that's done in this level we know we can only do the unsteady flow with 2d areas but it works on a hydrograph and so we will be assigning a constant flow through it so that it will act as if it is a steady state problem at the exit we will assign a normal depth friction slope like normal 1d hairdress in our case it's 0.067 then for the entry we use a low hydro car okay as you guys can see here we've got you can get a bath we could get a simulation time that's normally the easiest way we are going to let's open Excel for this and let's put it in assign that the hydrograph for working hours and then we can just quickly open that let's call it 24 hours eyes one two three and then we go all the way to 24 and let's put run about mmm let's make it 150 cubes so we've got a hundred and fifty cubes over a timeframe of 23 hours in total and we would like minimum flow we set a minimum flow of 0.05 that's not going to influence us at this stage that we don't want to multiplier let's make that one the energy grow create let's make that the same as the boundary condition monitors are for adjustments to computational step yeah I don't know what this means all right let's leave it like that that's all that's needed there so we can close that or just minimize that so we've basically assigned that initial conditions and you can use a restart file that is mostly beneficial especially because Duty areas cannot start dry you will notice when we run the analysis for the first time the first few iterations will produce errors or at least some sort of error and then it will smooth out later on especially when it is basically at steady state conditions so that's done less then we don't want to set anything else here so we can save that instead of slow and steady ok close that now it is time to see if we're gonna run it might as well so for 2d analysis we normally change the you can catch the calculation options and tolerances in this menu 2d flow we do not use the fusion wave for momentum wave is more lenient when you get sharp or abrupt flow changes and for momentum well in all of the examples I did before this one I got the most reliable or smooth answers and without your weird anomalies happening so reduced the full momentum way and that's what I suggested obviously you can change all of the other tolerances as well we are happy with this as is I think don't remember of anything that we have anything we need to change that now we've got just one geometry we've got one flow we want that yes no we don't even include that it's just as well pick those even though we haven't used it it's today is fine or that day is fine starting time zero zero zero ending time it was twenty three hours ending date and that'll be the same date because it's still within the tame day computation interval let's make that slightly longer for now this will produce errors but I want you guys to see what happens if it is not that small or that frequent thirty minutes mapping up an interval is an hour let's change to keep that the same as the computation then we know we're looking at everything that's computed either walk interval without that and a detailed output integral I don't know if I can make that the same machine that's I get little output I don't know what competition is up in this world one yeah nope and let's say it's a mixed flow regime then it normally jumps between the two file save as and one okay they do we say come then we get our first error message the interval for detailed output is less than the hydrograph output interval so since that's a problem let's make that the same compute OOP once again it got past the point with the harder of not being the same or a big detailed output interval but we got other stuff daughter / - tiara is missing checking the Association and 2d mesh problems so we've got issues and Cline that line that I like that as well so that will be because of Maya let's check the 2d mesh save that bad Judi mesh like we saw we didn't get any red node so there's no specific mesh element that is causing in the problem but we know about this issue that we caused where the 2d area actually goes outside the terrain so let's modify that and see if that solves the problem so we would like to do this edit move points well now let's add one I get it at a point at a point on that but we're going to move that point now and remove it in and then as you guys can see we've got a bunch of nodes outside the boundary let's remove them that one that should do it that's it as soon as it was fixed you could see the mesh beam generated again so let's save this and run the analysis again to see if it computes and we're going and as you guys can see we got an error with the program wrath unsteady that that with that specific exit code I don't know exactly what that means so we'll have to figure it out let's try and find it okay normally computation errors like that that doesn't refer to specific cells or the geometry is caused by two things it is either the computation interval or computation interval and it might be linked to your geometry but it's mostly the cell size and so let's fiddle around with the computation interval and see if that solves the problem like I said in an earlier segment the 30 minutes is rather long so let's make this one minute and see if this works to change the mapping output interval as well this will obviously significantly increase the computation time Atleti once again lots of areas in the beginning by olive a lot and the error itself was actually rather significant and we get another errors so that did not work let's try something else let's edit the mesh that obviously all of the customization the extra nodes extra mesh that we insert that we placed just going to get removed now let's make this nice and big make it bigger fifty yes I know that 331 compared to three thousand that's a lot less dense let's save that let's compute this again so you forget the same error errors are a lot smaller but we still get it still falls outside the tolerance as you guys can see it's limited to specific cells we can always go and refine the mesh around those areas and that will help limit the amount of errors that we get just to give you an idea that era is in meters so having a point zero zero three error for instance in meters so a three point three mol error is not that significant so that could be acceptable but for instance this one over here is almost close to zero point two five so that's 23 mol that might be out of your your specs so we tend to try to keep the simulation to produce no areas but let's see where it happens so we are looking at cell one nine four one eight four so let's look at that so you click on that find cell one nine four okay so doesn't like that little portion let's add a bunch of points in that vicinity basically refining the mesh I'm doing it very very crude now so it is definitely not ideal and I don't like this big mesh but it shouldn't should still actually produce a relatively accurate answers the mesh really doesn't have to be that small like we did initially saving the geometry now we can compute it again still a bunch of areas area sizes some of it to what we experienced the first dog around okay I'm not gonna spend too much time trying to minimize these errors now because I know this mesh is slightly too big but look let's look at the results that we got from that analysis so we've got going back to grass mapper we've got results result plan one the geometry you can turn that on doesn't show anything you pew pew anyway so let's do that we've got a velocity this is showing the max velocity as you can see there we can do this a little slider thing and that changes it slightly as you guys can see the actual display of that is a little bit limited okay you can see a scaling and obviously the range is completely out so let's change that so that it looks better layer properties that the max velocity looks around about four and a half let's make it six meters seven bands is fine you generated it automatically updates that for you and voila we've got a better representation of the flow velocities we can change this even further so that you've got countries let's say at 0.5 so now it plots nice little flow velocity countries if you want to call it that and you can directly see where the flow is taking place as you can see here if I run the slider along edge range remains roughly City assuming that it is steady flow or we can assume that it is steady flow in that vicinity because it doesn't really change in the beginning where the water actually runs down we can actually run as you can see it freaks out a little bit because it's so getting that steady-state and because of the computation time and the size of the mesh a lot of areas can cause that but like I said the rest of the analysis is relatively stable so we can sort of accept that that's about it so we've got results we can obviously look at the water depth as well once again the the scale is a little bit out so we can change that to be more representative and let's make the strip difficult to judge the tips now but let's make it five meters that looks wrong about okay and then we can even plot a few flow lines on this as well do that and we look at there and then you can see the water flowing on the on the banks you can see that it flows a little bit slower and this will obviously correspond to the flow velocity that we're getting that just turn that off as you can see faster over they and they and then slower on the banks back to that and then applying the flow lines again similar to what we see okay but let's try to improve on the amount of areas that we were getting and see if we can smooth that out to some extent okay to turn this on or just keep that on turn that off go back to the thick grass let's change this I don't like this extremely big will extremely but extremely big but let's really typically let's make it 7.5 meters it's 0.5 yes so we're replacing three hundred and something with a thousand three hundred and seventy two cells that's a little bit better at this stage we don't have any problematic nodes highlighted with the red cell center so let's just assume that it's okay for now save that close that let's go back here and let's change this one-minute computation interval to let's make it five seconds five seconds letting that run still getting a lot of errors and now after that's about time six six minutes I think yes six minutes 25 seconds we are no longer getting any more errors in the results so that's a good sign already and that is most likely mainly due to the computation time being I love a lot smaller so every 10 seconds instead of every minutes and then of course the measure itself is also slightly more more defined giving us more results to do I trade between or compute between which is also a good thing okay we are nearing the end of the analysis now still no more area errors generated yup it's taking a while but not that long time 20 almost 23 hours now top over 20 hours like as we can see it's done computing now let's go look at the results and see if it looks a little bit smoother okay let's make this fullscreen as you guys can see the boundaries of the water level is already a little bit better defined that could be because of the finer mesh we don't get the jumping of water level in this vicinity where we did get it in the previous set of results so that's that still gets similar type of flow lines going past there let's look at the velocities very similar but the the output itself does look more refined and I think more acceptable and as you guys can see that is close to your steady-state or basically steady-state since we don't get any changes no matter at what time we look at in that vicinity so when we export the data we will most likely pick a random time slot at let's say 17 hours into the analysis next we will be exporting the results from wrasse mapper so that we can import it eventually into several 3d so that we've got inundation boundaries perhaps the color graded flow flow plan if you want to call it that and then of course the water surface elevation with let's say a few contours on that as well these quickly show you what I mean by this so that's is I hate that it doesn't automatically change this that it actually works it's made that one 400 it might be too much still not enough that's way too 500 okay so we've got the pinkish band there let's just to keep put on countries as well that'll give you an idea of how the water level drops in there ever as you basically go downstream so every contra there is a metre difference in water level and so every it's basically at a thousand five hundred and eighty and over there it's one five seven six I get to export this you go to your geometry and you do not associate the terrain there's you export layers nope you manage all map layers this brings you to this little window at this stage we've got three layers already but we want to add a new one we want to add a new and we said roughly at 16 17 hours let's make it we know any of this is roughly okay as you can see this is not as in so many intervals as we specified for the computation but it just reduces the output size of the aircraft model so 1500 hours 1600 hours all of them should be exactly the same we would like the inundation boundary let's just go back there yes for this video let's use 1830 in all of them that's a polygon that we want inundation boundary add map okay so we've got that one then it's add another one because we would like to see the velocity as well so then we go to 1830 1930 it's a raster based on the geometry that's what we do there that's a velocity map padding that map and we add another one which is going to be the water surface elevation that's the one we want once again 1830 needs to be constant roster point I'm trying trying trying what's the salvation at map okay so now that we allocated or assigned what we want to save we actually should save it and as you can see here the map has not been created yet so then compute update compute update and then compute update stored Maps so now we've got those maps and they're up to date you can also look at them if you want you over here okay so that's basically the maps that we've got there you can see the inundation boundary and all of that we will be importing into several 3d in a while one thing that I had neglected to mention earlier was basically to show you where we've got to little survey area and I mentioned that we requested some more but let me show you where I guess so if we look at the flow if we turn on the 2d flow areas and you can see the actual mesh and then everywhere where you've got the water level against the boundary of your 2d area we will we can assume that the that the water is actually touching the boundary so in the upstream of each day we've got two little over-they we've got two little all along that segment right there and this vicinity we've actually got it enough over there I'd like to have a little bit better defined survey and then of course this downstream portion for the entire length as well if we look at the other side of the river and we can see that it is close to the boundary but it is actually against that wall and we can check this by looking at the water level right there as you can see the water level is around about one five seven nine point nine so that's quarter gone five eighty and then if we look at the actual geometry depth or the terrain over there it's one five eight one which is rather significantly higher than the water level so we can assume that the water is not overflowing onto the road that's one neat little thing that we can check another thing that I didn't mention at all is these profile lines let's say for instance we want once you see the water level as it goes down this river you can create cross sections and cross-sections going down this river to show you how the water level flow velocity is and so forth looks so basically you got your profile lines you click on the little plus and then you start drawing your section at this stage it stage it's pink on pink so you can't really see where I'm drawing this now but you can roughly see that thin little pink line there let's just draw it like that well now just to give you an idea and then double clicking ends it so let's save that long press ok then we've got a long section if you click on it you can see the increments of that specific long section that I drew and then the chainage is along it as well so now we can right click on the name or on the and you can right click on it and you can say plots terrain so that's the terrain plot but if we turn more layers on let's put that on then week and let's drain no nope I'm serious but it's just look maybe it's that one water surface elevation so then we've got another plot with the water surface elevation and the terrain below it once again along the chainage or the station as they call it we can also have a look at the velocity so then we right-click on it plots a lot so that's how the velocity differs along that line so the maximum velocity we got on that section was right about three and a half meters per second and for that we can also generate tiny little cross-sections just add another one they'd say we would like a cross-section from Bay to there and lengths of 151 meters well one so then we've got cross one lots we would like let's see the velocity as it changes so on the terrain is absolutely zero and then it jumps up to run about 0.6 goes up up a maximum of three down down as one could expect it over there and that actually if you look at it like that there's it's three just just over three days so that's a little maximum we got there so that's a neat little feature and let's just look at the water surface elevation as well Wow as it looks slightly exaggerated obviously because that's 20 meters and that's a meter but anyway so you can see how the terrain looks and then the water surface elevation and how it goes though that that's actually rather need to see the massive difference in water level right there well of this kind of obviously be exported so we've got terrain profile oh man I'm sorting it station profile and then the Train so that that is the water level and that's the terrain and then we can export it to excel or wherever you want it to be used later and that's it for that so we've already saved those we've looked at long sections spoken about the 2d area not being big enough we need more terrain that's a wrap okay next we will have to convert all of the maps from the output data to a usable format that some of 3d is capable of reading and understanding and the only one that actually works in this case is the inundation boundary since it's literally just a polyline or a boundary line surrouding surrounding the results or the actual water level okay for this we will be using huges so basically you open up your trusty little browser if you haven't installed it yet QGIS search that and you download huges this is basically an a free open-source cross-platform desktop graphing information system application that supports viewing editing blah blah blah and whenever at the website opens we can show you obviously the Internet is amazingly fast today and absolutely nothing is happening all right let's move on let's assume that you've already downloaded the installation file installed kuja's and you are ready to open it complains that we won't be needing that anymore then we open qjs QGIS desktop I'm running version 2.18 point 4 I'm assuming most of them will work relatively the same so I didn't think it should be an issue okay let's just close that ok so we don't have any recent projects everything is brand new so you can see it's a clean thing this works is relatively straightforward and it was exported it as a raster layer as we chose in grass mapper so we added the raster mayor layer we are in the harris example we would like to see the that would be plain one there we've got the output files that are as maverick generated for us we've got a water surface elevation that and in the Indian nation inundation boundary now let's import the water surface now that's not that nicely ok let's let you the water surface elevation 1 so we've got water surface elevation we open that and voila imported gives you a little little error there but don't worry about that over here we can go and we can change the display style the single brand let's change this one let's use that one that it's a lot small there that why did it disappear I did something wrong obviously okay let's try that again I did something stupid but I'll explain it to you now so let's you re import the velocity surface the way we change the colors of this is by double-clicking on that this ring is up this we want to use the single band pseudo color and the plasma one sounds fine but as you guys can see this is empty so basically the Bands haven't been generated yet the way you generate the Bands is actually by typing in the min and the max there so we do that we've got colors apply that and that'll then update this so then we've got that the way we export this image is by right-clicking on that and we say save as we want a rendered image it's a do tough image that we want we want to save it as and it will save it under this [Music] this is a different project let's get it to the example that Elizabeth planned so this is the geo lost city hue image so we say that all of this stuff will be left as is because it'll automatically scale everything and the extents of it will be fine so we say okay so we've got that now we would like to have the contours of this with that we go to roster extraction contour ISM output file we would like to do that from the velocity not while we just created from the initial one if you don't do that the program for some reason creates 70 million countries instead of just the ones that you're looking for so select the initial input file the output file for contour lines vector I'm assuming that's the file name and little day it's give it a name that would be the geo lon safety contours and the contour interval I think that 0.5 works very well in this case and we say ok mm what Bell degraded why that time we would like it to be that no that should be a shapefile queue image velocity jus let's make that Contras save okay processing complete it worked so it should be set as the shape file yep assuming that and then no no no no no you've already done that so now when we zoom in on this you can see these countries and you can turn them on and off and the image I don't know if so there's the Contras that we just created obviously the huges program has got a lot of different functions towards it I'm not a huge as expert so yeah let's just use it as it is like about this finishes our work in quantum GIS ready to be imported into civil 3d so now we can close this let's just minimize it to enough and because we haven't exported the water surface elevation so no we're not done I lied quickly bring that in it this new details and that's what we want we want the water surface elevation open so that's what we've got deleted all of that off running through all of these steps again one five seven zero looks okay and that would be let's make that six okay so it created our bands we apply that we've got bands and we want to save this as the rest third image jus water surface elevation much yes that sounds fine okay exporting has been completed and supported tartar sauce no man I can't believe that save as that's that that jutsu why are you doing this and we wanted an animation geo image that's what we want yes now I did it I don't understand the thing raster extraction contour is not that one we want not to lost D but we want the water surface elevation the original input file we would like to expert this as a shape file yes and that would be the jus water surface elevation contours once again is the shape file a meter intervals worked nicely and we've got contraries so now we're done in this program so we can minimize this and then head back to civil 3d now that we're back in soul 3d we can turn off the layers the many layers that we won't need so that's done let's create layers that we will be putting the judith images on image water surface elevation and another one named age lost velocity let's do that that is basically done by which to input the water surface elevation first so that would be map insert map double I insert command we would like to import from the correct location first of all desktop sample land one then we would like the we said the water surface elevation so that's the water surface elevation image imported it's right there I said okay there is I mean we can't in the background transparency on and off and there we've got the water set of surface elevation color graded image let's go over to the velocity turn that one off same command map insert velocity there we've got the velocity as you can turn that off now we would like the contrary so let's create other layers for the contours it's got it there condors varsity this time it is a net import velocity two contours that's the one and all of this is already set up so it's as easy as that and we've got velocity contours as polylines you can obviously go in style those according to your liking but as a standard that's actually not bad let's add a new layer contours this would be the water surface elevation make that the active layer send that one off and then we can turn off that ones I'll extend this one back on you know I just put the countries on their own the air yeah cool it already creates a specific layer for them so let's turn that specific layer oh that's it so now since we've got the country layer for this I know it's actually not gonna work but you know let's insert it so it's mapped in imports map import for shape files map insert for tutor files so that's the water surface elevation contraries once again that's already set up and voila there you have it let's insert the inundation boundary as well in the inundation boundary that comes straight from our ass matters so that it did not go through quantum GIS and that's already set up it gets imported like that so if we isolate it we explode it and then we are left with the inundation boundary lines that's contrast that's actually on the wrong layer now so let's change this to the inundation boundaries that would be inundation boundary that one cool and isolate so there we've got the inundation boundary the background image with the water surface elevation and then the water surface surface elevation countries obviously this color grading is represented by the grading that we assigned in quantum GIS so you might want to include a legend of some sort and perhaps a few leaders or contour elevation markers to indicate the water surface elevation along the profile and that's round about it and that basically sums up or summarizes how to create a surface using normal drawing import data create a civil 3d surface pedal around with the way that surface is displayed adding a bunch of brake lines to it exporting that surface for use indecorous creating meaning layer map they call it a land cover layer in civil 3d oh that's all 3d right there ass mapper or hair crass creating that setting up and running a 2d Harrison in hey grass looking at the results sorting out some of the issues exporting that going about exporting all of the results that we want from that into format that can be read either by Seoul 3d or you go over to quantum GIS taking that set of data exporting it with nicely detailed colored color graded images and creating countries for those results and then of course exporting that as shapefiles and do tough images to be imported into hey grass
Info
Channel: Alto Roos
Views: 35,613
Rating: undefined out of 5
Keywords: HECRAS, HEC-RAS, HEC-RAS5, AutoCAD, AutoCAD Civil 3D, Civil 3D, QGIS, Quantum GIS, Surface Creation, Surface, Import, Export, Tutorial, Example, Flood Modeling, FreeSurfaceFlow, Free Surface Flow, Surface Flow, Manning Map, Land Cover Layer, Manning, AutoDesk, Survey, Breaklines, Water Surface Profiles, Flow Distribution, shapefile, GEOTIFF, River, Analysis, Online Map Data, Bing Image, Satellite, Bing Satellite Image, US Army Corps of Engineers
Id: mUgXQucQTuE
Channel Id: undefined
Length: 98min 23sec (5903 seconds)
Published: Thu Nov 30 2017
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.