Full Momentum: An HEC-RAS Vodcast (Ep.5). RAS Mapper Demo Part I

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
[Music] all right welcome to full momentum in HEC Raz bod cast I'm your host Ben Carey and joining me as always here today is Chris Goodell Chris welcome to episode 5 of full momentum hey Ben how you doing good to see you happy Thursday - yeah happy Thursday to you yeah I'm doing good we were enjoying a pretty nice spell of nice weather 80 plus degrees here in the Pacific Northwest I know I and my wife and my dog are enjoying that are you you do it yet it's a little too hot in the house I'm gonna have to turn on the a/c which I try not to do but it may happen this week yeah I know guys for hydraulic modelers when the weather is nice we can get outside a little bit because we tend to spend a little bit probably too much time on computer software so yeah yep exactly yeah you gotta get outside you can't stare at your screen all day longer you'll go crazy especially doing Raz modeling right yeah yeah this week Chris and I have been teaching our first online 1d 2d headcrabs class which has been great but that means we've been spending even maybe a little bit more time inside than we would like but cost has been really great really excited hopefully there are some people turning in to this episode today they're taking that class and I've been enjoying it as well so I agree I think it has gone so smooth and I think people are used to doing webinars now they're used to doing stuff online with their video equipment and audio equipment and I was just blown away at how smooth the very first one went in fact I don't know if you thought the same thing Ben but people are understanding how to do this now it's becoming part of their daily lives so yeah good for us and I've been pleasantly surprised as well with how smooth things have gone and just a reminder to everybody who enjoys listening to these short vodcasts that if you really feel like you're getting a lot out of these discussions Chris and I are just barely scratching the surface on the amount of content that we cover in our 1d 2d class is meant to be obviously give you guys a lot of information tips and tricks on different special topics but if you really want to take your as knowledge to the next level watching these vodcast might not be enough for you so we encourage you keep an eye on either of our LinkedIn pages or Kleinschmidt LinkedIn page for the announcement for the next online class that we do and sign up you'll get a lot from it I know everybody that's taking the class right now has been really encouraged with how that's gone so yeah I agree and keep your eye on the wrasse solution to that so you'll see all the news the latest there so okay so what are we going to talk about today Ben yeah we got a really special topic today Chris so we're gonna bypass a lot of or I should say some of our common segments like tips and tricks and a current kind of hydrologic modeling story even though there are a lot of cool or I should say really just more interesting high hydraulic engineering stories going on right now in the world and we're gonna bypass that and we're gonna really focus on as mapper we're gonna focus on today the construction of 1d and 2d elements within R as mapper and how that's done in a step-by-step basis we will have a second Raz mapper tutorial video that comes out at a later date that will cover how to view and extract results within Raz mapper which I think that will be really helpful to folks as well but today we're really gonna focus on the construction of 1d and 2d elements how to do it some tips and tricks that we've learned through our many years of working with in Raz mapper so we're really excited about that Before we jump in all the way though I would like to do a quick read for our sponsor again for those guys who aren't aware Chris and I both work for Kleinschmidt system Kleinschmidt associates and we're very happy that they've chosen to support this venture and so I just would like to give them a shout out we're very thankful to Kleinschmidt Kleinschmidt is known throughout the industry as a firm that provides practical solutions to complex problems affecting energy water and the environment you can learn more at Kleinschmidt group.com so again thank you to Kleinschmidt and with that let's let's dive in to Raz mapper so for those of you guys who are viewing this podcast you'll see as map or screen here on the right and I'll actually like Chris go ahead and take over and share his screen so he can talk about some things glad Chris okay thanks Ben yeah I'm gonna talk about razz mapper and the the purpose of this podcast really is to go through the pre-processing side of things so we're gonna focus on that but the first thing I want to do here is introduce you to Raz mapper itself some of you may not be familiar with it I haven't used it yet or maybe haven't used it very much and it is quite a bit different than the rest of heck Raz and and the other windows were used too so I'm just going to go through and quickly introduce the the general layout of Raz mapper and the different features inside of it and then I'm gonna turn it back over to Ben to go into a little bit more detail on how to pre-process the geometry so the first time you open up Raz mapper you'll notice a blank screen unless you've got some geometry in there already but generally the first time you'll have a blank screen and you'll notice over here on the left-hand side we had the layer manager and this is kind of a tree file format so it's really easy to navigate down to all the different elements of your geometry or the different results that you want to see here you can see we've got map layers as well this is kind of a general location for different types of map layers that you can bring in and we've got our terrain group here as well and this is where all your terrains are stored and where you create them let's start up here at the top we've got our typical file menu items like the file 1 open save and exit we've got our tools and this is probably where you'll spend most of your time in the tools area and you can see some of the different features in year I encourage you guys to explore the options in there so you get a feel for what options are available to you but the very first thing that you want to do when you get into R as a mapper with a new project is set your projection and so there's a reason why it's up at the top here because it's usually the first thing you do by setting your projection you're able to then have all of your layers line up early and they each layer could have its own projection but it's going to be reprojection to the projection use you select here so you just click on it it brings you to this this is actually the options window but really all you need to do is click on this file open button and that's going to take you to a Windows Explorer or then you can go find your projection file and you can see here my projection has a file has a useful name it looks like a projection file but it ends in prj and that's what all projection files end in so make sure you've got that prj extension but don't confuse that with your as project file which also has a prj extension that will not work here it needs to be a valid projection file and you'll know it's valid because you'll have some information in here that makes a lot of sense ok so once you've got your projection go ahead and click OK you got a projection established that opens the door to add in web imagery and that's one of the really cool things about having your projection is now we can go into map layers and I can right-click on that and say add web imagery and this will allow me to access a number of different online web image resources probably the most popular one that's used is google satellite Bing satellite also works very well you may want to have Google Maps on there also I usually don't use much of these ArcGIS layers but they're available as well and all you need is a projection file which we've already established and an internet connection and then you're ready to pull satellite data or other kinds of imagery right off of the web I've already done that and so I'll turn that on by checking the box here and there's our aerial imagery you can zoom in and zoom out and it's going to automatically download the the best imagery for whatever zoom level you're at so it's constantly refreshing and resampling to give you the best imagery possible as you zoom in and out all right so now we've got our projection and our imagery the next thing you want to do is get in your terrain hey the terrain is required if you're going to do 2d pre-processing or if you're going to do well actually in 1d pre-processing as well or if you're gonna map so it's really an essential part of res mappers having your terrain now you don't technically have to have a terrain to put together a hec-ras model a 1d model if you are doing a 2d model you do need to have a terrain but to add a terrain you just right-click on it and say create a new raster rain and we get our new terrain layer editor where you can then add in your elevation data sets that you wish to bring in you do that just by clicking this plus button right here and when you do that you have to search for a raster type terrain these are geo tips and they work great you can also use ESRI grids you can use floating-point files FL TS and according to the manuals pretty much any raster based elevation data set will work here but those are the three most popular ones used for as I've already brought one in so I'm not going to go ahead and do that but once you have this filled out and you can bring in multiple elevation datasets in fact you just order them in the priority you wish to have is their merged together but once you've got those in there give it a name click the the Open button and that'll allow you to rename it to something more useful so maybe you put in existing topography and put today's date on it so I'll go 2020 underscore o5 what's the date 28 I think click Save and then you're gonna have a new name there that means a lot more than just the the default terrain name usually the rounding precision the default value is very good so I usually don't change that but you can change that if you wish in here and I suggest we keep the create stitches option turned on because if you do bring in multiple datasets then rasz will use this tin stitch feature that it has built in to blend those together in a much more seamless way than if you didn't have create stitches on so once you're done you just press the create button and that will make your terrain I've already done it so I'm not gonna hit create but I'll show you what I've got here by turning this on now I won't see it right now because it's hidden behind google satellite so I'll turn that off so you can see my terrain and there's my terrain and you know you have a really good projection or a valid projection when your terrain and your aerial imagery or your base imagery line up so I can double check that here you can see clearly see a dam and if I turn the imagery the crest of the dam is in the exact same place as it is in the terrain so I know I have a really good projection established there so once you've got that you're ready to pre-process but before I turn it back over to Ben I want to just highlight some of the buttons up at the top these are some shortcut buttons available to you some navigation buttons the first group right here is all about your display so you can zoom in and zoom out you can zoom to extents like this this is the pan button so if I click on that I can just click and move around like that this is the select button over here and then we've got zoom the previous you can go either direction if you want and then this measuring tool which is really cool this measuring tool will allow you to measure any of the active layers over here and you know it's active when it's highlighted right now the terrain group is highlighted but if I wanted to actually measure on this specific terrain I would need to highlight it by clicking on the label first turning it to that magenta color and now I can measure on this and I can just click a series of points make a line out of it double click to end it and it's gonna tell me the length of that line the average slope of that line you can even save it as a profile line if you wish to do that or copy the coordinates which is a very useful option as well or if you just want to look at it go ahead and plot the terrain and here you can see I've plotted the terrain and we've got a high ground feature right here which looks to be where I went a little bit outside of the floodplain onto the high area so this shows you the terrain as well and you can get a table to which you can copy/paste into Excel if you'd like to do that then further on along the list of buttons or the or the row buttons here we've got some of our velocity visualization tools the vectors and particle tracing these are the settings for how you control how those velocity visualization tools look and then we've got our options for changing the render mode so if we want to change the render mode how it's actually displaying results we can do that not going to get into that right now and then finally we've got the animation control over here so this is our animation toolbar we can do a quick select of the Max or min values we have control over the speed of the animation toolbar right here with this little turtle and then a play button right there and then finally last thing I want to highlight is the bottom left where we've got a few different tabs here that you can look at we've got just messages so rasz will give you some messages as you do things in rasz mapper will update and tell you what's going on it'll tell you if you've got some errors the views is really cool because this allows you to save different views so let's say I'm zooming in to this damn quite a bit and I want to come back to this a lot and not have to go through the buttons up here just do it a quick way I can save this as a view by clicking the plus button give it a name I'll just name this damn okay and now I've got a view saved right here and if i zoom out like that I can double click on this and it's gonna take me right back anytime I want so that's a really nice feature and then the profile lines allow you to extract results onto a linear feature so a polyline so I can just this plus button and I can draw a line where I might be interested in results here I've got a longitudinal line or a profile line okay I'll say and it's gonna ask me for a name I'll just call this stream centerline one okay now I've got a stream centerline if I go back up to the results again we're not gonna get into the results too much I just want to demonstrate this really quick and I pull on let's say water surface elevation I can right-click on this and I can plot that profile right on that line so this shows me the line as well as the results if I were to to have the results turned on in this case I don't have the results at the moment because I've got to rerun it but you'll see a water surface profile on here as well alright so what do you think Ben I'm using no you did a great job of covering that and I just want to add to everybody again that we'll be doing a whole nother podcast on viewing results which will cover a lot of great stuff and I also just want to re-emphasize something that Chris said and you know obviously you mentioned bringing in the projection file before you bring in your terrain and aerial imagery and that's such a huge part of this process because if you if you don't establish that there's nothing that requires you to establish your projection first you're actually able to bring in a terrain if you don't have a projection established but you just have no way of verifying whether it's in the correct place or not so it's so important to always add a projection file and then add aerial imagery and then your terrains you can verify that everything's lining up I've had many experiences over the last few months where you bring in a train in and it doesn't line up and so you have to go into troubleshooting mode at that point figure out what needs to be changed before you start building your model because the last thing you want to do is construct a whole 1d or 2d model and they realize that it's not in the right place or that it's on the right projection and then you have to start that all over again and it really limits what you can do if you don't have a projection file you can't bring in aerial imagery or web-based imagery you can't bring in other map layers that you might want to bring in maybe you want to bring in the land classification data set that's in a different projection it won't work unless you've got this projection established so the very important part of it yeah absolutely the last thing I would add to is you're under the map layers menu and Chris I can't remember if you cover there's not you're able to bring in or add shapefiles which getting really helpful to either if you have a shapefile from an existing project you want to bring in just as a reference or if you actually want to bring that that shape file in or create a shapefile so that you can draw in certain features you can actually copy into some of your geometry so that's another really cool thing about the map layers menu that is is really helpful something that we use quite often yeah and just about all the layers that you see over here are editable editable so that means you can copy features like like been said you know just copy the features and paste it in another layer and makes it really easy to to move data around that way so good point absolutely all right I'm gonna turn it back over to Ben and now he's gonna talk about pre-processing in Rasband per so once you have your terrain set up the way you want to and you know it's in the correct spatial location you're gonna start building your geometry data so I'm gonna show you guys how to do build a 1d reach as River reach as well as a 2d area how to do that and then some some different things to know when you're building that out so what I'm gonna start with today is is building just a 1d River reach so we're gonna start with again under geometries when you guys first open up or as mapper these will be completely blanked you won't have any geometries results because you haven't started your project yet so the first thing you'll need to do is you need to go to geometries add new geometry you'll give that geometry a name and for instance I did that today and I called it demo draw and then you'll end up with something looks like this now inside of your geometry you have the options to add rivers cross-sections storage areas 2d areas and then you have the option to view structures the one downside or I should say the one thing you still have to use the geometric data editor for is to add structures that's still the best way to do that add and edit structures so in rasz mapper that's usually you only turn on structures if you want to view where your different structured components are at you can also view the Mannings values that is that are associated with this geometry as well as create some override regions which again like Krista will talk about that in another broadcast and then lastly you can add boundary condition lines to your geometry as well so first we're gonna start with the rivers itself that's usually the first thing you start with with a 1d model so in this case I'm going to expand the rivers I can I'm gonna go ahead and edit the rivers and the way you do that is right click on it on rivers edit the geometry and then you're going to get these edit tools up in the upper left hand corner the first tool is to draw a new feature the second tool is to edit a feature or move the points along the line you can undo or redo commands that you've made this is plots the terrain profile of a currently selected cross-section then you have your tool menu here there's a lot of cool things to do that you can use these tool men use for we're not going to get into that today but you'll learn that this is a really nice feature as well so we when you go to edit the rivers again we're gonna want to draw a new River because currently we don't have anything in here and one thing I always like to do when you're gonna draw geometry data is you're gonna want to make sure that your terrain data the visual effects of your train data is updating at every view point you currently have so right now if we go to the bald eagle creek terrain and I go to image display properties this displays a lot of information about this terrain and the important thing I'm going to focus on right now is this this checkbox here update per screen so I always check this on and the reason is is if you have that on as you zoom in the terrain will actually update based on the highest and lowest elevation that's displayed in my screen so this is really helpful when for say if you zoom into the river here and you want to get a good idea of where the high and low locations are at this will automatically update on the fly as you're zooming it out so I always check it first notice the scaling changes as you zoom in and out - yep so you'll notice the scale bar over here changes right now a high of 271 and if we zoom into the river here that's gonna drop down that looks like a hundred eighty so yeah really really easy especially as we get into drawing cross sections and break lines so I'm gonna start with just a river reach here so I'm gonna start just downstream of the dam and I'm gonna just draw a few points here I'm just using the left clicker to click these points if at any point you double click that will end your river reach I'm just gonna draw just a few more points here so we can get some good cross sections and and then I'm gonna double click and that ends my river reach so now it's gonna ask you for the river name and the reach name just like it would if you were creating a river reach in the geometric data editor so I'm gonna call this equal Creek we're gonna call it downstream of the dam so been how many times have you been clicking points you've gone so fast that it thought you double clicked I've done that before I'll show you a workaround at how you can resuscitate use your geometry if you do that so once you press ok that River reach is now named let's say like Chris said if you double clicked and this river reach is actually shorter than you want it to be what you can do is you can always at any point click on the edit feature line double click on this line and you can add or move any of these vertices along your point you can also wreak lick once this is selected in the vertices are displayed you can wreak lick the add new feature and draw from the end of your line again which is really really helpful so I'm actually you're not gonna do that but that's that's a really nice feature of grass so I go ahead and end that the next thing I'm going to do is I'm going to go ahead and add my cross section date is it will come back to some of these other features in the river subsection but for now I'm gonna leave that alone I'm gonna come into cross-sections ok and I'm gonna edit my cross section again I'm gonna add a new feature and I'm gonna draw these cross sections and I'm gonna draw these from left to right which is always good practice and as you're drawing these you can actually add doglegs in just like you would in the geometric data editor if you know the direction of your flow it's always good practice alright once I've drawn those 1d cross-sections and I'm gonna go ahead and click this edit feature button so now we have our river centerline and we have our cross-section data at this point you could go ahead and extract data to these cross-sections and and run a run a 1d model that quick however there are few other steps here in the res mapper editor that are really helpful and really really good practice to do so what I always do is after you've done drawn your cross-sections I come back into my River editor and I'm gonna add in bangkalan hey so that's this under under rivers bank lines I'm gonna add a new feature and then I'm gonna zoom in and I'm gonna add these bank lines right along the top of the bank just like where we want them placed in real life and always even in between the cross-sections make sure that the bank line is along the top of the bank because if you ever add any interpolated cross-sections in between here and you want to enforce those bank lines to those interpolated cross-sections it's good to have done the work at a time so I go ahead since it's important to note too that you're never gonna be perfect with this you're always going to need to do some fine-tuning back in the geometry window but this will at least get you really close and that way if you have a ton of cross-sections it's much easier and quicker to fine-tune than if you just started from scratch absolutely yeah like Chris said you're always gonna want to double-check and refine where your bank stations are located within the cross section editor of the geometric data editor but this is a really really good first step and can save you a lot of time because a lot of times when you do this you might go to make some edits to your bank stations and realize they're all in the right spot you won't need to do much so it's a good time savers now I've drawn in my bank lines into my 1d reach the next step I do is I'm gonna draw on my flow paths and the flow paths are what calculate the reached lengths within your cross section so right now if we were to extract our elevation data to these cross sections every cross section would have a downstream reach length in its channel it's leftover Bank and it's right right over Bank based on the channel length from this cross section to the next downstream cross you can see if we look at these two cross sections the right over Bank length should actually be a little bit less than the channel length and likewise the right over bat or the left over bank should be a little bit greater than the channel length so I'm gonna go ahead and draw my flow lines in and when you're drawing inflow lines which you want to imagine is in a high flow scenario where your bet your channel banks are being overtopped where is flow going it's gonna be a little bit of an estimate but of course I don't know if you have any suggestions as I'm drawing these for ya it's usually gonna be a little bit straighter than the main channel you know you're not gonna have as many meanders because in High Flow events things are gonna be kind of moving just straight down stream versus following meanders as much I mean it does a little bit a lot of this is judgment is a very subjective exercise but if you read in the manual they do give you a little bit of a hint on where to place these and they say it should be located at the center of mass of flow in the overbank in the respective overbank so where the heck is that but this might actually take a few iterations then because you might need to run the model see how far those flood expense are and then adjust that's right what if the water doesn't ever even get out to where the flow line is you just drew you probably want to go back and redo it but if it gets all the way out to the end point then that might be a pretty good location for the O ranked and fortunately too it's the results are not super sensitive because the conveyence out in the / banks is typically pretty low most of the action that's happening is in the main channel so yeah you know estimate that Senator masse if you this is what I tell people - if you picture the over Bank is sort of like a long extended triangle then in theory the center of mass should be about one third of the way over from the bank line to the endpoint of the cross section assuming water gets all the way out to the endpoint of the cross section so that's me it looks like that's about what you did and let go verb a actually I'm gonna take your words of advice Chris I'm gonna move some of these based on that and show people how I can do that so again I'm gonna go to edit features I'm gonna double click on this flow line and I'm going to move these a little bit closer so there maybe there a little bit closer to about one third of the way like Chris was just describing I think that's a good suggestion so I'm gonna move these in just a little bit and again I think this is a really good another good example and another good defense for however ear as projects gonna be different and every you know if you're doing a low flow model these overbank lines shouldn't be here they're probably gonna be much closer to the channel if you're doing that dam breach model and this dam is breaching you might want to move these out so it's very dependent on what you're doing just like a lot of things in pet cries it's very very project dependent there's not a there's not a catch-all solution but that looks a little bit more like what Chris was talking about when it comes to the center-of-mass assuming this is a fairly high flow model yeah cool so what are the flow paths for did you I don't remember if you mentioned that or not yeah I mentioned that they they are for computing the downstream reach links in this for the channel it's computed based on the river and then for the left and the right over Bank it's computed based on the flow Watts yeah and those reach lengths are going to be used to calculate the energy loss or the friction loss between cross sections so basically multiplies the length that it extracts from that flow line by the friction slope that's calculated using Manning's equation so you know it's important that you get it right in the main channel it's important in the over banks but not quite as important it's not quite as sensitive nice cool all right so now that we have our 1d geometry all drawn in the next step is going to be extracting or computing the data for these cross sections and the way you do that is you select the cross section label here under geometries and you need to edit features and you'll go ahead and select all of these cross sections if you only want to compute for a few of the cross sections you can do that as well but in this case these are all new cross sections so I'm gonna select all the cross sections and then you can either right click here on on any one of the cross sections go to compute and in this case I'm going to compute all cross section attributes you can also do this by right-clicking on cross sections over here and compute all attributes if you want and again if you do this you you have no cross sections highlighted and you just want to do it for an individual cross section you can do that as well like right-clicking compute and doing this so what this is going to do is it's going to extract the river stations to each one of these cross sections based on the river centerline as well as the flow lines it's going to extract the bank line point on the left and right bank to the cross section based on our bank lines that we drew it's going to compute the reach lengths and then finally the elevation profile based on the underlying terrain so one thing I like to always do before I compute here is just to double check and make sure that the terrain that we have is associated with this geometry so I'm gonna go ahead and save our progress that we've made see right click stop editing and make sure you save your edits that's all saved now so I'm gonna come down here to terrains you're gonna right click on terrains and go to manage terrain associations and then you'll get a window that pops up that shows your geometry so in this case I have two different geometries we're working with the demo draw here and it's gonna talk tell you which terrain is associated with this geometry so in this case it looks like I'm associating with the bald eagle creek geometry which is what I want but let's say I wanted to instead of associated with this terrain I wanted to associate it with the just generic terrain that I have in here you can drop this down select that and now that geometry is gonna use the terrain terrain to extract the elevations as opposed to the bald eagle terrain you also have the ability to assign if you have different Manning's and classifications which again we'll talk about on a later date you can choose which MEMS and shapefile you want to associate with a given geometry so now that I know that my geometry is associated correctly I'm going to come back into cross-sections edit the geometry I'll go ahead and highlight all the cross-sections right-click compute and compute all attributes all of these below now again I want to emphasize there might be a situation where you already have an existing 1e model and you like where your bank stations are at you're comfortable with the river stations and reach lengths all you want to do is update the elevation based on the elevation profile based on the train you do that by just selecting this but in this case when they do all be above or I should say all of you below and now these cross-sections have the correct data associated with them and we can confirm this by again right-clicking stop editing make sure we save our edits and if I come back to the geometric gate editor again if you guys aren't super familiar with rasz mapper I'm sure you're very familiar with this extent here if I come into any of these cross-sections make sure I'm right cross section layout here so this is what I was just working with you see our arrows indicating our cross sections are drawn left to right thanks to Chris's save there earlier and if we come and click on any of these cross sections and view them in the Edit cross section editor what we'll see is these cross sections now have a station elevation curve based on the underlying terrain and we can we can be sure that it's from the underlying terrain because we can turn if it's not already on we can turn on this plot terrain feature and see that yep that lines up perfectly with the geometry of my cross section we can see our bank stations are in relatively the right place in this case it looks like maybe we'd want to adjust this Bank station slightly up the easiest way to do that is and this would be I guess the next step is once you are comfortable that the terrain has been associated with your cross sections correctly you can come in here and inspect the Bank station locations it's always a good next step the best place to do that is in the graphical cross section editor we had a tutorial on this not too many episodes ago so I'll just go over very quickly but if you right-click on or if I should say if you click on that option you now and then you click on set Bank stations you can move this Bank station location here so maybe somewhere where you think it's a little bit more appropriate and you can do that for the rest of these cross sections that one looks pretty good that one looks pretty good these all look pretty good so it looks like just one little jump out there and then we had to make it and now just a reminder that if we come back into res mapper and if we re if we came in here and edited our cross sections and we highlighted all of our cross sections and computed and we computed all the attributes again that change that we made to the bank station would be undone so that's really important just to remember if you make changes in the graphic cross-section editor that doesn't change the location of your bank lines within rasma so important note and you can check whether your bank stations are based on the bank lines here or changes that you made in the graphical cross section editor by turning on your bank stations under your cross sections so if you go to cross-sections expand that out you have a couple different options here in this case I'm gonna look at my Bank stations and you'll see those Bank stations show up as red dots and for most all of these it looks like it lines up more or less right along the bank station line which it should have except for this one right here which is where I adjusted in the graphical cross section so that's such another really good check to make sure that everything is lining up everything's looking good there's a few other things in the cross section editor that you have the options to view edge lines which edge lines are simply lines that connect the ends of your cross-sections to each other and these actually don't show up until you actually do a flow simulation so these you see these won't actually show up right now and same with the interpolated service this is going to show you an approximation of where if you were to interpolate between these cross-sections what the interpolated surface would be and that's generated also after your initial run goes yeah you have to run the computations first to see that huh yeah you would build a simplified 1d model Chris do you have any thoughts or comments on that before we get into the 2d well I think we ought to we got to tell them a little bit about that River station marker layer under rivers because I can see that being very useful the one that's not checked there yeah you check that and you can edit this and basically what this allows you to do is drop a point anywhere along the way and give it a specific River station and when you do that then Braz will actually use that River station override the river stationing it gets from the stream centerline and interpolate in between those instead and so this gives you control over the river stationing and sometimes this is important if say the river the actual River stationing this you for say a specific project does not actually match up with the river lengths and a lot of times this happens it's certainly not uncommon to see where a certain project will have River stationing that they use but that's it's not consistent at all with the stream centerline length and so this is a way to override that yeah so you can obviously the old-school way to change this would be to change this in the geometric data editor by changing the reach names and the reach tables but this is a little bit of a quicker way that Chris just said if you right-click on your edit you can create a new point any one of these points I'm gonna do it on the upstream end in this case you can specify river station so you'll see right now this is station 5000 if I make this station 6000 you'll see this changed to 6000 but also all of these will be adjusted based on based on the established reach length so if we click OK look so it looks like so my point was just a little bit downstream of that so if you want to change the actual upstream cross section you'll need to zoom in and make sure you're right on top of that cross section in order to get that to work yeah a really good overview Ben and I just want to encourage people to get used to razz map or I know if you've been used to using the geometry window it might be a little bit unfamiliar and maybe a little bit confusing things happen differently in razz mapper than in the geometry window you might right-click in the geometry window and left clicking in the Rasmus versa the same thing so just get used to that the reason I want you to practice doing pre-processing as a mapper though is because this is ultimately the direction that grass is going so you'll eventually in a future version I think version 6 might be the one but I'm not totally sure but I think the geometry and Raz mapper will kind of blend into one window and it will act much more like rasz mapper than it will the old geometry windows so get used to that and you'll be you'll be ahead of the game when the next one version 6.0 comes out I'll add to that I will add to that as somebody who used the geometric data editor for just a little while and then got used to Raz map or right away once you learn how to use it you will never ever ever ever go back because it is it's much more user friendly it's easier to navigate around it's easier to edit features that you've already finished it's easier to make changes and not save them it's just a lot more user friendly so like Chris I'd get used to it limitations real quick then I want to point out and you mentioned one already is you can't do structures yet in res mapper you can't pre process and you can view them once they're in but to put them in you have to put them in the geometry window so that's still still required same thing with Manning's n for cross-sections if you want to get Manning's n values on the cross-sections you're going to have to do that in the geometry window there's no way to extract from an Ballack sorry an N by value polygon layer extract that on the cross-sections you can extract it onto a 2d area in res mapper but you can't extract it onto a 1d reach yet but in 5.1 which hopefully will be coming out very soon fingers crossed those things will be taken care of great boy yeah I forgot to mention that Christa thanks for pointing that out that's a really important detail about you know what you can't do in razz mapper there's a lot you can do but you can't do everything alright so the last topic for today is now that you guys know how to do a 1d reach is going to be drawing a 2d area and drawn a 2d area is even easier than a 1d reach there's even less to do so hopefully this will be quick and Chris and I can spend some time talking about the intricacies of 2d areas and some different ways to edit them here shortly so in this case what I'm gonna do is I'm gonna kind of pretend that we want a 1d reach drawn where I have a drawn right here and then right around this Junction I'm gonna assume that we're gonna want this to be drawn as a 2d area maybe we're gonna anticipate some complex flow interactions here and so we want a good representation of of how the flow is going to interact in this area so we're gonna draw it in 2d the way you do that is very similar to how you drew your 1d reach but instead of editing the rivers to cross sections you're gonna edit your 2d flow areas so we expand that out the way you add a new 2d floor area is by right-clicking on the perimeters which is the perimeter of your 2d flow area you're gonna edit the geometry and then you're gonna add a new feature in this case what I'm gonna want to do is since I'm gonna I'm gonna actually want to connect this 1d model to it to the 2d model downstream I'm gonna make sure that my 2d boundaries right along the 1d cross section face here as close as I can get it that's really good technique that's important to do it that way yeah that's one of our many tips and tricks for 1d 2d connections that you'll get out of the grass 1d 2d class if any but if you guys ever have the chance to take that so I'm gonna go ahead and draw this out include kind of the area that I maybe anticipate seeing some some flow interactions occurring and whenever you're drawing a 2d area it's always better to err on the side of drawing too many cells or I should say too large of a boundary then not a large enough boundary the cells that never get wet don't require any computational time and so there's really not a reason to not include them the downside of including a boundary that or 2d area that's too small is if you have flow that butts up against the outside of your 2d area and you don't have a boundary condition associated with it that flow won't have anywhere to go so it'll pile up as if there's an imaginary wall here so you always want to make sure the U 2d area totally encompasses all of your results so I'm gonna be conservative and kind of assume that this is the outside of my boundary here and it just shortly downstream similar practice to a 1d cross-section I'm gonna make sure that my end of my 2d area is perpendicular to the direction of flow and then I'm gonna finish out this 2d area here and again just just like the other features by double-clicking that is now complete you're gonna give this a name so I'm gonna call this Junction as it's a junction of our main river stem and it looks like a tributary here and now that you have your 2d mesh now you'll notice that this doesn't have any cells in it right now okay and that's because it's just simply a perimeter has no computation points like yet in order to get computation points within this you're gonna have to right-click on the perimeter so this is always your next step you want to do again if you have done yet make sure that you are associated your geometry is associated with the correct terrain that you want I already did that at the beginning of the 1d so I know that's the case I want to right-click on junctions I'm gonna edit the 2d area properties and that's gonna pop up this View tab here it's gonna tell me the 2d flow I'm working with and it's gonna ask me to specify my center point spacing in this case I'm working in meters and you're almost gonna always want to enter in a square spacing so you would want to do something to the rectangular you can if you want but it's always better to do a square so I'm gonna I'm just gonna go ahead and keep this at 100 400 now and we'll see what it looks like the only other thing that you have to edit before you actually compute these these cell Center spacing is make sure that you have your default Manning's n value that you want so if you don't have an underlying Manning's n layer that you're going to associate with this geometry and you just maybe wants us to simplify it approach make sure that this is the correct Manning's value that you're gonna use so in this case I'm gonna bump this up to just point zero seven considering how much of the floodplain we're accomplishing and we'll go from there what I'm gonna do is I'm gonna click on generate computation points it's gonna do that it's gonna tell me how many points so in this case I have 58 cells it's gonna tell me some other information about those cells that did that very quickly and I'm just gonna take a look at that now to me this doesn't look like those cells are nearly small enough to capture some of the detail that we want so I'm gonna actually bump this down to let's say 30 30 meters by 30 meters I'm gonna click on generate computation points it's gonna ask me hey you already have computation points are you sure you want to override what you have in this case I'm gonna say yes and now we see something that looks a little bit more reasonable when it comes to the 2d areas okay the next step once you have your 2d area drawn and your cell spacing established is going to be to go in and edit your 2d area with brake lines and refinement regions so we're going to start with brake lines here brake lines are a really nifty feature that allow you to align your cell faces to high ground features or other features that you want them to be aligned to so in this case there's a couple high ground features that I'm going to want to capture looks like there's a high ground feature year so I'm going to make sure that we have a brake line that it's kind of along this path here and then I'm gonna draw another brake line at it looks like there's some sort of highway or a road that maybe comes up to a bridge here and make sure you have a brake line there as well and then I'm gonna make sure that we have brake lines along actually I might add some refined the regions in here so I'm going to leave that for now and we'll talk about refinement regions in a second so I have two brake lines here that are kind of representing our cell faces but you'll notice the cell phases aren't quite a quite a line there they're kind of skewed and this is just kind of a you know it distorts it like that isn't it I mean yeah I don't know exactly why that happens but it's definitely not enforced yet yeah yeah so in order to make sure that your self aces are actually enforced you need to highlight those brake lines right click and enforce those brake lines to your cells so I'm gonna go ahead do that and you'll see now my cells are all nicely aligned with our high ground feature and this is important because let's say you have water that's coming down the tributary here and it's in the floodplain and it's moving along if you have these cell faces aligned to the high ground water is not going to be able to move from this cell to this cell unless it passes this elevation here if before we have the brake lines in water could what we call leak from this cell to this cell because the cell was straddling that high ground feature so this is always a really important first thing to do is make sure you have your brake lines in that's what the that's where the computations see the terrain computations see the terrain on the faces not inside the cells but on the faces that's why it's so important to get those barriers to flow on the faces themselves so nice absolutely the next thing that you might want to do is to add a refinement region in and a refinement region what that does is it adds more cells inside of a polygon or I should say smaller cells inside of a polygon and this is usually used if you want more detail within your channel or a specific area so I'm gonna show an example of this here I'm gonna go ahead and turn off my 1d reach I'm gonna assume that I want a pretty good amount of detail in this area within the channel assuming that the channel is going to be conveying a lot of flow so I'm going to draw the again I'm just right-clicking I should say left clicking along the bank here because I want to represent this channel area with some more cells to get some more detail one other thing to note about the refinement regions is that the outside of the refinement region is actually a brake line itself it's enforced just like a brake line so I'm going to try to over line the outside of this refinement region along high ground just like you would if you were drawing in a brake line that's something that people don't always know about refinement region so I'm going to go outside your to do to just like bend it so don't worry about extending beyond in fact it's better to do that than to be a little bit short yeah so what I'm gonna do now is so so you can see it's drawn in it's not enforced yet we don't have any smaller cells in here you can see some of the the brake lines skew on the outside of it happening and what I'm gonna what I want is it's a good rule of thumb to always have five to seven cells across your river channel so I'm gonna measure this river channel it looks like to me that it's about forty six meters wide so I'm gonna go ahead and assume that I want seven cells which would mean that we'll go ahead and make these cells inside of the refinement region seven meters by seven meters and that should give us the cell spacing that we want inside of this refinement region so by specify the cell spacing within the refine region you just right click Edit the refinement region properties and we're going to put in our cell size to be seven meters by seven meters you also have these options which are the exact same options you have with your brake lines that will edit the spate cell center spacing along the outside of your refinement region in this case or along your brake line if you're if you're editing the brake line the parameter spacing specifies the cell spacing right along the perimeter then repeat the knee repeat specify the number of times that you want that perimeter spacing to be enforced as you move away from the brake line and then the far spacing is once you end the near repeats or once you get away from the perimeter spacing what do you want that next cell spacing to be and this can be helpful if you you for instance what we'll see here is if I select this refinement region and I enforce a cell size of seven by seven you can see that there's quite a bit of difference between this and what we have out in the in the floodplain itself you can also see that we have some issues here with a brake line in the middle here and that's because our brake line is is enforcing a cell size that is equal to the default cell size out here so 30 meters by 30 meters so if I want to fix this issue in here what I can do is I can either remove the brake line so it's outside of the channel or I can come in right click on edit brake lines I can change the near spacing to 7 meters to match to match the refinement region okay and if I enforce that you can see that we now have a nice seven meter spacing along this brake line and if I want to fix what's inside the refinement region I can just come back here right click on refinement regions reinforce this and you should see that all we have a nice cell spacing in here now which is exactly what we wanted now Chris what do you notice right away when I did that something that should jump out to you yeah the red dot the dreaded red dot meaning you got more than eight sides and this is so common when you're doing brake lines or refinement regions where you are going from rather coarse cells to very refined cells so if you transition over to great a distance or to great an amount so for example we're going from seven to thirty that's a pretty good jump you're risking getting these cells but there ways to fix that and that's what those new repeats and perimeter spacing that kind of stuff is there for to help you kind of transition better yes the other way you can do this is if you just want to come in and right-click on computation points under your 2d flow areas add a feature you can simply zoom in here and add another point and if you right click stop editing save you should see oh we still have more than eight sides so yeah we're gonna add a few of those yeah so we're gonna add some more points it looks like it jumped over here now but now we got rid of that error so we're good to go if we wanted to run this before if we tried to run this in a simulation it would not work it would give us an error because of that too many too many faces along so then let's go back real quick because I want to show show folks something can you change your brake line back to the nominal 2d area spacing so just remove that 7 and enforce it okay now redo the refinement region yep like you did before just go ahead and reinforce it ok and so this is where you pointed out that it looks a little funny right there on the brake line now if you can right-click on the brake line again I want to see if this will work so I'm kind of risking it's not working which is always a bad thing on a podcast recording but we'll see if this works if you go to edit and then uncheck the enforce one self protection radius for that one now go back to the refinement region and reinforce that and see what happens I'm crossing my fingers this works no all right it did Chaka pal yeah so that's what that enforced one self protection radius is for is it will protect the cells along that brake line even when you have an overlap or you've got some other feature like a refinement region or another brake line that's too close to it so that's another way to take care of that problem very nice good good point Chris the last thing I'll add about two editing 2d geometry is the refinement regions can be used to get some you know computational differences again not for this in this instance I wanted some more detail in my one in my River reach here and I didn't need as much detail out in the floodplain another reason that refinement regions are often uses if for like restoration design projects so for instance maybe along this tributary here we're proposing to put in a couple of rip wads or stream bars what you can do is you can add a refinement region add a new feature zoom in to where that design is going to be taking place and you can actually draw in for instance like let's say we're going to put in a rip wad and we'll call that vlog number one we're going to put another one in this will be a little bit bigger here and then maybe we have a couple something like stream Barb's that we want to that we want to stimulate so I'm gonna put a couple Barb's out here in the stream do another one let's say here now once we have these in here I'm gonna I'm gonna change the cell spacing too so I can get a little bit of representation of how the flow would move around these individual things so if I right click on this refinery region I'm gonna make these cells pretty small so we get some good detail I'm gonna make these let's say two meters each I'm gonna highlight them both at the same time I'm gonna go ahead and enforce those so now we can see oh wow we got some really good detail within these rip wads I'm gonna do the same thing with our stream Barb's a right click edit the property I'm gonna change the NIR spacing here to something similar let's do three meters both of these I'm gonna highlight both of my stream Barb's and enforce those okay you can see that we got some nice lacell alignment there looks like we have a couple more errors so I'm gonna fix those was adding some more computation points okay now we have a really nice kind of stratification of detail again most of our floodplain we are okay with having larger cells but we want some more detail in either the cell channel here or maybe if we're doing a restoration Dyna design inside of this stream barb or rip wad we can we can kind of capture the flow behavior a little bit better in those areas yeah very good the other thing you can do that will touch on next time is to add many override regions which would specify the maining values inside of maybe these rip wads or strain Barb's or if you had a different Manning's value inside of this channel but we'll have a discussion on mains values in an upcoming podcast and we'll cover all of that and more Chris do you have anything else that you want to add - this kind of tutorial on building 1d and 2d models within R as Babur know you did a great job that's a really good overview feel free to watch this multiple times because we covered a lot in a fairly brief amount of time but hopefully this gives you the confidence to start doing some pre-processing in R as mapper and of course it's required for certain elements of 2d modeling an example being the refinement regions you cannot do that in the geometry window you have to do that in R as mappers so I encourage you guys to give that a try and yeah hopefully this helps out a lot so thanks for that been absolutely yeah this is this was great again we'll have another one of these coming out where we talk about Manny's values and then another one where we talk about viewing results in R as mapper which will be super helpful I'm very excited about them will get a lot of good stuff out of that and again just want to encourage you guys if you're getting a lot out of these videos keep an eye out for the next class because we're gonna have another 1d 2d online class we're having great success with this one and we'd love for you guys to be part of that with us so keep an eye out for that and anything else Chris before we sign off check out the resolution check out our other podcasts we're building a good collection there hopefully those will be very helpful and and just keep practicing yeah we'll see you guys in the next one thanks for tuning in sounds good everybody stay safe out there this has been full momentum and HEC R as broadcast you
Info
Channel: The RAS Solution
Views: 14,025
Rating: undefined out of 5
Keywords: HEC-RAS, Full Momentum, RAS Mapper, Preprocessing, Geometry, Terrain, Projection, TheRASsolution
Id: U-nmV-wSoS4
Channel Id: undefined
Length: 60min 6sec (3606 seconds)
Published: Wed Jun 03 2020
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.