hello and welcome to this water drop where we're going to be taking a look at infoworks ICM and in particular the 2D objects polygons and lines and what they are how to use them uh kind of best practices around that so let's get started uh who is this four modelers that just really need a crash course in 2D modeling um and understand some of the different objects and approaches that could be used within INF Works ICM and then um taking a look at the workflow here we're just going to go and kind of go through and review uh what the 2D objects are um what they look like what how they need to be set up uh same thing with line objects uh also look at 2D zones and some of the meshing options there uh and then finally uh run through a simulation and use some of those tools to be able to review uh the results of those 2D simulations so here we have a pretty simple 1D 2D network over on the right side but over to the left of it is really what I was hoping to concentrate on today where it's just just some dummy objects that I've created either 2d polygons or 2D polyline objects uh so starting off with some of the polygons looking at the building here um these can be used of course to represent buildings uh the special thing that these have are the ability to include liid controls for for uh green roofs um you can also raise these up and down to uh create the uh appropriate level of them you can also limit the amount of drain uh capacity coming off of the roof and that can either be lost or sent to the 2D mesh and these can be sent to a variety of different model objects in the uh in the system either nodes links or 2D Point sources next up we have the initial conditions we have water quality that's going to be used for setting the initial uh concentrations of things the uh initial conditions of sediment so being able to set up the initial sediment transport parameters uh the initial condition for infiltration which sets the amount of uh water in the soil initially and then finally the initial conditions uh hydraulic Zone which can be used to define the initial level depth or velocity of water in the system um as you can see there's not a whole lot of information associated with these it's really just to Define uh the space where this is all contained uh on the uh modeling tree here that's where you'll need to create this initial conditions uh 2D zone so for example if I just add in kind of a dummy one here I get some different Zone types in here that zone ID is going to have to be associated with the uh ID of the polygon for the appropriate uh piece there next up we do have mesh mesh level zones and mesh zones these are pretty similar to each other I'm going to start out with mesh zones here though uh the primary piece of this would be to override uh 2D Zone minimum element are area so you can addde in add in finer detail or uh coarser detail into certain areas uh you can also use these to modify the ground elevation so kind of similar to what we saw in the building um building object there of course you don't get the added benefit of being able to uh do things like limit the amount of capacity coming off the roof or doing things like green roofs uh mesh level zones are like I mentioned fairly similar however uh these can not only be used to modify levels just like the mesh uh zones there uh you can actually specify the elevations at each one of the vertices so by being able to specify each one of those vertices we're now able to do things like proposed grading uh maybe adding in uh finer detail that didn't get caught with the demem different things like that so uh being able to use those to do proposed slls whatever else so uh next up we do have have the uh let's see uh permeable zone so with the permeable Zone um this is going to be able to limit the amount of um uh transfer infiltrated W to a node so as you can see here we have this drains to node link subcat made multiple links um you will have to use this in conjunction with an infiltration area so with the infiltration area and the permeable Zone we have the infiltration area to tell it uh how how um things are infiltrating to the system um and then being able to um have that taking a look at that infiltration Zone uh these would be used for things like um extended period analyses or doing rain on grid applications again this is kind of just defining the uh area that we're we're looking at as far as the infiltration Zone goes and as I open up the infiltration surface that's where the real details are going to be in terms of being able to set up the uh different kinds of methodologies whether it's Horton or green amped or just a fixed or constant uh type of loss uh these can also be accessed through the polygon window so looking at the bottom here in the tab um we have the modeling objects that were able to draw on the surface in addition to some of those um additional objects that we might need so we've got the infiltration surfaces right here right next to the infiltration zones going back to our model uh taking a look at roughness zones these are going to be needed for running a 2d simulation you do have the option in the 2D Zone to set a default Mannings in so if you do have gaps in the data um or just want a quick and dirty kind of uh analyses or even if the entire area is pretty similar in terms of land use you could use the uh roughness there instead of using the roughness zones often I like to be able to uh pull in a land use uh data file so being able to uh populate that information relatively easy through the both the roughness zones to define the area and then pull it into the roughness definitions to pull in what the Mannings in for it is uh so looking at this there are different bands that we can add in so uh depending on different depths that we have in the model so let's say it's a grassy area with some shrubs um maybe some higher canopy kinds of trees and things like that as the roughness changes at those different depths you're able to uh create those different bands in order to to see those differences between the two um the other nice thing is we've recently added in this priority bar this priority bar uh essentially uh says which one to use if you have some overlapping polygons so if you do have um a not so uh clean um land use file or something like that then you'd be able to just set the priority to say um that that this is the layer that I want to use for the roughness um you know generally speaking um unless you have a really dirty uh land use file there's probably going to be maybe some subtle overlaps and not going to matter too much in the calculations but saves a tremendous amount of time in in terms of uh cleaning up the data not having to do all that the last one in here I'll talk about is the turbulent Zone um this one's actually an interesting one that I hadn't really taken much of a look at but um this provid proves a definition for uh internal friction that's created by turbulent transfer momentum from edies uh these edies are naturally occurring in different uh fluid patterns um and these affect um these these edies have opposite directions and they cause friction uh which causes uh contributes to the renal stress in the terms of the in term of the uh nive Strokes equation which is used in the 2D simulation um so if I pull up the turbulence model um property objects here um I can see that I have some different options for vertical veloc uh vertical Eddy viscosity um because as those edies create more friction the viscosity goes up um same thing here with the horizontal um and some of the com common ones here like U the smack rinsky um um methodology there um this isn't a comprehensive look at all the methodologies for vertical and horizontal just a few so now starting to take a look at some of the 2D line objects uh 2D boundaries obviously these are going to be used for upstream or Downstream boundaries these can be set for uh things like vertical wall or normal depth or dry or they can be associated with things like uh level and flow information so if we hop back to our look here um the title of the subevent uh which can be accessed through the profile properties um and then just naming that profile the same thing as the 2D boundary um same thing with the level information uh where we just look at the uh profile Properties by right clicking and selecting that object and naming the uh naming the same thing there um hopping back to our model though um those can be also set up in the 2D Zone itself um so if we look at the boundary type here uh we can set this to things like dry or normal condition or vertical wall just like we added the uh 2D um boundary condition there um of course you can't see you can see that there's not a a level option or an inflow option uh going back to 2D line Source very similar to the 2D boundary condition although the 2D boundary condition does need to be associated with the edge of the uh 2D area there um and with the 2D line source that can be just kind of anywhere in the uh model it doesn't really matter so again uh being able to associate that with a uh inflow information and then again going to the properties and being able to set that Val the name of the profile the same as the name of the uh 2D line source that we've set base linear structure um this is going to be used for um looking at the um basically defining um kind of an area within the 2D space uh to be able to represent things like walls and wears uh they can be good for setting up break uh analyses for dams um we'll take a look at one of those examples in a second here um but they also can be used in conjunction with Bridge linear structures as well as slle linear structures uh both of these are kind of the same thing but they're intended to Define uh for bridge linear structures the uh Bridge Dimensions coefficients and location of the bridges uh if we take a look at my model over here I can see that I have the base linear structure on the back end here uh it is being represented as a broad crusted wear because it's the uh over topping uh that I want to model there and if I pull up the section data I can see the uh underlying um cross-section there and then the bridge up top there um if I take a look at the bridge linear structure that's just going to be um what the um what it is there uh these do get Associated U um via the names um but it does come up nicely as a a drop down menu as you add in Bas linear structures you can just go through the drop down menu and select uh the one that it needs to be associated with same thing with the stru uh the section data um but being able to Define uh the thickness and the invert levels and openings and different things like that with the bridges that you have in there similar idea with the slle gates uh but these are to define the uh slle skate Dimensions coefficients and locations so I did want to hop over and take a look at one of the dam break analyses that I have set up here uh where I am using a base linear structure I am representing it as as a wall um so being able to um have the section data representative of the dam where we can see see the top of the dam there and then as it goes up into the hill Um this can be set up in a variety of different ways I've got a couple of different uh ways that I I took a look at it of feeling geotechnically or failing over topping these can be set up to uh be partially removed or fully removed so the wall trigger once that gets activated if it's partial then it's just going to be those parts that are affected uh by that area so as the elevation uh gets to a certain point on a certain cell that's next to the Bas linear structure then only that part will fail uh and then you can also set it up to fully fail so once that elevation occurs anywhere along the line then the entire thing gets removed um same same thing with a couple of different options here whether it's depth or velocity um velocity can be useful for uh some other applications let's say it's a a guide rail or guard rail that gets removed uh during a certain uh type of event U those can be useful there um we can also set this up um basically using rtc's uh if you watched the other RTC water drop I went over this a little bit but being able to um have an association between the different uh vertices along the line here uh with um some table information that will uh specify the elevation of the uh verticy as we go through the simulation um some of these ones on the outside don't really feel that much but as we kind of trickle through here as we're going through the different time steps you can see that elevation uh changing there so finally taking a look at our uh final 2D line object here the porous wall um this can be set up to represent a wall of course of a certain height or a certain level or or just infinite um this wall can also be set up uh to be able to uh fully or partially be removed um with that of course comes the uh different kinds of trigger method methodologies um but um and similar to the um brid Bas linear structure that we saw earlier uh the same types of wall uh removal triggers can be set there uh these can be useful for modeling like I said walls themselves fences uh by modifying the porosity value uh they could also be useful for modeling guide rails or guard rails um these could also be good for representing buildings uh if you uh think about um how to model a building in a 2d space besides using the building object or uh maybe some people Chang the roughness zones of it you can modify this porosity value so that it would represent the amount of water coming through uh cracks between the windows or doors um just as a different way of being able to model that kind of system taking a look at some of the different meshing options that we have in the 2D space um in this example I am taking advantage of What's called the terrain sensitive meshing so if I open up the 2D Zone here we can see that um I have the terrain sensitive meshing uh box checked on uh that opens up some attribute Fields maximum height variation uh some different things like that uh there's also the maximum uh maximum triangle area and minimum element area um but what the terrain sensitive meshing does is if uh going through the meshing process there's more than a 3ft drop across one of these uh triangular um triangular areas uh it will split that cell in half and then uh so on and so forth through the meshing routine uh that gives us a lot of detail in areas like ridges or the banks of the river and not a whole lot of detail in some of the flood plane areas up here really balancing the need for accuracy and uh timely simulations um some of the other things that can be included in here uh we do have uh a variety of different boundary conditions as well as um infiltration uh information or turbulence models uh like we went over a little bit earlier um just to be able to uh mesh things um and then finally the um mesh generation type here we have classic and clip meshing uh classic is uh really the method that's been a part of 2D simulations in in Forex ICM for a long time clip meshing was added three four years ago now um and it's intended to uh help with nearly coincident points especially uh it's also been seen to improve the um the the time it takes to mesh the 2D area um so this is Now the default clip meshing is Now the default for uh 2D areas um but what it does is essentially goes through and ignores things like these buildings that would uh interact with the mesh and cause there to be uh elements attached to the different vertices um so it ignores all that stuff to begin with and then goes through and clips all those things out um and so if you do have nearly coincidental points it won't create very very small uh elements or triangles in here so that um you're not bogging down your simulation unnecessarily so now we're going to take a look at some of the objects that can be used in here to be able to review results uh they are points lines and polygons in here I've already got these added in prior to the uh running the simulation uh the different points in here um so I can come up here uh graph things like the elevation or depth or uh what kind of velocity might be going through them um some different options like that uh I can also pull these up in a nice grid view uh these were uh high water mark locations uh that were observed so I could pull this uh this chart up very quickly to see the the maximum element level in here to be able to just copy and paste that onto uh an Excel sheet with the high water marks there just to see how well things are uh calibrated between the between the modeled and The observed data next I can add in things uh like a line uh the disadvantage here being that um this is kind of a oneandone uh type of um type of object so once I do close out this simulation this line is going to go away versus if I includeed in the model like I did these points it will come up with every single uh run in simulation but it's very similar to the uh points I can come up here uh I can look at the depth along the line or the flow that's going through the line um different objects like that same thing with the results and pulling up those line uh information uh the max flow Min flow um the flow during the time step um some different options there and then finally we can look at uh polygons here so being able to uh pull in that information as well so if I just draw a polygon here really quick adding in um just a dummy kind of um value there um that should pop up here soon or I guess it's if I go back and go into try to graph something associated with this results polygon I can see I have some different options here as well flow through polygon gone um area that's inundated here we go I've got that pulled up um I can drag my uh status bar uh to any point in the simulation and I can see uh how much flow is going through in this case so with that in conclusion uh the main reason I wanted to put this together was because I think the more you know about the different objects within and for ICM the better you can model uh giving just some examples of of ways you can use some of the uh different 2D objects within uh infoworks SCM because I know a lot of our training and uh some of the resources out there don't necessarily have um a lot of talk about the different 2D objects and so just wanted to get that out there and with um if there's any problems with some of these objects or uh just want to understand some of the techniques a little bit better please feel free to reach out