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In this mask
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outer waters are coded at 1 (blue)
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lagoon waters are coded aat 2 (green)
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but part of the lagoon is coded at 3 (red): this shall allow to restrict data extraction to the blue area when/if desired.
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Land is coded at 248 (brown)
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In this mask
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Shallow areas are coded at 1 (green), which actually surround foul wavebreakers areas
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But most shallow pixels are coded at 2 (blue): this shall allow to restrict data extraction for the BPL to the blue area as required.
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Land is coded at 248 (gray)
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Some bare land is coded at 21 (pink): this shall be used for the extraction of the Soil Line.
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Deep waters are coded at 240 (dark purple): this shall be used to force the result of modeling to deep waters.
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In this mask
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Shallow areas are coded at 1 (green), which actually surrounds the "bump" area.
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But most shallow pixels are coded at 2 (blue): this shall allow to restrict data extraction for the BPL to the blue area as required.
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Land is coded at 248 (gray)
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Some bare land is coded at 21 (pink): this shall be used for the extraction of the Soil Line.
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Deep waters are coded at 240 (dark purple): this shall be used to force the result of modeling to deep waters.
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A very small cloud is coded at 234 (dark red).
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Lumps of haze are coded at 20 (white), in order to enable deglinting at such specific locations as required.
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In this mask
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Shallow areas are coded at 2 (blue).
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But a nearshore stripe is coded at 1 (green).
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Land is coded at 248 (brown)
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Some bare land is coded at 21 (yellow): this shall be used for the extraction of the Soil Line.
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Deep waters are coded at 240 (dark blue): this shall be used to force the result of modeling to deep waters.
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