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Convective Rain Rate UDP
Product { Name = "CVRR" // product name is CVRR, for Convective Rainfall Rate min_br_required = 18 // include only BR above 18 to eliminate likely non-meteorological echoes Category { Missing = 0 Minimum = 0 Maximum = 13 Units = "in/hr" ColorTable { Units = "in/hr" Step = 1 Color[ 12] = rgb( 128, 128, 128 ) Color[ 10] = rgb( 255, 255, 255 ) Color[ 8] = rgb( 110, 0, 210 ) Color[ 6] = rgb( 80, 0, 200 ) Color[ 4] = gradient( rgb( 250, 0, 255 ), rgb( 90, 0, 202 ) ) Color[ 2] = gradient( rgb( 240, 116, 112 ), rgb( 128, 0, 0 ) ) Color[ 1] = gradient( rgb( 255, 255, 96 ), rgb( 255, 144, 70 ) ) Color[ 0.5] = gradient( rgb( 32, 200, 180 ), rgb( 32, 220, 32 ) ) Color[ 0.1] = gradient( rgb( 173, 216, 230 ), rgb( 0, 0, 152 ) ) Color[ 0] = gradient( rgb( 140, 120, 180 ), rgb( 100, 80, 140 ) ) } } } //********************************************************************** Program { // declare variables float R; float Z; float cap; R = 0; // initialize variables Z = 0; cap = 60.0; // adjust cap value here!!! enumerate levels // enumerate starting at 0 { float BR; BR = min( BRfromHGT( level.height ), cap ); // sample BR and apply cap Z = pow( 10, BR / 10 ); // convert BR to Z break; // break out of enum } R = 0.017 * pow( Z , 0.714 ); // compute rain rate from Z in mm/hr return 0.0393701 * R; // output rain rate in in/hr } Read More -
KDP0 User Defined Product
Product { Name = "KDP0" // product name is KDP0 Category = "KDP" // it uses the KDP category and color table Resolution = high min_br_required = 30 } Program { float max_kdp; max_kdp = 0; enumerate levels from Constants.hgt_0c { if( BRfromHGT( level.height ) > 30 ) { max_kdp = max( max_kdp, KDPfromHGT( level.height ) ); } } return max_kdp; } Read MoreNotes : KDP Value (°/km) Typical Colors Signifies > 3.0 "Hot" Pinks / Purples / Whites Extremely heavy rain, often associated with melting hail. 1.0 to 3.0 Reds / Oranges Heavy to very heavy rain. 0.2 to 1.0 Yellows / Greens Light to moderate rain. ~0.0 Greys / Blues No significant liquid water (e.g., light rain, snow, or non-precipitating clouds). -
Vertically Integrated Ice UDP
Product { Name = "VII" // Unique name for product Category { Missing = 0 // physical value for ND Minimum = 0 // category minimum value Maximum = 100 // category maximum value Units = "VII" ColorTable // color table for category { Units = "VII" Step = 5 Color[40 ] = rgb( 255, 255, 255 ) Color[21.30] = rgb( 110, 0, 210 ) Color[17.00] = rgb( 80, 0, 200 ) // purple gradient Color[12.21] = gradient( rgb( 250, 0, 255 ), rgb( 90, 0, 202 ) ) // blue gradient Color[ 9.33] = gradient( rgb( 248, 26, 16 ), rgb( 106, 6, 4 ) ) // red gradient Color[ 6.33] = gradient( rgb( 250, 255, 16 ), rgb( 28, 158, 0 ) ) // yellow/green gradient Color[ 3.33] = gradient( rgb( 77, 255, 255 ), rgb( 58, 0, 255 ) ) // cyan/blue gradient Color[ 0 ] = gradient( rgb( 50, 50, 50 ), rgb( 190, 190, 190 ) ) // gray gradient } } } Program { float vii; vii = 0; // initialize sum to zero enumerate levels from HGTfromTEMP( -10 ) to HGTfromTEMP( -40 ) // enumerate data heights from -10C to -40C { float z; z = pow( 10, BRfromHGT( level.height ) / 10 ); // sample BR and convert from dbz to z vii += pow( z, 4 / 7 ) * level.depth; // integration step } return 0.006073394 / 1000 * vii; // apply messy constant, divide by 1000 to get kg } Read More
