Channel Sampling
This section describes the options under the Channel Sampling submenu.Channel Sampling is designed to create, edit and display channel sample locations, orientations and attributes.
The main use of channel sampling is in underground mines, although its use could be extended to open pit mines. In underground mines, channel sampling can be used as a form of grade control where the ribs or walls of ramps, drifts, crosscuts and stopes can be sampled. The locations of the channel samples are generally determined by linking the channel to one of the nodes or survey plugs of the survey station network, or by digitising the locations directly from maps. If the channels are being surveyed, then the survey stations must be set up in the Vulcan survey library (refer to the Surveying documentation).
Another use for channel sampling may be the storage of muck sample information where for each round (one "channel") is stored in the database with its location at the centre of the drive. Channel samples can also be used for grade estimation purposes, and the channel samples have been composited using one of the Compositing options found under theGeology Compositing submenu.
A channel may consist of one or more samples. The channel samples are stored in a channel sample database as 3D samples. They have an orientation, length (displayed as a line) and, in some cases, a height (displayed as an open rectangle). Because of the ability to supply height, some people refer to it as a panel sample.
Before the Channel Sampling module can be used, a channel sample database structure (design) must be set up. This can be done in the Datasheet option.
When channels are loaded, i.e. displayed on the screen, they are placed into a temporary layer named. The samples in the channel are coloured as per nominated colour legend defined for the Channel colour scheme. Channels are treated by Vulcan as ordinary objects, and as such, may be grouped or have a feature applied (refer to the Design Attribute Edit submenu).