Descriptions and Examples for the POV-Ray Raytracer by Friedrich A. Lohmüller
    Model Railroading / Railway Modelling with POV-Ray -
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- POV-Ray Tutorial

  Model Railroading
  Railway Modelling
  with POV-Ray
    Index of Content

 > Rail Track System
    for POV-Ray
    Basic Track Elements
    - Straight & Curved
    - Turnouts / Switches
    - Wye + 3Ways
    - Level Junctions

      with simulation modes
      - Rail Tracks Elements

    - Track Layout with
      Model Scaled Tracks
      - Scaled Tracks
      - Tracks up + down
      - H0 Scale Tracks
      - N Scale Tracks
      - Z Scale Tracks

    - Track Layout with
      Model Track Sets
      - Track Placement
      - Tracks Up & Down

    - Track Layout Examples
      - Simple cyclic
      - Simple eight

    - Download of the
      Rail Track System

  Rail Track System for POV-Ray
This system consists of a bunch of include files for POV-Ray of various elements of railroad/railway tracks.
All Elements use a scale of 1 unit = 1 meter and are orientated in positiv x direction.

( Note: Using objects in feet 1 ft = 1' = 0.3048 m : Scale them by 'scale 0.3048'. With inches: 1 inch = 1" = 0.0254 m: 'scale 0.0254'.)

Necessary Files, Interdependences:
 directory  file name  content  Many of the following înclude files need this file.
 Put it somewhere in your Library_Path.
 RT_System/   The Basic Track Dimensions:
 default gauge: Gauge,Spurweite, scartamento, écartement, ancho.

 (Standard: 1.435 mm, can be changed before calling the include file!)
 dimensions of the rail profile and of the ties/sleepers,
 total height of ties/sleepers and rail: Height_Rail_Top.
  and also for european buffers:
  The Basic Track Elements:
 A staight track,
 a curved track,
 a level junction / diamond crossing,
 a turnouts / switches / points r/l type A,
 a turnouts / switches / points r/l type B,
 a three way turnout / switch / point type A,
 a three way turnout / switch / point type B,
 a wye turnout / switch / point.
Note: All elements require ''  For easy handling of the elements in track layouts,
only by calling one single general include file,
with different simulation modes for developping track layouts.

General Properties:

By declaring #declare Rail_Spikes_On = 1; before calling the according include file activates the spikes.
( Default value is: #declare Rail_Spikes_On = 0; )

#declare Rail_Spikes_On = 1;
#declare Rail_Spikes_On = 0; (default)

All turnouts/switches/points can be continously animated by
the macro variable Switch_Direction_,
// 0 straight ~ 1 round or -1 left ~ 0 straight ~ 1 right

Animated Why
Monte-Carlo Turnout

Distance of Ties / Sleepers:
An approximately density of ties is definde by
the macro variable: Ties_Per_Meter_, // ~1.5
The ties/sleepers are arranged in an equidistant way.

Ties_Per_Meter_ 1.5
Gauge = 1.435, Ties_Per_Meter_ = 1.5
mining or portable railway
mining or portable railway

Geometry of Turnouts / Switches and
Level Junctions / diamond crossings:

The geometry is controlled by the variables
  Switch_Length_ (in meter), Switch_Angle_(in degrees).
Each calling of an according macro declares the automatically calculated Switch_Radius_, and the Rail_Distance_.

The is a type A and a type B of turnouts and level junctions
according to the types used by rail tracks for model railroading / railway modelling:

Note: The basic track elements for turnouts and level junctions are designed for creating a set of standard elements like used in model railroading / railway modelling.
These macros are in no way secure against nonsense inputs!
I.e. a turnout with Switch_Length_= 1.0 and an angle of 5 degrees will cause a crash (May be not physically, but at least optically!).
Switch Type A
Switch Type A
Switch Type B
Switch Type B
Switch Type A
Switch Type B
Switch + Level_Junction Type A
Switch + Level_Junction Type B

Textures for Rails and Ties/Sleepers:
The textures are declared as default textures in the macros of each track element (may be this will be changed a bit in later versions of my Rail Track System)
The rail textures are RailToptex and Railtext, Railtex2, Railtex3, // brighter to darker.
Texture of the ties are named Tietex1, Tietex2, Tietex3.
If we want to declare here other textures, this should be done before calling the according include file.


© Friedrich A. Lohmüller, 2011