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

  Model Railroading
  Railway Modelling
  with POV-Ray
    Index of Content

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

    - Simplified Using by
      RT_System_00.inc
      - Rail Tracks Elements
        with RT_System_00.inc

   > Track Layout with
      Model scaled Tracks
      - H0 Scale Tracks
      - N Scale Tracks
      - Z Scale Tracks

    - Track Layout with
      scaled Tracks
      - Track Placement
      - Tracks Up & Down

    - Track Layout Examples
      - Simple cyclic
      - Simple eight

    - Download of the
      Rail Track System


                                                     
basics
Track Layout for Tracks of Model Gauges.
Adapted elements of the Rail Track System
for railroad / railway track models in gauge H0, N, Z, ....

With some additional include file we can design track layouts like with ready made sets of tracks
for model railroading / railway modelling in a very comfortable and easy way.
All elements (H0, N, Z scales tracks) are scaled up to the scale: 1 unit = 1 m (meter)
for the use together with other POV-Ray models.
Available also here: the different preview types from my 'Rail Track System for POV-Ray'.

Needed files, Interdependences:
 directory  file name  content
   shapes_lo.inc   Needed by the following files!
 RT_System/  RT_System_Sizes_00.inc   Basic Track Dimensions
 
 RT_Track_Straight_00.inc
 RT_Track_Curve_00.inc
 RT_Track_Level_Junction_00.inc
 RT_Track_Switch_A_00.inc
 RT_Track_Switch_B_00.inc
 RT_Track_Switch_3Ways_A_00.inc
 RT_Track_Switch_3Ways_B_00.inc
 RT_Track_Switch_Y_00.inc
  The Basic Track Elements:
 staight track,
 curved track,
 level junction / diamond crossing,
 turnouts / switches / points r/l type A,
 turnouts / switches / points r/l type B,
 three way turnout / switch / point type A,
 three way turnout / switch / point type B,
 wye turnout / switch / point.
Note: All elements require 'RT_System_Sizes_00.inc'
   RT_System_00.inc  Track with different simulation modes.
   H0_TypeB/  RT_H0_TypeB_Set_00.inc
 RT_H0_TypeB_Track_Up_00.inc
  Trackset of typical H0 gauge rail track layout type B
  Macro for tracks up and down.
   N_TypeA111/  RT_N_TypeA111_Set_00.inc
 RT_N_TypeA111_Track_Up_00.inc
  Trackset of typical N gauge rail track layout type A
  Macro for tracks up and down.
   Z_TypeA110/  Z_TypeA110_Set_00.inc
 Z_TypeA110_Track_Up_00.inc
  Trackset of typical Z gauge rail track layout type A
  Macro for tracks up and down.
Note: My tracksets are normaly containing many additional track elements regarding to the tracksets of most manufacturers
- I don't make here tracksets for a special manufacturer -
If we want to create track layouts for the track sets of a specific manufacturer, we have to check, which of these elements are really available by this manufacturer.
I.e.: normally my trackset are containing curves with the radii R1, R2, R3, ...., R10. Many manufacturers do only produce curves with the radii R1, R2, R3, R4 and R9. It does not make sense to restict this include file to only these radii. Most of the model track manufacturers produce also flexible rail tracks, which allow nearly every radius we need.

Activation: We have to add: (Sample for N Gauge Set)
#declare Simulate_On = 3 ; //  simulation mode
#include "RT_System/N_TypeA111/RT_N_TypeA111_Set_00.inc"
#include "RT_System/N_TypeA111/RT_N_TypeA111_Track_Up_00.inc"
//---------------------------------------------------------//
The other necessary file from above were included automatically!
Then we can call the elements very shortly, i.e. like this:
 object{ SW_L( SD_1)               translate< 0*L111,0,0> }
 object{ T_R9_15 RTyz( -1*15, R9)  translate< 0*L111,0,0> }

 object{ T_111       translate< 2*L111,0, 1*Track_Distance> }
 object{ SW_R( SD_1) translate< 3*L111,0, 1*Track_Distance> }
 object{ T_111       translate< 4*L111,0, 1*Track_Distance> }

 object{ T_111       translate< 1*L111,0,0> }
 object{ T_111       translate< 2*L111,0,0> }
 object{ T_111       translate< 3*L111,0,0> }
 object{ SW_R( SD_1) rotate<0,180,0> translate< 5*L111,0,0> }

//-----------------------------------------------------------//
We can use different simulation modes
from symbolic blocks with text to real rail tracks on gravel balast.
symbolic blocks with tex
Symbolic blocks with text
real rail tracks on gravel balast
Real rail tracks on gravel balast
Also tracks going up and down are easy to make:
(The middle line up in the above image)
#local Step_1 = 0.010;
 object{ T_111                              translate< 0*L111, 0.0*Step_1*N,0> }
 object{ Track_Up_00("T_111", Step_1/2, 1)  translate< 1*L111, 0.0*Step_1*N,0> }
 object{ Track_Up_00("T_111", Step_1  , 0)  translate< 2*L111, 0.5*Step_1*N,0> }
 object{ Track_Up_00("T_111", Step_1  , 0)  translate< 3*L111, 1.5*Step_1*N,0> }
 object{ Track_Up_00("T_111", Step_1/2, 2)  translate< 4*L111, 2.5*Step_1*N,0> }
 object{ T_111                              translate< 5*L111, 3.0*Step_1*N,0> }
//------------------------------------------------------------------------------//




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© Friedrich A. Lohmüller, 2011
www.f-lohmueller.de