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I've been trying to dig up an old macro/scene by Ron Parker. It's not on
the server anymore, it's not in
https://usenetarchives.com/groups.php?c=povray
It is a macro/scene for creating a arabeske/arabic like tiling
pattern.The beauty was that it did work in 3D, not just on a 2D plane.
By adding a slight rotation to it the pattern kept changeing, while
still being similar.
Does it ring a bell? Anyone?
Sadly I lost my complete newsgroup archive.
Cheers,
Ingo
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On 2026-07-19 21:02, ingo wrote:
> I've been trying to dig up an old macro/scene by Ron Parker. It's not on
> the server anymore, it's not in https://usenetarchives.com/groups.php?
> c=povray
>
> It is a macro/scene for creating a arabeske/arabic like tiling
> pattern.The beauty was that it did work in 3D, not just on a 2D plane.
> By adding a slight rotation to it the pattern kept changeing, while
> still being similar.
>
> Does it ring a bell? Anyone?
>
> Sadly I lost my complete newsgroup archive.
>
> Cheers,
>
> Ingo
Found it
---%<------%<------%<------%<---
// Arabesque_tile by Ron Parker
#macro Arabesque( Param )
#declare Sd = seed(Param);
#declare Rv = <rand(Sd),rand(Sd),rand(Sd)>*500;
#local C=pigment{crackle solid
color_map{
[1/12 red 1]
[1/12 red 1 green 1][3/12 red 1 green 1]
[3/12 green 1][5/12 green 1]
[5/12 green 1 blue 1][7/12 green 1 blue 1]
[7/12 blue 1][9/12 blue 1]
[9/12 blue 1 red 1][11/12 blue 1 red 1]
[11/12 red 1]
}
}
#local G=pigment{crackle
pigment_map{[.05 rgb 0][.05 C]}
scale .2
translate Rv
warp {repeat z flip z}
}
#local B=pigment{
radial
pigment_map{
#local i=0;
/*#while(i<6)
[i/6 G rotate(30+60*i)*y]
[(i+1)/6 G rotate(30+60*i)*y]
#local i=i+1;
#end*/
#while(i<12)
[i/12 G rotate(15+30*i)*y]
[(i+1)/12 G rotate(15+30*i)*y]
#local i=i+1;
#end
}
}
#local T2=sqrt(3)/2;
radial
pigment_map{
[1/3 B translate<.5,0,-T2>]
[1/3 B translate<-1,0,0>]
[2/3 B translate<-1,0,0>]
[2/3 B translate<.5,0,T2>]
}
translate x
warp{repeat 1.5*x flip x}
warp{repeat .5*sqrt(3)*z flip z}
#end
plane {y 0 pigment {Arabesque(7)rotate <0,0,0.6>} finish {ambient 1} }
camera {location 10*y sky z look_at 0}
---%<------%<------%<------%<---
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From: William F Pokorny
Subject: Re: looking for a Ron Parker macro or scene
Date: 16 Aug 2026 15:56:15
Message: <6a8215df@news.povray.org>
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On 8/16/26 09:54, ingo wrote:
> Found it
I'm glad you found it, and thanks for posting the code!
I did a number of v3.7 & v3.8 renders vs yuqk renders(a) given the code
is exposed to the, multiple crackle uses within a thread, cache bug in
the v3.7 and v3.8 code.
V3.8 beta 2 image on top and yuqk image on the bottom.
The color distribution looks better for the 'crackle solid' base pattern
in yuqk, but I'm unsure why. I doubt it would be cache fix related - but
maybe? Or, maybe something else with the yuqk re-write of the crackle
code...
Results have me wondering how old POV-Ray versions rendered the scene,
but I don't have any old compiles handy and no more time to play...
In any case, cool code!
Bill P.
(a) - I used 'crackle solid scale 0.3' for the base in the images attached.
Post a reply to this message
Attachments:
Download 'arabesque_rp_38b2_vs_yuqk.png' (598 KB)
Preview of image 'arabesque_rp_38b2_vs_yuqk.png'

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hi,
William F Pokorny <ano### [at] anonymous org> wrote:
> On 8/16/26 09:54, ingo wrote:
> > Found it
>
> I'm glad you found it, and thanks for posting the code!
+1. seeing the pattern, immediately a question of "cosmic importance" :-) came
to mind, attached.
> Results have me wondering how old POV-Ray versions rendered the scene,
> but I don't have any old compiles handy and no more time to play...
will post a second reply with a v3.7.0.8 render attached.
regards, jr.
Post a reply to this message
Attachments:
Download 'hippietie.png' (193 KB)
Preview of image 'hippietie.png'

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Post a reply to this message
Attachments:
Download 'arabesque_tile.png' (231 KB)
Preview of image 'arabesque_tile.png'

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On 2026-08-16 21:56, William F Pokorny wrote:
> Results have me wondering how old POV-Ray versions rendered the scene,
> but I don't have any old compiles handy and no more time to play...
I found it in obscure directory with house renovation files dated 2003
and 2006. My guess it would have been made with POV-Ray 3.1
ingo
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On 2026-08-17 07:27, jr wrote:
>
> +1. seeing the pattern, immediately a question of "cosmic importance" :-) came
> to mind, attached.
>
Oh my, coffee on the keyboard :) :)
ingo
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From: William F Pokorny
Subject: Re: looking for a Ron Parker macro or scene
Date: 17 Aug 2026 07:00:02
Message: <6a82e9b2$1@news.povray.org>
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On 8/17/26 01:27, jr wrote:
> +1. seeing the pattern, immediately a question of "cosmic importance" 🙂 came
> to mind, attached.
:-) Hah! I do miss banging on POV-Ray with you guys. Maybe I'll more
play time this winter.
Bill P.
Post a reply to this message
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From: William F Pokorny
Subject: Re: looking for a Ron Parker macro or scene
Date: 17 Aug 2026 07:01:20
Message: <6a82ea00$1@news.povray.org>
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On 8/17/26 01:31, ingo wrote:
> On 2026-08-16 21:56, William F Pokorny wrote:
>> Results have me wondering how old POV-Ray versions rendered the scene,
>> but I don't have any old compiles handy and no more time to play...
>
> I found it in obscure directory with house renovation files dated 2003
> and 2006. My guess it would have been made with POV-Ray 3.1
>
> ingo
Thank you (& jr) for the additional information.
I woke up this morning remembering I released R15 of yuqk with the
crackle cache disabled (a hack). It was done so I would always have
handy crackle results without bad results due same thread cache
collisions. Running this version showed no changes in the crackle solid
color distribution.
I then decided to read my own yuqk release notes... I ran across this
for R16: "Of note, the dependency the ip_solid option had on the noise
generators was removed."
(ip_solid being yuqk's new internal pattern keyword for solid)
I've updated the release notes for this change to read:
Of note, the dependency the ip_solid option had on the noise generators
was removed. This done so the solid values generated are evenly
distributed between zero and one rather than being a sloppy,
normalized/Gaussian set of values roughly centered about 0.5.
The color differences are due an intentional change to yuqk that I'd
forgotten!
Bill P.
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On 16/08/2026 15:54, ingo wrote:
>
> Found it
> ---%<------%<------%<------%<---
> // Arabesque_tile by Ron Parker
>
> [snip]>
Really very interesting. Thanks for sharing.
--
klp
compagnie de la banquise
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hi,
William F Pokorny <ano### [at] anonymous org> wrote:
> :-) Hah! I do miss banging on POV-Ray with you guys. Maybe I'll more
> play time this winter.
that would be good. who knows, maybe the winter will be long enough to see you
getting "bored" and adding an '-into' option ;-). cheers.
@ingo
.... coffee ...
(sorry.. ;-))
regards, jr.
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William F Pokorny <ano### [at] anonymous org> wrote:
> I did a number of v3.7 & v3.8 renders vs yuqk renders
Nice!
This looks like a similar pattern posted by Mike Williams, and also a bit like
the patterns by Tek that I animated.
I would imagine that there are tons of variations we could do with this, as well
as perhaps applying "attractors" to vary the pattern.
- BE
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"Bald Eagle" <cre### [at] netscape net> wrote:
> William F Pokorny <ano### [at] anonymous org> wrote:
>
> > I did a number of v3.7 & v3.8 renders vs yuqk renders
>
> Nice!
>
> This looks like a similar pattern posted by Mike Williams, and also a bit like
> the patterns by Tek that I animated.
>
> I would imagine that there are tons of variations we could do with this, as well
> as perhaps applying "attractors" to vary the pattern.
>
> - BE
I had a somewhat similar idea for patterns. First create a "WorleyForceFiled", a
smooth vector field pointing away from every nearby Worley feature point.
This you can feed into a domain warp that pushes the pattern away a bit, or
pulls it in. Inspired by the black hole warp but without the black holes and
somewhat different.
In my ray-tracer source:
proc worleyWarp*(
p: PatternSpec,
amount: float32 = 1.0f,
radius: float32 = 1.2f,
seed: int64 = 0,
searchRadius: int = 1,
): PatternSpec =
let force = worleyForceField(seed, radius, searchRadius)
let displaceFn = proc(point: Vec3): Vec3 {.gcsafe.} =
point + force(point) * amount
warpedBy(p, displaceFn)
it works, but the ray-tracer as a whole currently not, so no pretty pictures.
ingo
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