POV Ray Color Tweaks ----------------------------------------------------------------------- A typical color definition in pov-ray looks like this: #declare Color1 = #if (version >= 3.1) material { #end texture { pigment { rgb <0.0823529,0.376471,0.976471> } finish { ambient AMB diffuse DIF } #if (QUAL > 1) finish { phong 0.5 phong_size 40 reflection 0.08 } #if (BUMPS) normal { BUMPNORMAL } #end #end This particular example is Color1, Blue. Edit the Pov file and change the rgb values to change the shade of any color definition. setting a value to 1 makes it maximum and setting it to 0 makes it absent. Note here that the value for blue is 0.97 (almost max). Try adjusting them to see the effects, for instance, to make Black more black, lower each value of Color0 a little bit. The other two important settings are filter and reflection. To make glass more transparent, raise filter value towards 1. To make surfaces more reflective (especially to create silver), raise reflection toward 1. To invent a color that doesn't exist in Ldraw (for instance, silver), just use a color that you ordinarily would never use (I use color 5, a fairly useless dark pink color) in LDRAW and then redefine it in pov ray. Following are my personal values. Some may need work. ----------------------------------------------------------------------- Color0 - Black 0.25,0.25,0.25 refl=0.1 Color1 - Blue Color2 - Green 0.1,0.38,0.20 Color7 - Grey refl=0.06 Color8 - Dark Grey 0.485, 0.475, 0.450 Color14 - Yellow 1, 0.82, 0.21 Color34 - Trans Green 0.12,0.76,0.46 filter 0.9 Color36 - Trans Red 0.85,0.12,0.04 filter 0.9 Color39 - Trans Grey (smoke) 0.925,0.92,0.91 filter 0.9 Color46 - Trans Yellow 0.95,0.95,0.38 filter 0.9 ColorX - Silver 0.68,0.68,0.68 refl=0.9 Color57 - Flouro Orange 1,0.55,0 filter=0.85 ---------------------------------------------------------------------- Floor: Beige (as used in Triton): <0.6, 0.55, 0.5>