    The color or pattern of colors for an object is defined by the pigment
 statement.  A pigment statement is part of a texture specification.  However
 it can be tedious to type 'texture{pigment{...}}' just to add a color to an
 object.  Therefore you may attach a pigment directly to an object without
 explicitly specifying that it as part of a texture.  For example:
       this...                          can be shortened to this...
          object {                         object {
             My_Object                        My_Object
             texture {                        pigment {
                pigment {                        color Purple
                   color Purple               }
                }                          }
             }
          }

    The color you define is the way you want it to look if fully illuminated.
 You pick the basic color inherent in the object and POV-Ray brightens or
 darkens it depending on the lighting in the scene.  The parameter is called
 'pigment' because we are defining the basic color the object actually IS
 rather than how it LOOKS.

    The most complete form for defining a pigment is as follows:
          pigment {
             PIGMENT_IDENTIFIER
             PATTERN_TYPE
             PIGMENT_MODIFIERS
             TRANSFORMATIONS...
          }

    Each of the items in a pigment are optional but if they are present, they
 should be in the order shown above to insure that the results are as expec-
 ted.  Any items after the PIGMENT_IDENTIFIER modify or override settings gi-
 ven in the IDENTIFIER.  If no identifier is specified then the items modify
 the pigment values in the current default texture.  TRANSFORMATIONs are
 translate, rotate and scale statements.  They apply only to the pigment and
 not to other parts of the texture.  They should be specified last.

    The various PATTERN_TYPEs fall into roughly 4 categories.  Each category
 is discussed below.  They are solid color, color list patterns, color mapped
 patterns and image maps.
