Dear Marton,
thank you for the quick answer. You are rigtht, STL is not supporing colored surfaces. My idea originates from a small software I have written on my own that is doing basically the same as molflow but not so sophisticated. There, I am using a VRML (.wrl) file instead of a STL file. In VRML there is information about the color of the facets.
Another workaround would be a converter VRML to .geo. I am currently thinking about doing so, because I need a really fast solution. Selecting the surfaces in Molflow (with overlapping over 1500 Surfaces) is no fun :-(
#VRML V1.0 ascii
Separator {
MaterialBinding {
value PER_FACE_INDEXED
}
Material {
ambientColor [
0.792157 0.819608 0.933333, 1.000000 0.000000 0.000000
]
diffuseColor [
0.792157 0.819608 0.933333, 1.000000 0.000000 0.000000
]
emissiveColor [
0.000000 0.000000 0.000000, 0.000000 0.000000 0.000000
]
specularColor [
0.633726 0.655686 0.746667, 1.000000 0.000000 0.000000
]
shininess [
0.312500, 0.310000
]
transparency [
0.000000, 0.000000
]
}
Coordinate3 {
point [
-0.050829 0.001986 0.000000, -0.050829 0.001986 0.010000, -0.050829 0.021423 0.000000, -0.050829 0.021423 0.010000, -0.014880 0.001986 0.000000,
-0.014880 0.001986 0.010000, -0.014880 0.021423 0.000000, -0.014880 0.021423 0.010000
]
}
IndexedFaceSet {
coordIndex [
1, 3, 0, -1, 0, 3, 2, -1, 5, 1, 4, -1,
4, 1, 0, -1, 7, 5, 6, -1, 6, 5, 4, -1,
3, 7, 2, -1, 2, 7, 6, -1, 5, 7, 1, -1,
1, 7, 3, -1, 6, 4, 2, -1, 2, 4, 0, -1
]
materialIndex [
0, 0, 0, 0, 0, 0,
0, 0, 1, 1, 0, 0,
]
}
}