     # Set and load material
     hexColor = parseInt(color.color.hex, 16)
     material = new THREE.MeshBasicMaterial { color: hexColor, transparent: false }
-    geometry = new THREE.BoxGeometry( 10, 10, .1 )
+    geometry = new THREE.BoxGeometry( this.canvas.colorBoxSize, this.canvas.colorBoxSize, .1 )
 
     colorMesh = new THREE.Mesh geometry, material
     colorMesh.id = color.id
-    colorMesh.position.x = (color.x - Math.floor(this.canvas.matrixDimensions[1] / 2)) * 10
-    colorMesh.position.y = (color.y - Math.floor(this.canvas.matrixDimensions[0] / 2)) * 10 #this.canvas.colorBoxSize
-    colorMesh.position.z = color.z / 10
+    colorMesh.position.x = (color.x - Math.floor(this.canvas.matrixDimensions[1] / 2)) * this.canvas.colorBoxSize
+    colorMesh.position.y = (color.y - Math.floor(this.canvas.matrixDimensions[0] / 2)) * this.canvas.colorBoxSize
+    colorMesh.position.z = color.z
+
     colorMesh.matrixAutoUpdate = false
     colorMesh.updateMatrix()
 

    this.colorsMatrix.push(row)

    this.canvas.matrixDimensions[0] += 2

    # Reassociate colors
    colorIds = $.map this.colors, (e)-> e.id

    offsetZ : null
    minZ : 0
    maxZ : 0
    positionOffsetZ : 0 #250
    matrixDimensions : [0,0] #y,x
    colorBoxSize : 159
  }
  this.colors = []
  this.colorsMatrix = []
