anchor.diff:  
   .  If needed, scale and translate the terrain object, just like any other Spatial.
   
  -*Tip:* Terrain.j3md is an unshaded material definition, so you do not need a light source. You can also use TerrainLighting.j3md plus a light, if you want a shaded terrain.
  +[TIP]
  +====
  +Terrain.j3md is an unshaded material definition, so you do not need a light source. You can also use TerrainLighting.j3md plus a light, if you want a shaded terrain.
  +====
   
   
   == What is LOD (Level of Detail)?
  
positive.code: Before you can start painting, you have to make a few decisions:
  
  .  Choose three textures. For example grass.jpg, dirt.jpg, and road.jpg. 
  
  image::jme3/beginner/road.jpg[road.jpg,with="64",height="64",align="right"]
    
  image::jme3/beginner/dirt.jpg[dirt.jpg,with="64",height="64",align="right"]
   
  image::jme3/beginner/grass.jpg[grass.jpg,with="64",height="64",align="right"]
  
  .  You “paint three texture layers by using three colors: Red, blue and, green. You arbitrarily decide that…
  ..  Red   is grass – red   is layer `Tex1`, so put the grass texture into Tex1.
  
negative.code: === Looking at the Heightmap Code
  
  
  image::jme3/beginner/mountains512.png[mountains512.png,128,128,align="right"]
  
  
  The first step of terrain creation is the heightmap. You can create one yourself in any standard graphic application. Make sure it has the following properties:
  