anchor.diff:  mat.setBoolean("UseAlpha",true);
   ----
   
  - The Material Color bleeds through the transparent areas of the top-layer DiffuseMap texture. In this case you do not need BlendMode Alpha – because it's not the whole Material that is transparent, but only one of the texture layers. You use this bleed-through effect, for example, to generate differently colored uniforms, animals, or plants, where each Material uses the same “template DiffuseMap texture but combines it with a different color.
  +The Material Color bleeds through the transparent areas of the top-layer DiffuseMap texture. In this case you do not need BlendMode Alpha – because it's not the whole Material that is transparent, but only one of the texture layers. You use this bleed-through effect, for example, to generate differently colored uniforms, animals, or plants, where each Material uses the same “template DiffuseMap texture but combines it with a different color.
   ====
   
   
  
positive.code: ----
  mat.setTexture("NormalMap", assetManager.loadTexture("Textures/wood_normal.png")); // with Lighting.j3md
  ----
  
  
  link:http://en.wikipedia.org/wiki/Bump_mapping[Learn more about creating and using NormalMaps and BumpMaps here.]
  
  
negative.code: mat.setTexture("GlowMap", assetManager.loadTexture("Textures/alien_glow.png"));
  ----
  
  To deactivate glow:
  
  *  Set the `Glow` color to `ColorRGBA.Black`.
  