anchor.diff:  To deactivate shininess
   
   *  Set the `Specular` color to `ColorRGBA.Black`. Do not just set `Shininess` to 0.
  ++
   [source,java]
   ----
   mat.setColor("Specular",ColorRGBA.Black);
  
positive.code: 
  *  Specify at least a ColorMap: 
  [source,java]
  ----
  mat.setTexture("ColorMap", assetManager.loadTexture("Textures/monkey.png")); // with Unshaded.j3md
  ----
  
  
  To give a Phong-illuminated material a texture:
  
  *  Specify at least the DiffuseMap texture: 
  [source,java]
  ----
  mat.setTexture("DiffuseMap", assetManager.loadTexture("Textures/wood_diffuse.png")); // with Lighting.j3md
  
negative.code: 
  
  .  Specify BlendMode Alpha for the Material. 
  +
  [source,java]
  ----
  mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
  ----
  
  .  Put the Geometry (not the Material!) in the appropriate render queue bucket. +
  **  Objects in the translucent bucket (e.g. particles) are not affected by SceneProcessors (e.g. shadows).  
  +
  [source,java]
  ----
  geo.setQueueBucket(Bucket.Translucent); 
  ----
  
  **  Objects in the transparent bucket (e.g. foliage) are affected by SceneProcessors (e.g. shadows).
  +
  [source,java]
  ----
  geo.setQueueBucket(Bucket.Transparent); 
  