anchor.diff:  
   There is another workflow known as the "`Specular Workflow`". In the metalness workflow the albedo map is used for both diffuse color and specular color. "`Specular Workflow`" uses a specular color map instead. In this workflow, the albedo map is the diffuse color, the specular map is the specular color, and you have a gray scale gloss map that is the same as the roughness map. The workflow is very similar to the old techniques used for making materials.
   
  -This has been a brief introduction to PBR. In reality, it requires a significant amount of learning to implement correctly. Read the three part series of articles called, Physically Based Rendering, that can be found under the <<jme3#materials-light-shadow,Materials, light, Shadow>> topic for a more in depth explanation of PBR textures. This is a must read for any serious jME developer.
  +This has been a brief introduction to PBR. In reality, it requires a significant amount of learning to implement correctly. Read the three part series of articles called, Physically Based Rendering, that can be found under the xref:ROOT:jme3.adoc#materials-light-shadow[Materials, light, Shadow] topic for a more in depth explanation of PBR textures. This is a must read for any serious jME developer.
   
   See also: link:https://www.chaosgroup.com/blog/understanding-metalness[Understanding Metalness].
   
  
positive.code: 
  Example: A burning meteorite Geometry slerps from "`position p1, rotation r1, scale s1`" in the sky down to "`p2, r2, s2`" into a crater.
  
  <<jme3/math#,Learn more about 3D maths here.>>
  
  
  == Game Developer Jargon
  
negative.code: = 3D Game Development Terminology
  :revnumber: 3.0
  :revdate: 2020/07/13
  
  
  Before you start, make certain you are familiar with the following concepts and terminology.
  