anchor.diff:  [%interactive]
   .Render Tab
   - [ ] From the properties panel select the Render tab (normal looking camera).
  -- [ ] In the Dimensions panel set the resolution to any number that is a power of 2. For this example 1024 x 1024. 
  +- [ ] In the Dimensions panel set the resolution to any number that is a power of 2. For this example 1024 x 1024.
   - [ ] Slide the resolution scale to 100%.
   - [ ] In the Output panel change the image type to JPEG. I have found out by trial and error that using a JPEG file has the same image quality as a PNG or DDS file but with a huge difference in image size. A single PNG image will clock in at over 8mb to the JPEG size of 325kb. Even converting to a DDS file comes in at over 3mb for comparison (using RGB888 as is recommended by Momoko_Fan/Core Developer in this link:https://hub.jmonkeyengine.org/t/best-dds-format-for-skyfactory/17668/2[forum post]) with no gain in image quality that I could see. Your welcome to experiment on your own if you wish.
   - [ ] Set the image format to RGB.
  
positive.code: 
  Many thanks go out to contributor glaucomardano for his video. He has excellent taste in music.
  
  Listed below are other Blender tutorials JME3 users may find valuable. 
  
  *  link:https://www.katsbits.com/tutorials/blender/cycles-skybox.php[Render a Skybox using Cycles]
  *  link:https://www.katsbits.com/tutorials/blender/render-skybox.php[Render a Skybox Environment Map]
  
  
  == Gimp
  
  
  You can use link:https://www.gimp.org/[Gimp] to create SkyMaps from a single image with the addition of 2 scripts.
  
  *  link:https://code.google.com/archive/p/gimp-dds/[Gimp-dds]
  *  link:http://registry.gimp.org/node/25532[Cubemap Layers Generator]
  
  After installing the scripts you open a image in gimp. This script works by slicing up the image into 6 layers of equal size, each by the power of 2. 
  
  .  After you open the image you select `menu:Filters[Generic > Cubemap Layers Generator]`.
  .  Fill in the details as follows. 
  **  Source: navigate to the image you are slicing.
  **  Cubemap layout: `Cross Horizontal`
  **  2 to the power of: `10` (for 1024 sized Layers) 
  .  Press btn:[OK] to slice up the image.
  .  Select `menu:File[Export As]` and change the `Name` and `File Type` to `.dds`. Choose your save location, typically `Assets/Textures`.
  .  Press btn:[Export].
  . A DDS panel will open. Apply the following settings:
  * Compression: `None`
  * Format: `RGB8`
  * Save: `As cube map`
  * MipMaps: `No mipmaps`
  . Press btn:[OK] to export.
  
  You attach the exported image to your scene as is explained in the <<jme3/advanced/sky#,How to add a Sky to your Scene>> tutorial.
  
negative.code: - [ ] With your first camera selected (in this case Camera-down) and your mouse inside the right side 3d view, press kbd:[Ctrl]+kbd:[NumPad 0] to set your selected camera to be the active camera. 
  - [ ] Press kbd:[F12] to render the scene. A image will appear in the left side UV/Image Editor.
  - [ ] With your mouse inside the left side UV/Image Editor you can scroll in or out to center the view.
  - [ ] With your mouse inside the left side UV/Image Editor press kbd:[F3] to save your image. Rename the image (down.jpg in this case).
  
  Follow this same procedure for the remaining cameras. Rendering, renaming and saving each. After you have rendered all your images you can copy and paste them into your asset folder for JME3. Usually under the `Assets/Texture` directory.
  
  To use your images in your code, in simpleInitApp(), load the Textures and use the SkyFactory to create your sky.
  
  