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: - [ ] Check the Real Sky toggle.
  
  [%interactive]
  .Map Generator Setup 
  - [ ] From the header at the top of the 3d view click the btn:[Choose Screen Layout] button next to the word `Default` and select `Split Verticle F/R`. 
  - [ ] Click the `+` sign to create a new layout. 
  - [ ] Rename this new layout Angular Map Generator or a name of your choosing.
  - [ ] In the left side 3d view, at the bottom, next to the word view, is the btn:[Current Editor Type] button. Click it and change it to `UV/Image Editor`.
  - [ ] Place your mouse inside the right side 3d view and press kbd:[NumPad 5] to toggle ortho view. You're now setup to render your Angular map.
  
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.
  
  