anchor.diff:  Here are the names of TerrainLighting.j3md's material properties:
   
   
  -image::http://jmonkeyengine.googlecode.com/svn/trunk/engine/test-data/Textures/Terrain/splat/mountains512.png[A heightmap encodes the topological highs and lows of the terrain,width="128",height="128",align="right"]
  +image::/jme3/beginner/mountains512.png[A heightmap encodes the topological highs and lows of the terrain,width="128",height="128",align="right"]
   
   
   *  1-3 Alpha Maps
  
positive.code: ***  `DiffuseMap`, `DiffuseMap_0_scale`, `NormalMap`
  ***  `DiffuseMap_1`, `DiffuseMap_1_scale`, `NormalMap_1`
  ***  `DiffuseMap_2`, `DiffuseMap_2_scale`, `NormalMap_2`
  ***  `DiffuseMap_3`, `DiffuseMap_3_scale`, `NormalMap_3`
  image::http://jmonkeyengine.googlecode.com/svn/trunk/engine/test-data/Textures/Terrain/splat/alphamap.png[An alpha map can describe where 4 textures are painted onto the terrain.,width="128",height="128",align="right"]
  
  ***  `DiffuseMap_4`, `DiffuseMap_4_scale`, `NormalMap_4`
  ***  …
  ***  `DiffuseMap_11`, `DiffuseMap_11_scale`, `NormalMap_11`
  
  *  “Light maps
  ***  `GlowMap`
  ***  `SpecularMap`
  
  
  *Note:* `DiffuseMap_0_scale` is a float value (e.g. 1.0f); you must specify one scale per Diffuse Map.
  
  OpenGL supports a maximum of 16 _samplers_ in any given shader. This means you can only use a subset of material properties at the same time if you use the terrain's default lighting shader (TerrainLighting.j3md)!
  
  Adhere to the following constraints:
  
  image::http://jmonkeyengine.googlecode.com/svn/trunk/engine/test-data/Textures/Terrain/splat/road.jpg[The Diffuse Map of one of the terrain textures depicts the colors of a paved surface,width="",height="",align="right"]
  
  
  *  1-12 Diffuse Maps. One Diffuse Map is the minimum!
  
negative.code: 
  ----
  
  [TIP]
  ====
  As an alternative to an image-based height map, you can also generate a Hill hightmap:
  
  [source,java]
  ----
  