anchor.diff:          AmbientLight al = new AmbientLight();
           al.setColor(ColorRGBA.White);
           rootNode.addLight(al);
  -
  +...
  +}
   ----
   
   The result should look something like:
   
  -image:jme3/particles3.jpg[particles3.jpg,width="",height=""]
  +image:effect/particles/particles1.jpg[particles3.jpg,width="",height=""]
   
   Now lets set fire to the monkey! (No monkeys were harmed during the making of this particle system!).
   
  
positive.code: 
  You can see that the only change is to make the particles last a little longer and to change the ColorInfluencer for a MultiColorInfluencer, and yet the results look quite different:
  
  image:jme3/particles2.jpg[particles2.jpg,width="",height=""]
  
  This isn't a very convincing fire yet, but it is very simple to get up and running. One problem with this approach is that particles are done using an alpha-additive material, they can only make things brighter but never darker. That is not ideal for smoke which should be able to make them darker too. We will look at this again later but for now we will move on to some different mesh types.
  
  
negative.code: 
  The flame image from before is used for the second emitter, the first emitter uses this image which you can download and use:
  
  image:effect/particles/runecircle.png[runecircle.png,width="256",height=""]
  
  ====
  
  