anchor.diff:  [cols="3", options="header"]
   |===
   
  -<a| Texture Path                     
  -a| Dimension 
  -a| Preview 
  -
  -<a| Effects/Explosion/Debris.png     
  -<a| 3*3  
  -a| image:jme3/beginner/Debris.png[Debris.png,32,32] 
  -
  -<a| Effects/Explosion/flame.png      
  -<a| 2*2  
  -a| image:jme3/beginner/flame.png[flame.png,32,32] 
  -
  -<a| Effects/Explosion/shockwave.png  
  -<a| 1*1  
  -a| image:jme3/beginner/shockwave.png[shockwave.png,32,32] 
  -
  -a| Effects/Explosion/smoketrail.png 
  -<a| 1*3  
  -a| image:jme3/beginner/smoketrail.png[smoketrail.png,32,32] 
  -
  -<a| Effects/Smoke/Smoke.png          
  -a| 1*15 
  -a| image:jme3/beginner/Smoke.png[Smoke.png,96,32] 
  +<a| Texture Path
  +a| Dimension
  +a| Preview
  +
  +<a| Effects/Explosion/Debris.png
  +<a| 3*3
  +a| image:jme3/beginner/Debris.png[Debris.png,32,32]
  +
  +<a| Effects/Explosion/flame.png
  +<a| 2*2
  +a| image:jme3/beginner/flame.png[flame.png,32,32]
  +
  +<a| Effects/Explosion/shockwave.png
  +<a| 1*1
  +a| image:jme3/beginner/shockwave.png[shockwave.png,32,32]
  +
  +a| Effects/Explosion/smoketrail.png
  +<a| 1*3
  +a| image:jme3/beginner/smoketrail.png[smoketrail.png,32,32]
  +
  +<a| Effects/Smoke/Smoke.png
  +a| 1*15
  +a| image:jme3/beginner/Smoke.png[Smoke.png,96,32]
   
   |===
   
  
positive.code: *  EmitterSphereShape(Vector3f.ZERO,2f) – particles emit from a sphere-sized area
  *  EmitterBoxShape(new Vector3f(-1f,-1f,-1f),new Vector3f(1f,1f,1f)) – particles emit from a box-sized area
  
  Example: 
  
  [source,java]
  ----
  emitter.setShape(new EmitterPointShape(Vector3f.ZERO));
  ----
  
  You create different effects by changing the emitter parameters: 
  [cols="10,50,15,25", options="header"]
  |===
  
  <a| Parameter           
  a| Method 
  a| Default 
  a| Description 
  
  <a| number              
  a| `setNumParticles()` 
  a| N/A 
  a| The maximum number of particles visible at the same time. Value is specified by user in constructor. This influences the density and length of the “trail. 
  
  <a| velocity            
  <a| `getParticleInfluencer().setInitialVelocity()`  
  a| Vector3f.ZERO 
  a| Specify a vector how fast particles move and in which start direction. 
  
  <a| direction           
  a| `getParticleInfluencer().setVelocityVariation()` +
  `setFacingVelocity()` +
  `setRandomAngle()` +
  `setFaceNormal()` +
  `setRotateSpeed()` 
  a| 0.2f +
  false +
  false +
  Vector3f.NAN +
  0.0f 
  a| Optional accessors that control in which direction particles face while flying. 
  
  <a| lifetime            
  a| `setLowLife()` +
  `setHighLife()` 
  <a| 3f +
  7f  
  a| Minimum and maximum time period before particles fade. 
  
  <a| emission rate       
  a| `setParticlesPerSec()` 
  a| 20 
  a| How many new particles are emitted per second. 
  
  <a| color               
  a| `setStartColor()` +
  `setEndColor()` 
  a| gray 
  a| Set to the same colors, or to two different colors for a gradient effect. 
  
  <a| size                
  a| `setStartSize()` +
  `setEndSize()` 
  a| 0.2f +
  2f 
  a| Set to two different values for shrink/grow effect, or to same size for constant effect. 
  
  <a| gravity             
  a| `setGravity()` 
  a| 0,1,0 
  a| Whether particles fall down (positive) or fly up (negative). Set to 0f for a zero-g effect where particles keep flying. 
  
  |===
  
  You can find details about <<jme3/advanced/particle_emitters#configure_parameters,effect parameters>> here.
  Add and modify one parameter at a time, and try different values until you get the effect you want. 
  
  
  [TIP]
  
negative.code: image::jme3/beginner/Debris.png[Debris.png,96,96]
  
  
  Start by choosing a material texture for your effect. If you provide the emitter with a set of textures (see image), it can use them either for variation (random order), or as animation steps (fixed order).
  
  Setting emitter textures works just as you have already learned in previous chapters. This time you base the material on the `Particle.j3md` material definition. Let's have a closer look at the material for the Debris effect.
  
  [source,java]
  ----
  
      ParticleEmitter debris =
              new ParticleEmitter("Debris", ParticleMesh.Type.Triangle, 10);
      Material debris_mat = new Material(assetManager,
              "Common/MatDefs/Misc/Particle.j3md");
      debris_mat.setTexture("Texture", assetManager.loadTexture(
              "Effects/Explosion/Debris.png"));
      debris.setMaterial(debris_mat);
      debris.setImagesX(3);
      debris.setImagesY(3); // 3x3 texture animation
      debris.setSelectRandomImage(true);
          ...
  