anchor.diff:  ***  What happens if both min and max are large values (e.g. 1000/1500)?
   ***  What happens if min and max are very close(e.g. 1000/1001, 20/21)? Very far apart (e.g. 10/1000)?
   
  -
  -
   You see the variety of hilly landscapes that can be generated using this method.
   
   
  
positive.code: ..  Paint the black valleys red – this will be the grass.
  ..  Paint the white hills green – this will be the dirt of the mountains.
  ..  Paint blue lines where you want roads to criss-cross the landscape.
  
  .  The end result should look similar to this:
  +
  image:jme3/beginner/mountains512.png[mountains512.png,64,64] ⇒ image:jme3/beginner/alphamap.png[alphamap.png,64,64]
  
  
  === Looking at the Texturing Code
  
negative.code: 
  You have learned how to create terrains that are more efficient than loading one giant model. You know how to generate random or create handmade heightmaps. You can add a LOD control to render large terrains faster. You are aware that you can combine what you learned about collision detection to make the terrain solid to a physical player. You are also able to texture a terrain “like a boss using layered Materials and texture splatting. You are aware that the jMonkeyEngine SDK provides a TerrainEditor that helps with most of these manual tasks.
  
  Do you want to hear your players say '`ouch!`' when they bump into a wall or fall off a hill? Continue with learning <<jme3/beginner/hello_audio#,how to add sound>> to your game.
  
  '''
  
  