anchor.diff:  For example, you can use a maximum of 9 diffuse textures, two of which can have normal maps; +
   or, five textures with both diffuse and normal maps.
   a|*Texture Splat Maps* +
  -setTexture(“DiffuseMap, assetManager.loadTexture(“)); +
  -setFloat(“DiffuseMap_0_scale,1f); +
  -setTexture(“NormalMap, assetManager.loadTexture(“)); +
  -setTexture(“DiffuseMap_1, assetManager.loadTexture(“)); +
  -setFloat(“DiffuseMap_1_scale,1f); +
  -setTexture(“NormalMap_1, assetManager.loadTexture(“)); +
  -setTexture(“DiffuseMap_2, assetManager.loadTexture(“)); +
  -setFloat(“DiffuseMap_2_scale,1f); +
  -setTexture(“NormalMap_2, assetManager.loadTexture(“)); +
  -setTexture(“DiffuseMap_3, assetManager.loadTexture(“)); +
  -setFloat(“DiffuseMap_3_scale,1f); +
  -setTexture(“NormalMap_3, assetManager.loadTexture(“)); +
  +setTexture("`DiffuseMap`", assetManager.loadTexture("`name`")); +
  +setFloat("`DiffuseMap_0_scale`",1f); +
  +setTexture("`NormalMap`", assetManager.loadTexture("`name`")); +
  +setTexture("`DiffuseMap_1`", assetManager.loadTexture("`name`")); +
  +setFloat("`DiffuseMap_1_scale`",1f); +
  +setTexture("`NormalMap_1`", assetManager.loadTexture("`name`")); +
  +setTexture("`DiffuseMap_2`", assetManager.loadTexture("`name`")); +
  +setFloat("`DiffuseMap_2_scale`",1f); +
  +setTexture("`NormalMap_2`", assetManager.loadTexture("`name`")); +
  +setTexture("`DiffuseMap_3`", assetManager.loadTexture("`name`")); +
  +setFloat("`DiffuseMap_3_scale`",1f); +
  +setTexture("`NormalMap_3`", assetManager.loadTexture("`name`")); +
   etc, up to 11. +
   *Alpha Maps* +
  -setTexture(“AlphaMap, assetManager.loadTexture(“)); +
  -setTexture(“AlphaMap_1, assetManager.loadTexture(“)); +
  -setTexture(“AlphaMap_2, assetManager.loadTexture(“)); +
  +setTexture("`AlphaMap`", assetManager.loadTexture("name")); +
  +setTexture("`AlphaMap_1`", assetManager.loadTexture("`name`")); +
  +setTexture("`AlphaMap_2`", assetManager.loadTexture("`name`")); +
   *Glowing* +
  -setTexture(“GlowMap, assetManager.loadTexture(“)); +
  -setColor(“GlowColor, ColorRGBA.White); +
  +setTexture("`GlowMap`", assetManager.loadTexture("`name`")); +
  +setColor("`GlowColor`", ColorRGBA.White); +
   *Miscellaneous* +
  -setColor(“Diffuse, ColorRGBA.White); +
  -setColor(“Ambient, ColorRGBA.White); +
  -setFloat(“Shininess,64f); +
  -setColor(“Specular, ColorRGBA.White); +
  -setTexture(“SpecularMap, assetManager.loadTexture(“)); +
  -setBoolean(“WardIso,true); +
  -setBoolean(“useTriPlanarMapping,true); +
  -setBoolean(“isTerrainGrid,true); 
  +setColor("`Diffuse`", ColorRGBA.White); +
  +setColor("`Ambient`", ColorRGBA.White); +
  +setFloat("`Shininess`",64f); +
  +setColor("`Specular`", ColorRGBA.White); +
  +setTexture("`SpecularMap`", assetManager.loadTexture("`name`")); +
  +setBoolean("`WardIso`",true); +
  +setBoolean("`useTriPlanarMapping`",true); +
  +setBoolean("`isTerrainGrid`",true);
   
   <a| Common/MatDefs/Light/ +
  -Reflection.j3md    
  -a| Reflective glass material with environment map (CubeMap/SphereMap). See also: link:http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/texture/TestCubeMap.java[TestCubeMap.java] 
  -a| setTexture(“Texture, assetManager.loadTexture(“)); +
  -setBoolean(“SphereMap,true); 
  +Reflection.j3md
  +a| Reflective glass material with environment map (CubeMap/SphereMap). See also: link:http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/texture/TestCubeMap.java[TestCubeMap.java]
  +a| setTexture("`Texture`", assetManager.loadTexture("`name`")); +
  +setBoolean("`SphereMap`",true);
   
   |===
   
  
positive.code: a|Example
  
  a|getAdditionalRenderState() +
  .setFaceCullMode(FaceCullMode.Back); 
  a|Activates back-face culling. Mesh faces that are facing away from the camera are not rendered, which saves time. *Backface culling is activated by default as a major optimization.* 
  a|The invisible backsides and insides of models are not calculated. 
  
  a|getAdditionalRenderState() +
  .setFaceCullMode(FaceCullMode.Off); 
  a|No meshes are culled. Both mesh faces are rendered, even if they face away from the camera. Slow.
  a|Sometimes used to debug custom meshes if you messed up some of the polygon sides, or for special shadow effects.
  
  a|getAdditionalRenderState() +
  .setFaceCullMode(FaceCullMode.Front); 
  a|Activates front-face culling. Mesh faces facing the camera are not rendered.
  a|No example – Typically not used because you wouldn't see anything meaningful.
  
  
negative.code: .Special Illuminated
  |===
  
  a|Material Definitions
  a| Usage
  a| Material Parameters
  
  a|Common/MatDefs/Terrain/ +
  TerrainLighting.j3md
  