anchor.diff:  You have also learned that a material can be stored in a .j3m file. The file references a built-in MaterialDefinition and specifies values for properties of that MaterialDefinition. You know to save your custom .j3m files in your project's `assets/Materials/` directory.
   
   Now that you know how to load models and how to assign good-looking materials to them, let's have a look at how to animate models in the next chapter, <<jme3/beginner/hello_animation#,Hello Animation>>.
  +
   '''
   
   See also
  
positive.code: 
  *  A Texture with alpha channel
  *  A Texture with blend mode of `BlendMode.Alpha`
  *  A Geometry in the `Bucket.Transparent` render bucket.  +This bucket ensures that the transparent object is drawn on top of objects behind it, and they show up correctly under the transparent parts. 
  
  [source,java]
  ----
  
negative.code: <a| Parameters  
  
  a| `Common/MatDefs/Misc/Unshaded.j3md` 
  a| Colored: Use with mat.setColor() and ColorRGBA. +
  Textured: Use with mat.setTexture() and Texture. 
  a| Color : Color +
  ColorMap : Texture2D 
  
  <a| `Common/MatDefs/Light/Lighting.j3md`      
  a| Use with shiny Textures, Bump- and NormalMaps textures. +
  Requires a light source. 
  a| Ambient, Diffuse, Specular : Color +
  DiffuseMap, NormalMap, SpecularMap : Texture2D +
  Shininess : Float 
  
  |===
  
  