anchor.diff:  
   To activate Shininess (this only makes sense for illuminated Materials):
   
  -.  Specify the `Shininess` intensity the Material. +Shininess is a float value between 1 (rough surface with blurry shininess) and 128 (very smooth surface with focused shininess)
  +.  Specify the `Shininess` intensity the Material. +
  +Shininess is a float value between 1 (rough surface with blurry shininess) and 128 (very smooth surface with focused shininess)
   [source,java]
   ----
   mat.setFloat("Shininess", 5f);
  
positive.code: A Geometry (mesh) is just the shape of the object. jMonkeyEngine cannot render a shape without knowing anything about its surface properties. You need to apply a color or texture to the surface of your Geometries to make them visible. In jMonkeyEngine, colors and textures are represented as Material objects. (An alternative would also be to load a model that includes materials generated by a mesh editor, such as Blender.)
  
  *  All Geometries must have Materials that defines color or texture.
  *  Each Material is based on a Material Definition file. +Examples of included Material Definitions: Lighting.j3md, Unshaded.j3md
  
  You want to make the most of your 3D models by specifying good looking material parameters. The developers must be in contact with the graphic designers regarding which of the <<jme3/advanced/materials_overview#,Material properties>> they intend to use in their 3D models. You must have an understanding what <<jme3/terminology#materialstextures,texture maps>> are, to be able to use texture-mapped materials. 
  
  
negative.code: mat.setBoolean("UseMaterialColors",true);
  ----
  
  .  Specify the `Specular` and `Diffuse` colors of the shiny spot. +
  Typically you set Specular to the ColorRGBA value of the light source, often RGBA.White.
  [source,java]
  ----
  mat.setColor("Specular",ColorRGBA.White);
  mat.setColor("Diffuse",ColorRGBA.White);
  ----
  
  .  (Optional) Specify a `SpecularMap` texture. +
  You optionally hand-draw this grayscale texture to outline in detail where the surface should be more shiny (whiter grays) and where less (blacker grays). If you don't supply a SpecularMap, the whole material is shiny everywhere. 
  [source,java]
  ----
  mat.setTexture("SpecularMap", assetManager.loadTexture("Textures/metal_spec.png")); // with Lighting.j3md
  