anchor.diff:  == Create an Effect Material
   
   
  -image::http://jmonkeyengine.googlecode.com/svn/trunk/engine/test-data/Effects/Explosion/flash.png[flash.png,width="128",height="128",align="right"]
  +image::{uri-jmonkeyengine}jme3-testdata/src/main/resources/Effects/Explosion/flash.png[flash.png,width="128",height="128",align="right"]
   
   
   Use the common Particle.j3md Material Definition and a texture to specify the shape of the particles. The shape is defined by the texture you provide and can be anything – debris, flames, smoke, mosquitoes, leaves, butterflies… be creative.
  
positive.code: <a| spinning
  a| `setRotateSpeed()`
  a| 0f
  a| 0 = Flying particles don't spin while flying (e.g. smoke, insects, controlled projectiles). +&gt; 0 = How fast particle spins while flying (e.g. debris, shuriken, missiles out of control).
  
  <a| rotation
  a| `setRandomAngle()`
  a| false
  a| true = The particle sprite is rotated at a random angle when it is emitted (e.g. explosion, debris). +false = Particles fly straight like you drew them in the sprite texture (e.g. insects).
  
  <a| gravity
  a| `setGravity()`
  a| Vector3f(0.0f,0.1f,0.0f)
  a| Particles fall in the direction of the vector (e.g. debris, sparks). +(0,0,0) = Particles keep flying in start direction (e.g. flames, zero-gravity explosion.)
  
  <a| start area
  a|`setShape(new EmitterSphereShape( Vector3f.ZERO, 2f));`
  
negative.code: ----
  
  .  Attach the emitter to the rootNode and position it in the scene:
  +
  [source,java]
  ----
  rootNode.attachChild(explosion);
  