anchor.diff:  
   Again this is just a very simple example, much more sophisticated fire effects are possible with the use of the right textures and mixture of emitters and influencers. The result though should look something like this:
   
  -image:jme3/contributions/youtube_w_zgjhz2au[youtube_w_zgjhz2au,width="",height=""]
  +*  link:https://www.youtube.com/watch?v=W__zGJHZ2AU[Video: Particle Emitter Example 2]
   
   
   == Meshes and Weighted Meshes
  
positive.code: ----
  
  You can see that this gives much better results:
  image:jme3/contributions/youtube_2blbzvm0ezq[youtube_2blbzvm0ezq,width="",height=""]
  
  There is a lot of falling rocks and fire here, but not much in the way of smoke. That could be added using a multi-colour emitter as previously, but the standard particle material is additive. That means it can only make colours brighter, never darker. For smoke it should be able to darken as well as lighten.
  
  
negative.code: 
  Results in something that looks like this:
  
  *  link:https://www.youtube.com/watch?v=WGR5RzF9APg[Video: Particle Emitter Example 3]
  
  You can see that while dramatic the fire is left behind each particle, this is because although it is emitted from the face of the particle at its current position it has no knowledge of how that particle is moving.
  
  