anchor.diff:  *  You use Height Maps to model large terrains with valleys and mountains.
   
   
  -image::http://jmonkeyengine.googlecode.com/svn/trunk/engine/test-data/Textures/Terrain/splat/mountains512.png[mountains512.png,with="128",height="128",align="right"]
  +image::https://github.com/jMonkeyEngine/wiki/blob/master/src/docs/images/jme3/beginner/mountains512.png[mountains512.png,with="128",height="128",align="right"]
   
   
   
  
positive.code: *  Degree of shininess of a surface (1-128).
  *  Shiny objects have small, clearly outlined specular highlights. (E.g. glass, water, silver)
  *  Normal objects have wide, blurry specular highlights. (E.g. metal, plastic, stone, polished materials)
  *  Uneven objects are not shiny and have no specular highlights. (E.g. cloth, paper, wood, snow) +Set the Specular color to ColorRGBA.Black to switch off shininess.
  
  
  ==== Specular Color
  
negative.code: 
  ==== Slerp
  
  Slerp is how we pronounce spherical linear interpolation when we are in a hurry. A slerp is an interpolated transformation that is used as a simple “animation in 3D engines. You define a start and end state, and the slerp interpolates a constant-speed transition from one state to the other. You can play the motion, pause it at various percentages (values between 0.0 and 1.0), and play it backwards and forwards. link:http://javadoc.jmonkeyengine.org/com/jme3/math/Quaternion.html#slerp-com.jme3.math.Quaternion-com.jme3.math.Quaternion-float-[JavaDoc: slerp()]
  
  Example: A burning meteorite Geometry slerps from “position p1, rotation r1, scale s1 in the sky down to “p2, r2, s2 into a crater.
  
  