anchor.diff:  *  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.
  +*  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
  
positive.code: *  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"]
  
  
  
  
negative.code: image::http://jmonkeyengine.org/wp-content/uploads/2010/10/neotexture-2.jpg[neotexture-2.jpg,with="380",height="189",align="center"]
  
  
  See also: link:http://gryllus.net/Blender/Lessons/Lesson05.html[Creating Materials in Blender], link:http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Every_Material_Known_to_Man[Blender: Every Material Known to Man]
  
  
  == Animation
  