anchor.diff:  
   The most used diffuse BRDF in games. It’s very popular because it’s very cheap to compute and gives good results. This is the most simple way of computing diffuse.  link:https://en.wikipedia.org/wiki/Lambertian_reflectance[here are the details]
   
  -image::DiffuseLambert.jpg[DiffuseLambert,width="320",height="250",align="center"]
  +image::jme3/advanced/DiffuseLambert.jpg[DiffuseLambert,width="320",height="250",align="center"]
   Diffuse Lambert factor for a direct light source (directional light) with a yellow surface color.
   
   Some Alternatives :
  
positive.code: = Physically Based Rendering – Part Two
  
  <<pbr_part1#,In previous post>>, I explained what you had to know about Physically Based Rendering if you were an artist. If you’re a developer, and reading this article, you may have tried, or are planning  to implement your own PBR system. If you started to read some of the available literature, you’ve probably been struck by the math complexity of it, and by the lack of explanation of the big picture. You usually see articles that focus on specifics parts of the process, and don’t talk much about other parts as they are assumed easier. At some point you have to assemble all these parts, and I had a hard time figuring out how to do it in my readings. I guess it’s considered basic stuff for other authors, but I think it deserves its proper explanation.
  
  I don’t pretend these articles will enlighten you to the point you are ready to implement your own system, but I hope they will give you solid basis and understanding to start reading the literature without saying “WTF?? on every line as I did.
  
  
negative.code: *Fresnel factor called F*. Discovered by Augustin Fresnel (frenchies are sooo clever), it describes how light reflects and refracts at the intersection of two different media (most often in computer graphics : Air and the shaded surface)
  
  *Geometry shadowing term G*. Defines the shadowing from the micro facets
  
  '''
  
  *  <<jme3\advanced\pbr_part1#,Physically Based Rendering – Part one>>
  *  <<jme3\advanced\pbr_part3#,Physically Based Rendering – Part Three>>
  