anchor.diff:  
   == Materials: Color, Lighting/Shading
   
  -What we call “color is merely part of an object's light reflection. The onlooker's brain uses shading and reflecting properties to infer an object's shape and material. Factors like these make all the difference between chalk vs milk, skin vs paper, water vs plastic, etc! (link:http://www.shaders.org/ifw2_textures/whatsin10.htm[External examples])
  +What we call “color is merely part of an object's light reflection. The onlooker's brain uses shading and reflecting properties to infer an object's shape and material. Factors like these make all the difference between chalk vs milk, skin vs paper, water vs plastic, etc! 
   
   
   === Color
  
positive.code: ===== Normal Map
  
  
  image::http://jmonkeyengine.googlecode.com/svn/trunk/engine/test-data/Models/HoverTank/tank_normals.png[tank_normals.png,with="128",height="128",align="right"]
  
  
  *  A well-done Normal Map makes a shape more detailed – without the need to add costly polygons to the mesh. It contains shading information that makes the object appear smoother and more fine-grained.
  
negative.code: === Seamless Tiled Textures
  
  
  image::https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-testdata/src/main/resources/Textures/Terrain/BrickWall/BrickWall.jpg[BrickWall.jpg,with="128",height="128",align="right"]
  
  Tiles are a very simple, commonly used type of texture. When texturing a wide area (e.g. walls, floors), you don't create one huge texture – instead you tile a small texture repeatedly to fill the area.
  
  