anchor.diff:  
   A picture worth thousand words
   
  -image::jme3/advanced/Cube_mapped_reflection_example.jpg[Cube_mapped_reflection_example,width="320",height="250",align="center"]
  +image::how-to/articles/pbr/Cube_mapped_reflection_example.jpg[Cube_mapped_reflection_example,width="320",height="250",align="center"]
   from wikipedia : TopherTH at the English language Wikipedia [GFDL (http://www.gnu.org/copyleft/fdl.html), GFDL (http://www.gnu.org/copyleft/fdl.html) or CC-BY-SA-3.0 (http://creativecommons.org/licenses/by-sa/3.0/)], via Wikimedia Commons Here the reflected Ray is our reflection vector.
   
   Here the reflected Ray is our reflection vector.
  
positive.code: 
  Here is what indirect specular alone, looks like, with a roughness of 0.1.
  
  image::jme3/advanced/IndirectSpeculra.png[IndirectSpeculra,width="320",height="250",align="center"]
  
  *So in the end :*
  
  
negative.code: 
  With this technique I can compute a 128X128 irradiance cube map on the CPU in Java in about 200ms. Too slow to be done on each frame, but at design time that’s the blink of an eye.
  
  image::how-to/articles/pbr/DiffuseIBL.png[DiffuseIBL,width="320",height="250",align="center"]
  Here is the diffuse effect of indirect lighting using an irradiance cube map
  
  === IBL Specular
  