anchor.diff:  ----
   
   The results look something like:
  -image:jme3/contributions/youtube_01qcbgbvf-c[youtube_01qcbgbvf-c,width="",height=""]
  +
  +*  link:https://www.youtube.com/watch?v=01qCBGBvf-c[Video: Particle Emitter Example 5]
   
   To complete the effect one final line of code adds a skybox (using another texture that can be find in the test data):
   
  
positive.code: 
  Results in something that looks like this:
  
  image:jme3/contributions/youtube_wgr5rzf9apg[youtube_wgr5rzf9apg,width="",height=""]
  
  You can see that while dramatic the fire is left behind each particle, this is because although it is emitted from the face of the particle at its current position it has no knowledge of how that particle is moving.
  
  
negative.code: ----
  
  You can see that this gives much better results:
  
  *  link:https://www.youtube.com/watch?v=2BlBZVM0EZQ[Video: Particle Emitter Example 4]
  
  There is a lot of falling rocks and fire here, but not much in the way of smoke. That could be added using a multi-colour emitter as previously, but the standard particle material is additive. That means it can only make colours brighter, never darker. For smoke it should be able to darken as well as lighten.
  
  