anchor.diff:  Instead, you can also let JME3 generate a random landscape for you:
   
   .  What result do you get when you replace the above three heightmap lines by the following lines and run the sample?
  ++
   [source,java]
   ----
   
  
positive.code: 
  Look at the next screenshot: In the top left you see a 128x128 grayscale image (heightmap) that was used as a base to generate the depicted terrain. To make the hilly shape better visible, the mountain tops are colored white, valleys brown, and the areas inbetween green:
  
  image:jme2/terrain-from-heightmap.png[terrain-from-heightmap.png,with="",height=""]}
  
  In a real game, you will want to use more complex and smoother terrains than the simple heightmaps shown here. Heightmaps typically have square sizes of 512x512 or 1024x1024, and contain hundred thousands to 1 million height values. No matter which size, the concept is the same as described here.
  
  
negative.code: One way to create a 3D landscape is to sculpt a huge terrain model. This gives you a lot of artistic freedom – but rendering such a huge model can be quite slow. This tutorial explains how to create fast-rendering terrains from heightmaps, and how to use texture splatting to make the terrain look good.
  
  
  image::jme3/beginner/beginner-terrain.png[beginner-terrain.png,360,291,align="center"]
  
  
  NOTE: If you get an error when trying to create your ImageBasedHeightMap object, you may need to update the SDK, click on “Help / “Check for updates
  
  
  [TIP]
  