anchor.diff:  
   == All Materials Definition Properties
   
  -The following Materials table shows you the Material Definitions that jMonkeyEngine 3 supports. 
  +The following Materials table shows you the Material Definitions that jMonkeyEngine 3 supports.
   
   
   [TIP]
  
positive.code: a sandy texture for the beaches, +
  a grassy texure for inland areas, +
  and a rocky texture for mountain tops.
  a| setFloat(“terrainSize,512f); +
  setTexture(“region1ColorMap, assetManager.loadTexture(“)); +
  setTexture(“region2ColorMap, assetManager.loadTexture(“)); +
  setTexture(“region3ColorMap, assetManager.loadTexture(“)); +
  setTexture(“region4ColorMap, assetManager.loadTexture(“)); +
  setVector3(“region1, new Vector3f(0,0,0)); +
  setVector3(“region2, new Vector3f(0,0,0)); +
  setVector3(“region3, new Vector3f(0,0,0)); +
  setVector3(“region4, new Vector3f(0,0,0)); +
  *Settings for steep areas:* +
  setTexture(“slopeColorMap, assetManager.loadTexture(“)); +
  setFloat(“slopeTileFactor,1f);
  
  <a| Common/MatDefs/Misc/ +
  Particle.j3md       
  a| Used with texture masks for particle effects, or for point sprites. +
  The Quadratic value scales the particle for perspective view (link:https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-core/src/main/java/com/jme3/effect/ParticleEmitter.java[formula]). +
  Does support an optional colored glow effect. +
  See also: <<jme3/beginner/hello_effects#,Hello Effects>> 
  a| setTexture(“Texture, assetManager.loadTexture(“)); +
  setTexture(“GlowMap, assetManager.loadTexture(“)); +
  setColor(“GlowColor, ColorRGBA.White); +
  setFloat(“Quadratic,1f); +
  setBoolean(“PointSprite,true); 
  
  |===
  
  
negative.code: .Special Illuminated
  |===
  
  a|Material Definitions
  a| Usage
  a| Material Parameters
  
  a|Common/MatDefs/Terrain/ +
  TerrainLighting.j3md
  