anchor.diff:  
   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=""]}
  +image:jme2/terrain-from-heightmap.png[terrain-from-heightmap.png,width="",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.
   
  
positive.code: === Looking at the Heightmap Code
  
  
  image::jme3/beginner/mountains512.png[mountains512.png,with="128",height="128",align="right"]
  
  
  The first step of terrain creation is the heightmap. You can create one yourself in any standard graphic application. Make sure it has the following properties:
  
negative.code: 
  .  The end result should look similar to this:
  
  image:jme3/beginner/mountains512.png[mountains512.png,64,64] ⇒ image:jme3/beginner/alphamap.png[alphamap.png,64,64]
  
  
  === Looking at the Texturing Code
  