anchor.diff:  
   Make sure to get the paths to the textures (.png, .jpg) and material definitions (.j3md) right. 
   
  -*  The paths to the built-in .j3md files are relative to jME3's Core Data directory. Just copy the path stated in the <<jme3/advanced/materials_overview#,Material>> table. +`Common/MatDefs/Misc/Unshaded.j3md` is resolved to `jme3/src/src/core-data/Common/MatDefs/Misc/Unshaded.j3md`.
  -*  The paths to your textures are relative to your project's assets directory. +`Textures/bump_rock_normal.png` is resolved to `MyGame/src/assets/Textures/bump_rock_normal.png`
  +*  The paths to the built-in .j3md files are relative to jME3's Core Data directory. Just copy the path stated in the <<jme3/advanced/materials_overview#,Material>> table. +
  +`Common/MatDefs/Misc/Unshaded.j3md` is resolved to `jme3/src/src/core-data/Common/MatDefs/Misc/Unshaded.j3md`.
  +*  The paths to your textures are relative to your project's assets directory. +
  +`Textures/bump_rock_normal.png` is resolved to `MyGame/src/assets/Textures/bump_rock_normal.png`
   
   
   === Data Types
  
positive.code: myGeometry.setMaterial(assetManager.loadMaterial("Materials/SimpleBump.j3m"));
  ----
  
  *Tip:* In the jMonkeyEngine SDK, open Windows&gt;Palette and drag the `JME Material: Set J3M` snippet into your code.
  
  
  == Syntax Reference for .j3m Files
  
negative.code: ----
  
  
  How this file is structured:
  
  .  Header
  ..  `Material` is a fixed keyword, keep it.
  