anchor.diff:  Looks confusing? +
   1) Start learning about `Unshaded.j3md` and `Lighting.j3md`, they cover 90% of the cases. +
   2) Use <<sdk/material_editing#,the SDK's visual material editor>> to try out and save material settings easily. +
  -3) The <<sdk/code_editor#,SDK's Palette>> contains drag&drop code snippets for loading materials. 
  +3) The <<sdk/code_editor#,SDK's Palette>> contains drag&drop code snippets for loading materials.
   ====
   
   
  
positive.code: a|getAdditionalRenderState() +
  .setBlendMode(BlendMode.Alpha);
  a|Interpolates the background pixel with the current pixel by using the current pixel's alpha.
  a|Use this for normal every-day translucency: Frosted window panes, ice, glass, alpha-blended vegetation textures… 
  
  a|getAdditionalRenderState() +
  .setDepthWrite(false);
  
negative.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("`name`")); +
  setTexture("`region2ColorMap`", assetManager.loadTexture("`name`")); +
  setTexture("`region3ColorMap`", assetManager.loadTexture("`name`")); +
  setTexture("`region4ColorMap`", assetManager.loadTexture("`name`")); +
  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("`name`")); +
  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("`name`")); +
  setTexture("`GlowMap`", assetManager.loadTexture("`name`")); +
  setColor("`GlowColor`", ColorRGBA.White); +
  setFloat("`Quadratic`",1f); +
  setBoolean("`PointSprite`",true);
  
  |===
  
  